I have a suspicion that every designer want to do a Civilisation game at some point. There’s something about the grand sweep of history being abstracted at the level of a board game that is inherently appealing; the sheer scope offers such an opportunity for players to adopt different approaches.
But the downside that comes with any Civ game is that very reach of ambition. The grandfather of such games (Francis Tresham’s Civilisation) is a game that it is best to reserve a day to play, if not an entire weekend. Mare Nostrum, a more recent entry in the genre, takes around three hours to do properly, and although Vinci might only take 90 minutes, it abstracts the whole concept so far that there is no real sense of history, merely a bunch of tokens.
So we reach The Wheel of Time. And yes, it’s a Civ game (why else would I be talking about them? :)) And no, it’s got nothing to do with Robert Jordan’s mammoth fantasy book sequence - when you see the board, you’ll understand where the name came from. And since the Wheel is the central mechanic of the game, finding another appropriate title proved difficult).
Thus it comes hedged around with all the caveats that accompany large-scale games of this type: a long rule-set with a lot of possible points of confusion. I have tried to lay out the structure of the game in a comprehensible fashion, with an example for the one key mechanic that requires it (not included in the pdf file, btw.) There are no examples with any of the actions; this is partly because the details of them keep changing as I review them… (and some are deliberately unbalanced or unfinished.)
And here it is. A Civilisation game from a slightly different angle. The alpha-test suggests that it is pretty fast to play, with little major down-time during the turns themselves, but with an unclear duration. Some neat interactions between the mechanics, but there is probably still a “broken” strategy, albeit not as obvious as it was first-time round. But it should only take three hours to play.
I knew I'd forgotten something. I shall amplify that in the HTML ruleset. I think it was one of those space things - I was trying to keep the length down and made it over concise.
The resource tokens in that set-up stage are put in the two boxes associated with each Region. Then, production involves choosing one of those two resource types.
This is because you need a way to break ties and giving the Start Player marker out at random is too good. And one of the neat things about the Wheel is that the game can be started at different points - so someone could choose to guarantee an Event in the first round, for instance. The actual spread of actions isn't quite as varied as I would like, but that can wait. As for long-term benefits - tie-breaking is stronger than it looks.
Good point. The Regions all have regular polygon symbols (rather than colours) to distinguish them., but that didn't make it to the board before I did the graphics up. Unclaimed tokens go on the relevant boxes (for both Regions and Advances), and claimed tokens go in front of the players. There's plenty of room in the Advances boxes for them.
That would be +ve for Positive and -ve for Negative. Like you see on batteries?