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Clash of Cultures (Christian Marcussen)
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Na tym podforum można dyskutować konkretnych grach planszowych i karcianych. Każda gra ma swój jeden wątek. W szczególnych przypadkach może być seria gier. Zapoznajcie się z wytycznymi tworzenia tematów.
TU JEST PODFORUM O MALOWANIU FIGUREK I ROBIENIU INSERTÓW
TU JEST WĄTEK, W KTÓRYM NALEŻY PYTAĆ O KOSZULKI!
TU JEST PODFORUM, W KTÓRYM NALEŻY PYTAĆ O ZASADY GIER!
- japanczyk
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Re: Clash of Cultures (Christian Marcussen)
Sprzedam: (S) Redukcja kolekcji! 100+ tytulow: Pagan i inne
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- AntBehindLeaf
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Re: Clash of Cultures (Christian Marcussen)
UUU... a to sorry, zwracam honor. W drugiej edycji Andrzej wytrzeźwiał widzę

- playerator
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Re: Clash of Cultures (Christian Marcussen)
No właśnie tak czytam o tych gumoludkach i zastanawiam się o czym mowa. Nie ma to, jak dzielić się wiedzą prosto z...
Na tym unboxingu są pokazane figsy.
11:45 - widać figurki
13:25 - można zobaczyć, że to nie żadne gumoludki. Da się to również usłyszeć, kiedy facet grzebie w poszukiwaniu figsów.
14:05 - opinia o figurkach
Nie jest źle chyba?
tak że = w takim razie, więc
także = też, również
Piszmy po polsku :)
także = też, również
Piszmy po polsku :)
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Re: Clash of Cultures (Christian Marcussen)
Pytanko. Cena Portalu w przedsprzedaży brzmi waszym zdaniem sensownie? Czy w detalu będzie podobna raczej?
- PytonZCatanu
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Re: Clash of Cultures (Christian Marcussen)
Cena w dobrych sklepach jest jakieś 20% niższa niż cena wersji angielskiej. Wydaje mi się że taniej nie będzie.
Garść statystyk z BGG | Moje TOP 100 - stan na 27.03.2025
Re: Clash of Cultures (Christian Marcussen)
Najtaniej obecnie jest chyba za 400 zł?
Myślicie, że cena standardowa w sklepie po premierze będzie wyższa, czy niższa? Jak to wygląda z innymi grami? Pytam, bo nigdy nie kupowałem gry w przedpremierowej sprzedaży - więc nie mam żadnych doświadczeń.
Myślicie, że cena standardowa w sklepie po premierze będzie wyższa, czy niższa? Jak to wygląda z innymi grami? Pytam, bo nigdy nie kupowałem gry w przedpremierowej sprzedaży - więc nie mam żadnych doświadczeń.
Re: Clash of Cultures (Christian Marcussen)
Jeżeli chodzi o gry Portalu to z niektórymi tytułami jest tak, że pierwszy druk szybko się wyprzedaje i cena raczej wyłącznie rośnie.
Tak było np. z Bonfire, niektórymi tytułami z trylogi siedmiu królestw czy Pragą.
Jeżeli chcesz zaryzykować to możesz:
1) Czekać na drugi druk, ale nie masz pewności czy będzie i w jakiej cenie
2) Polować na używkę, ale również nie wiadomo po jakiej cenie ludzie będą sprzedawać.
W mojej ocenie jeżeli myślisz o graniu w tę grę to nie warto się zastanawiać jak przyoszczędzić te 20 zł. Jeżeli nie masz pewności czy Ci gra spasuje - sugeruję i tak kupić, jak najlepiej zabezpieczyć podczas używania i z ewentualną odsprzedażą również nie będziesz miał problemu. Jeżeli wstrzelisz się w termin przed ogłoszeniem dodruku - jest szansa, że sprzedasz w cenie zakupu lub drożej.
Re: Clash of Cultures (Christian Marcussen)
Mam wrażenie że przedsprzedaż była bardzo ograniczona ilościowo. Może (ale nie musi) to świadczyć o względnie małym nakładzie. Czyli sugestie powyżej są uzasadnione.
