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Clash of Cultures Board Game

3.9 out of 5 stars 20 customer reviews

List Price: $79.99
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WARNING:
CHOKING HAZARD -- Small parts. Not for children under 3 yrs.

Product Description

Product Description

From Christian Marcussen the creator of Merchants and Marauders comes Clash of Cultures a civilization game in which each player leads a civilization from a single settlement to a mighty empire. Players must explore their surroundings build large cities research advances and conquer those who stand in the way. The game features a modular board for players to explore 48 distinct advances seven mighty wonders and loads of miniatures and cards. The winner will create a culture that will be remembered and admired for millennia. Advances The game features about 48 distinct advances. The whole tech-tree is very flexible with no dead ends yet still intuitive sensible and realistic. Additionally you have a great overview of what advances other cultures have - no need to ask - just look. Modular Board Players start with a civilization in its infancy. Move settlers to uncharted regions and reveal the terrain and its resources. Several mechanisms have been implemented to assure that an unlucky placement of region-tiles won't be a decider. Playing Time The game covers a time span similar to AH Civilization - that is to pre-gunpowder. However this means that this epic game is playable in about an hour per player! This is a pretty good playing time for a game that covers so much ground as this game will. City management Players expand their cities through the game. But not just to the generic larger city. Players instead choose a building type which represents the growth of the city. For instance you can expand a city with a port fort temple and academy - all with different benefits! Additionally cities can be angry neutral and happy. Everything integrated in an intuitive and elegant fashion.

From the Manufacturer

From Christian Marcussen the creator of Merchants and Marauders comes Clash of Cultures a civilization game in which each player leads a civilization from a single settlement to a mighty empire. Players must explore their surroundings build large cities research advances and conquer those who stand in the way. The game features a modular board for players to explore 48 distinct advances seven mighty wonders and loads of miniatures and cards. The winner will create a culture that will be remembered and admired for millennia. Advances The game features about 48 distinct advances. The whole tech-tree is very flexible with no dead ends yet still intuitive sensible and realistic. Additionally you have a great overview of what advances other cultures have - no need to ask - just look. Modular Board Players start with a civilization in its infancy. Move settlers to uncharted regions and reveal the terrain and its resources. Several mechanisms have been implemented to assure that an unlucky placement of region-tiles won't be a decider. Playing Time The game covers a time span similar to AH Civilization - that is to pre-gunpowder. However this means that this epic game is playable in about an hour per player! This is a pretty good playing time for a game that covers so much ground as this game will. City management Players expand their cities through the game. But not just to the generic larger city. Players instead choose a building type which represents the growth of the city. For instance you can expand a city with a port fort temple and academy - all with different benefits! Additionally cities can be angry neutral and happy. Everything integrated in an intuitive and elegant fashion. Multiple paths to victory Earn points through: - Founding cities and increasing their sizes - Advances - Objectives - Wonders - Events

Product Details

  • Product Dimensions: 14.5 x 10.5 x 2.8 inches ; 4.3 pounds
  • Shipping Weight: 5.2 pounds (View shipping rates and policies)
  • Domestic Shipping: Item can be shipped within U.S.
  • International Shipping: This item can be shipped to select countries outside of the U.S. Learn More
  • Origin: Germany
  • ASIN: B00AMKOXYM
  • Item model number: ZMG 71000
  • Manufacturer recommended age: 13 - 15 years
  • Amazon Best Sellers Rank: #59,789 in Toys & Games (See Top 100 in Toys & Games)
  • Average Customer Review: 3.9 out of 5 stars  See all reviews (20 customer reviews)
  • Manufacturer’s warranty can be requested from customer service. Click here to make a request to customer service.
  • Discontinued by manufacturer: Yes

Customer Reviews

Top Customer Reviews

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It is hard to avoid comparing it to other civ games, but that is how I can differentiate this. Firstly, it is a game where you start as a fledgling civlization and increase technology and build cities, explore lands, deal with barbarians and encounter other civilizations along the way. The classic civ formula is at work here.

The reasons I love this game are:

1) The rules are simple to learn
2) The game is shorter than other games...by at least 1/2 the amount of time.
3) The most important reason of all...the way you win is to accomplish objectives. Objectives dictate how you play the game. So many civ games involve players to figure out their niche strategy and akin to chess, they play with the same opening moves over and over again and never deviate from that. If you do that in this game, you will lose. This game forces you to play different ways every time, and THAT is what keeps it refreshing instead of going stale.

