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Age of Empires III: The Age of Discovery

Age of Empires III: The Age of Discovery


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Players
2-5

Manufacturer(s): Tropical Games

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Product Description

It is the late 15th century and a new age is dawning. While searching for a new trade route to India, explorers have discovered a new land. The first reports tell of strange creatures, exotic people, and fabulous wealth. Captains and dventurers flock to these new lands in search of gold. They are quickly followed by colonists, soldiers, merchants, and missionaries all seeking wealth of one kind or another. Colonies begin to spring up, and soon competition among the great nations of Europe begins.

Take the role of one of Europe's colonial powers and stake your claim in the New World. As the leader of your nation, there are many paths that lead to victory: Discover and colonize new lands; acquire trade goods that will build your economy; develop new technologies and infrastructure in your home country; build your merchant fleet to dominate the trade routes; and build your army to defend what is rightfully yours!

The triumphant revel in riches and glory, while the vanquished become a footnote in the history books. It is an Age of Discovery... it is an Age of Empires!

  • Explore the New World, discovering and claiming new lands for your empire
  • Gather resources to develop your economic infrastructure
  • Build structures that give you advantages in resources or victory points
  • Use specialists to give you the strategic advantage over your opponents
  • Go to war to defend what is yours or take what is not

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Product Information

  • Manufacturer(s): Tropical Games

  • Year: 2007

  • Players: 2 - 5

  • Weight: 2,009 grams

This game has the following expansions available:
Empires: The Age of Discovery: Builder Expansion
List: $39.99 $31.99 (20% savings!)
You might be interested in these related products as well:
Miniatures: Colonists
1.25-inch plastic figures from Age of Empires III (Temporarily Out of Stock)
$7.00

Product Reviews

 
 
 
 
 

Average Rating: 4.9 in 4 reviews


 
 
 
 
 
by Dylan
Outstanding game!
September 14, 2008

Our gaming group is addicted to this game. I will highlight a current strategy I am working on concerning being a warmonger. However, the best strategy I have had so far that has amassed the most VP's is the total Merchant/trader strategy. This game requires complete focus of will and strategy. If you try to do to many things you will be average at best. Invent your own strategy and execute it and do not waver from doing the same things until they make an impact.

Here are my current thoughts on focusing on being a total warmonger in this game.

  1. warmonger needs extra soldiers via tiles and specialist box.
  2. needs some money via trade and merchant work or a sweet $ tile early.
  3. needs to get people to support his soldiers in the new world.
  4. needs some $ to buy extra soldiers/missionaries sometimes.
  5. needs tiles at the end that will support his # of people in the new world or recognize wealth etc

 
 
 
 
 
Great strategy and fun!
August 15, 2007

I rarely play prototypes, mostly because there are so many finished games to try! But I was intrigued when I got the chance to try out the prototype of Age of Empires III (Tropical Games, 2007 – Glenn Drover) last year at Origins. Oddly enough, it was, even in prototype form – the best game of the convention for me. I eagerly looked forward to the full-blown game, although the troubles of the Eagle company delayed that for quite a while. Finally, one year later, at Origins 2007, I was able to play the finished product.

And my opinion is unchanged – I feel that not only is this Glenn’s best game; it’s in serious contention for game of the year – a great game. Fans of the PC game will be likely disappointed; for while Age of Empires III is a great game, there is a notable difference in styles. There are a few component issues, although they pale beside the sheer overwhelming beauty of the game. With a plethora of decisions and multiple strategies and tactics, this thematic game is one of the best of the year.

