Comparing 3 Civilization Games: Path of Civilization, Nations - the Dice Game, & 7 Wonders Duel

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Path of Civilization
Take the reins of your Civilization and make the choices that will make it the most prosperous. It doesn't matter which path you take, as long as it leads your people to glory. Research new technologies to improve your nation's Science, Military strength, Spirituality, Culture and Industrialization. Grow the greatest Philosophical current of humanity. Use your Philosophers to become one of its forerunners and thus decide its evolution. Send your Builders to create wonders from your territory that will outlive everything, even men. Grow your Population so that the most illustrious Leaders are born from it and change the world forever, even after their death. Develop your Military Legacy so that the name of your civilization is enough to make your opponents tremble. And if that is not enough, send your army to defeat even the most distant External Threat. Use your Sages and the knowledge of your civilization to solve the great Challenges of humanity that will mark its history.

In Path of Civilization, from the very first second of the game you must make choices that will have repercussions until the end of the game. The game is played simultaneously and works with a simple card and resource management system. The diversity of its cards guarantees enormous variability.

BGG Link: https://boardgamegeek.com/boardgame/385680/path-civilization

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7 Wonders Duel
In many ways 7 Wonders Duel resembles its parent game 7 Wonders. Over three ages, players acquire cards that provide resources or advance their military or scientific development in order to develop a civilization and complete wonders. What's different about 7 Wonders Duel is that, as the title suggests, the game is solely for two players.

Players do not draft cards simultaneously from decks of cards, but from a display of face-down and face-up cards arranged at the start of a round. A player can take a card only if it's not covered by any others, so timing comes into play, as it can with bonus moves that allow the player to take a second card immediately. As in the original game, each acquired card can be built, discarded for coins, or used to construct a wonder. Each player also starts with four wonder cards, and the construction of a wonder provides its owner with a special ability. Only seven wonders can be built, though, so one player will end up short.

You can win 7 Wonders Duel in one of three ways: each time you acquire a military card, you advance the military marker toward your opponent's capital (also giving you a bonus at certain positions). If you reach the opponent's capital, you win the game immediately. Or if you acquire six of seven different scientific symbols, you achieve scientific dominance and win immediately. If none of these situations occurs, then the player with the most points at the end of the game wins.

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Nations: The Dice Game
From the humble beginnings of civilization through the historical ages of progress, mankind has lived, fought and built together in nations. Great nations protect and provide for their own, while fighting and competing against both other nations and nature itself. Nations must provide food as the population increases, build a productive economy, and amaze the world with their great achievements to build up their heritage as the greatest nations in the history of mankind!

Nations: The Dice Game is a game for 1-4 players that takes 10-15 minutes per player and shares many concepts with the civilization-building game Nations while still offering its own challenges. The game is played over four ages (four rounds). During each round, players take turns until all have passed. The available actions are:

Buy a tile
Build a wonder
Reroll some or all your dice
Buildings and military provide dice. Colonies and wonders provide resources and victory points. Advisors provide rerolls. New tiles provide benefits immediately, so you can roll new dice at once.

At the end of each round, War and Famine drawn at the start of the round is checked for each player, giving you victory points if you match or beat the values. Books are accumulated and scored. Player order is checked, with high military strength going first in the next round. At the end of the game, whoever has the most victory points wins.

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