玩家评分: 7.1

拥有
世界的历史
History of the World

桌游极客排名: 1015

本月排名变化: 8

玩家评分: 7.1

玩家人数: 3 - 6 (最佳: 6人)

时长: 135-270 分钟

难度: 2.77 (中度策略)

适合年龄: 12+

专业评分: 6.58

语言依赖:

中度, 需要翻译或者贴条

出版年份: 1991

出版商:

| Avalon Hill | Ragnar Brothers | The Avalon Hill Game Co

设计师:

| Gary Dicken | Steve Kendall | Phil Kendall

美工:

| Charles S. Jarboe, Jr. | Steve Kendall | Jason Spiller

世界历史在所有帝国最终褪色的假设下工作,唯一的区别伟大帝国与较小帝国的东西是他们征服多少领土,以及文明消失需要多长时间。这场比赛是从古代的三千二百八十公分苏美尔人前WW1德国,每个玩家控制一个新的上升的帝国从历史。一些帝国比其他帝国更强大(如罗马人),但游戏的聪明机制可以帮助平衡。在每个纪元的末尾,玩家得到所有颜色单位(来自当前和任何之前的帝国)剩下的棋盘。

游戏:每位玩家选择一种颜色并拍摄所有片段那个颜色,因为7个时代的每一个都有不同的缩影,这些应该按时代分类。游戏板是全球范围化的版本。事件卡应分为大和小事件。每个玩家都会被处理3次大事件。这些都是小帝国,领袖,武器或重新分配。每个玩家也被处理7个小事件。有22种不同类型的小事件(灾害,疾病和特殊能力,仅举几例)。玩家滚2个骰子,并确定第一个玩家,并开始绘制他们的第一个时代帝国。一个独特的机制是,绘图员可以检查他们绘制的帝国,并决定是否为自己保留,或者给另一个还没有得到的球员。如果给另一个玩家,接收玩家别无选择,只能让自己去玩这个时代。然后下一个玩家画出并做出决定。给予他们绘制的帝国的玩家必须等到另一个玩家给予帝国,或者直到最后一名玩家吸引。每个帝国卡包含帝国名称,帝国有多少部队用于扩张,帝国的起始土地空间,如果它有国会大厦(野蛮人或游牧国家经常不),如果它有任何导航(海洋和海洋乘坐)。一个玩家按照这个大致历史的顺序,按照这个大致历史的顺序读出“帝国帝国”,当玩家的帝国被召唤时,他们就会被拍摄。

在开始转弯之前,玩家最多可以玩2张事件卡从他们的手。在玩家开始帝国行动之前,所发生的事件已经解决了。如果玩家活跃的帝国有导航,船只将被放置在每个海洋或海洋列表中(如果一个海洋被列入所有相邻的海洋,海洋中都有船舶标记)。重新分配大事件允许一个导航帝国在海洋和海洋交换舰队,可以用来购买被击败的部队(每个部队1枚硬币)。如果活跃的帝国有一个国会大厦,它被采取并放置在帝国的起始地,一个帝国的可用部队的一个单位。由于每个地面空间只能包含一个部队,玩家开始从起跑将部队放置在他们希望占领或征服的任何相邻的土地上。为了征服土地,攻击者将一个单位从相邻的陆地或通过海中的一艘海洋移到陆地空间。然后骰子滚动,攻击者只得到2个骰子和防守者,除非攻击者穿过海峡,或者防御者的土地有森林,中国的长城,或者攻击者来到的土地边界的山从。在这种情况下,防守者也会收到2个骰子。如果攻击来自海面,防守者将得到3个骰子进行防守。最高分的胜利与关系打死了防守者和攻击者。在这种情况下,攻击者只能将下一个部队,如果他有任何剩余的,在现在空的土地空间。

在任何时候,积极的帝国球员可以交换一个无位的部队堡垒。在稍后的转弯中,一个堡垒给了球员一个+1的防守卷在那块土地上。另外,如果一个堡垒中的后卫失去或与攻击者联系,只有堡垒被移除,战斗继续下去。每当一个军队用国会大厦征服土地时,国会大厦的迷你都会翻转到一个城市(如果是一个开始的城市,在征服时被从董事会中删除)。在积极的玩家的帝国完成后,它的行动检查,看看它是否征服了用资源符号的空间,如果是这样,它可以建立一个纪念碑。

