[With this issue, we welcome new contributor Frank Hamrick. Frank says:
My Grandmother
taught me Monopoly when I was 7 years old and I became an addict! I played every
game I could find from Monopoly to
Parcheesi,
Sorry,
Commandos, and
Dig. By the
time I was in High School I decided that the world needed a good war game and
started designing my own and sending them to Parker Brothers - but they weren't
interested in war games as they weren't suitable for "parlor" games. A
few years later, I discovered a new wargame company and purchased D-Day, then
Afrika Korps! This began a 30 year fascination with everything Avalon Hill.
However, I eventually began looking for something lighter and shorter. And in
1996 at WBC I discovered Settlers of
Catan; in 1998 Euphrat &
Tigris; and
shortly thereafter the whole Eurogaming world.
I started the Game Knights in the late 90's, and we eventually
reorganized as the Tar River Gaming Club in Rocky Mount, NC, in 2003. We
continue to play twice a week. I now have a collection of over 200 games (have
sold tons). I prefer multi-player board games to card games and 2-player games.
My five favorites - Euphrat &
Tigris, Attika,
Power Grid,
Reef Encounter,
and Settlers. Of course, I'm always interested in the latest releases, and am
currently fascinated with Tempus,
Antike,
Canal Mania,
Hacienda,
Friedrich, and
about 50 others! :).]
TEMPUS (Warfrog/Cafe
Games, 3-5 players, ages 14 and up, 1-2 hours; $59.95 )
It’s by
Martin Wallace. It’s a civilization building game. It plays on a map. It’s a
game of expansion. It might be “Civ Light!” No wonder I was caught up in the
pre-publication hype and had to buy Tempus as soon as it was
out!
Tempus, however, was not designed to be a “Civ light” game. Martin Wallace
described Tempus as “a light history of a world in about 1˝ hours.”
Wallace, in fact said the game was designed for the German family games market
more than the hard core gamers market. It
unfortunately got its hype as “Civ
Light” from early play testers. This pre-publication buzz perhaps lifted
expectations for Tempus to unrealistic heights – and thus, unwarranted
criticism.
Like Civilization, Tempus is a game of expansion and city building that depicts
the advancement of mankind from the dawn of civilization to the age of flight.
But unlike Civilization, Tempus is played on a generic map which changes with
each game (whereas Civilization is played on a map of the ancient world from the
Middle East to Eastern Europe). There is no negotiation, no commodity trading,
and no civilization development tree.
Tempus
comes in a very sturdy box with a tight-fitting lid and nice art-work.
No skimping there! The components, however, have been criticized by some. Made
in China, the board may tend to bow a bit, and both the board and the cards have
a tacky feeling that some dislike. Martin
Wallace admitted there were production problems, but they were issues out of his
hands, and in my opinion take nothing from the game or its enjoyment.
In addition to the board, the
bits consist of 12 large map tiles (similar in size to The
Settlers of Catan hex tiles), a deck of 54 Idea Cards and a first player marker.
Each player
takes a set of 8 City Tiles, 16 people tokens, 5 action tiles, and 5 era cubes
in a distinctive color, as well as a nice player aid sheet. The game included
two bonus items: 2 optional city
tiles in a 6th color for optional rules the players may make, and a
nice drawstring bag which is not needed in the game, but was included, I
understand, to help in storing the components. The game packs without the bag,
but I really appreciated getting such a quality bag!
The Era
Display is a grid of columns and rows depicting the 11 Eras through which
players will progress. This display also conveniently shows what a player’s
limits are in each Era, including movement capability, distances units may
travel, population growth limits, stacking limits, ship movement capability,
hand size for Idea Cards, and how many actions a player may take in that Era. As
players advance through the Eras, they will be able to do more in each of these
areas.
The largest
section of the playing board depicts the
Sea of Tempus (a blue sea overlaid with a hex grid of 13 columns 9-11 hexes
high). On this grid 8-12 large land hexes will be placed, depending on the
number of players in the game (12 for 5 players, 10 for 4, 8 for 3).
Finally, the playing board contains an
Idea Card Box where the 54 Idea Cards are placed.
There are 12 large
Land Tiles (called Map Tiles) which will be randomly placed on the Sea of Tempus
hex grid to make up the actual land mass on which the game is played. Each of
these map tiles is a large hex further divided into 7 smaller hexes. Each of
these smaller hexes depicts one of 5 different terrain types – farm,
grassland, mountains, hills, and woods. The terrain features are very important
to the game and to the advancement through the 10 Eras of the game. (Yes, there
are 11 Eras, but the last Era is not played. Upon reaching the Flight Era, the
game ends.)
Also similar to The Settlers of Catan is an initial placement of People Tokens. Each player in turn order places 3 people tokens on the board for their initial setup. The 3 tokens must be adjacent to each other and may be stacked together as long as stacking limits are not violated.