Re: Clash of Cultures (Christian Marcussen)
Myślę że nakład nie był duży, już się kończy i trzeba poczekać na dodruk żeby było znów mniej niż 400zl Teraz będzie szedł tylko w górę
- PytonZCatanu
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Re: Clash of Cultures (Christian Marcussen)
Clash of Cultures pojawi się prawdopodobnie już w listopadzie - info za Planszowe Newsy
Jestem w szoku, nastawiłem się na grudzień.
Jestem w szoku, nastawiłem się na grudzień.
Garść statystyk z BGG | Moje TOP 100 - stan na 27.03.2025
Re: Clash of Cultures (Christian Marcussen)
To zaiste dobry news. Ale lepiej się nastawić na grudzień i być pozytywnie zaskoczony.PytonZCatanu pisze: ↑25 paź 2021, 10:11 Clash of Cultures pojawi się prawdopodobnie już w listopadzie - info za Planszowe Newsy
Jestem w szoku, nastawiłem się na grudzień.
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Re: Clash of Cultures (Christian Marcussen)
W tym tygodniu rozsylaja do preorderowiczow z ich strony, wiec to na pewno bedzie listopad.Tirith pisze: ↑25 paź 2021, 11:03To zaiste dobry news. Ale lepiej się nastawić na grudzień i być pozytywnie zaskoczony.PytonZCatanu pisze: ↑25 paź 2021, 10:11 Clash of Cultures pojawi się prawdopodobnie już w listopadzie - info za Planszowe Newsy
Jestem w szoku, nastawiłem się na grudzień.
- Yuri
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Re: Clash of Cultures (Christian Marcussen)
Potwierdzam. Wszedłem na pocztę, a tam cała ściana maili z Portalu dot. "Clash of Cultures" z dopiskiem "WYSŁANE". Więc jestem pewny, że w weekend zajdzie wiele przetasowań w kwestii historii cywilizacyjnychdwaduzepe pisze: ↑25 paź 2021, 11:05W tym tygodniu rozsylaja do preorderowiczow z ich strony, wiec to na pewno bedzie listopad.Tirith pisze: ↑25 paź 2021, 11:03To zaiste dobry news. Ale lepiej się nastawić na grudzień i być pozytywnie zaskoczony.PytonZCatanu pisze: ↑25 paź 2021, 10:11 Clash of Cultures pojawi się prawdopodobnie już w listopadzie - info za Planszowe Newsy
Jestem w szoku, nastawiłem się na grudzień.


Moja kolekcja: https://boardgamegeek.com/collection/user/Yuri1984
RABATY, gdyby ktoś potrzebował: Portal = 15%, Mepel.pl = 5%, Planszomania.pl = 2%
Chcesz się zrewanżować kawą ? Zapraszam >>> https://www.buymeacoffee.com/yuri4891
RABATY, gdyby ktoś potrzebował: Portal = 15%, Mepel.pl = 5%, Planszomania.pl = 2%
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Re: Clash of Cultures (Christian Marcussen)
Grałem niejednokrotnie w pierwszą edycję i zgadzam się z głosami, które wskazują na silny akcent militarny (i bardzo dobrze
). Rozwój w pozostałych dziedzinach jest dodatkiem i uzupełnieniem całości (całkiem dobrze sprawdza się jako alternatywa do Zakazanych Gwiazd). Ciekaw jestem jak te akcenty zostaną rozłożone w nowej edycji. Nie rozumiem natomiast porównań do Cywilizacji Poprzez Wieki. To są całkowicie odmienne gry.
- vinnichi
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Re: Clash of Cultures (Christian Marcussen)
Czy to znaczy że autor modyfikował też coś w zasadach w nowej edycji? Nie jestem na bieżąco ale wydawało mi się że to tylko połączona podstwka i dodatek plus upgrade plastiku
kręcimy wąsem na dobre gry
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- PytonZCatanu
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Re: Clash of Cultures (Christian Marcussen)
Zasady są zmodyfikowane.
Garść statystyk z BGG | Moje TOP 100 - stan na 27.03.2025
- vinnichi
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Re: Clash of Cultures (Christian Marcussen)
Możesz podać jedną dwie zmiany. Przejrzałem filmik Joela z Drive thru i nic nie wspominał
kręcimy wąsem na dobre gry
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Re: Clash of Cultures (Christian Marcussen)
Wydawało mi się, że zmianą jest iż wybudowane miasto jest zadowolone. W poprzedniej było chyba neutralne.
