The Settlers of the Stone Age
English language edition of Abenteuer Menschheit
List Price: $49.00
Your Price: $44.10
(Worth 4,410 Funagain Points!)
from 9 customer reviews
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The cradle of modern humans, called "Homo sapiens" by scientists, was located in Africa more than 100,000 years ago. The first branches of this family began a journey that spanned thousands of years, eventually leading them to Australia and America. The enormous difficulties of this journey could only be overcome because of Homo sapiens' unique ability to adapt to its environment. Their highly developed brains and their mastery of crafts enabled them master even the harshest conditions.
In this exciting game, you will guide the journey of one of these branches. You must struggle to spread your people over the whole world. In order to expand your branch of humanity you must develop certain talents: advances in the preparation of food will allow your people to spread faster and wider, while new hunting techniques can protect them from dangers. And your people will need warm clothes to cross the ice deserts of the north and boats to settle in Australia.
Will your tribe journey far and fast? Will they surmount the dangers of this world? Will they bring you victory and survival? Are you ready to play this newest creation of Master game designer Klaus Teuber? Based on the award-winning Settlers of Catan game system, but presenting players with all-new challenges unique to the dangers & opportunities of the Stone Age.
I never played Settlers before, so the 'control-the-best-area' kind of mechanic was new to me, and I loved so much I just can't wait to play it again and again.
When I played we used the 'Deck of Dice'. It tempers down the random factor, which I think is beneficial for this game.
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.
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.
I found this variant much easier to learn and to play than 'Settlers of Catan' or even 'Starfarers of Catan'. What we didn't like was the movement factor seemed far too generous and gave a player with the earliest lead a no-holds grip on winning. There was really no method for slowing that person down, ie: no combat, no barriers. If you don't roll a '7' to inhibit him frequently, he's on his own racetrack to victory. Trying to desertifiy Africa as a means to inhibit him is impossible if you can't get the cards necessary to move up a progress track. Some means of defense is needed.
This game is a real treat for those Settlers fans who can never get enough. While retaining the basic resource trading system of Settlers of Catan, Teuber has constructed as design that is familiar enough to those fans to whet their appetites, yet different enough to make it more than just 'Settlers of Catan with a fresh coat of paint.' With more variety in the scoring methods, players will pursue different strategies as they race to expand their respective tribes across the world.
Like the other games in the Settlers family, there is some aspect of 'luck of the dice' to this game, but this can be improved by using a 'deck of dice' card deck for those who don't like dice.
Be warned! This game is a slight bit more complex than the basic Settlers game, but gamers who have played European strategy games other than Settlers probably won't find Settlers of the Stone Age to difficult to grasp right way. The game also starts off rather slowly as players seek enough resources to step out into the world. But be patient with this one --- it's well worth the time and effort. And the more players, the better.
With an interesting theme and excellent game components, Settlers of the Stone Age is a welcome addition to the Settlers clan.
Believe it or not, the only Settlers game in my decent-size game collection is the Travel Box edition and I bought that solely for the novelty factor. I'm not a HUGE Settlers fan, although I do think the game (and many of it's expansions) are deserving of their respect.
The theme of this new 'variant' was enough for me to invest in it, though, and after playing it, I don't regret the purchase at all! It's impressive to look at (a big, beautifully illustrated and very colorful board, wooden bits, etc.) PLUS it's a lot of fun to play!
The basic mechanics will be familiar to Settlers players, but the exploration aspect adds a wonderful layer to the game.
NOTE: Since the game is only played to 10 VPs and since one of the bonus VP cards is won by the person establishing a camp in ALL four geographical areas, DON'T ignore Australia! The winner of our game was the only one to journey down under and it cost us all dearly.
