Game of World Conquest
Contents
one 6-page illustrated rules folder
one 6-page illustrated sample game
one 32"x22" mounted mapboard
one plastic counter tray
four sheets of die-cut playing pieces
five 6-sided dice
48 Empire cards
64 Event cards
Time Scale: Each turn represents from 1600 years at the outset to a "mere" 360 years at the 20th Century climax.
Unit Scale: Armies & Fleets
What do Hammurabi, Julius Caesar, Attila the Hun, Charlemagne, Genghis Khan, Ivan the Terrible and Napolean all have in common?
Give up? They all appear heading the dominant cultures of their time in this new game of world conquest.
HISTORY OF THE WORLD traces the progress of mankind from the dawn of civilzation to the threshold of modern times. One is reminded of the flickering passage of centuries in H.G. Wells' classic TIME MACHINE as the history of mankind unfolds before you eyes in a few scant hours. Starting 5,000 years ago with the ancient Sumerians, a succession of 49 empires rise and fall with the rapidly passing centuries across the entire width of the globe in a panoramic view of the history of man.
This is a game of world conquet with a difference. No single power can conquer the world. Instead, each playe commands seven different empires--one per Epoch--during their all to obrief day in the sun. Each, in turn, rises to its fullest height of power only to fall before the sands of time and spread their culture and build lasting monuments to their glory. But events such as earthquakes, civil wars, barbians, plague, treachery, and great enemy leaders conspire to tear asunder past achievements.
HISTORY OF THE WORLD is an extremely easy game to learn, but difficult to master. When all the on-board generalship and maneuvering is said and done, the game is really won in the seven Empire Distribution rounds wherein each player draws the next Empire card and decides to keep what he's drawn or pass it to another play in hopes of being passed a better one. Simple? It would seem so, but the factors influencing that decision are myriad. Strenght, order of appearance, geographic location, the current score, Event cards, the current holdings of the leader, and the remnants of past holdings all play a role in making a simple decision to pass or play an Empire card a truly agonizing one.
Every corner of the globe is included--from the Minoans of Crete to China's Chou Dynasty, from Alexander the Great's Macedonia to the Guptas of India, from the exotic Khmers of Southeast Asia to the fanatic Arabs at the height of their power. Mongols, Aztecs, colonial powers of the 19th century. And, unlike other games of its ilk, HISTORY OF THE WORLD is easily playable in an evening and suitable fare for the entire family. You will learn more in one game of HISTORY OF THE WORLD than an entire semester of World History. |
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