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Civicus Dice Game box art
2015 Ranked #15,896

Civicus Dice Game

A civilization-themed area-control game has tribal leaders build settlements, claim domains, and develop a balanced nation for points. Domain control provides scoring multipliers and resource dice, so settlement placement shapes six generations of competition.

Civilization Fantasy Area Majority / Influence Set Collection

Players

2

Play time

Not listed

Age

13+

Complexity

1.5/5

Rating

6.62

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.7/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.2/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

In this two player game, the players find themselves submerged in a visually stunning, abstract world of epic high fantasy; a vast and expansive world, set at the very dawn of civilization.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

In this two player game, the players find themselves submerged in a visually stunning, abstract world of epic high fantasy; a vast and expansive world, set at the very dawn of civilization. As newly ascribed tribal leaders, the players are challenged with all of the difficulties which burden any great leader --Where to call home...who to conquer...when to make peace... Civicus Dice Game is a civilization-themed, strategic area-control game of thoughtful settlement placement and fateful dice rolls. Players take turns placing and developing settlements in order to claim a variety of domains and their respective advantages. In order to secure victory, the players must cultivate a well balanced nation. One rich in technology, settlements & farms, markets & exotics, as well as, temples & sacred sites. Specifically, the players claim domains by building camps, upgrading those camps to villages, and ultimately into great cities. The various settlement types project varying degrees of influence over the domains. By controlling the domains,the players will earn a number of different victory point multipliers (including farms, markets, temples, and sacred sites). In addition the players will use their settlements to control three kinds of resource dice (forest, mountain, and desert dice). Each respective dice type offers a unique set of odds for resource procurement (forest dice offer much wood, some clay, and an occasional exotic good; mountain dice offer much stone, some metal, and an occasional exotic good; finally desert dice offer equal odds of wood, stone, clay, and metal, with a greater chance for exotic goods. Throughout the game, the players will strive to attain victory points on 4 tracks: Subsistence (farms x settlement score [village = 1, city = 3]). Commerce (markets x exotics) Theology (temples x sacred sites) Technology (single score, no multiplier) Over the course of six rounds of scoring (six generations), the players will compete for the highest final score.

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Editions

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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
2
Best with
2
Play time
30 min
Age
13+
Complexity
1.5/5
Credits and catalog connections

Credits

Designers

2
Elree Ellis William Elree Hilburn

Artists

2
Bob Kehl Anna Victorovna Lepeshkina

Publishers

1
Playco Games

Linked items

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