A game turn is
called an Era and each Era consists of four phases:
There are five different actions available to the players during the Perform Actions phase: Move People Tokens, Have Babies (population growth), Fight, Have an idea (draw one or more Idea Cards into your hand) and Build a city.
To move, a player simply moves a People Token from one small hex to an adjoining hex. At the beginning of the game a player may only move one token one hex during a move action. In later Eras players may move from 2-3 tokens up to 5 hexes each action.
Have Babies is simply population growth. To take this action a player places a People Token on top of another People Token currently in a grassland (stacking limits must be observed). Again, as players advance through eras they may produce more babies per action, and may have higher stacking limits.
Fighting (always optional) may occur when a player’s tokens are adjacent to another player’s tokens or city. Conflict resolution is simple. The attacker compares the number of tokens in his stack to the number of tokens in the opponent’s stack (or to the Defense Number printed on the city if attacking a city). To that total each player may add Idea Cards from his hand that have the same terrain feature of the defending tokens. Each card with the matching terrain adds 1 to the attack total. Most points wins the fight. Ties go to the defender.
A player may take from 1 to 2 Idea Cards (depending on the era) and add them to his hand. These cards contain two features: a background color that matches one of the five terrain types, and text. The cards may be played anytime during a player’s turn (using the text), or in combat (using the background color and text). Once used, they are discarded.
Finally, a player may build a city on any terrain except mountains. Cities may not be adjacent to each other. A player removes the People Tokens he has on the desired terrain hex and places a city marker whose number matches the number of People Tokens removed. Thus, if two tokens are removed, a #2 city is placed. If 3 tokens are removed a # 3 city is placed.
Each action is
limited by the Era in which a player finds himself. For example, in earlier
Eras, a player may only move one token one hex.
In later Eras a player may move
up to 3 tokens 5 spaces each. In the earlier Eras a player may have only 1 baby
in a single hex, but in later Eras he may have 2 babies in each of two different
hexes. In earlier Eras he may not move via Sea, in early Eras he may draw only 1
Idea
Card, but later may draw 2 Idea Cards, etc.
After each
player has taken their first action, a second round begins with players taking a
second action, until all players have taken all the actions they are allowed for
the Era they are playing.
After the Action Phases are complete, the Progress Phase begins. In this phase players determine who can advance to the next Era.
Era
advancement has been reduced to a very simple procedure. First, all players
move their tokens forward on the Era Display to the same Era as the leading
player(s) (everybody draws even with everyone else!) so no one will ever
trail on the Era display by more than one Era. Then, each player checks
to see the requirements for entering the Next Era (the one now beyond all
players).
Each Era is marked by a
different type of terrain on the Era Display. For example, the first Era beyond
the Starting Era is marked by Farming terrain, the second Era by Grassland, the
third by Hills, the fourth by Woods, etc. To advance to the “Next Era” a
player must have or must tie for the most points in that terrain type. Progress
points are scored three ways.
B. Players may play as many Idea Cards as they wish to add to the total. Each Idea Card with that terrain type imprinted on it scores another Progress point.
C. Each city a player has built counts as one progress point.
KEYS
TO THE GAME
There are numerous keys to
playing Tempus effectively.
1.
Initial Placement (Location, Location, Location).
I
have only played four games of Tempus,
but have already seen the value of a wisely chosen initial placement of your
People Tokens. Just as initial placement in The Settlers
of Catan is
vital, so it is in Tempus. In my first game I found myself placed in the center of
the island, surrounded by the other players, with nowhere to expand. In my
second game I was able to seal off a little peninsula all to my self and by the
time players were able to use Sea Movement (Ships Era 7), I had sealed off all
of the coastal hexes on the peninsula. This gave me my only victory so far. The
third game was a five-player game and I don’t recall my starting place hurting
or helping me. The fourth game was a 2-player and my starting location sealed my
fate from the beginning! However, since starting location is your choice, you
have no one to blame but yourself. I suggest trying to stay out of everyone’s
way but find a spot that is easily defensible, perhaps isolated by mountains
or sea coast. The coast line will not be “invadable” for at least six turns
(Eras).
2.
Terrain Type.
Terrain is very important since advancement into the next Era depends in large part on who has the most people in a particular terrain type. Thus, players are constantly trying to set themselves up to move to different land types each Era. Further, mountains are a nuisance since cities may not be built on mountains, and no Eras give points for occupying mountains. Grassland is very important because population growth (Having Babies Action) may only occur in occupied grassland. A player locked out of grasslands, will not be able to grow and that will greatly hinder one’s chances to win the game. Further, the 12 land tiles in the game contain 32 mountains, 22 grasslands, and 10 each of woods, hills, and farms. Since all 12 land tiles are used in the 5-player game, this works out to an average of only 2 woods, 2 hills, and 2 farms per player. Those who control more of these terrain types will have an advantage. With less than 5 players, these numbers will vary since fewer tiles are used (10 for 4 players; 8 for 3 players; and we used 6 for 2 players).