Re: Clash of Cultures (Christian Marcussen)
Zmian jest sporo.
Głównie wizualne, co oczywiste, bo nowa jakość figurek, które są drastycznie lepsze.
Mechanicznie też sporo, bo z grubsza:
- walka na K12 (2x K6) ze zdolnościami,
- barbarzyńcy spawnują się z kart, nie z mapy,
- całe tech tree przetweakowane,
- dużo kart zrebalansowanych,
- startowe miasto zaczyna zadowolone,
- wydarzenia są zawsze co 3 technologie, a nie na torze zasobów,
Ostatnio zmieniony 26 paź 2021, 15:07 przez Jools, łącznie zmieniany 1 raz.
Re: Clash of Cultures (Christian Marcussen)
Bezpośrednio z forum na BGG:
Changes that don’t affect rules:
- There is now a purple player instead of a green player.
- "Culture" advances have been renamed to "Traditions" advances.
- Building units has been renamed to Recruiting units.
- Increasing city size has been renamed to Constructing buildings. My favourite change by far. external image
- Civic Improvement has been renamed to Increase Happiness.
- Cultural Influence has been renamed to Influence Culture.
Setup:
- Your starting city is happy.
- You only have 5 of each building (still 7 settlements), even if you play without the expansion.
Leaders:
- Leaders are now land units. (They take up room on a ship, can fight on their own, count as units for the purposes of cards, etc.)
- You don't get a leader at the start of the game or in a Status Phase. Instead, leaders are recruited (for 1 mood and 1 culture) like other units. You get all 3 leader cards at the start of the game, and when you recruit a leader, you choose one. If you recruit a leader when you already have one, the old one leaves play and cannot return.
Combat:
- The old powers of cavalry and elephants are gone. Instead, the dice are now 12-sided. All die faces have an icon representing a type of army unit. For each such icon rolled, the ability of one matching unit in the army is activated. The abilities are:
--- infantry: +1 CV
--- cavalry: +2 CV
--- elephant: the value on the die does not add to CV, but cancel an opponent's hit
--- leader: reroll the die (the previously rolled value does not add to CV)
- When removing casualties, you may remove any army unit (previously: cavalry and elephants had to be removed before infantry).
- When capturing a city, you get gold according to mood-modified size of the city. (Previously: according to non-modified size and no gold at all for angry cities. In other words: happy and angry cities give 1 more gold than before.)
- The player whose city was captured gets a settler even if the city was angry.
- The following rule no longer applies: "If you do not have the pre-requisite advance for a city-piece in a captured city, then you cannot use that city-piece’s special power, nor does it count toward the completion of objectives that require these city-pieces."
- In a naval battle involving ships that carry land units - you now wait until the battle is over and then decide which land units to keep among all of them in that space. (Previously: when you lost a ship, you'd immediately lose the units that were in that ship.)
Barbarians, shortly:
Barbarians no longer teleport from 2 spaces away for 1 combat round after which they may do damage. Instead, they move on land spaces, 1 space at a time, the battle is pretty much normal battle (they just don’t play action cards) and if they win a battle in your city, they capture it (but your buildings stay intact).
In more detail:
- There's now a maximum of 10 barbarian cities (previously 7).
- Barbarians do not appear through exploring.
- Barbarian city may not be placed adjacent to any city. (If this is not possible, then it may be placed adjacent to your cities.)
- If barbarians should move, but there are no barbarians within 2 land spaces, carry out the first step of barbarians spawn icon event (i. e. place 1 settlement with 1 barbarian infantry). They don't move this time.
- When barbarians move: all barbarian armies within 2 land spaces of your cities move 1 space towards your nearest city (if any ambiguity, you choose the space). Then place 1 barbarian in all barbarian cities within two spaces of your cities.
- When barbarians move into a space with your city/units, a battle starts that is like a normal battle (no longer just 1 round followed by auto-retreat and damage on the city).
- When barbarians capture a city: settlement is replaced with a barbarian settlement, but other buildings remain and are regarded as culturally influenced. The player who lost the city gets a settler. The city becomes angry.
- When you capture a barbarian city, then, likewise, the settlement is replaced with your settlement, but other buildings stay in their colour.
- When a barbarian city has a fortress in it, it functions when a player attacks it.
