![]() Each worker rolled can be marked off on a city space or a monument space. Workers can be used to build cities and monuments. The number of disaster symbols rolled (represented by a skull) is then tallied and the corresponding disaster is marked on either the players score sheet or the player’s opponents score sheet, like so: For each city that is not fed a player suffers famine which is represented by marking the disaster on the score sheet (one disaster for each unfed city). The peg for the food must be moved one space to the left for each city that has been built. For example, on a player's turn, if six goods are rolled, the player will add a wood, stone, pottery, cloth and spearhead, then the sixth good will be another wood.įood is added simply by moving a peg the number of spaces to the right corresponding to the number of food rolled.Įach city built (i.e. If more than five goods are received during one turn, then additional goods are added from the bottom row again. A player may then keep any other die they wish and re-roll any remaining die up to a total of three times, remembering to lock in any two goods and disaster die that are rolled after each re-roll.Ī player collects goods one at a time by moving their peg one position to the right working from the bottom row to the top row (i.e. A player rolls their die and locks in any that show the two goods and disaster face. Initially each player starts with three cities so will roll three die, but as a civilisation grows more cities can be built, increasing the number of die rolled. The total number of die rolled is equal to the number of cities built. The faces of the die represent one good, one coin, two food/two workers, three food, three workers and finally two goods and a disaster.Ī player’s turn consists of the five following steps: The food peg is set at three and all other pegs are set at zero and that is the set-up. ![]() The pegs represent food, wood, stone, pottery, cloth and spearheads. Each player is given three die (to represent three starting cities) a peg board, six pegs and a score sheet. Set-up is very simple and straightforward. Food is used to feed your cities, workers to build more cities and monuments and goods and coins to acquire various developments. Players take turns to roll die to acquire food, workers, goods and coins whilst trying to avoid various disasters. In Roll Through The Ages: The Bronze Age players take on the role of a civilisation in the bronze age. If you or your friends finds that a rush strategy makes the game too short, you may prefer the official Late Bronze Age variant that user1873 alluded to.Roll Through The Ages: The Bronze Age is a roll and write civilisation building game, designed by Matt Leacock (The designer behind games like Pandemic and Forbidden Island) and is the second game in the Eagle-Gryphon Games “Bookshelf Series." It is a very simple and elegant game with minimal set-up and easy to teach gameplay, but with a surprising amount of strategy. This is particularly troublesome for them if you're later in the turn order. One advantage of this is that if you are threatening the end of the game, say with 4 developments, your opponents will have trouble committing to the big, efficient monuments (that aren't worth anything if incomplete) and will have to settle for the smaller ones that are worth fewer points per worker. You won't be able to make much use of your developments, so just get what you can afford and gives you points. ![]() You're trying to dash across the finish line before they can reap the benefits of their well-developed engines. If you have fewer cities, every turn you spend playing catch-up is a turn your opponents with more cities can buy either more-expensive (and more VP) developments or monuments. ![]() If you are trying to rush the game - which is certainly a valid strategy if your early rolls force you in that direction - just buy developments whenever you can. ![]()
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