Martin Wallace's mini-civilization game plays over 10 rounds. Gameplay is quick, but features important decisions every turn. Tempus rewards the leader, but your lead is never quite safe.
Description:
You start with basic capabilities, but as you progress through the eras, these capabilities steadily improve. Each era you decide which standard actions you should perform as well as deciding which cards you use and the most efficient way of using them. Cards can be used to take bonus actions, or to boost forces in combat, or to boost your achievements when trying to be the first civilization to progress to the next Era. Players compete each round for Progress Points. The player or players with the most Progress Points will advance to the new era and get an advantage over the other players.After all the players have used all of their turns the era has ended. Progress Points are then compared and the leader(s) advance to take advantage of one’s newest ability.The game is over after ten eras.