Refreshing is what I love in a game, and hence my 5 star rating.
Comment 15 of 15 people found this helpful. Was this review helpful to you? Yes No Sending feedback...
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Designed by the guy who gave us the great Merchants and Marauders, this quickly became my favorite civ building game. It has one of the best rule books I have ever read; it's easy to find nearly anything you need, and the explanations are clear and concise. The components are also outstanding, and there's a ton of stuff in the box. $60 is good price for this game; $50 is an outstanding price, considering what you get.

It plays 2-4, and each setup is so dramatically different that the strategy you might pursue for a 4-player game goes right out the window with a 2-player game. 2-players is probably my least favorite, but it's still worth trying with that number & is quite challenging in its own right.

Each player starts with a single village, a settler, and a handful of resources. Gathering resources will allow you to build more settlements and make technological & cultural advances, in turn providing you more options in your actions. However, growing technology and culture does come at a price; at points during the game, events will be triggered by passing certain levels of development, and these events generally are not pretty. Some are pretty awful, if you haven't taken the necessary precautions. On the other hand, an event, which on its surface seems bad, can be made to be quite beneficial if the player is skilled enough to make it so. The first few times I played this, everyone was so scared of the events that we timidly made improvements, trying to avoid triggering the events. Be advised, you pursue this Nervous Nellie strategy at your own peril.
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Comment 8 of 8 people found this helpful. Was this review helpful to you? Yes No Sending feedback...
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Clash of Cultures is an excellent game where players explore and develop civilizations, gaining victory points for various actions. It can be played with 2-4 players and runs 6 rounds long, 3 turns per round, and 3 actions per turn.

The map layout changes depending on the amount of players...and each tile is revealed as players explore. As the map is explored, "barbarians" could be discovered and then attack if certain events are pulled. These barbarians can affect the game greatly in the beginning of the game, but as your civilization grows, their effectiveness lessens.

Players can gain resources depending on where their cities are located and then research various technologies based on the amount of food they have. These technologies help develop the civilizations faster and also gain advantages over the other players. They also help customize the game and increases the replay value greatly.

Combat is done with dice, but its randomization is lessened by how their Combat Value is determined. A player's amount of dice is determined by the amount of army units s/he has. When rolled, the amount of hits are determined by adding the value of the dice together and dividing by five. So, while there is randomization...it still works pretty well.

The components of the game are well-made and should hold up for a long time. I use a bead case to hold all of the pieces, but they barely all fit because there are so many. As a result, it could be fairly easy to lose one, so you will want to be careful.

Overall, I really love this game. I think it is superior to the Civilization board game and I cannot wait to play it again and again.
Comment 11 of 12 people found this helpful. Was this review helpful to you? Yes No Sending feedback...
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Clash of Cultures, from Z-Man Games, is an epic game of civilization, exploration, and conquest. Several regions, each featuring four different terrain hexes, are turned upside down and there unexplored at the beginning of the game. The number of the tiles depends upon the number of players. Each player begins the game with a settlement on a revealed tile on their corner of the board, and a settler who can found another city. Soon, all players are exploring the map, building settlements in places that allow them to exploit nearby resources. Cities can also be upgrading by added temples, academies, ports, and fortresses- that fit into the settlement in a fun way. Players may also encounter barbarians and other surprises. Just as important as the tile board, however, each player has a player board that tracks resources and tech. On a turn, a player may collect resources from one of their cities, move units, spend food resources to research tech, and more. After three turns in which each each player has taken three actions, the game moves into a status phase where players check to see if they have met any of their objectives (from cards that have been drawn), then every play must draw a new objective card and action card (which allow for some fun actions), as well as other steps. Players must also keep track of their happiness and cultural development, and when they hit certain marks on the track, players much draw event cards which can be good, but often trigger barbarian raids, natural disasters, and other negative situations. The game plays out over the course of six rounds. At the end of the sixth round, players total up their victory points, which come from a variety of factors like tech, cities, and completed objectives, and who ever has the most VPs wins.Read more ›
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Clash of Cultures Board Game
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