Since reading the Pulitzer Prize-winning book, 'Guns, Germs, and Steel: The Fates of Human Societies' by Jared Diamond, my Settlers group has discussed how we might use Diamond's ideas on the rise of different human societies as the basis of a new Settlers game. Klaus Teuber has done a partial job beating us to the punch. In his book, Diamond outlines ideas that sound like plausible reasons for why Native Americans, New Guinea tribes, and Incas are not the dominant societies now. For example: (1) regions that had large domesticable animals (horses, water buffalo) gave an advantage to the natives for transport and tilling large fields for agriculture, (2) it's easier to spread a society east-west than north-south due to less change in climate, agriculture, and animals, and (3) dense early societies with their domesticated animals got early exposure to plague and disease which would later decimate those they encountered. Only the second of those reasons makes it directly into Settlers of the Stone Age (you need warm clothing to travel north and south, and good construction [boats] to travel across the ocean to Australia, New Guinea, and Polynesia). Aspects of other ideas get in the game more abstractly: more exploration can get you an Adaptation chit for 1 VP or affords chances to co-opt native tribes in the areas you find.
I like the way the game has the prehistoric land bridge from Asia to North America, desertification of parts of Africa (which also forces you to settle in new areas), and routes to Australia and Polynesia. The game seems to take off a bit slower than regular Settlers, but the topic area is intriguing so I've enjoyed how each game unfolds. Our first two games were 90-120 min long. There's a variety of ways to gather victory points, but it seems to us that flint and bones are often the most sought after resources. I'm looking forward to many more plays.
This was an impulse purchase for me while attending the Spiel show in Essen, Germany. I really didnt know anything about the game, but saw the display at the Kosmos stand and just couldnt pass it up. For the most part, I enjoy the games in the Settlers of Catan series and this one appeared to offer some clever additions and twists. I didnt get the chance to play it during the Essen convention, as the Kosmos booth was probably the most popular site and was consistently filled with folks. Thanks to a subsequent English outline executed by that good fellow Alan How, Ive been able to bring the game to the table numerous times with various different groups. Now, the game has been released un English by Mayfair games under the title, Settlers of the Stone Age.
The theme is the dawn of mankind and its spread from the continent of Africa across the globe. Nomads migrate from Africa, improving and developing in several categories and establishing tribes at various locations around the world. The game does use the underlying mechanisms of Settlers of Catan, including resource production, trading, building and victory points. However, there are numerous new mechanisms and variations tossed into the mix that helps give the game a very different feel. Ive played it dozen times and it does appear that this one has legs and will be one that continues to be played into the future. Indeed, it is quite likely my favorite of the Settlers family immediately behind the original.
Players each begin with three tribes in Africa, as well as one nomad. Tribes will yield resources just like in the basic Settlers, but there are only four types of resources in this game: flint, skins, food and bones. Were talking the Stone Age here. However, each player only has five tribe markers, so eventually existing tribes must be dismantled as they migrate from Africa and move to new locations. Thats an interesting new twist as players are forced to abandon previous locations, which may have been resource-rich, to establish new tribes and earn victory points. This process is encouraged further by the fact that some event chips discovered during the course of the game will cause portions of Africa to transform into desert, turning once lucrative locations into barren wastelands. This is another very clever addition to the system and one that can be wielded with considerable nastiness!
After rolling for resource production and executing trades in the familiar Settlers fashion, players then use their resources to accomplish a variety of tasks:
1) Move a nomad. True to their inherent nature, nomads are a restless people and tend to wander. Nomads move two spaces, but require the expenditure of a food resource in order to make their journey. Nomads can move additional spaces IF a player has progressed on the food track, which requires the expenditure of various combinations of resources for each successive movement on that track.
2) Establish a tribe. If a nomad has come to rest on a people chit, the nomads may settle down and a tribe can be established with the expenditure of the proper combination of resources (skin, bone & flint). Once all five tribe markers have been placed (three begin the game in Africa), the player must move a previously placed tribe to the new location. Tribes located in Africa must be moved first as mankind continues their outward expansion. Once a tribe is established, the nomad marker is removed from the board and returned to the players stock. The player takes possession of the people chip, which is worth 1 victory point.
3) Form a nomad. Since the nomad marker was removed with the establishment of a tribe, in order to keep expanding it must be reconstituted. This requires the expenditure of a skin and food and the marker is placed on a space adjacent to an existing tribe. A player can have at most two nomad markers on the board.
