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The Ark of the Covenant
 
 
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Store:  Family Games
Series:  Carcassonne
Theme:  Religious
Genre:  Connection
Format:  Placement / Tile-Laying Games

The Ark of the Covenant


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Product Awards:  
Games Magazine Awards
Family Game Nominee, 2005

Ages Play Time Players
8+ 30-45 minutes 2-5

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Product Description

Joshua has led the children of Israel into the Promised Land and you have been given the unique responsibility to develop the area by building roads, cities, temples and raising sheep.

Deploy a Prophet into the cities to preach repentance. Take on the sacred duty of moving The Ark of the Covenant around to different areas of the Land.

Based on Carcassonne, winner of the prestigious 2001 Game of the Year award, The Ark of the Covenant combines a timeless Old Testament story with an addicting game that families will enjoy over and over again.

Product Awards

Games Magazine Awards
Family Game Nominee, 2005

Product Information

Contents:

  • 1 Ark of the Covenant
  • 72 sturdy tile pieces
  • 40 wooden pieces
  • 5 wooden "prophet" pieces
  • 1 scoring track
  • 1 instructional booklet

Product Reviews

 
 
 
 
 

Average Rating: 4 in 4 reviews


 
 
 
 
 
by John M.
Another hit for Hans Im Glück
January 12, 2007

Ok so if you've read any of my other reviews in the Carcassonne family you know by now that I am a HUGE fan of the Klaus Jürgen-Wrede smash hit. I have not as yet reviewed the base model game, it's individual expansions, or Die Jäeger und Sammler (Hunters and Gatherers) but I'll get to them.

Now about this version, first of all let me just say that I am not a fan of any of the major religions, nor the minor ones for that matter either. I was raised up catholic however, I no longer practice, anyway just FYI I did not get this because of it's religious theme. With that said, I got this strictly because of the designer, and the genre (i.e. an abstract, tile placing, strategy game).

Ark Of The Covenant has all the great qualities of it's forbears with only a few slight modifications. Anyone familiar with the base model will grasp the concept immediately. Newcomers will catch on quickly, even more so if taught by an experienced Carcassoner (hey I coined a new term!). The game as it stands (72 tiles) plays fast, puts up fast, and is enjoyable to play. Whether you're an avid church-goer, or a fanatic paganist, you will enjoy this game, so long as you enjoy the basic game that is. If you hate the original Carcassonne, then you're likely to hate this too. Unfortunately I see no expansions coming for this game, although I can easily guess what would work as an expansion, I just don't think this incarnation is worthy of any.

The scoring is a little different from it's mother game, yet similar to the scoring in Hunters and Gatherers. You still try to build cities, roads and fields, but they score a little different. In a closed city, it's 2 points per tile, and 2 points per scroll (treat as shields from the original version) and is the only feature that's exactly like the original. In a closed road it's 1 point per road tile, and 1 point per oasis (if any) oases are similar to the "Inn by the lake" but instead of doubling the road they are worth only 1 point each. Roads here score more like a river segment in Hunters. If at the end of the game you have meeples on an unfinished road or city it's 1 point per road or city tile, and 1 point per oasis or scroll symbol. There is also a large follower just like the double meeple from a Carcassonne expansion (I forget which expansion?) BUT! he does not count as 2! He is your prophet, you may place him in a city to score double points for the city, if you close it. The prophet (or double meeple) can only be used once per game, so, it's best to get him in early, make a huge city, and score it. Once he's scored for you he retires to the box, and cannot be used again this game. Which in my opinion would otherwise overpower the game, and make it nearly un-fun to play if he could be utilised over and over again.

You also have the ARK meeple (for lack of a better term) who comes out at the closing of the first city. Which in my opinion makes for a lesser likelihood of someone closing a 2-tile city. Once a city is closed, the "closer" scores his (or another's) points, and may then place the ARK in any segment of that closed city. Thereafter any player who chooses not to place a meeple may then move the ark up to 5 spaces. Any meeple the ark passes (as in touches the tile a meeple is on) scores 1 point for each meeple passed. Therefore it's best to not only place the ark nearest your men, but also in such a way that makes it difficult for your opponents to move it without scoring points for YOU! The ony drawback is that if the ark starts on a tile where a meeple already stands, that meeple DOES NOT score a point. If the ark ends it's movement on a tile where a meeple already stands that meeple DOES score. So there are definitely some intriguing ways to use the ark. If you can't score during your turn, don't place a meeple, instead move the ark, to either A) Score for yourself, or B) get the ark closer to your already placed meeples so you can score next turn.

One new but strikingly similar Carcassonne scoring feature is the temple. Unlike it's parent forbear (the Cloister) this piece scores differently and for less points. Instead of surrounding the temple (like the cloister) one needs only make a cross. The temple tile plus a tile above and below, and a tile left and right (5 tiles total, basically a + sign). Now you can't place anything on the temple itself, you must choose a road or field segment. Majority rules here too, so if you outnumber your opponents they do not score, everyone scores in the event of a tie. A completed temple is 7 points (as opposed to the Cloister's 9) and 3 at game's end if unfinished.

