| Clans |
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Game Review by Neil Thomson |
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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
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| 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.
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| 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.
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