/STONE AGE, La Meta es el Camino. (ENG SUBT.)

STONE AGE, La Meta es el Camino. (ENG SUBT.)

Video: STONE AGE, La Meta es el Camino. (ENG SUBT.)


Hello! Welcome to Funattic Channel, the attic for ludomaniacs. This time we bring to you a review of one of the best games, under our oipinion, not only as a gateway to board gaming in general, but to worker placement specifically, or when experienced gamers want to play something lighter without too much density like in The Pillars of the Earth or Caverna or in Agricola, for those who still play Agricola when already existing Caverna.

We've chosen it because it's hard to find and it seems to be out of print. May it be out of catalogue? Nop! If we take a look to the publisher's 2014 catalogue we can find it amongst many other great games, but we had to get a second-hand copy. So… from Funattic Channel we want to make a call upon Devir in pursuit of increasing our noble hobby for a prompt reprint of… Stone Age (Set up) Place the main board at the center of the table. Each player gets a personal board, 12 food units, 10 meeples of a chosen color, 5 of them will be available from the beginning on their personal board and the other 5 in a pool aside, and two matching color cubes placing the small one on the zero square of the Food Track and the big one on the zero square of the Score Track. On the main board place the rest of food tokens on the Hunting Fields wood pieces on the Forest, bricks on the Clay Mound, stones on the Quarry and gold on the River.

Place the tool tiles on the spaces besides the Tool Maker. In a pile there must be all the faces 1 upwards, and the faces 3 in the other pile. Shuffle the Civilization Cards and place 4 random cards face up on the assigned spaces and the rest in a deck besides the main board. Shuffle the Construction tiles and make 4 piles of 7 tiles each. Place them face down on the assigned spaces and turn face up the tiles on top. Keep near the seven dice and that included cup so genuine that smells of leather amazingly. Finally, the start player is chosen, put the Start Player token on his area and shall the match begin. There are 3 phases per round. Meeples placement. Actions for the placed meeples. and Feeding the Tribe. The Start Player begins placing one or more of his available meeples, those on his personal board, on a chosen location. The amount of rings marked on that location indicates the maximum of meeples that can be there.

Then, the player at the left does the same and, after that, the third and fourth player. It's mandatory to place at least one meeple in every placement turn. When the turn is back to the Start Player, he must place one or more meeples if has any left. After that, the second, third and fourth player, and as many turns as necessary are completed until every player has no available meeples. Ok Ok! Let's hurry up and liven it up with a joke. A troglodyte kid shows his marks/grades to his dad and this says: Son, I understand that you fail in cave painting because you are not good at art but not failing in History that not even the second page is written. Locations may accept a different amount of meeples, so some players may run out of meeples and others still have left. It can be placed as many meeples as rings on a location.

One on the Tool Maker. One on the Crops Field. Two of just one player on the Hut. Up to seven on any resource location. One on each card. And one on each Building tile. On the Hunting Grounds there is a big mark instead of small rings, for the amount of meeples that can be there is not limited. A player can't place meeples on a location where he already placed on that round. When all players had placed all their meeples on the main board. the second phase of the round begins. The Start Player resolves all the actions related to every location with his meeples on, before proceed to the next player. As the actions are resolved the meeples are placed back on his personal board. These actions can be resolved in any order.

This is strategically important to optimize efficiency. The related actions to each location are: Tool Maker The player gets back his meeple and takes a tool. As long as there are empty tool spaces on his personal board, must take a level 1 tool tile and place it on an empty space. When more tools are achieved and the three spaces have level 1 tools the tool tiles must be turned over one by one to show level 2. When the three tiles are level 2, change them for level 3 tiles and when the three tool tiles are level 3 turn over one by one to show level 4. Each of these tools may be used just once per round to increase the outcome of a dice roll in the level value of that used tool. Crops Field The active player gets his meeple back and moves his color cube one square forward on the Food Track.

This progress will be permanent food units when feeding the Tribe. Hut The player takes a meeple from his side pool and place it on his personal board as an available meeple. This player will have an additional meeple for the rest of the rounds. A new member of the Tribe is just born. That's why they call it The Hut of LOOOOVE. Hunting Grounds The player picks up a die for every meeple of his color on the Hunting Fields, roll them together and adds their results. After that, if wanted, can add to that total the value of one of his tools. The tool tile is turned 90º to show it has been used during this round. After these operations, the final outcome is divided by 2 to determine the food units the player receives and pass them from the Hunting Fields to his personal board along with his meeples. Forest, Clay Mound, Quarry and River. Each of this locations is resolved rolling as many dice as meeples the player has on the location to be resolved.

Like in the Hunting Grounds the dice outcomes are added and the value of a tool may be added if had it and wanted. The total is divided by 3 for the Forest, by 4 for the Clay Mound, by 5 for the Quarry and by 6 for the River. The player receives from each location the resources derivative of those operations. Resources are unlimited, if they run out anything can be used to represent them. Civilization Cards These cards give inmediate incomes indicated on the upper half of the cards and victory points options at the end of the match indicated on the lower half of the card. To get a card which the player has placed a meeple on the amount of resources indicated on the top of its space must be paid. The player decides the resource type he pays; normally wood or bricks for they are much cheaper. If a player cannot or doesn't want to pay the required items simply takes his meeple back to his personal board and doesn't get the card.

