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Through the Ages 2nd Edition By Eagle Games
 
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Through the Ages 2nd Edition By Eagle Games

by Eagle Games
4.8 out of 5 stars  See all reviews (5 customer reviews)

Price: $60.00
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Product Features

  • 2-4 Players
  • Ages 12 and up
  • 2+ Hours
  • Multiple levels of complexity allows new players to get familiar with mechanics of play
  • A fascinating, absorbing game

Product Details

  • Product Dimensions: 12.2 x 8.8 x 2.2 inches ; 3.4 pounds
  • Shipping Weight: 4.5 pounds (View shipping rates and policies)
  • ASIN: B001M2189M
  • Item model number: 1053
  • Manufacturer recommended age: 12 years and up
  • Amazon Best Sellers Rank: #120,551 in Toys & Games (See Top 100 in Toys & Games)
  • Average Customer Review: 4.8 out of 5 stars  See all reviews (5 customer reviews)
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Frequently Bought Together

Through the Ages 2nd Edition By Eagle Games + Power Grid + 7 Wonders Game
Price For All Three: $124.85

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  • In Stock.
    Ships from and sold by The Games Keep, LLC.
    $12.50 shipping.

  • Power Grid $30.28

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  • 7 Wonders Game $34.57

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Product Description

Through the Ages is an exciting game of strategy and resource management. Players guide their civilizations up from Antiquity, through the Middle Ages, and into Modern Times. What will your civilization be like? Will it be warlike?Technologically advanced? Religious? Artistic? Choose from Leaders such as Hammurabi, Napoleon, and Ghandi. Build the Pyramids, the Great Wall, or the Eiffel Tower. Your Civilization's culture is yours to shape - and you can do it differently every time you play the game. Through the Ages is playable in three different difficulty levels. Play the short Tutorial Game to learn the game mechanics. Play the Advanced Game when you are ready to face the consequences of politics and corruption. And when you want an even greater challenge, play the Full Version of Through the Ages and take your civilization from spear-throwing to space flight. Game Contents: * Scoreboard * 4 player mats * 4 reference cards * 350+ game cards * 265 wood tokens * 1 rulebook

Customer Reviews

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Most Helpful Customer Reviews
16 of 16 people found the following review helpful
By jdl
Durability:    Educational:    Fun:   
== Super short review

It's fun. Buy it.

== Short review

* It's fun.

* You have to think.

* Randomness does not dominate the gameplay. You can plan ahead and react to the cards as they appear.

* Your mistakes will be punished. (Not "Age of Steam" punished, but you'll feel the pain of making stupid moves.)

== Long review

I missed out on this when it was released at Essen 2006. Instead of hitting eBay, I waited patiently for the reprint. For a year, I read everything that I could find on the game, multiple times. I was pretty anxious for it, but I was worried that I was building it up too much in my mind, and figured I'd be let down.

It was everything I hoped for and then some.

The reprint itself has some production issues which are supposed to be fixed at some point. I'm not disappointed that I picked this one up though. The reprint as-is is very playable.

As for the game, you have to maintain a balance between production, science, culture, and military. If you overproduce, corruption prevents you from hoarding resources. If you don't build up your science, you can't pay for upgrades. If you don't produce culture (i.e. victory points) you can't win. If you don't keep up with your military, your opponent can punch you in the face via aggressions, or in some cases just outright win via certain wars.

Of course, you don't have anything close to resembling the number of actions and resources that you need to pull all of this off. It's a juggling act where you're trying to squeeze in just one more ball than everyone else.

The upgrades that you're competing for enter the game via a Dutch auction. They start out expensive, and drop in price until someone buys them or they are removed from the game. This mechanic is brilliant. If you absolutely need a certain card you can probably get it, but it will cost you most of a turn to do so.

You start the game with 4 civil actions, which you use for the majority of things that you do in the game. You also get 2 military actions for building troops and wreaking havoc. There are several cards that will increase one or both of these action pools. The thing that I really like about the game design is that simply pumping these up isn't sufficient to create a snowball effect. Yes, more actions are better than fewer, but if you don't have the resource production to back those action up you'll be wasting a lot of time.

The leaders and the wonders are all unique, although there is overlap between a lot of their abilities. Wonders have a sufficiently high opportunity cost that you really feel like you've earned them once they are built. Leaders are very cheap to acquire, but you are strictly limited on many you can draw and play.

