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Game Preview: Age of Empires III: The Age of Discovery
Age of Empires III made a splash at New York Toy Fair 2006, when designer Glenn Drover showed off the title to Rick Thornquist, and Rick started spreading the word about Eagle Games’ breakthrough Eurotitle.
Toy Fair 2007 has just ended, Eagle Games has been dismantled and auctioned to Funagain, and Age of Empires III is once again drawing attention from gamers everywhere. Drover is now publishing the title through Tropical Games. The rulebook is nearly ready for public viewing; here’s a summary of the game:
| Revisit the Age of Discovery!
Take on the role of a colonial power seeking fame, glory, and riches in the new world. As you proceed through three centuries, you will launch expeditions of discovery, colonize regions, expand your merchant fleet, and develop your economy. As the competition heats up, you will recruit specialists (Merchant, Soldier, Captain, and Missionary) to help you gain an edge over your opponents, declare wars, and build capital buildings that give your nation unique advantages. Can you re-write history? Play the Age of Discovery and find out! |
Until the final rulebook becomes available, you’ll have to be content with the images presented below. Age of Empires III, which features 250 plastic miniatures and coins and a playing time of 90-120 minutes for 2-5 players ages 10 and up, is due to be released in May 2007.
| Pictures - Click the picture for a larger version | |
![]() | The cover |
![]() | The gameboard |
![]() | A caravel sculpt |
![]() | A captain figure |
![]() | A colonist figure |
![]() | A merchant figure |
![]() | A missionary figure |
![]() | A soldier figure |
Comments:
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....salivate....salivate..... Posted by j. andrews on Feb 16, 2007 at 05:10 AM | #
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The figures look nice! I wrote up a session report (on BGG) after I played this twice at Origins, Summer 2006. I will be interested to see if there were any more rules tweaks since then. Valerie Posted by Valerie Putman on Feb 16, 2007 at 07:50 AM | #
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What about the luck factor and analysis paralysis?
Posted by Mario Aguila on Feb 16, 2007 at 08:38 AM | #
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Luck factor: This was most evident when exploring new areas. They varied in strength and if you didn’t have enough explorers (? soldiers?), it was a wasted turn. I saw one player that was conservative--he only explored when he had enough to defeat the maximum strength it could be. I saw another player take a lot of risks, and he was successful about half the time, but had spent less resources. Over time the luck seemed to balance out--you either spent more time collecting resources or you were only successful half the time. However it would be possible for a single exploration to be the tipping point at the end of the game if two players were neck and neck. While that might feel like the winner came down to luck, the truth is the players would have had to do a lot right to be neck and neck for the win to begin with. Analysis paralysis: Too hard to say. This depends so much on who you play with. I remember that the game flowed fairly quickly with a few moments when people needed to “take a second” to make a decision. Of course, a slow player could do that often and take far more than a second, but I don’t think that will be a general tendency. But with just two plays it was too soon to tell.
Hope that helps!
Posted by Valerie Putman on Feb 16, 2007 at 08:51 AM | #
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OK about AP. Regarding the luck factor, could you compare it with the games I mentioned? Posted by Mario Aguila on Feb 16, 2007 at 08:53 AM | #
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Mario,
Posted by Valerie Putman on Feb 19, 2007 at 12:24 PM | #
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Without giving too much strategy away I can say that when I last counted cards (Glenn is still tuning I think) the “trusting to luck” exploration card draw will have an average return below some of the other options, but a maximum possible return a little above all other options. An easy fix for anyone this bothers is to remove the high and low cards from the deck or play with them face up. The distribution flattened a little more each time I saw the prototype. Posted by Ray Petersen on Feb 19, 2007 at 02:31 PM | #
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Ray, if this truly is a viable “fix” that some are likely to prefer, you might want to mention to Glenn that it would be nice if it was included in the rules as an “official” variant. Many groups are reluctant to use a variant unless it has the publisher’s blessing (i.e., they prefer an “advanced game” rule to a house rule). Of course, if he’s already planning to do that, never mind! Posted by Larry Levy on Feb 19, 2007 at 04:27 PM | #
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Glenn posted a rules draft on BGG: http://www.boardgamegeek.com/browser.php?itemtype=file&gameid=22545 This draft of the rules does include a starting player variant (but so far no others to answer Larry’s question). There is a section for “Appendix III: Discovery Counters and Cards” that gives the breakdown of cards for those who want to see the variance. Regarding face up play, IMHO the random cards give the game its sense of discovery (and this game is about exploration, right?) but do so early enough that any favor they might give can be undone with the El Grande like area competitions and the Capital building combos a less discovery focused player can put together. Posted by Ray Petersen on Feb 21, 2007 at 03:53 PM | #
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Reading the rules I agree: it has Caylus, Struggle of Empires and El Grande mechanisms. I’ll buy it, no doubt! Posted by Mario Aguila on Feb 22, 2007 at 10:13 PM | #
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Actually, what it reminds me of more than anything else is Leonardo da Vinci, with the central mechanism of the placing of the workers/colonists. Of course, AoE was more or less fully designed before Leonardo even came out. The similarity is a happy one, as I like LdV and hope to like AoE even more. Posted by Larry Levy on Feb 23, 2007 at 07:11 AM | #
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And U also coul include…
Posted by Mario Aguila on Feb 23, 2007 at 07:45 AM | #
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