The purchased cards are placed on the corresponding space of his personal board. Depending on the purchased card a player can: Get immediate victory points. Take food units from the Hunting Grounds. Resources in amount and type as indicated. A two dice roll for the indicated resource. Two resources of any type; it's not necessary to use this card right away it can be left besides the personal board and use it at a convenient moment, when done, the card is placed on the card space on the personal board. Move the cube a square forward on the Food Track. Take the top card of the deck; the immediate upper half benefit can't be used but it can be kept for the final scoring advantages. Take a tool tile from the Tool Maker spaces following the formerly explained rules. One disposable tool with the indicated level value; this card may also be placed besides the personal board until used. And finally the multiple outcome card; the active player rolls as many dice as player in the game.

Each die is associated as the card key indicates. The active player will choose first one convenient die and takes the resource or benefit associated to that die. Then, the player at his left and so on clockwise. Buildings This Tiles give victory points during the game. If a player cannot or doesn't want to afford its cost simply takes back his meeple and doesn't get the tile. If the player wants to purchase it, must pay the resources indicated on the tile and immediately moves his cube on the scoring track as many squares as indicated on the purchased tile. There are three building types. In the first one it can be seen which and how many resources must be paid to get the victory points on that tile. In the second one the player should pay from 1 up to 7 resouces of any kind or kinds he wants. The victory points given by that tile are calculated depending on the value of the paid resources.

In the third building type the player should pay exactly the indicated amount of resources of as many different kinds as indicated in brackets. The victory points given by that tile are calculated depending on the paid resources. The player place the purchased building tile on a corresponding space of his personal board. If all the spaces have a tile the new buildings should be stacked on the old ones. When every player have resolved every action of every meeple and they are on his personal board it's time for Feeding the Tribe. Each player receives the food units indicated by his marker cube on the Food Track. Next, every player returns one food unit to the Hunting Fields for every meeple in his Tribe including the newborns if got any by the action of The Hut of LOOOOOVE.

If doesn't have enough food a player may pay one resource, if has and wants, instead of every lack food unit. If can't or doesn't want to afford de feeding the player returns all his food to the Hunting Grounds and move backwards his marker 10 points on the scoring track. When the Feeding Phase is over the Start Player token is passed to the player at the left to be the new Start Player the used tools are straighten and the Civilization Cards remaining on the board are moved to the right and new cards from the deck top are placed on the empty spaces from right to left. May the first phase of a new round begin. The game ends in any of these two cases: There's no enough Civilization Cards to fill the empty spaces on the main board at the beginning of a new round. In this case, the game ends immediately and it's proceeded to the final recounting. Or at least one of the building piles is finished. In this case, the current round is played including the feeding phase and then the final score is calculated.

Every resource on the player's board adds one victory point no matter what kind of resource it is. The Civilization Cards with a green background on the lower half are scored multiplying by itself the number of different artifacts shown in the cards. This is: If your cards have 4 different artifacts you'll get 16 victory points. There are up to 8 different types of artifacts. On the space for the cards on the personal boards there is a table with this references. The Civilization Cards with a sand background on the lower half are scored by multiplying the number of individuals of each type by the value achieved related to the icon besides. This is: If you got 5 farmers on your cards you must multiply 5 times the level you achieved on the Food Track. Same thing with the Tool Makers and the level of all the tools you got. The number of Builders and the number of purchased Buildings.

And the wizards so many times as the number of available meeples. The player with the most victory points wins. If there's a tie, the player with the most food units wins. If the tie persists, the player with the most tools level wins. If even so the tie persists, the player with the biggest Tribe. YET A TIE? What could I say? Play again! And this is how Stone Age is played Well, for a 4 players match. There are a couple of simple modifications for 2 or 3 players. For 3 players the only difference is that on the resources locations (Forest, Clay Mound, Quarry and River) only two of the three players can place meeples. This means: when two players have already placed meeples for example on the Quarry the third player can't place a meeple there, even if there are free spaces, but he can on any other location where at least one of the other players hadn't place yet. For 2 players there are two differences.

The first one is similar to the 3 players modification, so on each resource location just one of the players may place meeples. And the second one is that one of the Tool Maker, Hut of Looove or Crops Field must remain unoccupied on each round I.e., if one player decides placing on the Field and the other player on the Tool Maker it won't be able to place meeples on the Hut during that round. Our valuation for newcomers to the game world: It's a quite light game but solid, with mechanisms thematically pretty much coherent, with a good bunch of options to get points and we'll see how our strategies grow up as the games go by. To the experienced gamers we'd like to say that after listening to opinions and testing and studying things like the "Starving Strategy" we must admit that this truly brakes the game regarding to the spirit the game should have, but it isn't anything that can't be counteracted at all.

I even so, this feel of broken game persists the starving can be punished harder, like by loosing an available meeple if a player can't afford the costs of feeding. In the end that's what happens when people don't eat; They die, right? Anyway, it could be preferable to avoid playing with individuals who won't keep the spirit of the game we got on the tabletop. We have commented something in the explanation about the genuine leather dice cup, but this is in the early prints. In later reprints, we have noticed a little lowering quality of the cup. It doesn't affect the gameplay. This one has an amazing smell of leather. Leave your comments below, any mistake or omission that you may notice or anything worth to be said, and search for us on Twitter, Facebook or Instagram. Any constructive contribution will be more that welcome. And this is it. Thank you very much for watchig and you already know that with a Like, a Subscription, we are a little bit happier. Funattic Channel. Now you know the game, don't miss our Allegoric Story.