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Clans
- Game Review by Neil Thomson

Publisher: Rio Grande \ Venice Connection
Style: Strategic Board Game
Players: 2-4
Time: 20-40 minutes
Ages: 10 to Adult
Difficulty: Pick-up & Play
Awards: Best Abstract Strategy Game 2004 - Games 100



Price: $65 - Buy Now

 
Game Overview

Clans uses a fixed board which depicts 12 regions and each region is then made up of 5 territories. The five clans are represented by the use of colourful wooden huts and 1 hut is placed on each territory to begin the game. The clan huts can be placed on any of the territories in each region, which ensures that each game set-up is different. This helps keep the game fresh for future plays and the overall effect is that each game will begin with an even distribution of clans across the board. Each player takes a random clan tile, which they keep secret. The aim of the game is to further the advancement of your own clan whilst minimising the progress of the other clans to gain victory. The final set-up of the board sees a set of 12 village tokens placed on the Epoch track. On a player's turn they must move a hut or set of huts from one territory to a neighbouring territory. If this movement results in a hut(s) becoming isolated (no longer adjacent to other territories that contain any huts) then a village is formed. Scoring of the village is now determined. Any single huts are removed from the board immediately but multiple huts will remain. The remaining huts in the village score 1 point per hut and the corresponding clan marker is moved on the score track (which circles the Epoch track). Thus the strategy in Clans is to isolate your opponent's huts whilst manoeuvring your huts into groups that will allow them to form villages and score points. The longer you can keep your own clan colour secret the better chance you have to avoid aggressive plays against you. But the game would be limited if this was the sum total of play, so Clans throws in a few more mechanics to tweak the play. There are 5 Epochs in total and each epoch displays a 'positive' and 'negative' terrain. Forming villages in a positive terrain will earn bonus points but villages formed in negative terrains will score nothing and remove all huts in the village from the board. This allows for numerous offensive and defensive manoeuvres. When a player forms a village they take one of the village tokens. This helps to advance the game through the epochs (each new epoch offers a higher bonus for positive terrain villages) and the village tokens are worth a bonus point at the games end. The game is over when the final village token is taken or there are no further moves possible on the board.

 
The Final Word

Clans is an addictive little strategy game that demands more and more respect with each play. It is similar to another game called Attila, is just as beautifully presented, but plays faster and with less complex mechanics. Clans is a game of total strategy, there is no room for any luck element and this will appeal to the deep thinkers out there as they will be rewarded for their carefully planned moves. The game is beautifully presented, using vibrant colour and quality components. Clans is quick to set-up and play (20-40) minutes which makes it a great filler title between longer games or a nice diversion if time is limited. Don't judge this game on first plays - it is a rewarding experience and the options available grow with experience.

 
Pick-up & Play
 
These games can be picked up and learned in 30 minutes or less making it ideal for new players. The rules are straightforward and can often be clearly understood without even playing the game. These games are great for all ages due to the minimal rules and options available. Don't make the mistake of regarding this category as too easy though as truly great games can be found here and it would be a folly for experienced gamers to overlook them.
 
 
Moderate
 
Moderate games can still be learnt in approximately 30 minutes but are designed to offer a greater depth of strategy. Games at this level will often appear straightforward at first but after several plays a greater sophistication will become apparent. This adds much to the games re-playability and will appeal to gamers that enjoy the variety of options available to them. The rules for these games can sometimes take several reads due to their intricate nature and therefore several play tests are required to fully clarify them. These games can appeal to hard-core gamers and infrequent gamers alike. A large number of gamers will find themselves playing games in this category.
 
 
Challenging
 
These games can still be learnt and enjoyed by newcomers to gaming but on the whole are best suited to the experienced gamer. The rulebook can be more akin to a small journal at times and the complexity is mentally challenging. These games are without a doubt still very enjoyable but they will take more work to prepare for and often require a serious commitment to play (large part of a day or weekend). These games often appeal to lovers of a particular genre or the regular miniatures gamer.
 
 
 
 
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