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Gaming Blog

Stone Age

3/4/2021

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2nd April 2021

It was a Friday and I was logged into Board Game Arena on my PC.

As the name suggests, Stone Age is a game about the trials and tribulation faced by the inhabitants of prehistoric communities.

Caveat: The digital version of this game was played at this time, but we had played the physical version on previous occasions.

What's in a game?
Stone Age is a worker placement game and at its core takes place on a central game board which is divided into various different locations, into which workers can be placed to activate the associated action. Some locations may contain any amount of workers, others are limited by numbers.
  • Board: A stone age settlement in a wilderness vista is shown on the board, settlement locations are concerned with the advances and inventions and wilderness locations are used for gathering resources. As well as the obligatory scoring track, the board contains the following elements:
    Tool maker: There is only 1 space here for a single worker, using this location allows a player to gain or improve their tools.
    Field: There is also only 1 space herer, this allows a player to increase their tribes agriculture score on the agriculture track.
    Hut: There are 2 spaces here, to utilise the hut a player must place 2 workers on to the 2 spaces at the same time. This allows the player to acquire an additional worker.
    That's right, this is the nookie shed!
    Plains: This is where workers are placed to acquire food, presumably by gathering food or hunting animals. Any amount of workers can be placed here.
    Forest: Workers are placed here to acquire wood. Up to 7 workers can be placed here.
    Clay pit: Players can acquire clay here, also has a maximum of 7 worker spaces.
    Quarry: Used to gain stone, also has a maximum of 7 workers spaces.
    River: Players can place workers here to pan for gold, again, a maximum of 7 workers can be placed here.
    Agriculture track: Used to track the agriculture level of each time. This also represents the advancing knowledge of a tribe and ability to stave off hunger through farming.
  • Building tiles: There are 4 spaces on the board for building tiles. Tiles each have a space for a single worker which is used to buy the tile. The cost varies according to the tile, but is always in resources. Tiles score victory points.
  • Civilisation cards: As with building tiles, there are 4 spaces on the board for civilisation cards, the cost of civilisation cards is also paid in resources but unlike building tiles, the player can choose which resources to spend. Cost ranges from 1-4 resources and is dictated by which space the card is filling on the board, the leftmost space costs 4 and each space to the right decreases the cost by 1 down to a cost of 1 on the 4th and rightmost space.
    Like building tiles, each card has a single space for a worker, allowing the controlling player to purchase the card.
    Civilisation cards have a variety of benefits, most cards give a one-off bonus, typically resources and most cards can also contribute towards collecting a set for victory points.
  • Player board: Each player has their own board, used to store resources and workers. They are also used to display which building tiles and tools they have accumulated, face-down civilisation cards are also placed on the board.
  • Meeples: Each player has 10 workers in their colour and starts the game with 5, the remaining workers can be earned during the game.
  • Food tokens: Standard round card tokens that are used to represent food.
  • Resource tokens: All of the game's 4 resources (Wood, clay, stone & Gold.) are represented by wooden tokens.
  • Tool tokens: These double-sided square card tokens show either 1 & 2 or 3 & 4 on their sides.
  • Dice: There are 7 dice, used when gathering food or resources.
Components in Stone Age are what you'd expect, the cards, tiles and boards are solid if unremarkable, they do the job and look as if they'll last well, which is all you can ask for. The meeples and the 4 sets of resource tokens in are constructed of wood and are the nicest components.
The game board has a bright and colourful depiction of a stone age community on the edge of the wilderness that's quite eye-catching. The player boards have similar, if plainer artwork, again this is fine since most of the time they'll be covered in components.
The civilisation cards essentially all use the same piece of artwork with elaborate game iconography providing some variation and the same is true of the building tiles. It's nothing to write home about (Or blog about I suppose?) but is perfectly acceptable.
For the most part, the art is good. ​