- You always gain exactly 1 gold when you win any battle against barbarians. You gain 1 extra gold when you capture a barbarian city. (Previously: 1 gold per defeated barbarian, if you attacked and won.) You can no longer raze captured barbarian city for 1 extra gold.
Pirates:
- Pirates no longer appear through exploring.
- Pirate event: First, place 2 pirate ships to spaces without player ships. If possible, one of them must go adjacent to your city. Every player with a city adjacent to any pirate ship loses a resource, mood or culture. If they cannot play, they reduce the mood of one city adjacent to a pirate. (Previously: raid happened before spawn, could not lose culture, lost a resource or a mood for every city paired with a unique pirate within 2 spaces, spawned just 1 ship).
- For every pirate ship eliminated you gain 1 gold and 1 mood/culture (previously: could not choose culture).
Advances:
- Prerequisites for five advances (Sanitation, Roads, Navigation, Taxation, Metallurgy) are gone.
- It is not possible to change Government type by doing the Advance action. Instead, changing Government type happens in Status Phase (for 1 culture and 1 mood, before determining 1st player).
- Husbandry allows to collect from 1 land space that is 2 spaces away. (Previously: from any number of land spaces, but for a cost of 1 food.) If you have Roads, you may collect from 2 land spaces 2 spaces away. (Previously, if you had Roads, the cost of 1 food did not apply.)
- Engineering - You draw 1 wonder to hand (previously: to common offer). You may construct a wonder in a happy city (previously: neutral or happy city).
- Sanitation - May buy 1 settler for 1 mood when recruiting (previously: for 1 food when increasing city size).
- Roads - When moving to/from your cities, may ignore terrain and move 2 spaces for 1 food and 1 ore (previously: could choose one or both effects for 1 or 2 resource).
- Navigation no longer gives 1 culture when getting it.
- Cartography now gives 1 culture when getting it. Its effect now gives 1 Idea when you move ships and 1 culture if by using Navigation (previously: AAA: gave ideas and culture for having ships in regions).
- Writing gives cards immediately, not upon getting a government type
- Public Education gives 1 idea when collecting in the city with an Academy, once per turn (previously: any number of times in a turn).
- Free Education - May, once per turn, exchanges 1 Idea into 1 mood if buying an advance using at least 1 gold or 1 idea (previously: gave 1 mood outright, but only if using only gold/ideas for buying an advance)
- Steel Weapons - Pay 1 ore to gain +2 CV vs an army that does not have it (or +1 CV vs an army that also has it). (Previously: cost 2 ore to research; gave +1 hit in the 1st combat round for free.)
- Draft - When Recruiting, you may buy 1 Infantry for 1 mood. Previously: could buy any Army unit.)
- Bartering - Discard a card for 1 gold or 1 culture (previously: AAA: exchange up to 3 resources into gold/culture.)
- Taxation - AAA: Pay 1 mood to gain 1 food or 1 ore or 1 wood per city you have, once per turn (previously: gave 1 gold instead).
- Currency - Trade Routes and Taxation may give gold instead of other resources (previously: affected only Trade Routes).
- Circus & Sports - AAA: Pay 1 or 2 culture to increase the mood of a city by 1 or 2 steps (previously: cities counted 1 size smaller when increasing their happiness).
- Monuments - You draw 1 wonder to hand (previously: to common offer, then pick one to hand). Your cities with wonders are immune to Cultural Influence (previously: you may build your personal wonder for no action cost).
- Metallurgy - When collecting 2 or more ore, 1 may be gold; Steel Weapons can be used at no ore cost (previously: Steel Weapons could be bought for free).
- Medicine (replaces Chemistry) - After a Recruit action, get back 1 spent resource (previously: Chemistry - Metallurgy could be bought for free).
- Economic Liberty - Pay 1 mood to Collect for no action cost, if you do, you cannot Collect any more that turn (previously: Collect for no action cost, further Collectings cost 2 mood).
- Tribute Empire (Aztecs) - You can now Collect from other cities' spaces and if you Collect this way from a barbarian city, you may instead remove a barbarian to keep it as a captive.
- Human Sacrifice (Aztecs) - You must now draw another event instead of the one you cancelled. May sacrifice to cancel until you're out of captives. Can no longer use captives as food.
