The times were hard indeed. Our ancestors worked with their legs and backs straining against wooden plows in the stony earth. Of course, progress did not stop with the wooden plow. People always searched for better tools and more productive plants to make their work more effective.
In Stone Age, the players live in this time, just as our ancestors did. They collect wood, break stone and wash their gold from the river. They trade freely, expand their village, and so achieve new levels of civilization. That is exciting and interesting. With a balance of luck and planning, the players compete for food in this pre-historic time.
Risk and grow as your ancestors did. Only then the victory ring sings to you!
Fun family game that is quick to learn and easy to play. If you're just starting out in the board game world, I recommend this game. There is not attacks in this game, it is simply and game to gather res sources, raise a family and improve your lifestyle, in the stone ages.
Posted by: jouslare (8 reviews)
Date: 2009/04/02 Time: 6:07pm
An attractive and fun game! Players control prehistoric communities who are competing for resources. Early in the game, the players' objectives are to provide their community with the basic needs: food, shelter, etc. As the game progresses the societies develop, grow larger, discover tools, and learn to become self-sufficient food producers. They can then turn their attention to building settlements and developing their civilizations through writing, crafts, music, etc. all of which result in victory points at the end of the game. While it is an easy game to learn, there are many tactical decisions to make and many ways to win. Unlike many other economic games, Stone Age uses dice to determine the exact amount of resources that a player can control. I find that this mechanic works well - the dice bring an element of chance to the game which adds life-like randomness to the development of a growing society and it also adds to the fun by making the outcome of each player's turn a little less predictable.