4) Develop. There are four areas in which a player can develop his tribes: hunting, clothing, nourishment and construction. There are four tracks, one each for these categories, located along the edges of the board, with each track containing five spaces. Movement along each of these spaces requires the expenditure of a specified combination of resources and each movement also confers a special ability to the player:
a) Nourishment. For each space moved along this track, a nomad can move one space further.
b) Hunting. Each time a player moves on this track, he may move either the Neanderthal marker. This marker serves the same purpose as the Robber in Settlers; i.e., blocking production of the hex on which it is placed. It is far easier to move these markers than it is to move the Robber in Settlers, so resources can be stolen with greater frequency and resource production for territories can be blocked (and also liberated) more frequently.
c) Nourishment & Construction. There are more than a dozen event chits that are located along the perimeter of the continents. To reach these chits, players must be sufficiently developed in Nourishment and Construction. If they have achieved the required level of advancement, they can cross to the event chit and take possession of it, executing the action upon it. These action do a number of different things, including:
i. Move the Neanderthal or Carnivore.
ii. Award a victory point.
iii. Cause a section of Africa to become a desert space.
Further, the player who possesses the most action chits (with a minimum of two chits) receives a bonus of 2 victory points.
Space 5 on each of the four development tracks also contains a victory point card. The first player to reach that space receives the card and no other player can advance to that level for the remainder of the game.
So, there are a number of ways to earn victory points in the game:
1) People chips: 1 victory point each.
2) Victory Point Event chips 1 victory point each
3) Development Victory Point cards 1 point each
4) Most Event chips 2 victory points
5) People Bonus If a player is the first to collect four different people chips, he receives this card, which is worth 2 victory points.
The game ends when a player reaches ten victory points, capturing the victory.
As mentioned, there are enough new mechanisms and twists included in this new Settlers version to give it a truly different feel. Even with dozen plays under my belt, I feel as though Ive only begun to explore the various strategies and pathways one can pursue. There seems to be a sufficient number of ways to earn victory points that no one pursuit would be dominant. In addition, although the board is static and not modular, it is large enough to offer various expansion paths and all players should be in a position to grab productive territories.
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.
In this addition to the [page scan/se=0041/sf=category/fi=stockin.asc/ml=10]Settlers of Catan series, players roll the die to produce resources on hexagons adjacent to their camps. These resources--meat, flint, hides, and bones--are spent to explore the world beyond the initial African homelands.
Expenditures let you move or add explorers, convert explorers to camps to gain a continental marker worth one point (the first to acquire a marker from each continent earns further points), or advance a level on one of four progress charts. Gain a point for reaching the highest level. Intermediate levels increase your mobility, or enable you to explore distant regions to acquire their facedown tokens. Tokens earn points or render African hexes barren.
A prowling Neanderthal and saber-toothed tiger, which are relocated whenever a seven is rolled, prevent a hexagon from producing and permit the roller to steal resources. First to reach 10 points win. We give Teuber 10 out of 10 for this primordially challenging adventure.
So another year, another Settlers variant. We've had historical scenarios in Troy, China, Greece and Egypt, moved from earth to space and specialty maps have graced Nuremberg and Canaan. Where next? It turns out that "when next?" is a better question to ask. Each of the previous games has had a fixed map, and so it comes as no surprise that the latest version has one also, this time of the world in early human times. The essence of the game is the same as in previous versions, roll the dice, gather resources, trade, build more cities, but this one has a few changes which makes it fresh.
The map board is a large one depicting the world in early human times. Britain is part of Scandinavia (or is it France?) and there are land links to continents that no longer exist. Players start by playing tribe markers in Africa (like settlements in basic Settlers). Placement of these is limited to the black dots on the board, which surround the hexes of Africa and are 2 hexsides apart from the next one, so as to preserve the same distance apart as basic Settlers for settlements. Once 3 of these are played by each person, a nomad marker is added. These represent the wanderers associated with that tribe and are used to explore the map. When they encounter one of the people chits, which are laid out on the intersection of three tiles in the initial set-up, the nomad may be converted into a new tribe. Just like the ones used at the beginning of the game, these will produce resources when the dice roll matches the number on the adjoining landscape. The final set-up is completed by placing two large cardboard figures on the map. The Neanderthal man and Carnivore are initially placed on the link between Eurasia (eastern Russia) and North West America (Alaska?). Their general purpose is to block, but see later in the review for more details.