然后得分。每个地区(中东,北欧,欧亚等等)都有一个瓦片,当前时代有3个值。一个价值在于在该地区存在(至少一个土地)。另一个价值是在该地区拥有霸主地位(至少2个地区,超过其他区域的玩家)。最后一个值就是控制一个区域(至少有3个地面,没有其他玩家有任何区域)。这些值从时代到时代和地区到地区(例如,中东在早期的时代更有价值,在后来的时代也是如此)。从所有控制的所有帝国的所有玩家颜色的总和得分。然后为每个国会控制加1分,每个城市1分,每个纪念碑控制一分。在所有的区域都被打进后,下一个帝国的命运就轮到了。

所有的球员已经轮到他们,并且得分后,在第一个时代,得分最高的球员要取得突出的进步并把它放在他面前。这些是游戏结束时的秘密积分(价值3到6点),直到那时才可能被检查。对领导者的这种奖金有助于平衡帝国绘画技工,使得在比赛的早期得分最高点是有价值的,而不是稍后得到更好的抽奖。然后,绘制开始于下一个纪元,玩家具有最低分数绘图,最高得分最高的人(并且可能被另一个玩家的最佳帝国给予)。

胜利:在最后一名球员进入第七纪录之后,领先者已经取得了突出的突破,所有的球员都显示出他们的优异标记,并将它们加到了分数上。得分最高的选手获胜。

				

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History of the World works under the assumptions that all empires eventually fade and that the only things differentiating great empires from lesser ones is how much territory they conquer and how long it takes for their civilizations to disappear. The game is played out over 7 epochs or rounds, from the ancient 3000 B.C. Sumerians to the pre-WW1 Germany, with every player controlling a new rising empire from history. Some empires are stronger than others (like the Romans), but the game's clever mechanisms can help balance that out. At the end of each epoch, players score points for all units of their color (from both the current and any previous empires) remaining on the board. Before the start of their turn a player may play up to two Event cards from their hand. The Events played are resolved before the player starts his Empire's actions. If the player's active Empire has navigation a ship token is placed in each sea or ocean listed (if an ocean is listed all adjacent seas to the ocean have ship markers put into them). A Reallocation Greater Event allows an Empire with Navigation to exchange Fleets in seas and oceans for Coins that can be used to buy back defeated troops (1 coin per troop). If the active Empire has a capitol it is taken and placed in the Empire's starting land with one unit of the Empire's available troops. Since each land space may only contain one troop the player begins expanding from their starting land by placing troops in any adjacent land space that they wish to occupy or conquer. To conquer a land the attacker moves one unit into the land space either from adjacent land or through a sea with a ship in it. Then dice are rolled, the attacker gets 2 dice and the defender only one, unless the attacker traveled across a strait or the defender's land has either a forest, the great wall of China, or mountains on the border of the land that the attacker came from. In this case the defender receives 2 dice as well. If the attack comes from the sea the defender gets 3 dice for defense. Highest score wins with ties killing off both the defender and attacker. In this case the attacker can merely place the next troop, if he has any left, in the now-empty land space. At any time the active Empire player may exchange an unplaced troop for a fort. On later turns, a fort gives the player a +1 to defensive rolls in that land. Also, if the defender in a fort loses or ties with an attacker only the fort is removed and the battle continues. Whenever an army conquers a land with a capitol the capitol mini is flipped reducing it to a city (if it was a city to begin with it is removed from board when conquered). After the active player's Empire is finished with it's actions check to see if it conquered to land spaces with resource symbols, if so it can build a monument. Then scoring takes place. Each area (Middle-East, Northern Europe, Eurasia, etc...) has a tile with 3 values for the current Epoch. One value is for having a presence in the area (at least one land). Another value is for having Dominance in the area (at least 2 lands and more than any other player in area). The last value is for having Control of an area (at least 3 lands and no other player has any in area). These values vary from Epoch to Epoch and Area to Area (Middle-East is more valuable in early Epochs and fades in later Epochs, for example). Total the scores from each area for all pieces of the player's color from all Empires controlled that remain on board. Then add 2 points for each capitol controlled, 1 point per city and one point for each monument controlled. After all areas are scored the next Empire called takes its turn. After all players have taken their turns and scored, for the first Epoch, the player with the highest score gets to take a pre-eminence marker and places it in front of him. These are secret bonus points (worth somewhere from 3 to 6) for the end of the game and may not be examined till then. This bonus to leader helps balance the Empire-draw mechanic and makes it valuable to score maximal points even early in the game, rather than tanking to get a better draw later. Then drawing begins for the next Epoch with the player having the lowest score drawing first on up to the person with the highest score drawing last (and likely being given a less than optimal Empire by another player). After the last player has scored for Epoch 7 and the leader has drawn a pre-eminence marker, all players reveal their pre-eminence markers and add them to their scores. The player with the highest score wins.