1993 Puesto n.º 13784 en BGG

Lords of Creation

2–5 jugadores 120 min A partir de 12 años 2.4/5 de complejidad 5.5/10 de valoración

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In this interesting offering from Warfrog, players become Gods seeking to dominate a world with their followers. The first part of the game involves constructing the game board, after which players take turns using cards to determine how many new people should appear and what type of terrain they will inhabit. All tribes start off as barbarians, but soon the calming effect of civilization settles the marauding bands; although civilized tribes score more, they can no longer attack. What they can do, though, is civilize other players' followers. Sure it gives opponents more points, but at least those followers won't come after you!

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Modular Board Fantasy Civilization

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Preparación

1. Lay out the hex-based game board containing barbarian hexes, civilized hexes, and sea hexes.\n2. Each player chooses a color and takes 54 people counters and 10 altar counters of that color.\n3. Each player takes a full deck of people cards covering all four terrain types (Islands, Hills, Forests, Grasslands) in the following distribution — Value 1: Islands×2, Hills×1, Forests×1, Grasslands×1; Value 2: Islands×4, Hills×4, Forests×4, Grasslands×3; Value 3: Islands×3, Hills×4, Forests×4, Grasslands×4; Value 4: Islands×2, Hills×3, Forests×3, Grasslands×4; Value 5: Islands×1, Hills×2, Forests×2, Grasslands×3.\n4. Each player draws up to 7 people cards to form their starting hand.\n5. Place initial people counters according to setup (barbarians on barbarian hexes, civilized people on civilized hexes) as directed by the scenario or board.

Flujo del turno

Each round proceeds in five steps:\n1. REFRESH — Every player draws people cards until they hold 7.\n2. SELECT — Each player secretly selects one people card from their hand.\n3. REVEAL & ORDER — All players simultaneously reveal their chosen card. Turn order is determined by card value (lowest goes first). Ties between different terrain types are broken by terrain priority: Islands (1st) > Hills (2nd) > Forests (3rd) > Grasslands (4th). If both value and terrain type are identical, players roll a die to break the tie.\n4. PLACE — In turn order, each player places new people counters: barbarians on barbarian hexes, civilized people on civilized hexes.\n5. ACTIONS — Each player, in turn order, may perform the following actions in any order: Move, Attack, Civilize one hex, and/or Build one altar.

Puntuación y victoria

Highest total points wins. Players count all hexes they control at game end and sum their point values. Fuentes de puntuación: Barbarian hex: 1 point, Civilized hex (no altar): 2 points, Hex with altar: 3 points

Fuente: Rulebook

Reglas que debes conocer

Las reglas más útiles para jugar bien la primera partida.

Turn structure

At the start of each round, every player refreshes their hand to 7 people cards.

At the beginning of each round, every player draws people cards from their deck until they hold exactly 7 people cards in hand. This happens before card selection.

Turn structure

Each player secretly selects one people card from their hand to determine turn order.

After refreshing hands, each player secretly selects one people card from their 7-card hand. This card will be revealed simultaneously with all other players' selections to determine the order of play for that round.

Turn structure

Turn order is determined by the revealed people card value; lowest value goes first.

All players reveal their selected people card simultaneously. The player with the lowest card value takes their turn first. If two or more players reveal cards of the same value but different terrain types, priority is resolved by terrain type in this fixed order: 1st Islands, 2nd Hills, 3rd Forests, 4th Grasslands. If two or more players reveal cards that share both the same value AND the same terrain type, those tied players roll a die — the higher roll goes first.

Turn structure

In turn order, each player places new people counters: barbarians on barbarian hexes, civilized people on civilized hexes.

After turn order is established, each player places their new people counters onto the board in turn order. Barbarian people counters must be placed on barbarian hexes. Civilized people counters must be placed on civilized hexes. The number of counters placed is determined by the scenario or card rules.

Turn structure

Each player may move, attack, civilize one hex, and/or build one altar, in any order.

On their turn, each player may perform any combination of the following actions in any order they choose: (1) Move people counters, (2) Attack an enemy stack, (3) Civilize one hex, (4) Build one altar. The limit of one civilize action and one altar build per turn applies regardless of order. Movement and attack may be repeated subject to other constraints.

Movement

A stack of people counters may move across multiple hexes, but must leave at least one counter on every hex it passes through.

A pile (stack) of people counters may move across multiple hexes in a single move action. However, at least one counter must be left behind on every hex the stack passes through — no hex may be left unoccupied as a result of the move. All movement constraints (terrain restriction, sea crossing, barbarian/civilized separation, and open terrain limit) must also be obeyed.

Restriction

People may never move into a different terrain type.

A player's people counters are bound to their terrain type. They may never move onto a hex of a different terrain type. For example, Hills people cannot move onto Forests hexes. The only exception is island people crossing sea hexes (see movement_sea_crossing). Civilization spread (see civilization_rule) is a separate action and is not subject to this restriction.