The resources in this game are the prehistoric versions of the basic settlers ones -- skins from woods, meat from highlands, flints from mountains, and bones from steppes. These are required to move your nomad, convert nomads into settlements, create new nomads (next to an existing settlement) and progress your tribe in a variety of ways.
There are four progress tracks located around the edge of the map and these indicate the level each player's tribe has made in each of four specialist areas -- clothing, construction, nourishment, and finally hunting and fighting. There are five levels to attain on each track, paid for in different blends of resources, with the cost in resources rising on each level. The fifth level is only reachable by one player who earns a victory point for doing so.
So what do these do? The first two, clothing and construction, have a black and white background (respectively) on their spaces. When a player wants to move a nomad over certain areas of the world, there are criteria to be met. These are shown as condition boxes and contain two numbers. The first is the level of clothing that a tribe needs to have progressed to and the second is the level of construction that has to be reached. For example, in Northern Europe, there is a box showing 1 white and 2 black, so a player must have reached level 1 in clothing and level 2 in construction to pass along that hexside. Once you pass, you receive a discovery chit. This is a kind of "longest road", as the person with the most discovery chits gets a 2 point victory bonus, shown by placing the reconnaissance card in front of them. It is also possible to get this from the current owner by receiving more discovery chits than the current owner.
As a player makes further progress along the nourishment track, his nomads may move one extra hex side. Initially nomads move at 2 hexsides per turn, so this is an important bonus in speeding up the rate of exploration across the map.
The final track allows a player to move Neanderthal man or a Carnivore. These act in a similar way to robbers in basic Settlers, by denying resources to a player whose tribe marker borders a landscape when the dice roll matches the number on that landscape. In addition, nomad movement is blocked along the hexsides of that landscape. The Neanderthal only moves in Eurasia and Africa, while the Carnivore only prowls across America and Australia.
[Funagain Editor's Note: The rules for The Settlers of the Stone Age / Abenteuer Menschheit say nothing about blocking movement. What they do say is, "They [the Neanderthal and sabretooth tiger] can block the terrain hexes that they are on. Any blocked hex does not produce resources, even when its number is rolled." This is a very important rule, and misplaying it may affect your enjoyment of the game.]
The discovery chits have specific actions as well as providing a route to getting the reconnaissance card. The three actions that come with them are:
Plague in Africa: one landscape tile is replaced by a desert tile. This landscape no longer produces resources. The type of tile is dictated by the picture shown on the discovery chit.
This has a devastating effect and eventually all of Africa will become a desert. This forces the players to seek new areas for their tribes to gather resources. Needless to say, when there is a choice this will be played on a landscape detrimental to your opponents!
Move the Neanderthal or the Carnivore (into the areas that are allowed).
Besides the blocking benefit, a player gets a resource from a person whose tribe borders the Neanderthal or Carnivore. As a game benefit, the blocking value can be pretty useful, as a player will have to either create a new nomad (and you only have 2 of these as a maximum) or more likely, be forced to spend resources down the hunting and fighting track.
The final benefit is to receive a victory point card which shows the colour of one the tribes.
As this is worth one victory point straightaway, there is a strong incentive to earn discovery points as soon as possible.
The game proceeds in the same way as other versions of Settlers, so you build more places to get more resources, but in this game there is a greater urgency to make new settlements, as the original ones will not produce resources once the plague chits are discovered. The game system encourages you to move your pieces across the board, in order to earn more victory points and to continue to get the appropriate resources. As an addition to the Settlers series, I think that it has added to the set and provided sufficiently more options to generate a new type of game, albeit one that regular Settlers player will recognise. If, like me, you're still enjoying those Settlers moments, I'd urge you to add this one to your fold.