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Czech Games Edition (CGE)

Through the Ages (A New Story of Civilization)

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Through the Ages: A New Story of Civilization is a heavy, card-driven civilisation game for 2–4 players aged 14 and up, played over roughly two hours. Draft technologies, wonders and leaders, balance science, food and ore, and keep your military strong — the civilisation with the most culture at the end of the modern age wins.

Players
2–4 players
Play time
Up to 2 hr
Age
Teens
Complexity
Expert

About the Game

Guide a nation from the age of antiquity to the modern era in a sweeping civilisation epic played entirely through cards. A typical game sees you drafting technologies, wonders and leaders from a shared row, juggling science, food and ore to grow your population and buildings, all while maintaining a military strong enough to deter rivals eager to raid a weaker neighbour.

Through the Ages: A New Story of Civilization is for 2–4 players, runs around two hours, and suits ages 14 and up. It is a heavy, deeply strategic game built on card drafting, hand management and resource management, with victory going to the civilisation that earns the most culture.

Published by Czech Games Edition, this is the revised edition of Vlaada Chvátil's Through the Ages: A Story of Civilization. It brings many changes small and large to the cards across all three ages, alongside extensive changes to how military works.

History

Through the Ages: A New Story of Civilization is the 2015 revised edition of Vlaada Chvátil's civilisation game Through the Ages: A Story of Civilization, published by Czech Games Edition. This new edition introduces many changes, small and large, to the cards across its three ages, together with extensive changes to how military works.

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Shipping details

Through the Ages (A New Story of Civilization)

$110.00

Watch: How to play

Rules of Through the Ages (A New Story of Civilization)

  • Setup: Each player takes a player board and begins with a basic government, a small population, a farm and a mine. Age A civil cards are dealt face up to form the shared card row, and players receive their starting military cards.
  • Turn flow: On your turn, resolve politics and ongoing events, spend your civil actions, then your military actions, and finally handle production and upkeep.
  • Civil actions let you draft cards from the row, play technologies, leaders and wonders, grow your population, and build or upgrade structures. Your government sets how many you get.
  • Military actions let you build and upgrade units or adopt tactics, raising your strength so rivals think twice about aggression.
  • Cards left in the row slide along at the end of each round, becoming cheaper to draft the longer they are ignored.
  • Resources: food grows and feeds your people, ore builds structures and units, science discovers technologies, and culture is your score.
  • Watch upkeep: unfed workers, corruption and unhappy citizens all drain an overstretched civilisation.
  • Game end: Play progresses through the ages until the Age III deck is exhausted and the final turns are completed. Score culture from events and your civilisation; the most culture wins.

Strategy

  • Grow your population steadily: more workers power your farms, mines and buildings, but expand only as fast as your food supply allows.
  • Invest in science early: technologies compound over the whole game, so a slow research start is hard to recover from.
  • Keep military roughly level with your neighbours. You don't need to be strongest, just strong enough that raiding you looks unappealing.
  • Balance food and ore before big builds; falling short at upkeep usually costs more than a patient turn spent catching up.
  • Use the card row wisely: cards grow cheaper as they slide, so weigh drafting now against the risk an opponent claims it first.
  • Choose leaders and wonders that reinforce what your civilisation already does well rather than chasing every new card.
  • Stay flexible and respond to the cards that actually appear; no single plan is guaranteed to win every game.