Military is an arms race. If you keep up with your opponents you're probably fine. If you let someone get way ahead, the pain train is likely to show up soon. There are aggressions which let one player try to attack another. It's a simple comparison of military strength, with the option of sacrificing troops for a temporary boost (and the subsequent shrinking of power after those troops disappear). If the attacker wins, the text on the aggresion card occurs. These take the form of stealing goods, stealing science, blowing up buildings, killing leaders, etc.

Unlike aggresions, wars can backfire on the attacker. They can, however, be far more devastating. Rather than simply deciding on win/lose, the amount by which you win or lose also matters. If you have a huge military lead, wars can really hurt your enemies.

There are also colonies which can give you some nice bonuses, but at the expense of your military troops. It's an agonizing choice sometimes to attempt to win a colony, knowing that afterwards you're going to be a sitting duck until you can build your military back up.

Fair warning for those who hate downtime -- there is some here because each player-turn is taken in its entirety. You should be thinking and planning when it's not your turn though, which will speed things up. My last two full games (2-players) took two hours each. (Both were called with a few turns to play, because they were blow-outs. Figure another 15 minutes each if we were play to completion.)

If you're just starting out, and you have any gaming experience at all, I suggest starting with the advanced game. Use the simple game as a solitaire exercise for learning the basic rules. Make sure that you read the rules a couple of times before trying to teach anyone. The rulebook is a terrible reference guide, so you really want to know these rules cold before you start.

After you've read the rules twice, go read Helen Holzgrafe's excellent rules summary and errata list. It'll likely point out a couple of rules that you missed.
http://www.boardgamegeek.com/file/info/30465

Overall, the game is a ton of fun. I love civ games, and this is the best that I've played so far. I've only played Advanced Civ against a computer. Maybe I'd like that one more than TtA, but who the hell knows, since it's impossible to get a group to play it. I can actually get TtA to the table and knock out a couple games in an evening.
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8 of 9 people found the following review helpful
A Finely Framed Painting April 11, 2009
Durability:    Educational:    Fun:   
The first impression of this game, packed tightly in a modest, linen finished box, like a finely framed painting, was very nearly enough to make me want to buy it! Frankly, it's about the sexiest looking game at first glance that I've ever seen. And the game itself, once underway, is tight and immersive, rather like driving a finely tuned sportscar. The historical scope is anything but tight, stretching from ancient times to jet fighters of the modern age. For Civ players who want to stay in the ancient day, this might be is a turn off, but for every one else, it is a tour de force of imaginative engagement with the developments, inventions, governments, redoubtable personages, weaponry, agricultural and technological advances of timeline planet earth. The game play involves small cards and small bits that are not overly handsome and there is no map of the cradle of civilization nor tech tree, iconic staples for most civ games. In the vein of Race for the Galaxy, there is a lot of bean fiddling going on, I thought, but the game juice will carry most players through the bean mechanics with a smile on their face. As other reviewers have said, you don't get your money's worth from the components, here, but from the GAME ITSELF. Which is how it ought to be. Not that I'd argue with a pricing correlation with the pure physicality of the game, but personally, I don't think it's that big of a deal. If you love civ games you owe it to yourself to look into Through the Ages, a Story of Civilization!
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6 of 7 people found the following review helpful
A word of advice March 2, 2009
Amazon Verified Purchase
Durability:    Fun:   
Through the Ages: A Story of Civilization is an excellent game in the style of Sid Meier's computer game series. It's deep, it's fun, in 15+ I have not found a single flaw with the system of play (except that it might be a little bit long for some, but trust me, the game time goes down as you become more acquainted with the game). So is there anything wrong with this game? Yes. Not with the gameplay, but with the game. The boardgames, cards and bits aren't exactly of the highest quality, and considering how expensive this game is (I paid 70 dollars, for example), then at first glance it is obvious that the cost of the components in no way justify the cost. But play this game and you'll forget about the cost of the game or the card quality, the simple markers and the lack of eye candy because the game that you are getting here is absolutely outstanding. This game might not win any beauty contests, but it's got so much going for it that it really isn't important besides a simple buyers beware in this review. Buy and enjoy.
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