from Jambo followed by an unboxing by me. This was posted around the time of the Spielbox expansion. The original thread is here:
Stone Age is a very neat game. It manages to blend strategy with simplicity and all without sacrificing the fun factor. Here's a review for those interested:
Summary:This is a simple worker placement game where each turn players strive to balance improving their subsistence 'caveman' lifestyle with acquiring resources to build huts or purchase civilization cards. The former takes the form of building farms to relieve end-of-turn feeding problems, breeding to acquire more cavemeeples, and building tools to make foraging for resources more rewarding and less luck-dependent. The latter is the means by which resources are converted into points. At the same time, one must always keep a vigilant eye over one's food supply as there are penalties for going hungry*. Any given turn consists of a number of phases, with players taking turns to complete each phase before moving onto the next:
1. Cavemeeple placement
2. Carrying out the actions
3. Feeding cavemeeples with stockpilled food.
This process continues until one of two eventualities: the number of civilization cards remaining is insufficient to completely refill the 4 designated spaces on the board, or one of the hut piles is empty. When this happens the game ends at the end of the current turn and points are tallied.
* disclaimer: there is actually a very viable 'starvation' strategy.
Components:Stone Age boasts lovely components. The resources and meeples are well designed wooden pieces and very aesthetically pleasing to the eye. The main game board and the player boards are solid, functional and very colourful. The 7 dice are even accompanied by a nice leather cup! The game also comes with plenty of plastic bags for all the loose pieces. Sadly, the quality of the game's components are let down by the crazy box insert, which when assembled, won't let the box lid close in entirety. Result = discard insert.... It's rumored the second print run fixes this problem, but despite this minor fault, I'd give Stone Age's components a very respectable
9/10!
Setup:Setup is quick! Pour out the wooden resources and food tokens onto their respective places on the game board, shuffle the civilisation cards and cardboard huts, placing them in their respective positions, deal out 5 meeples to each player on their player board, and you're good to go.
8/10Gameplay:Gameplay is very much of the standard worker placement genre. Players take turns to place cavemeeples on one of the available actions on the main gameboard. In 2- and 3-player games there are some imposed limitations on where and how many cavemeeples can be placed. The options available for each player are as follows:
* Economy spaces.
Build a farm - use a cavemeeple to build a farm. Each farm equals one free food each turn.
Breed - place two cavemeeples in the 'lovehut' to create a third. Makes sense!
Build a tool - use a cavemeeple to build a tool. Tools can be used to modify dice rolls.
* Collect food.
Roll one die per cavemeeple placed here. For every increment of two, collect one food. There's no limit to the number of meeples that can be placed here.
* Collect resources - wood, clay, stone or gold.
Similar as for food but there are only 7 available spaces for each resource.
Wood - receive one for every increment of three.
Clay - every increment of four.
Stone - every increment of five.
Gold - every increment of six.
As can be seen, acquiring stone or gold can be tricky without lots of meeples or lots of tools.
* Huts
The number of players determines how many piles of 7 huts there are in the game. Building huts is the how players generate points during the game. Each hut comes with a varying cost in resources and placing a meeple on a hut means you can purchase this during the appropriate phase. The value of the points received is directly related to the cost of the resources as above. For example, a hut costing 1 wood, 1 stone and 1 gold will give you 15 points. As players build farms, breed meeples and make tools, it becomes easier to acquire resources and feed your cavemeeples and the result is a natural shift from economy helpers to hut building around the mid-late game. Competition for the huts can be fierce at the end. This is because unused resources are only worth 1 point each at the end of the game and so generally speaking, it's considered a criminal offence to have gold and stone remaining in your pile at the end of the game.
Since one of the ways to end the game is one of the hut piles becoming empty, it's entirely possible to place a meeple on a pile with only one hut and decide
not purchase the hut. Watching everyone else panic into relieving themselves of their resources on expensive cards only for you to prolong the game another turn, can be rather amusing and advantageous, as can burning through one of the hut piles to end a game prematurely.
* Civilization cards.
There are four spaces available for civ cards; the first requires only one resource to purchase the civ card, the second two, third three and the last four. As you can see, if the civ card you need is on the third or fourth space it will require you to pay more heavily for it. From my experience, the first, and more often than not the second, are nearly always worth the resource investment. Only if the fourth card is really important to my overall strategy, or I have an abundance of wood, would I consider spending the 4 resources (typically wood). Each civ card imparts an immediate one-off bonus plus it will give a boost to a player's scoring during the end-game. One-off bonuses include free resources, farms or tools, or a set number of victory points. Boosts to the end-game scoring come in the form of score multipliers relating to the number of tools, farms, cavemeeples or huts that you've managed to collect. There is also a specialized civilization set of cards to collect. What this does is it creates an incentive for players to think about specializing sometime around the mid-game. If you've collected a lot of farm multipliers then clearly it makes sense to match this with building farms: 5 farms and 5 farm multipliers will give you 25 points during the end game. Since everyone starts with 5 meeples, the meeple score multipliers have always tended to be hot property! Once collected, the civ cards remain hidden from the other players and so the end-game scoring is typically a tense and exciting affair. My experience is it's not uncommon to double one's score with an astute collection of civ cards... ignore them at your peril.
Gameplay
8.5/10Time and scalability:Stone Age plays quickly. A 2-player game should last no longer than 60 min and a 4-player game 90 min. I'm a family man and time's definitely of the essence, so Stone Age scores well here. I've played it numerous times on BSW, experiencing both 3- and 4-player games, and Stone Age scales incredibly well scaling for number of players. The restrictions imposed on placing workers in 2 and 3-player games don't feel unnatural or unfair and help make your choices all the more important.
9/10.
Conclusion:As you see from all this there's quite a lot of depth contained within a relatively simple game concept. Do you go for cards even if they are expensive, or do you try to snag the cheaper cards that you know someone else needs? Do you concentrate on farms, tools or more meeples, do you go for huts and putting score on the board early, or do you try the come from behind strategy, revealing awesome combinations of civs cards at the end. There are many paths to victory and each of these appear extremely well-balanced. This means that Stone Age is innately replayable. The fact it's just had a mini-expansion released means its replayability level just got even better too.
Resource collection is dependent on dice rolling and therefore there's inevitably some degree of luck involved. However, the sheer number of dice you will roll in any one game of Stone Age
should mean the good and bad rolls even out... bell-shaped curve and all that. Nevertheless, a really bad roll of 1s will always hurt, as does a perceived bad draw on how huts or civ cards are revealed on the turn you're last to play. Still, the upshot of this means Stone Age is appealing to newcomers and plays well in a mixed group of gamers and non-gamers. The best thing about Stone Age in my opinion though, is it really doesn't take itself too seriously, which really means it's a lot of fun!
Overall rating, a whopping
9/10.
This morning I was greeted by a knock on my front door. There was the postman with the parcel containing 'Stone Age'
Ok, first things first. The box was shrinkwrapped, but I was surprised to see that the lid did not fully close!
Also, my box was slightly crushed at the bottom, probably due to the box not fully closing and doubling up.
Upon opening the box, this greets you:
No wonder the lid does not close!!
All that's contained in the box:
Mind you, my Carcassonne Big Box suffers the same way
Looking forward to playing it now... time to seperate the pieces!
Edit: Now the pieces have been punched out, if it wasn't for the 4 player boards the box would close perfectly![/q]