3. Era Progress.
Some players have had success by ignoring the Era Progress race since they will never be more than one Era behind the leader at any point in the game. Nevertheless, others see Era Progress as very important to success. The person who leads in each Era does gain certain benefits that over time can make a huge difference in who wins the game.
For example, the person who first reaches Era 1 (Writing) will receive 2 free Idea Cards, and will be able to draw 2 Idea Cards rather than one when he chooses the Draw Idea Card action. The person who first reaches Era 2 (Farming) can produce 2 babies per action while all the rest may only produce 1. The person who reaches Era 6 (Ships) will be able to sail the ocean (move tokens off of one coastal hex to any other vacant coastal hex on the board), while all other players will be greatly limited in their movement.
Over
time, Era Progress can well determine the winner in a close game.
4.
Idea Cards.
Players
will quickly find the importance of the Idea Cards. You have to have them to
have a chance! This makes Era 1 (Writing) and Era 7 (Ships) very important. The first person to get to Era 1 will be able to
draw 2 cards at a time, in addition to gaining 2 bonus cards for advancing first
to Era 1. Era 7 also gives the player 2 bonus cards, as well as increases his
hand limit to 7 cards which can be especially important when scrambling for the
land grab that occurs on the last turn. In
addition, Idea Cards are useful, not only for their text, but also for Conflicts
and for Era Progress in which the background of the card is used.
5.
City Building.
Building cities is important for numerous reasons. First, it is a great way to block opponents from entering your little “kingdom.” Opponents may not travel into or through your cities (though they may attack and destroy them!). Thus, a well placed city can serve as a barrier to the interior of your area. Second, each City built gives you a Progress point when determining who advances to each New Era. Third, at games end, each City scores as many points as the number printed on it.
Building a city is one of the five actions a player may take on his turn. To build a city a player removes from 2-4 People tokens from any one hex and places a City in that hex with the same number on it as the people removed. Thus, if a player removes 3 People tokens from a hex, he may place a “3” City in their place. (Cities may not be built on a mountain, and they may never be adjacent to any other city.) At games end, the numbers on each City are added to the final score.
Good
city placement is a key tactic in winning Tempus.
6.
Planning Ahead.
Planning
is very important and is one of the great attractions of the game for me. While the pressure to
reach each immediate goal (advancing to the next Era) is important, future
planning is just as vital. Sometimes it is best to look two or three Eras ahead
– giving up your chances for immediate goals. Further, players generally start
playing for the last Era several Eras early. The End game presents two
opportunities for points – one is achieved by concentrating your forces in
hills, and the other is achieved by spreading your forces out over many hexes.
Which is best?
The
person with the most points in Hills will score 3 bonus points by advancing to
the Era of Flight. But contrary to that the game will then end and final points
are earned by each player scoring points for each different hex the player’s
pieces occupy – thus, if they group too many tokens on hills, they will lose
points for spreading out.
Careful
planning and balance is needed at this critical juncture of the game.
Some
consider the game a bit dry, criticizing it for lack of player interaction. They
contend that the board is too big (even when reduced for fewer players) and that
players simply stay in their own place and build their kingdoms. One reviewer
remarked that the game didn’t get interesting until sea travel was possible
and by then the game was two-thirds over.
I
have not found these observations to be true. I will admit that in my experience
the threat of conflict far exceeded actual combat (I would rate conflict
at about 5% of the “actions” in games I’ve played), but that threat was
enough to keep the game interesting and provided just enough tension. Perhaps
Tempus is more like a “Cold War” with occasional battles flaring up.
One
of the principle criticisms of the conflict system is a rule that you cannot
attack a player who has his people clustered in no more than three hexes. While
this does limit conflict, and while some deliberately keep their forces small,
the end game rewards those who physically occupy the most hexes – thus
balancing the rule and forces players to spread their troops beyond three hexes
by games end.
In
our two-player game, we had several battles, but we both started in the same
area and the only way to escape each other was to fight. Had we started at
opposite ends of the island it is highly possible that there wouldn’t have
been any conflict at all. The five-player game had a few more fights, but even
then I was able to avoid most flights by hiding away in my sealed off peninsula.
In its own right, Tempus is an excellent gamers’ game – though it may not have been designed as such! The designer or publisher thought there was enough depth in this game to give it an age rating of 14-up. I know of few other games that have such a high suggested minimum age. Overall, I’m fascinated with Tempus. Having played it with 2, 3, 4, and 5 players, I found the game equally playable at all levels (Tempus is rated for 3-5 players). But, it’s still new to me – so I reserve final judgment until the newness wears off. My tastes, however, may not match yours. I enjoy territorial expansion games; games played on a map; games with at least the threat of combat; and games with agonizing decisions, planning, and high tension so it should be no surprise that my current favorites include Euphrat & Tigris, Attika, Power Grid and Reef Encounter among others. Whether or not Tempus will reach that plateau remains to be seen, but for now it has my attention. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Frank Hamrick
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