- Imperial Roads (Romans) - Now you do pay for the movement but can move up to 4 spaces between your cities.
- Nomads (Huns) - You can now move neutral cities (previously: only happy cities).
Wonders:
- There is an 8th wonder – The Great Arena.
- Wonders give 4 VP (2 VP to the owner of its city, 2 VP to the original constructor).
- Wonders are city-pieces (so they count for city size), but have no colour (so they still cannot be targeted by Influence Culture and don't change colour when the city is captured).
- A city can now have multiple wonders.
- As per Engineering advance above, a wonder may only be constructed in a happy city.
- As per Engineering and Monument advance above, a wonder card is drawn to hand, not to a common offer.
- Wonder cards can now be a component of a trade.
- Wonders’ costs have been changed and the total cost is now 1 resource more than before.
- Wonders’ special powers have been made stronger and more rule-breaking. (See rulebook for what the new powers are.)
Influence Culture:
- A city under cultural influence may attempt Influence Culture, but may only target itself and may not boost the roll (previously: could not Influence Culture at all).
- Since barbarian cities can now have buildings, you may target them with Influence Culture.
Events:
- Event is triggered for every third advance the player gets. (Either through "Advance" action or during Status Phase. The civilization advances do not count.)
- There is 1 more event in the event deck.
- Great Persons have been reworked thusly: "You may pay 1 culture to keep this card as an action card. Or else pass it to the left until another player buys it for 2 culture. If no one buys it then discard." (The effect of the card can then be played AAA at any turn.)
Miscellaneous:
- Apothecary has been replaced by Observatory. The Observatory gives the player 1 action card when constructed.
- Resource track goes up to 7 (previously to
.
- The mood/culture level markers are gone.
- There is no cap to mood/culture you can have.
- 1st player for the coming round is decided by the player with the highest combined total of mood and culture.
- If two players are tied for deciding 1st player, and one of them is the current 1st player, that player now gets to decide who goes first (previously: that player would just continue being 1st).
- When Recruiting, you may take a unit from the map if you have none in supply.
- A city that became angry can be activated one final time that turn.
external imageexternal imageexternal imageAnd finally, the most important change:external imageexternal imageexternal image
- At the end of the game, objectives are now higher than wonders in the tie-break order.
Changes that don’t affect rules:
- There is now a purple player instead of a green player.
- "Culture" advances have been renamed to "Traditions" advances.
- Building units has been renamed to Recruiting units.
- Increasing city size has been renamed to Constructing buildings. My favourite change by far. external image
- Civic Improvement has been renamed to Increase Happiness.
- Cultural Influence has been renamed to Influence Culture.
Setup:
- Your starting city is happy.
- You only have 5 of each building (still 7 settlements), even if you play without the expansion.
Leaders:
- Leaders are now land units. (They take up room on a ship, can fight on their own, count as units for the purposes of cards, etc.)
- You don't get a leader at the start of the game or in a Status Phase. Instead, leaders are recruited (for 1 mood and 1 culture) like other units. You get all 3 leader cards at the start of the game, and when you recruit a leader, you choose one. If you recruit a leader when you already have one, the old one leaves play and cannot return.
Combat:
- The old powers of cavalry and elephants are gone. Instead, the dice are now 12-sided. All die faces have an icon representing a type of army unit. For each such icon rolled, the ability of one matching unit in the army is activated. The abilities are:
--- infantry: +1 CV
--- cavalry: +2 CV
--- elephant: the value on the die does not add to CV, but cancel an opponent's hit
--- leader: reroll the die (the previously rolled value does not add to CV)
- When removing casualties, you may remove any army unit (previously: cavalry and elephants had to be removed before infantry).
- When capturing a city, you get gold according to mood-modified size of the city. (Previously: according to non-modified size and no gold at all for angry cities. In other words: happy and angry cities give 1 more gold than before.)
- The player whose city was captured gets a settler even if the city was angry.
- The following rule no longer applies: "If you do not have the pre-requisite advance for a city-piece in a captured city, then you cannot use that city-piece’s special power, nor does it count toward the completion of objectives that require these city-pieces."
- In a naval battle involving ships that carry land units - you now wait until the battle is over and then decide which land units to keep among all of them in that space. (Previously: when you lost a ship, you'd immediately lose the units that were in that ship.)
