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Folded Space

Folded Space Game Inserts - Through the Ages

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Regular price $30.00
Sale price $30.00 Regular price

A precision-made Folded Space organiser for Through the Ages: A New Story of Civilization — a heavy civilisation strategy game for 2–4 players, ages 14 and up, lasting around 120 minutes — with trays that hold the base game and the New Leaders and Wonders expansion while speeding up set-up and pack-down.

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About the Game

Guide a civilisation from antiquity to the modern age in Through the Ages: A New Story of Civilization, drafting cards to recruit leaders, raise wonders, advance technology and project military strength while keeping resources and corruption in check. This Folded Space insert keeps that epic experience organised: purpose-built trays store every component, many of them usable during play, greatly reducing set-up and clear-away times. The game suits 2–4 players aged 14 and up, plays in around two hours, and sits firmly in the heavy strategy category, built on card drafting, hand management and tableau building. Released by Czech Games Edition in 2015, A New Story of Civilization is Vlaada Chvátil's revised edition of his 2006 classic. Arranged in up to three layers, the insert also fits the New Leaders and Wonders expansion, with two filler trays holding the smaller boards and helping position the rules.

History

Through the Ages: A New Story of Civilization was released by Czech Games Edition in 2015 as a revised edition of Vlaada Chvátil's 2006 civilisation game, updating and rebalancing the original design. Folded Space created this insert to house the revised edition together with its New Leaders and Wonders expansion in the one box.

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Watch: How to play

Rules of Folded Space Game Inserts - Through the Ages

  • Setup: In Through the Ages: A New Story of Civilization, each player takes a board and a starting civilisation — a basic government, a set of civil (white) and military (red) action tokens, and workers assigned to a starting farm, mine, lab, temple and warrior. Deal Age A civil cards into the card row; the insert's trays can sit on the table to speed this up.
  • Politics phase: At the start of your turn you may seed an event card face down for later scoring, then reveal and resolve the current event, which can affect every player.
  • Civil actions: Spend white tokens to draft cards from the row (cards cost fewer actions the further left they sit), play technologies, leaders and wonders, grow your population, and build or upgrade buildings.
  • Military actions: Spend red tokens to raise and upgrade military units, or to play military cards such as tactics, aggressions and wars against rivals.
  • End of turn: Produce food, resources, science and culture, feed your workers, lose any hoarded resources to corruption, then draw back up to your military hand limit.
  • Ages advance: When a civil deck runs out, the next age begins — new cards enter the row and outdated leaders retire, keeping your tableau evolving.
  • Winning: The full game ends once the Age III deck is exhausted and the round is completed. Score the culture you earned during play plus bonuses from the events you seeded; the most culture wins.

Strategy

  • Secure food early: Grow your population only as fast as your farms can feed it — unfed workers will cost you precious culture.
  • Keep science ticking over: Steady lab output pays for the technologies that make every other part of your civilisation more efficient.
  • Spend before you lose it: Corruption punishes hoarded resources, so plan builds and upgrades to use what you produce each turn.
  • Read the card row ahead of time: Cards grow cheaper as they slide left, so track what you want and grab key cards before a rival does.
  • Don't neglect strength: A weak military tends to invite aggressions and wars, and many events reward the strongest civilisation.
  • Build around leaders and wonders: Their bonuses are powerful, but committing to too many at once can stall your economy.
  • Seed events that suit you: Face-down events score bonus culture at the end, so favour ones that reward what your civilisation already does well.
  • Value extra civil actions: More white tokens generally mean more options and a larger civil hand limit each turn.