Tempus
Date Played: 8/17/2006
Reviews for Tempus :
Reviewer: Andrew
Review: After playing Tempus once, I immediately decided I needed to play it
again to really understand everything going on. It is essentially a
game of resource management; you're trying to find the best way to
expand your civilization with a finite amount of people and land. In
our session it took about an hour to understand all the rules, and
even then we messed some stuff up during game-play, so if you play
this and don't get it all the first time, don't feel bad!
The thing I liked most about the game was the amount of time it took
to play. Now, I know that might sound really weird, but bear with me
a little bit while I explain! Most games of this type (civilization
games) take hours heaped on-top tedious hours to play. This one on
the other hand took about 2 hours to play with 5 people once we
learned the basic rules. Not bad I say. Not only that but it should
consistently be about that or less because there are a set number of
turns. Actually, it seems to me that this whole game is centered
around it being a shorter play. There are various mechanics in place
that help facilitate this, such as only being able to take one of five
actions in a round (there are 3-6 rounds in each era). Also what
helps keep the time down, and allows for people to never be fully left
behind, is that when a new era is reached, if you haven't progressed
to the previous one, you will automatically be brought up to one
behind the leader(s). This makes the game more competitive, and helps
it to move along very quickly.
The biggest drawback of the game for me is that it does have a
tendency to feel like a light version of a more immense game. To the
majority of people that will be a plus to the game, but as for me, I
actually love grueling, over-involved, epic games (Advanced
Civilization, which is without doubt my favorite, takes a minimum of
about 8 hours.). The problem I had with Tempus is that it had the
elements of those huge epic games that I love without the near endless
strategy possibilities. In other words; you don't have to think as
hard in Tempus. Now, if someone else were writing this review they
might say, "Thank goodness! Finally a civilization game that doesn't
make my brain turn to mush and cause an allergic reaction to
board-games in general". I can be on board with that as well, I
understand that not everyone enjoys torturing themselves the way I do.
So to all those folks who don't delight in having aneurisms each time
they play a game, put my complaint with this game in with the
compliments.
What's funny is that the thing I liked most about the game (the short
time play) is only made possible by the one thing I felt was lacking
(less strategy). How ironic. So where does that leave me and Tempus?
It leaves me with another game I would gladly play again, because
although it would be nice, I don't always have an entire day to devote
to those epic games.
Reviewer: Anne
Review: Tempus is a fun and interesting civilization game with many factors to stay aware of
throughout the game. During the first several eras, or rounds, of the game, I seemed to
be losing quite badly; However, the beauty of Tempus is that it allows a player in my
position to ultimately win the game.
Strategies can vary. A player may, shortsightedly, want to be the one who advances to
the next era by the specific terrain types. Another player may spend the first few eras
spreading their citizens across the island, building cities, and then finally concentrate
on winning eras. The best strategy is to balance these goals, winning important eras that
provide you with idea cards and victory points while populating the board with cities and
citizens.
After the first game, I thought that the idea of battling in the game was forced; it
seemed like the creator's afterthought because it didn't seem very neatly integrated into
the gameplay. However, now I realize that I felt that way only because it was the first
game and because none of the players really knew what was going on, we didn't really feel
the need to venture another variable.
I first thought that because the terrain types key to advancing to the next era are
fixed, this game's replay-ability would suffer. But on closer inspection, this actually
makes the gameplay more interesting and would help to integrate the battles. After playing
the game once, you realize the specific terrain types key to winning; if more than one
person playing the game understands this from the outset those players will undoubtedly be
battling it out for the remainder of the game not only to control those important terrain
types, but to populate the map.
The more I think about this game, the more I want to play it again; it's a fun and
slightly mind-boggling (if only at first) game sure to fill several hours of your life with
a little bit of frustration (as can only be offered by a great game) and a lot of
enjoyment.
Reviewer: Kay
Review: I heard Tempus was a civilization game that would take only 2 hours.
So I was expecting something that makes the game more dynamic rather
than building cities step by step. Yes, there were components that make
Tempus exciting to play, but I still had to build cities and make them
bigger and spread, all one by one. It's not a bad thing -- it's a
civilization game -- to strategically grow on the board. I just wished
that I could do something else than fighting against other people once I
have a good population on the board. Or, maybe I think so because the
fighting system of Tempus sounded very similar to the real world: It's
easier to defend than to attack, and the attackers suffer a little when
the attack fails, but the defenders lose everything if they lose. When I
first played, I couldn't find a better reason to attack other people
than to focus on my population to prosper in the first half of the game,
and later in the game it was a little too late to attack good
established settlements, discouraging me to initiate a major attack.
Also, since I didn't find huge importance in battles, I didn't really
utilize all these special cards, which I think would have made the game
more dynamic, the way I originally expected.
The immediate reaction after the first game was that I had to play
it again to have a better impression. It looks like to me that I was
caught in the tedious routine that's often associated with a
civilization game and I didn't fully appreciate the actual fun part of
Tempus. In other words, Tempus is simple (takes 2 hours) and complex
(you can do lots of things if you try) game for boardgamers.
Reviewer: Gary
Subject: Tempus - First play
Review: Well, I was anticipating the arrival of this game for months after I seen
basically a final prototype of it at a game convention. A Civ game that plays in 2
hours, cool.
The five of us sat down and Gordon went through the rules. Everything really seemed
pretty straightforward.
Unfortunately, for me, I didn't care for the game much. It seemed less like a civ
game and it felt more like a war game. I understand why it was done, but it really
didn't matter if you moved up on the progress track as it seemed like you could lag
behind and snag up on the hill territory and still be pulled along the progress
track. It really didn't seem like it mattered that much (IMO) to take advantage of
what was earned if you were the one to progress.
Because of all of this, it just really fell flat (to use that cliche). It didn't
feel like I was building a civilazion, but it didn't feel like much of a war game,
either. I also *really* didn't like the terms used in the games...start a fight,
make babies. In my eyes, it seemed to be too casual of terms used for parts of the
game. I'm one for silly, but in a game that isn't really silly or casual, using
casual terms really seemed out of place and didn't help my overall feelings for the
game.
I do see the appeal of the game for others, but for me, it wouldn't get any table time.
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