Barbarians, shortly:
Barbarians no longer teleport from 2 spaces away for 1 combat round after which they may do damage. Instead, they move on land spaces, 1 space at a time, the battle is pretty much normal battle (they just don’t play action cards) and if they win a battle in your city, they capture it (but your buildings stay intact).
In more detail:
- There's now a maximum of 10 barbarian cities (previously 7).
- Barbarians do not appear through exploring.
- Barbarian city may not be placed adjacent to any city. (If this is not possible, then it may be placed adjacent to your cities.)
- If barbarians should move, but there are no barbarians within 2 land spaces, carry out the first step of barbarians spawn icon event (i. e. place 1 settlement with 1 barbarian infantry). They don't move this time.
- When barbarians move: all barbarian armies within 2 land spaces of your cities move 1 space towards your nearest city (if any ambiguity, you choose the space). Then place 1 barbarian in all barbarian cities within two spaces of your cities.
- When barbarians move into a space with your city/units, a battle starts that is like a normal battle (no longer just 1 round followed by auto-retreat and damage on the city).
- When barbarians capture a city: settlement is replaced with a barbarian settlement, but other buildings remain and are regarded as culturally influenced. The player who lost the city gets a settler. The city becomes angry.
- When you capture a barbarian city, then, likewise, the settlement is replaced with your settlement, but other buildings stay in their colour.
- When a barbarian city has a fortress in it, it functions when a player attacks it.
- You always gain exactly 1 gold when you win any battle against barbarians. You gain 1 extra gold when you capture a barbarian city. (Previously: 1 gold per defeated barbarian, if you attacked and won.) You can no longer raze captured barbarian city for 1 extra gold.
Pirates:
- Pirates no longer appear through exploring.
- Pirate event: First, place 2 pirate ships to spaces without player ships. If possible, one of them must go adjacent to your city. Every player with a city adjacent to any pirate ship loses a resource, mood or culture. If they cannot play, they reduce the mood of one city adjacent to a pirate. (Previously: raid happened before spawn, could not lose culture, lost a resource or a mood for every city paired with a unique pirate within 2 spaces, spawned just 1 ship).
- For every pirate ship eliminated you gain 1 gold and 1 mood/culture (previously: could not choose culture).
Advances:
- Prerequisites for five advances (Sanitation, Roads, Navigation, Taxation, Metallurgy) are gone.
- It is not possible to change Government type by doing the Advance action. Instead, changing Government type happens in Status Phase (for 1 culture and 1 mood, before determining 1st player).
- Husbandry allows to collect from 1 land space that is 2 spaces away. (Previously: from any number of land spaces, but for a cost of 1 food.) If you have Roads, you may collect from 2 land spaces 2 spaces away. (Previously, if you had Roads, the cost of 1 food did not apply.)
- Engineering - You draw 1 wonder to hand (previously: to common offer). You may construct a wonder in a happy city (previously: neutral or happy city).
- Sanitation - May buy 1 settler for 1 mood when recruiting (previously: for 1 food when increasing city size).
- Roads - When moving to/from your cities, may ignore terrain and move 2 spaces for 1 food and 1 ore (previously: could choose one or both effects for 1 or 2 resource).
- Navigation no longer gives 1 culture when getting it.
- Cartography now gives 1 culture when getting it. Its effect now gives 1 Idea when you move ships and 1 culture if by using Navigation (previously: AAA: gave ideas and culture for having ships in regions).
- Writing gives cards immediately, not upon getting a government type
- Public Education gives 1 idea when collecting in the city with an Academy, once per turn (previously: any number of times in a turn).
- Free Education - May, once per turn, exchanges 1 Idea into 1 mood if buying an advance using at least 1 gold or 1 idea (previously: gave 1 mood outright, but only if using only gold/ideas for buying an advance)
- Steel Weapons - Pay 1 ore to gain +2 CV vs an army that does not have it (or +1 CV vs an army that also has it). (Previously: cost 2 ore to research; gave +1 hit in the 1st combat round for free.)
- Draft - When Recruiting, you may buy 1 Infantry for 1 mood. Previously: could buy any Army unit.)
- Bartering - Discard a card for 1 gold or 1 culture (previously: AAA: exchange up to 3 resources into gold/culture.)
