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The Sands Of Time box art
2018 Ranked #8,756

The Sands Of Time

A civilization game has rulers choose edicts to build, expand, trade, fight, and record enduring achievements. Unrest rises from crowding and repeated pressure, so growth must be balanced against a fragile society.

Ancient Civilization Simultaneous Action Selection

Players

2-5

Play time

120-180 min

Age

12+

Complexity

4.22/5

Rating

6.66

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 2.4/5

Harder to teach

Replay value 3.9/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

The sands of time sweep across the ages, burying the cities and monuments of civilizations, leaving only whispers of the glory of ancient societies. The Sands of Time is a civilization-building game set loosely in classical antiquity, on a board inspired by a Roman-era map.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

The sands of time sweep across the ages, burying the cities and monuments of civilizations, leaving only whispers of the glory of ancient societies. The Sands of Time is a civilization-building game set loosely in classical antiquity, on a board inspired by a Roman-era map. Each player rules over a civilization in the ancient world, attempting exploits that will be remembered long after the civilization has withered. Each turn, players will select two action cards, which represent edicts delivered by the player to his populace, announcing what aspects of the empire he/she wishes to address: building structures, implementing advances, migrating population, initiating combat, annexing new territories, instituting reforms to manage the empire’s unrest, building trade routes, demanding tribute, and -- crucially –- recording Chronicles about his/her reign. The central element of the game's scoring system, Chronicle cards represent claims of great accomplishments. To score a chronicle, the player must have a "heritage" level commensurate with the claim he/she is making: claims of great works will only be believed and perpetuated if the player's civilization has established a reputation in the relevant civilization category (cultural, civil, or political). Actions generally require the payment of resources (crops or gold), and action costs correlate either to the player's empire size or the player's Unrest level. Unrest increases when a player's territories become too crowded, or when a player re-uses an action card, or when a player voluntarily presses on his populace to squeeze additional productivity out of them. Managing Unrest is a central concern for the player throughout the game. Players must strike the right balance between competition and peaceful interaction with their neighbors, to propel their civilizations from insignificant, forgettable kingdoms into empires worthy of the attention of historians!

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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
2–5
Best with
3–5
Play time
120–180 min
Age
12+
Complexity
4.2/5
Credits and catalog connections

Credits

Designers

1
Jeff Warrender

Artists

1
Harald Lieske

Publishers

1
Spielworxx

Linked items

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