We played on Saturday from 10:00 until 23:00 with 9 players
on a west map. The game was finished without even someone
stepping to the later iron age due to the late time that evening.
1. Diaspora for adjacent areas up to the limit
-> no one bought it, as the game was ended due to time and
only 2 cards > 200 were bought at all.
The only cards bought were Wonder of the World and Mining.
So
no results for that. We propose (like Flo said before) to have
a playtest for the >200cards with the starting packages of Velusion.
2. Road Building (through first area if no conflict)
-> same as Diaspora ->
no results
but one more thought: "no conflict" must be defined
moving each token seperately through one area,
there will be no conflict in this for 10 tokens each at its own time
what happens if i want to move 1 token from area A through area B
to area C (with B being a 2 area having 1 enemy token in it)
and in the same turn from area D also 1 token through B to E (or even D)
3. Agriculture (only 0,1,2 areas)
I would like to state a success. The card was still simple to use, we never
had problems on this. It was bought only 4 or 5 times out of 9 players.
As I was playing Egypt and had very strict borders without going to total
war a was thinking about taking it all the time, but it never happened.
With the old card, I am sure I would have bought it earlier in the game.
positive tested
4. Wilderness Cities on 0 areas after Buying agriculture
We allow to build wasteland cities on 0 areas for players having
agriculture. It allowed Carthage and the Celts to build these cities
and we came eventually to 6-7 cities for all players (with one 5 and
one 8 city civilization)
positive tested
5. AST: Egypt being one step longer in the StoneAge
I played myself Egypt. I think it doesn't make any difference as the
main border for Egypt seems to be the three cards and not the two
cities. From my point of view the old requirements would have given
the same gameplay.
-> no change necessary
6. New AST order
That's a quite tough question. As for our game the AST order was ONLY
strictly used for the movement phase and almost all other phases were
played simultanously (with only very few players having single points
in time with stating that they want the correct order), there was only
the beginning of the game with AST used for movement. But there are
only up to 16 tokens. After that the order was mainly decided by census
and that was independently of AST. So the new order is nice for only a
few phases, the change is not bad, but not strictly necessary.
If there are very experienced players, looking for the others in all phases
there should be the new AST order.
somewhat positive for inexperienced groups, positive for experienced groups
7. 3 new vulcanos
As Babylon did not show up, we had only the 3 old vulcanos.
-> no result
8. Short Rules on Calamity Cards
One player asked to have a single short line on the calamity cards
stating what happens. Our problem was to play with german trade
cards, german table language, but english quickcharts and an english
rulebook. No one wanted to check the calamity quickchart to reveal
to have a calamity. Maybe a short line would be helpful: e.g. Cyclone:
Reduce up to three Coastal Cities
9. Barbarians
The barbarians hit twice without hitting at all
It was unclear if they still invade a border area or 0-area and stay there
or if they do not show up at all. Hatti and Hellas had this calamity, but
did not see any black tokens at all
It the same like cyclone: If you don't have coastal cities -> no cyclone.
But there is a line on that in the rulebook.
10. Congratulations to Rome
Rome did win, due to a
a) we love each other agreement with the Celt (after being archenemies in our last game)
b) Iberia having a three front war with Celt, Rome and Carthage
c) Carthage without interest in Sicilia
d) very weak Minoa, giving a lot of space to Hellas, so Rome had enough
space to all sides
still: Congratulations to him.
maybe I can influence him to write a game report of the ingame history