Now the end game scoring is a lot like Hunters and Gatherers. First score your unfinished roads, then cities, then temples (see above for those scoring methods). Then score your fields. Here is where it gets Hunters and Gatherers-like. In your field, or in any field where you have majority (remove those meeples you outnumber at this point) you score 2 for each sheep in your field, no matter how far away. For each wolf in your field, loose 1 sheep (the wolf ate it). So, very much like the tigers in Hunters and Gatherers however, there are no "cover meeples" the little green circles in Hunters you use to hide each tiger and animal it kills. Fields are scored just like the other features, meaning that majority rules. If you outnumber someone they score nothing, if you tie with someone you each get the same amount of points. So place strategically to either leech off your opponent or to outnumber him/her. A word about Sheep and Wolves: it is this gamer's opinion that the wolves and sheep are simply not as balanced as those (tigers and deer) in Hunters. It's a little more balanced towards the sheep (i.e. less wolves than tigers as in Hunters). So it's really kind of hard not to score a boat-load of points at the end. Other than that there's nothing wrong with this game at all.

So is it worth buying? Sure I bought it, and I hate religion! I give it 5 khadim for playbility, quality, design, mechanics, and overall joy to play, but take back 1 khadim to honor the hebrew god whose ark this is....sorry for the Indiana Jones reference but I had to, and yeah I did take away 1 star (khadim) because of the theme.

 
 
 
 
 
by Roy L.
A Lighter Carcassonne in Another Skin
January 24, 2006
Ark of the Covenant is best thought of as a variant of Carcassonne that just happens to have components that are (for he most part) only visually different from the original. Unlike the distinct Carcassonne-branded games in the family ( The Castle, The City) or the close siblings with critical differences in mechanics (The Discovery, Hunters and Gatherers), Ark of the Covenant is pure Carcassonne, with only a few simple and quickly mastered rules differences. Because of this, Ark is probably the best used and variant for players who want some quick and easy to pick up variety in their Carcassonne games. The small rules differences make for a game that plays faster than pure Carcassonne, has a wider scoring range and that works epically well with two players. (The theme is mostly pasted on and can be ignored.)
 
 
 
 
 
Bible theme, mass-m'Ark'et appeal
January 05, 2004

Next in a series of Carcassonne spinoffs, this one is aimed more towards Jews and Christians, but certainly not exclusively to them, as fans of Carcassonne will find a lot to like here too! Since it is so similar to the original Carcassonne game, we have taken to calling this game Ark of the Carcassonne or Cark of the Arcassonne or Carcassonne of the Covenant. (I am sure you can do better. =) Even if you havent played that runaway hit Carcassonne yet (all 4 of you) there is enough info on the game on this website so that I feel I am justified in just focusing on the differences between this game and the original.

Again, you are laying down tiles, and placing meeple, trying to complete valuable projects in order to score points. The tile distribution in this game (the shapes of the cities, roads, etc.) is similar to the original Carcassonne (so no funky City shapes), but includes more roads going into cities, which helps limit the size of fields a welcome change.

Scoring has changed slightly as well: Cities score the same, 2 points per tile, and 2 points per scroll; Roads score 1 point for tiles but receive a bonus point for each oasis along the road; Fields score 2points for every sheep in it, but 2 points for every wolf. The other two ways of scoring need a bit more detail.

Temples are similar to the old Monasteries, but not the same. Instead of needing to be surrounded by 8 tiles before being scored, Temples are scored as soon as they are surrounded north-south-east-west by tiles. And you are not allowed to place a meeple on the Temple itself, instead, you must place meeple on projects normally, and when the Temple is being scored, it awards 7 points to the player who has the most meeple in orthogonally adjacent tiles. Strange, yes, but it leads to more competition, and it eliminates the old luck of the Monasteries.

The Ark of the Covenant is a cardboard piece on a plastic stand that introduces a new type of scoring to the game. After laying a tile, instead of placing a meeple, a player may move the ark orthogonally from 1-5 spaces. Each tile that the Ark goes through awards a point to whoever has a meeple on that tile. So if you can get it behind a line of your meeple, anyone who wants to move it out will have to move it past you and give you some points! It adds a nice twist to the game, as now when you receive a tile that doesnt help you at all, you can still generate some points for yourself with the Ark.

Not only does it have some new mechanics, its the theme of Ark of the Covenant that also impressed me. Proximity to Temples was an important part of ancient Jewish life, and to see the Ark of the Covenant as the priests carried it through the land conveyed blessing and brought great joy to the people as it was being carried to Jerusalem. Both of these facets of Israelite life and the Jewish faith are captured very well in this new scoring, which is just an extra bonus for Jews and Christians purchasing this game; for those of you for whom this extra significance means nothing, for you Ill simply add that these new mechanics work very well and greatly improve on the original Carcassonne scoring. Another plus is the graphical change, as the game now has a stone city and desert setting which is a nice visual break from all the green fields of original Carcassonne. Kudos to Alvin Madden for a very nice artistic style as well.

For hardcore Carcassonne fans, this is a winner. For those of you a bit tired of the system, you may find this new version, while pleasant, to be too much of the same old thing. It does bear many similarities to the original Carcassonne, and that may affect your decisions to acquire it. If you dont have the original, I find this to be an improved version of it. A solid entry into the series.


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