Let’s talk about some of the features of the game…

  1. Components: Just like most Eagle Games (yes, I know this is a Tropical game release, but it’s the same thing, really), this game comes with a myriad of plastic pieces. However, unlike other Eagle games, this may be the best board yet – with a lot of room for everything and clear places to place the different colonists. The only, yet glaring, problem is that the scoring track is quite small and even covered up in some places, to the point where I simply record the score on paper. Each player gets sixty pieces of each color: ten colonists, five captains, five merchants, ten missionaries, and ten soldiers. Again, I think these pieces are fantastic, but it is a bit of trouble sometimes (especially in poor lighting) to tell the difference between the soldiers and captains, and merchants and colonists. This isn’t a big deal – I’m thinking of using paint to differentiate, and I think it’s offset by the fact that the different molds help promote the theme. The board itself is beautiful, showing the Americas during the colonization, with good artwork by Paul E. Niemeyer. The coins are shaped to mimic Spanish doubloons and really add to the game with their look and feel. The cards and tokens are good quality, and easily understood and read. Everything fits in the very large box easily, although you’ll need to bag it all.

  2. Rules: The fourteen-page full color rulebook has tons of illustrations and explanations, as well as historical background and quite a few charts. All the card and building information is also included, so that players can get a grasp of what may be coming next; and it’s an invaluable tool for when discovering, as a player can better determine their odds. The game looks complex but only takes me about ten minutes to explain, and everything flows so well that I’ve yet to see anyone who has a problem with it. Compared to “heavy” designer games such as Caylus and Goa, this one is actually more intuitive.

  3. Specialists: One of the neatest features of Age of Empires is the specialist figures – colonists that have unique abilities. All four of them have different abilities, and it’s often difficult to determine which is the best. I tend to find the Captain weakest (he counts as two colonists in the Merchant Shipping or Discovery box), but others have used him to great advantage – especially considering how powerful ships can be. The Merchant is a tremendous asset at the beginning of the game, as he can help bring in some much-needed income (when he arrives in America as a colonist, the player receives 5 doubloons) and still remains fairly useful by counting for two colonists in the Merchant Shipping area. The missionary may be my favorite, simply because when he lands in the New World, another colonist is immediately added, making him effectively a “double” colonist. Even better, a player can get the Cathedral building, allowing them to send out what we call “super missionaries”, who add two colonists. Soldiers are fascinating, because they can add money in the Discovery box but also can be used aggressively in battles and wars.

  4. Colonists and Choices: Each turn, a player receives five colonists that they are going to place in different spaces. There are only a limited number of places to put them, so players must choose carefully.
    • Initiative: Who goes first next time? Getting the first pick is a big deal. Interestingly enough, the initiative spaces also provide income, but choosing to go first gives a smaller amount.
    • Colonist Dock: There are many spaces here, but never enough. In order, the colonists will travel to discovered spaces in the New World. This is important, as many of the points in the game come from controlling the nine different regions.
    • Trade Goods: Four spaces here allow players to pick amongst the four available trade goods each turn. Ignoring these will hurt a player’s income.
    • Merchant Shipping: The player with the most colonists here wins a Ship each turn, which is basically a “wild” trade good.
    • Capital Buildings: There are five spots here, with the players, in order, allowed to buy one of five available capital buildings, which provide a wealth of benefits.
    • Discover: This is the only place that a player can “store” colonists, sending them out to discover new worlds.
    • Specialists: A player can place a colonist on different places to gain the matching specialist for the following round – only one of each type, although one box allows a player to receive a specialist of their choice for $5.
    • War: A player can place a colonist here to fight a battle or declare a war on another player.
    All of the choices are good, although some people will argue with you to the bitter end about which are better. Getting the ship is important, not only for income, but because two buildings directly reference ships; and a player with many of them will command amazing power. At the same time, everybody wants the best buildings, the first spot in line for the colonists, and the resources. What I enjoy is that the players want to do everything but have a limited amount of colonists each turn to place. One can increase this number through acquiring specialists and buildings; and a player can have a large advantage, when they are placing seven colonists and others are placing five.

