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Abenteuer Menschheit
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Abenteuer Menschheit

original German edition of Settlers of the Stone Age

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Product Awards:  
International Gamers Awards
Best Strategy Game Nominee, 2003

Ages Play Time Players
10+ 75 minutes 3-4

Designer(s): Klaus Teuber

Publisher(s): Mayfair Games, Kosmos

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Product Description

The cradle of modern humans, also called "Homo Sapiens", was located in Africa. From there they began to spread for approximately 100,000 years over the whole world. With this game the players can pursue the way of our early ancestors.

Each player begins with three tribes in Africa. In the same way as "The Settlers of Catan", the tribes receive their raw materials from the adjacent landscapes. With the help of these raw materials you can equip nomads, which migrate away and abandon Africa. The nomads produce new tribes, which are worth one victory point each.

The first one with 10 victory points wins. This will only happen if you forge into Australia or America.

Product Awards

International Gamers Awards
Best Strategy Game Nominee, 2003

Product Information


  • 1 gameboard
  • 4 summary cards (German)
  • 10 desert tiles
  • 18 event chips
  • 32 people chips
  • Neanderthal marker
  • carnivore marker
  • 80 material cards
  • 10 special cards
  • 8 Nomads markers
  • 20 Tribes markers
  • 16 marker stones
  • 2 dice
  • 2 plastic bases

Product Reviews


Average Rating: 4 in 9 reviews

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Run caveman, run!
November 26, 2003

I agree with Dave from Seattle's review (listed earlier) that pretty much whoever gets out of Africa first usually wins. Basically this game could be called 'Get the heck out of Africa before it gets nuked'. Players who have trouble getting his explorer out of Africa will experience a very long and brutal fate. Not fun if you fall behind early on. However, after everyone gets a few games of SotSA under their belts, the strategy becomes very clear and the game did get more enjoyable. I gave it 3 stars since I feel it is 'about average'. It definately ranks BEHIND the other Settlers games.

Note: this review refers to a different release of this product.
by Dr Jay
In like Flint -- Stone Settlers Work!
October 24, 2003

When I remembered the joys of trading sheep and grain in previous Settlers games, anticipation of playing the new Settlers game filled the air. Settlers of the Stone Age did not disappoint.

Two of us decided to play a four-player game with the pairing of colors: Orange and Blue and Red and White. We noticed immediately that considerable camps and two explorers were laid out on the African part of the map. Our job was to acquire victory points, specifically 10 victory points to win.

The game started well enough with both sets of colors vying for victory points. The roll of dice usually produced needed resource cards for meat, bones, flint, and hides. At two junctures in the game a throw of 7 produced nasty results where each player has to give up half of his cards if holding more than seven cards. Also, both players begin to notice they were running out of camp blocks.

At the beginning of the game each player is allocated five camp blocks, but most of these blocks are placed in Africa. It is the job of each of each player to explore new territory in Eurasia, Australia, and so forth. To place an explorer block requires one hide and one meat. Then, the explorer is able to move one of two spaces around the next. An explorer cannot end its movement on top of a camp, another explorer, or a blocked circle with a Neanderthal man or a saber-toothed tiger.

The object is to build new camps and acquire additional resource cards. Soon both players noticed they were running out of camp blocks. The Orange and Blue player had become particularly aggressive at acquiring victory points and was moving toward Roman numerals.

In the game one needs to acquire more movement to reach the other promised lands. To acquire more movement, the player needs to have marker blocks (four furnished to each player)placed on Clothing, Construction, and Food board tracks. When the player encounters a Roman numeral, say II, that person has to study the white 1 and black 3, for examples. That means the Orange and Blue player would have to have one marker in Clothing 1 and black 3 to acquire the Roman II tile.

Flint becomes so important in the game. That is why the review is entitled In like Flint. Neither player seemed to have enough flint. However, the Blue color acquired two flint mines in Africa and became quite wealthy with flint. To accomplish Level one, the player needs to play one flint card. For Level two the player needs to play one bones card and one flint. One cannot get on the first level of Clothing without paying these costs.

The game, then, took another nasty turn. The Orange and Blue player not only acquired more victory points, but also went after the Roman numerals in the northern part of Eurasia hexes. The first overturned tile was 'desertification.' The Orange and Blue fellow looked around for red and white camps appearing on one of the forest. That forest was 'desertified' immediately with a desert hex provided in the game.

Now, the Red and White player was faced with finding new forests. One feature of the game is to trade with the bank. The bank allows any player to trade in any three of the same resource card for one of another kind, such as one flint for three meat. Meat is the lifeblood of the game. A player cannot move one or two spaces without a meat card.

The Red and White player desperately tried to find new hexes and tried to explore close to Australia. At that point the third 'Desertification' tile was found under Roman III. Immediately, the Red and White player placed this tile on the Orange and Blue and explained payback had occurred. A rules interpretation then ensued about whether the hex for 'desertifying' was actually in Africa. The pictures in the rules book did not yield an answer, and a house rule had to be invoked to go ahead and place the tile. Certainly, the colors of Africa and Eurasia and their borders should be clarified in the rules.

All in all, the game proved rewarding playing. Even though the Orange and Blue player easily took the game (called at eight victory points), the playability and sheer fun of game make replaying a possibility. The White color had acquired two victory points, and the Red color had acquired two victory points. The game moves in Like Flint.

Note: this review refers to a different release of this product.
Keep the Settlers variants coming, OR , Go Klaus, Go!
September 28, 2003

Let me reveal my bias at the start, I am a huge Settlers fan. I own and enjoy most of the games and expansions in the series. (In my opinion the two-player card game is the only dog in the series, and even it is saved by the expansion cards.) That having been said, Settlers of the Stone Age is another very well done variant.

The successful Settlers system of acquiring raw materials, and trading is kept intact. New mechanisms are added to the game to keep it fresh. Africa, where all players start, becomes a desert one tile at a time, forcing players to expand. In 'Stone Age' it costs meat to move explorers instead of building roads. Tribes move up progress charts by spending the appropriate resources. Exploration leads to acquiring victory points in multiple ways.

Even after years of playing it I prefer the original 'Settlers of Catan' to all the spin-off games, this one included. The simplicity and depth of the original is unmatched. But, as long as Klaus Teuber is putting these games out I will be looking forward to them. This variant costs $5-$10 too much for the components it offers (closer to $10), but so do the rest of the games in the series.

A good game for Settlers fans.

Note: this review refers to a different release of this product.

Show all 9 reviews >

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