Posted by James (admin) on 3rd September 2014
The first thing that strikes you about Nations is that it’s a civilisation game without a geographic board. Instead, Nations’ more abstracted approach to a civ-themed game delivers a very tight, and different, game for gamers.
Each player has a board showing a limited number of ‘slots’ where cards can be placed. Each slot is colour-coded to show which type(s) of cards (Buildings/Military, Advisor, Colony, and Wonders) can be placed there. There are also two central boards: The progress board (showing the cards available for purchase this round where the row dictates the cost) and the main game board (showing the players’ military strength/stability/total books, plus events, available architects, etc.)
During the game, players take turns to either: Buy 1 card, Deploy 1 worker, or Hire 1 architect to build a wonder. A purchased card must be immediately placed on your player board on a matching coloured slot – building over an existing card if necessary. This adds tension to the game because, not only do you need to figure out which cards will work well with your existing cards, but you need to consider what cards your opponents will be aiming for too. Also, the limited number of slots really makes you think about how to achieve lots with relatively little. (Note that Blue and Red cards share the same slots so more military means fewer buildings and vice versa.) Read the rest of this entry »