Movement

Island people can move (and attack) across exactly one intervening sea hex.

Island people counters have the special ability to move and attack across exactly one intervening sea hex. This means they may travel from one land hex, over a single sea hex, to another land hex. They may not cross two or more sea hexes in a single move.

Informe estratégico

Card Selection & Turn Order Manipulation

Playing a low-value card (especially a Value 1 Island card) guarantees going first, letting you attack, move, or civilize before opponents can react. However, low-value cards are scarce — Islands have only 2 Value-1 cards in the deck. Conserving them for pivotal turns is key.

First Civilize Placement

Your very first civilize action is uniquely powerful: it can target any hex on the board, even an opponent's. Use it to claim the highest-scoring, most strategically central hex available, as all subsequent civilize actions are restricted to adjacency.

Altar Timing & Hex Defense

Building an altar locks a hex at 3 points but prevents you from ever adding more people to it. Ensure the hex is defensible before building — an altar is lost if its last people counter is destroyed. Build altars only when you have enough surrounding military presence to protect them.

Barbarian Aggression vs. Civilized Development

Only barbarians can attack, making them your offensive instrument. Civilized people cannot attack at all. A pure civilization strategy is vulnerable to barbarian raids. Maintaining a barbarian contingent alongside your civilized population preserves your offensive options.

Knowing When to Stop Attacking

Doubles end your turn immediately. If you need to take multiple actions this turn (e.g., attack then civilize), attacking first is risky — a double eliminates all remaining actions. Consider doing non-attack actions before attacking to minimize the damage of a turn-ending double.

Island People Mobility Advantage

Island people can move and attack across exactly one sea hex, giving them reach that other terrain types lack. Use this to strike targets that other terrain types cannot reach and to create unexpected attack vectors that opponents cannot easily defend against.

Stack Movement & Hex Occupation

When moving a stack, you must leave at least one counter on every hex you pass through. Plan paths carefully — long moves thin out your forces, potentially leaving vulnerable single-counter hexes that are easy for opponents to eliminate.

Defensive Rolling — Individual Dice Matter

Successful defense requires your die to beat BOTH of the attacker's individual dice, not the sum. This means a defender rolling a 5 beats an attacker who rolled 4+2 (sum 6, hit scored) because 5 > 4 and 5 > 2. Understanding this distinction helps you evaluate how defensible a position is before committing to it.

Preguntas frecuentes y casos límite

The attacker rolls a double that also meets the hit threshold (e.g., double 3 = sum 6 for a within-terrain attack). Does the hit count even though the turn ends?

Yes. The hit still counts and the defender loses one people counter. However, the attacker's turn ends immediately — no further actions may be taken that turn.

The attacker rolls a double (e.g., 3 and 3). Can the defender still attempt a successful defense?

Yes. The defender rolls their die normally. A successful defense requires the defender's result to be strictly higher than both individual dice of the attacker (i.e., higher than 3 in this example). The double ending the attacker's turn is a separate consequence and does not prevent the defense roll.

A civilized player moves their stack onto a new, unoccupied hex. Does this use up their one civilize action for the turn?

Yes. Moving civilized people onto an open (uncivilized) hex is equivalent to civilizing that hex and counts as the one civilize action for that turn. No additional hex may be civilized that turn.

Can a player civilize an opponent's barbarian hex on their very first civilize action, even if it is not adjacent to any of their own hexes?

Yes. The first time a player civilizes, they may civilize any hex belonging to any player, with no adjacency requirement. All subsequent civilize actions are restricted to hexes adjacent to that player's already-civilized hexes.

Can civilization spread to a hex that is only reachable by crossing a sea hex?

No. Civilization may only spread to hexes adjacent to already-civilized hexes, and this adjacency explicitly does not include crossing a sea hex. The sea-crossing exception applies only to Island people's movement and attacks, not to civilization spread.

An altar hex has one altar counter and one civilized people counter. The people counter is destroyed in combat. What happens to the altar?

The altar is lost. If all civilized people counters on an altar hex are destroyed, the altar counter is also removed. The hex reverts to being an empty (or contested) hex.

Can a player place new people counters onto a hex that already has an altar?

No. Once an altar is built on a hex, no more people counters may ever be placed on that hex.

Can barbarian people counters attack a civilized hex?

Barbarians may only attack. The movement restriction states that barbarians may not move over or land on civilized hexes. However, the attack rules do not explicitly prohibit barbarians from attacking civilized hexes — attack is a separate action from movement. Barbarians roll two dice; a hit requires 8+ (between terrains) if the terrain types differ. Civilized people defend in the same way as barbarians.

Two players both play a Forests card with value 3. How is turn order decided?

Since both the value (3) and terrain type (Forests) are identical, those tied players each roll a die. The higher roll determines who goes first among them.

Can Island people attack an enemy on the other side of a sea hex without physically moving there?

Yes. Island people can both move and attack across exactly one intervening sea hex. The attack is made from the Island people's current hex, across one sea hex, to the target hex.

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