How's it play?
Setup
  • Give each player 5 meeples and a player board, also give each player 12 food.
  • Put all the food and resources on to the game board in their allotted places, food goes on the plains, wood on to the forest and so on.
  • Shuffle the civilisation cards and place 4 of them on to their 4 allotted spaces face-up. The remainder of the cards should be placed as a face-down deck next to the board.
  • All 28 building tiles should be shuffled into 4 stacks of 7. The number of stacks available in a game should equal to the number of players participating. Each stack used should be placed face-up in one of the 4 allotted spaces for them.
  • Determine starting player.
That's more or less it, now the game's ready to go.
Gameplay is broken up into 3 phases, place workers, resolve workers and end of round.
  • Place workers: Starting with the 1st player and going clockwise, each player may put meeple(s) into a single location, there are some stipulations though:
    Worker limits: Most spaces limit to the number of workers that can be placed there, obviously this cannot be exceeded.
    No reinforcements: Once a player has placed any number of workers into a location, on a later turn they cannot add any more workers to that same location, regardless of how many open spaces might be available.
    No passing: Players cannot pass and must place all of their workers.
Once all players have placed their workers, it's time to resolve those actions.
Again starting with the first player, they must remove all of their workers from one location at a time from every location they've placed workers and immediately resolve the associated actions as they do so, returning the meeple to the player's board. Players are free to remove their meeples in whatever order they see fit (This can have significant impact on game play.). The following actions are available:
  • Tool maker: Allows the player to take a tool token or increase a tool token's level. A player may have up to 3 level 4 tools.
    Tools are beneficial when a player's tribe goes gathering food or resources (See below for more information.).
  • Hut: Allows the player to take one of their unused meeples and add it to their player board, ready to be deployed in the next round. Players can have a maximum of 10 workers at their disposal.
  • Field: Allows the player to increase their agriculture level, (This can be very important, see below.).
  • Gather food: The active player may gather food, they take a number of dice equal to the workers they placed on the plains location and roll them. Then divide the result by 2 and round-down, that's how much food they get. Thus with 2 dice, the average result is 7 which would net the player 3 food.
    Tool tokens may be used once per round to increase the value rolled by the value of the tool, which can be very useful.
  • Gather resources: Functionally, this is identical to gathering food except it gets harder because the number used to divide the dice roll gets higher.
    Gathering wood requires the player to divide the result of the dice roll by 3 instead, so 2 dice with an average result of 7 would net the player 2 wood. This incrementally increases for all the resources, culminating with gold which requires the dice roll to be divided by 6! 2 dice getting an average of 7 would net the player 1 gold and if they rolled 5 or less (Not that improbable.) then they'd get 0!
    Tools can also be used to increase the value of these rolls.
  • Buy building tile: The active player can buy the building tile they placed a worker on by paying its cost as indicated on the tile. This immediately increases the player's score as displayed.
  • Buy civilisation card: The active player can buy the civilisation tile they placed a worker on to, paying the 1 - 4 resources as required and placing the card face-down on their player board.
Once the first player has removed all their workers, play proceeds clockwise until all players have retrieved all their workers, then the game goes to the end of round.
  • Feeding: Firstly, each player acquires extra food equal to their level on the agriculture track and adds it to their player board.
    Then they must feed their tribe. Feeding a tribe requires spending an amount of food equal to the amount workers a player has available, since all players begin the game with 5 workers, this cost will always be at least 5.
    If a player have used all their food and still doesn't have enough, then they can substitute in resources on a 1-to-1 basis (Which can be pricey!), if a player is unwilling or unable to do this, then they immediately suffer a -10 point penalty! That is undoubtedly harsh.
  • Restock civilisation cards: If any civilisation cards were bought during the round, slide cards to right to fill the empty spaces, then deal cards from the deck into the spaces now on the left. This is a typical 'conveyor belt' mechanic.
The first player marker move clockwise and a new round begins.

Endgame
There are 2 conditions that can trigger the endgame.
If any of the building tile stacks have all 7 of their tiles purchased, it triggers the endgame, the current round is concluded and the game goes to the end game and then scoring.
At the end of a round, if there aren't enough civilisation cards to fill a 4 spots on the board, then the game immediately ends and goes to scoring.
In both instances, tribes must be fed for a final time.
Final scores are tallied by adding the score from the victory point track, points that come from sets of civilisation cards and 1 point for each (Non food) resource the player possesses.
Highest score wins.

Overall
If I have one criticism of Stone Age, it's that the first 3 opening moves in any given round are generally always no-brainers, that's because the tool maker, hut & field locations are such a high priority because they confer very good rewards that would usually be stupid for players to pass up. If you're the 4th player, you won't get a look in unless another player is really desperate for something else or doesn't know what they're doing.
I'm not sold on the resource gathering mechanic either, yes it's quite nice but it can leave you at the mercy of the dice rolls that makes low rolls feel frustrating but somehow high rolls not feel satisfying.

Otherwise Stone Age is a mid-to-light worker placement game that is fairly easy to learn but feels perhaps a little generic, however, it does provide a fair level of depth.
The game manages to generally provide a choice or two too many for players to cover with workers, forcing them to prioritise their actions and making meaningful decisions. An extra worker is good, so is the agriculture required to feed them, the tools can help with gathering resources which are useful to buy cards and tiles and so on.

So if you want to play a worker placement game that isn't too taxing on the grey matter, you could do a lot worse than Stone Age.
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    • The Final Return of The Indiana Jones Charity Globe Trot
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