Sid Meier's Civilization: A New Dawn

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Rebuild history to your design in Sid Meier's Civilization: A New Dawn!

This turn-based strategy game, based on the classic video game series,

allows players to become some of history's most powerful leaders as they

compete to become the premier world power.

Build, trade, and advance to

lead your people to a glory!

Players: 2 - 4

Ages: 14+

Playing Time: 1 - 2 hours

Full product information: 

As the currents of time pass over ancient nations, leaders emerge with a

simple goal: to create something grand that will outlive them and work

towards a better tomorrow. From humble origins, these individuals strive

to advance and build the greatest nation in the world. And now, you can

join them.

Rewrite history, forge your destiny, and take your place among the most

influential icons to ever walk to the earth as the founder of a new age.

Sid Meier’s Civilization: A New Dawn is a strategy board
game in which two to four players act as the rulers of history’s most
memorable empires. Over the course of the game, players will expand
their domains, gain new technologies, and build many of humanity’s
greatest wonders. In the end, one nation will rise above all others to
leave its indelible mark upon history.

This new game presents players with an undiscovered country to
conquer, built from beautifully illustrated map tiles. These would-be
conquerors construct and populate the map with barbarians, natural
resources, and city-states, then formulate their plans for how they will
shape this world to their vision. Their exact goals, however, change
with each game. Agendas are detailed on victory cards, three of which
are drawn during set up. Players race to become the first to accomplish
one agenda on each of these victory cards, spreading throughout the
world and ensuring their civilization’s place as the greatest world

Before players begin their mission to rewrite history, they must each

select the leader they will embody for the duration of the game. Players

may become the Roman emperor Trajan, the Aztec’s warrior Montezuma,

France’s Catherine de Medici, and many more, each with their own unique

abilities that help you shape the world along specific ideologies. Once

equipped with their leaders’ tools and missions, players are ready to

build a nation like none the world has ever seen!

Sid Meier’s Civilization: A New Dawn is played over a series of

turns that take players from ancient history to the present day. As the

wheel of time turns, leaders build their nations from single cities to

sprawling empires filled with wonders and technology. As leaders explore

the world, their nation can develop and flourish through

accomplishments such as scientific advancements, cultural developments,

and military production. Each player has a series of five focus cards,

one for each area of advancement, that shift as a player takes turns to

represent the investment of time. A card resolved in the fifth slot has a

greater impact than a card resolved in the first slot, as more time was

spent developing that pursuit. Leaders must prioritize and balance

their nation’s goals, weighing the value of any given pursuit against

the time needed to accomplish it and know when to resolve a card for its

maximum effect.

While leaders attempt to raise their civilizations to prominence, they

must also confront world events such as barbarian attacks. These roving

ravagers can destroy caravans to wreck a nation’s economy, or lay low an

unfortified city. Fate favors the well prepared and players may quickly

learn that a diversified nation is better equipped to withstand the

attacks of outside assailants. If leaders are not prepared for these

often unpredictable obstacles, their civilization can crumble into dust

and be swept away by the currents of time.

A New Dawn stays true to its origins in the Sid Meier’s Civilization video

game series by challenging players with tactical decisions for how they

plan to take over the world. Do they wish to become the world’s richest

nation, harvesting resources and trading with allies? Or perhaps they

prefer to rule through military conquest, trampling their rivals into

the dust? The areas in which players can gain power and influence are

defined with five focus card types: culture lets players expand their

territory and claim resources, science allows players to discover new

technologies, economy enables players to interact with city-states and

rival cities, industry allows players to build cities and world wonders,

and military allows players to either reinforce defenses or perform


While each focus is unique, they are inherently linked. For example,
leaders need the resources gained through cultural pursuits in order to
build cities and wonders. Meanwhile, an empire needs a strong military
to defend cities and caravans from barbarian attacks, therefore
safeguarding its economy. Players must strategize and diversify to
ensure that their civilization thrives.

But no great empire can withstand the test of time by remaining
completely insular. Leaders gain trade tokens by using their economy
focus to send caravans to city-states and rival cities, or when the
event dial’s pointer moves to the trade icon. Players may then spend
trade tokens when resolving focus cards to increase their effects. For
culture, a player may spread their influence beyond their borders. A
military focus enhancement increases the player’s combat value. An
improvement in science advances a player’s tech dial. Enhancing industry
increases the player’s production if they are building a wonder.
Otherwise, a trade may boost the player’s economy, allowing their
caravans sent out to trade to move further. By trading with the outside
world, the leaders of Civilization advance their own nation’s goals and achieve more than they ever could alone.

The leaders of Sid Meier’s Civilization: A New Dawn race
against one another to prove that they are the greatest nation that has
ever existed. Their paths to victory may differ, but their goal is the
same: to conquer the world. By achieving goals in their focus areas,
players get closer to accomplishing the agendas detailed on the game’s
victory cards. Each of the three victory cards is divided into two
agendas, giving players six possible missions to choose from. When a
player completes an agenda, that player places one of his or her control
tokens next to that agenda’s victory card. More than one player may
have a control token on any given victory card, but these markers cannot
be removed. Even if a leader ceases to satisfy the agenda later in the
game, the control token remains and they do not need to complete the
agenda again.

Experienced players may also choose to enforce the aptly named "epic
game" rule. This offers players a longer gaming experience by including
four victory cards in the game instead of three. The rules for victory
remain the same: players must complete one agenda on each victory card.
The first player who accomplishes this wins and may proudly look upon
the civilization they have built, knowing that their people can look
forward to a bright and glorious future.