  5. Buildings: The idea here is nothing new; as having buildings, which grant special abilities, was made famous in the wonderful game Puerto Rico. But in Age of Empires, the buildings only come out five per turn. Some of the buildings are much better than others: the Trade Routes (+ 1 Merchant each turn) are better than Settlers (+ 1 Colonist each turn.) The game is divided into three ages, and the buildings get progressively better, with the third age buildings being rather invaluable. Some of the final buildings give large point bonuses at the end, such as the Navy, which awards four victory points per ship owned. Working towards these buildings is a viable strategy. I think that you can avoid buying many buildings, but the other strategies you pick better cover for it!

  6. Resources: There are eleven different types of trade goods: gold, silver, cattle, cocoa, fish, sugar, fur, coffee, tobacco, rice, and indigo. There is a different amount of each one, from three to six – indicated on the tokens. Since a player needs three of the same type to get any kind of decent income, collecting Rice (of which there is only three) is harder than collecting Sugar (of which there are six). And since there is only three of four of the different resources, it makes ships that much more valuable. I’ve played games in which I’ve ignored collecting resources and ships, and the lack of finances was too strong for me to do well. Some players may hunt down resources more than others, but it’s too important to disregard altogether.

  7. Discovery: There is luck in the game with the random pulling of resources and buildings, but it’s minimal. A higher luck value, however, is found in the discovery areas. At the beginning of the game, eight of the regions in the New World have a discovery counter placed in them, and players cannot send colonists to them unless they are discovered. At the end of each phase, a player can send any or all of the colonists, captains, and soldiers in the Discovery Box to discover a new area. The player decides how many they will send – all of which will be discarded, no matter what. The counter is flipped over, and the number of Native Americans on it (one to five) is compared to the number of pieces sent. If the player sent an equal or greater amount of forces, they receive points and money indicated on the counter (and more money if they sent any soldiers), as well as a free colonist in that region. If they sent too few forces, however, then they get nothing, and the tile is flipped back over. Obviously, a player could send five figures and instantly conquer anywhere but then feel silly when the tile shows only one Native American. Others may tempt fate by sending out only two or three, hoping they don’t draw the less common tiles with four or five natives. This is luck, but it is manageable; a player can simply decide to send the maximum amount or use what they consider to be appropriate force. Once all the areas have been discovered, a deck of Discovery cards is used, which can have up to six natives, but are also worth more money and points. It’s a risky strategy to solely concentrate on the Discovery area, but it can be fairly profitable.

  8. War: I’ve seen many games in which war is rarely, if ever taken. It’s usually only done by players who seek control of the new regions. And even when I have seen it, it’s almost always a “battle” – something that occurs in each region. What happens is that when a player puts a colonist in the Battle box, they choose a region, and every soldier in that region from that player and from their opponent kills one other piece. A “war” can also be done for 10 doubloons, which is basically a battle in every region, but this isn’t usually cost effective. This isn’t a terribly effective strategy, unless a player manages to get a large number of soldiers to the New World. At this point, they can become deadly, killing off large numbers of their rivals, and control the New World. I haven’t seen a player win using this strategy, but I myself came close at one point. It’s rather confrontational but not terribly destructive.

  9. Fun Factor: The game isn’t about combat, or collecting resources, or advancing technology. However, the game is about discovery, critical decisions, and tactical choices based on what your opponents do. For me, the difficult decisions are what makes the game fun – there are so many different paths to victory that I can play a different way each game. I haven’t discovered any one dominating strategy, and every game that I’ve played has been close (with a few exceptions –usually from new players). The game, thanks to its theme, is remarkably intuitive; and while it may last upwards of two hours, it goes by extremely quickly with no downtime. A six-player game, which can be done by purchasing an extra set of pieces, works extremely well; and even though it may take close to three hours (less once everyone is experienced), the options and competition are tense and terrific.

Age of Empires III is a heavier strategy game than most, although it doesn’t require too much thought to get into. However, it may be the best strategy game I’ve ever played with six players (Dune may be an exception) and certainly has no downtime and a good, flowing feel. Glenn Drover has produced some good games in the past, although he has certainly taken flak for his earlier games. He won’t receive much for this one, however; as it is a fantastic game of discovery, marrying theme with good mechanics for a tremendously solid, fun game.

