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The primary mechanism of Stone Age is worker-placement--you begin the game with five meeples (wooden people), the allocation of which determines what you are able to do on your turn. Players alternate placing groups of their meeples to collect the four resources (lumber, brick, stone, gold), to collect food, hut tiles or cards, to advance agriculture, build tools, or make babies.
Really, that's one of the actions--you can place two meeples on the love shack, er, hut space; strangely, a fully grown, able-bodied person is formed by this union. I guess this is the stone age, there really weren't child labor laws, so I guess it could be a working-age child.
The resources you gather are used in specific combinations to take Hut tiles, which score points when taken, or in a less specific manner to buy Civilization cards, which provide a broad range of benefits immediately (take a resource, score a few points, receive some food, etc.), and provide scoring bonuses post-game.
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So everyone has placed their meeples, now everyone takes their stuff, right?
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Each of these locations is assessed at the player's discretion--players do not need to pick up their resources in the order they placed their meeples, nor in a pre-determined order. This becomes important on several levels--they may need to gather a certain resource before they gather a hut, may want to delay picking something up if it will help another player (as certain civilization cards do), or may want to be sure they have enough food at the end of the turn.
And that's the last part of the turn--once everyone has assessed and picked up all their meeples, they need to pay one food per meeple--your cave people are going to be hungry after all that hard work, or all that lazing about if you rolled poorly (it's the caveperson's fault, afterall). As an aide here, every point of agriculture subtracts one from the amount of food a player needs--a person with 2 agriculture and 7 people only needs to pay 5 food. If they do not have enough, the player must then pay a resource per meeple who still needs food, or forgo this and take a -10 point penalty for starving their tribe.
The game continues until one stack of hut tiles is gone, or when there are not enough Civilization cards to refresh the 4-card draw area. At this point players would figure out their post-game scoring which results from the Civilization cards they've acquired. These will be either multipliers for their tools, agriculture, hut tiles, or people, and what we call "relic" cards (really named "culture symbols"--but that's too long to say) which score according to how many different ones you've collected. Of course, whoever has the most points at the end wins.
Apparently we've quite enjoyed this game recently, and there's a lot of banter going back and forth, even after the game has finished. Strategic placement and blocking of opponents is a must, and despite all the choices one has on their turn, this game keeps a pretty steady flow without much down-time. Indeed, keeping an eye on the board is critical even when it's not your turn, as your opponents actions can make other actions more urgent. You may need only one lumber to fulfill a hut tile you've already placed on, and even though you'd rather take agriculture, if a player plops down six meeples on the lumber spot, waiting on that spot means you don't take that tile this turn. The dice are also an interesting factor, as even placing a large group of meeples can still yield few or no resources--comments about certain meeples not pulling their own weight, or sleeping on the job abound.
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That's it for the week; yes, it's late, but at least I posted this week. I am contemplating reducing my posts to once every two weeks so that I can free up some time for another project, but I'll keep you posted. Perhaps now would be a good time to solicit guest-bloggers, in order to fill in those non-posting weeks? I'll keep you all posted.
By the way, if you do read this thing, do me a favor and "follow" this blog so I know you're out there, and leave a comment. Comments about how awesome I am are especially appreciated.
Take care all.
That is a pretty sweet hat.
ReplyDeleteIt may look familiar--I borrowed it from a certain ring-tailed lemur.
ReplyDelete"...certain meeples not pulling their own weight, or sleeping on the job..." This doesn't happen under the watch of a tyrannical, yet compassionate chief, like myself. Maybe you were a soft chief.
ReplyDelete-Danny
Chief 2010-present
It begins!
ReplyDeleteYou may want to clarify your reign with specific dates, there seem to be a number of coups. I don't think you'll be keeping that title for long...
LR
Two time defender of the crown...thingy.
Dice DO hate me, despite tool development.
ReplyDelete