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S Colonialism: Expanded 2nd Edition Nisw Fast Shipping

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SAME DAY SHIPPING 24/7 ORDER PROCESSING TOP RATED PLUS EBAY STORE Brand New, Never Used, Mint Condition, New In Shrink Wrap We are an authorized dealer of new products from Compass Games Colonialism: Expanded 2nd edition The main items in this new edition are the 6 new cards, five of them being Upgrade cards. This edition therefore adds a new action to the game: Purchase an Upgrade card. Colonialism is a game of 19th Century imperialistic struggle. In this game, each player assumes the role of a nondescript colonial power. Players proceed to struggle for influence in the unindustrialized regions of the world, and the subsequent resources such influence entails. Each turn is divided into action phases and colonization phases. During action phases, players use cards to secretly bid influence in the six regions of the game board. During colonization phases, all cards in play are revealed, the placement of influence is resolved, and conflict occurs. Whenever all native influence is eliminated from a region, that region's resources are collected. The amount of resources collected by each player depends on each players' influence in the region. At the end of the game, the player who collects the most resources wins. Colonialism is the policy whereby a nation seeks to gain authority over other peoples or territories. The subjugated people are generally exploited for the economic benefit of the colonizing country. Colonialism is played in game turns. The heart of the game turns are the Action Rounds. In each Action Round a player either draws 3 cards, moves a ship, withdraws influence discs, explores a region or plays an influence card from his hand. Influence cards are either Action or Policy cards. Action cards are played and immediately resolved in an affected region on the board. Policy cards are placed in the player´s colonial policy area and are not resolved until the end of the next colonization phase. As these cards are normally placed face down, there is a fair amount of bluffing and suspense. There is hardly any downtime in Colonialism. Individual player turns are short and swift. The game is very elegant without a lot of “rules overhead”. It also scales well – any player numbers from 2 to 4 are fine. Thanks to the art of the always amazing Harald Lieske Colonialism is a “serious” look into this chapter of recent history in game form. In the game, each player has their own deck of 24 influence cards. The decks of all players are identical. 7 of the 24 cards are action cards that are played and immediately resolved. The other 17 cards are policy cards that are played face down to one of the six regions of the game board. All policy cards are only resolved in the colonialism phase of a game turn. These cards increase or decrease a player's influence. This innovative mechanic is exciting, suspenseful and reduces downtime. Throughout history, colonizing powers would often justify their actions under the guise of improving the colonized people’s health, economic, religious, or social wellbeing. Euphemistically, this systemic process of exploitation was referred to as “modernizing.” Modern colonialism began in the 15th century. By the outbreak of World War I, Spain, Portugal, Britain, France, the Netherlands, Germany and other European countries had gained control of 84% of the globe. Typically, the European Powers followed a policy of mercantilism, to strengthen the home economy at the expense of rivals. The colonies were allowed to trade only with the mother country. Raw materials would flow freely from the colonized areas to the homeland, while the colonizing power could take advantage of their total monopoly and use their colonies as an export market for their overpriced good and wares. Components:     1 Mounted game board     4 Player mats/boards     63 colored wooden resource cubes     153 colored wooden influence disks     12 colored wooden ships     96 influence cards     12 economic influence cards     6 region order tiles     18 region limit tiles     2 wooden game turn tokens     4 custom dice     1 material bag     1 rules booklet     4 player aids     1 box and lid set. Details:     Complexity: 4 out of 10     Players: 2 to 4     Playing Time: About 2-3 hours     Solitaire Suitability: Low

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Compass Games Colonialism: Expanded 2nd Edition NISW Fast Shipping
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