| 1990 - Standard Box
Re-creating the Age of Discovery in the 15th - 18th Centuries!
Played on a map of the Americas, this multi-player GAME compresses 300 years of westward expansion into a few hours of exciting playing time!
New World is a simple, multi-player game which re-creates the Age of Discovery in the 15th thru 18th centuries as the powers of Europe explore, conquer, and ultimately colonize all of the Americas. The game compresses 300 years of westward expansion into a few hours of playing time... spanning the decades from the maiden voyage of Christopher Columbus and the Pilgrims landing on Plymouth Rock through the conquests of Crtez and Pizarro and the ultimate wars of imperialism which followed as Spain, England, and France clashed time and again over the riches of the New World.
This game is played on a map of the Americas divided into 26 hexagonal areas. Each area has a combination of natural resources, native population, climate, gold, and proximity to home which makes it unique. The relative merits and dangers of each must be weighed carefully as the game progresses against the backdrop of circumstance - a task made even more challenging by hex tiles which mask the identity and contents of each area until it has been explored.
More than just another conquest, players must possess diplomatic, economic, and military skills in equal proportions to triumph because the game is won in several contrasting ways - any of which involves incursions by others. The player who remains at peach while his opponents quarrel can overcome deficits in gold, resources, or territory. Each player builds and maintains a fleet with which to transport his soldiers and colonists to the New World and his gold and crops home again. Storms and pirates may take their toll - especially on the Spanish treasure fleets - so nothing can be taken for granted. Once ashore, colonists may raise crops, mine gold, or push on to new lands. Soldiers may search for gold, conquer native civilizations, protect colonists from foreign incursions and native uprisings, or embark on military incursions of their own. The ensuing balancing act always yields a tense battle - further stirred by the whims of fate in the form of climatic attrition.
Contents:
1 22"x16" Mounted Mapboard
26 Area Hex Tiles
3 Sheets of Die-Cut Playing Pieces
1 Pad of Planning Sheets
6 Fleet/Sequence of Play Cards
4 Six-sided Dice
5 Denominations of Play Money
1 Eight-page Rules
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