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Uruk: Wiege Der Zivilisation box art

Uruk: Wiege Der Zivilisation

Players

2-4

Time

?-?

Age

12+

Weight

2.5

Rating

6.68

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.2

Luck-sensitive

Table feel

Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.

Replay value

uruk: wiege der zivilisation has a high replayability score due to its high variability gameboard, strategic depth, and scalability. The presence of expansions adds to the overall replay value. The game offers different experiences each time it is played, allowing players to discover new tactics and strategies. The player interaction score is average, and the game is moderately easy to learn. Overall, uruk: wiege der zivilisation provides a fresh and engaging experience with a high replayability factor.

Luck profile

Uruk: Wiege der Zivilisation has a moderate level of luck. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

In 3000 BC, Uruk was the largest walled city in the world. In Uruk: Cradle of Civilization, each player builds up a civilization on the Euphrates, consisting of settlements built around various inventions. Starting with something as simple as a "mud hut", by the end each civilization will have several inventions, such as the mighty "aqueduct". Along the way, each civilization tries to avoid disasters and receive blessings from Sumerian gods. There is no military component in this game, and players cannot directly attack each other. Inventions are represented by cards, while resources are wooden cubes. Each player starts with a simple level 1 invention, and as the game progresses, more advanced inventions become available, up to level 4. Inventions in a tableau can generate resources, which can be used to build settlements, and each invention score points depending on what size settlement has been built on them. With three actions per turn, players must manage cards in their hand and in their tableau, as well as their resources. When a god or disaster appears, players bid to see who gets the reward, or avoids the loss. At the end of the fourth era, the player with the most points wins.

Editions

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Credits

Designers

2
Hanno Kuhn Wilfried Kuhn

Artists

3
Filipe G. Cunha Katharina Kubisch Rafael Lam

Publishers

2
DDD Verlag GmbH Pensamento Coletivo