- Taxation - AAA: Pay 1 mood to gain 1 food or 1 ore or 1 wood per city you have, once per turn (previously: gave 1 gold instead).
- Currency - Trade Routes and Taxation may give gold instead of other resources (previously: affected only Trade Routes).
- Circus & Sports - AAA: Pay 1 or 2 culture to increase the mood of a city by 1 or 2 steps (previously: cities counted 1 size smaller when increasing their happiness).
- Monuments - You draw 1 wonder to hand (previously: to common offer, then pick one to hand). Your cities with wonders are immune to Cultural Influence (previously: you may build your personal wonder for no action cost).
- Metallurgy - When collecting 2 or more ore, 1 may be gold; Steel Weapons can be used at no ore cost (previously: Steel Weapons could be bought for free).
- Medicine (replaces Chemistry) - After a Recruit action, get back 1 spent resource (previously: Chemistry - Metallurgy could be bought for free).
- Economic Liberty - Pay 1 mood to Collect for no action cost, if you do, you cannot Collect any more that turn (previously: Collect for no action cost, further Collectings cost 2 mood).
- Tribute Empire (Aztecs) - You can now Collect from other cities' spaces and if you Collect this way from a barbarian city, you may instead remove a barbarian to keep it as a captive.
- Human Sacrifice (Aztecs) - You must now draw another event instead of the one you cancelled. May sacrifice to cancel until you're out of captives. Can no longer use captives as food.
- Imperial Roads (Romans) - Now you do pay for the movement but can move up to 4 spaces between your cities.
- Nomads (Huns) - You can now move neutral cities (previously: only happy cities).
Wonders:
- There is an 8th wonder – The Great Arena.
- Wonders give 4 VP (2 VP to the owner of its city, 2 VP to the original constructor).
- Wonders are city-pieces (so they count for city size), but have no colour (so they still cannot be targeted by Influence Culture and don't change colour when the city is captured).
- A city can now have multiple wonders.
- As per Engineering advance above, a wonder may only be constructed in a happy city.
- As per Engineering and Monument advance above, a wonder card is drawn to hand, not to a common offer.
- Wonder cards can now be a component of a trade.
- Wonders’ costs have been changed and the total cost is now 1 resource more than before.
- Wonders’ special powers have been made stronger and more rule-breaking. (See rulebook for what the new powers are.)
Influence Culture:
- A city under cultural influence may attempt Influence Culture, but may only target itself and may not boost the roll (previously: could not Influence Culture at all).
- Since barbarian cities can now have buildings, you may target them with Influence Culture.
Events:
- Event is triggered for every third advance the player gets. (Either through "Advance" action or during Status Phase. The civilization advances do not count.)
- There is 1 more event in the event deck.
- Great Persons have been reworked thusly: "You may pay 1 culture to keep this card as an action card. Or else pass it to the left until another player buys it for 2 culture. If no one buys it then discard." (The effect of the card can then be played AAA at any turn.)
Miscellaneous:
- Apothecary has been replaced by Observatory. The Observatory gives the player 1 action card when constructed.
- Resource track goes up to 7 (previously to

- The mood/culture level markers are gone.
- There is no cap to mood/culture you can have.
- 1st player for the coming round is decided by the player with the highest combined total of mood and culture.
- If two players are tied for deciding 1st player, and one of them is the current 1st player, that player now gets to decide who goes first (previously: that player would just continue being 1st).
- When Recruiting, you may take a unit from the map if you have none in supply.
- A city that became angry can be activated one final time that turn.
external imageexternal imageexternal imageAnd finally, the most important change:external imageexternal imageexternal image
- At the end of the game, objectives are now higher than wonders in the tie-break order.
Ostatnio zmieniony 26 paź 2021, 15:13 przez lichking, łącznie zmieniany 2 razy.
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Re: Clash of Cultures (Christian Marcussen)
Miło ze strony Prezesa, że dał czas na zapoznanie się z instrukcją przed weekendem. Muszę przyznać, że instrukcja wydaje się bardzo dobrze napisana, a same zasady nie są na tyle skomplikowane jak się obawiałem. Wyzwaniem pewnie będzie na początku ogarnięcie drzewka technologii, ale same zasady gry nie wydają się trudne i nie wymagają nie wiadomo jakiej rozkminy.