Tom Vasel
“Real men play board games”

 
 
 
 
 
Very Pleasantly Surprised!
June 07, 2007

I am familiar with all of Glenn Drover's games (the games designer) of which there are many, including Age of Mythology, Civilization and Railroad Tycoon. These have all been published through Eagle Games, while his latest, is published thorugh Tropical Games.

I purchased the game the first day it hit the shelves. I've played it several times. In summary, this is Glenn's best game design to date. Not only that, its really great game in its own right.

Hey, I am no Tom Vasel... I play a lot of games, but, I don't fall in love with every game that hits the store shelves. In fact, one of my friends, Bryan Johnson is fond of telling me "I hate everything." Thats not true. But, I am not easily impressed.

Age of Empires 3 is a great game. It clocks in at 2 hours, so its longer than most Euro's. But then, again, its the shortest game Glenn has designed to date. More importantly, its fun.

Here's the scoop:

Each player takes turns placing 1 of his 5 Colonists on the board in event boxs that correspond to an action players want to take. With your Colonists you can so some fun stuff. For example you can:

  • Ship a Colonist to the New World
  • Become first in the turn order
  • Acquire trade goods which generate income each turn
  • Defeat Natives and discover new territories
  • Battle other players in the New World
  • Train Specialists for use next turn
  • Construct new buildings in your Capitol City

Colonization
Shipping Colonists to the New World is key, because players score 6 points for having the most Colonitists in a territoriy. Having the second most Colonists in a territory only scores 2 points. So, this is very much a standard area control game (aka, El Grande). Boat cargo space is very limited, so, you need to get your colonists on the boat before it fills up with other player's Colonists. Thats fun.

Exploration
Players cannot colonize the New World until its territories are first discovered. At game start, only 1 of 9 territories is discovered. So, to uncover more, you can place one of your 5 precious Colonists in the Exploration Box. This sends them over to Discover territory/Defeat Natives. Defeating natives in one territory takes 1 - 5 Colonits. You are not sure how many until you flip the Discovery card. If successful, you get money and VPs and that territory is open for EVERYONE to colonize.

Specialists
Place 1 Colonist in the Specialist area. You then get 1 specialist.

Soldier - Embark a soldier onto the Colonist ship (instead of a Colonist) and then you get the ability to kill pesky enemy Colonists in the same territory where your soldiers are.

Merchant - Embark a Merchant onto the Colonist Ship (instead of a Colonist) and you get $5 as soon as you land your Merchant in the New World.

There are also missionaries and Captains... Fun, fun, fun.

Trade Goods
Collecting trade goods generates income. To get a Trade Good, simply place a Colonist in the Trade Area. One Colonist entitles you to collect one face-up Trade Good. If you eventually collect a set of 3 identical goods and you get $3 income per turn. $6 for a set of 4. Its first come first serve, here, so, you need to get your colonist(s) into the Trade Area first, to get first pick of the face-up Trade Goods. There are only 4 available per turn.

Capitol Buildings
Capitol Buildings provide you special bonuses. Place 1 Colonist in this area to build 1 of these buildings. Some buildings give you a free extra Soldier, or Colonist every turn. Others give you 1 extra slot in the Colonist Ship which only you can use every turn. Others give you money, or VPs.

Warfare is handled in good, solid Euro-style fashion. Combat is not too powerful, but, it can still STING. To attack another player place 1 Colonist in the War Area. Then, pick 1 territory in the New World where you have a soldier. The enemy removes 1 Colonist for each Soldier you have there. And, vice versa, since combat is simultaneous. Whats fun is you can place more than 1 Colonits in the War area which means you can make several attacks on the same turn. You can also pay an extra $10 and attack 1 player in every province you and he share. Thats fun too!

Thats a quick overview. The game shares some similarities to Puerto Rico and El Grande. If you like those games, or even if you don't, I think you'll really like Age of Empires III.

So, go buy it.


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