Clans of Caledonia

2017 · Industry / Manufacturing

Clans of Caledonia

Players lead distinct historic Scottish clans through the 19th-century transition from agriculture to industry, producing and refining goods like grain, linen, cotton, sheep products and whisky. On each of five rounds players take turns choosing one of eight actions—build production or trading buildings, upgrade facilities, trade goods, or export—to develop their economy and expand market access. After player turns a production phase generates basic resources, refined goods and income from constructed production units, and rounds end with scoring according to a rotating tile. The game uses asymmetric clan powers, a modular map, port bonuses and changing objectives to drive economic planning and interaction.

Players
1–4 best 4
Playing time
30–120 min
Age
12+
Complexity
3.5 / 5
7.9 on Ludoyafrom $56.75EconomicFarmingSolo / Solitaire GameCommodity SpeculationNetwork and Route Building

On Ludoya's tables

Full stats in Ludoya
885
Plays logged
731
Players
1h 42m
Average play
156
In collections
48
On wishlists
4
Pre-ordered

7.9/10

from 104 Ludoya reviews

  • Fun8.0
  • Interaction10.0
  • Replayability10.0
  • Uniqueness8.0
  • Looks8.0
  • Accessibility6.0
  • Garfield6.0

    Hmm, beautiful looking game, but nothing new here? [c] Theme: ★★☆☆☆ <!-- size 7]Not very strong --> Gameplay: ★★★☆☆ <!-- size 7]Good --> Interaction: ★☆☆☆☆ <!-- size 7]Almost no interaction --> Artwork: ★★★☆☆ <!-- size 7]Nice design --> Luck: ★☆☆☆☆ <!-- size 7]Export objectives revealment, trading --> Strategy: ★★★★☆ <!-- size 7]Yep --> Components: ★★★★★ <!-- size 7]Great! Especially the goods --> Play duration: ★★★★☆ <!-- size 7]It's over quite fast --> Easy to teach: ★★★☆☆ <!-- size 7]Takes its time... --> Setup time: ★★☆☆☆ <!-- size 7]Fiddly --> No downtime: ★★★☆☆ <!-- size 7]Still ok --> [/c]

  • Evan8.5

    In this game, players have to tightly budget their money to construct buildings from their player boards to the central board. Each building either produces a basic resource, or transforms a basic resource into an advanced resource. The resources are then used to either fulfill contract tiles, or can be sold on the marketplace, which shifts the values of the goods each time they are bought or sold. All of this is pretty typical euro faire, but the game shines in a number of exciting ways. The first amazing thing is that there are three types of resources printed on the contract tiles which have no physical representation. Rather, when you complete those contracts the corresponding type bumps up on the points track. At the end of the game, each resource scores for the player owning it, and the value of the scoring depends on the resource's relationship with the other 2 on the scoring track. Whichever is furthest along scores the least, and whatever players collectively have the least of scores the most. This is a fascinating dance. Another really fantastic thing is that at the end of the game the player with the highest number of unconnected settlements will score the most points. When you build, you have to either build adjacent to your stuff, which only serves to expand your settlement, rather than make a new one, unless you bump your 'shipping track' which allows you to build across rivers or along however many water spaces. This encourages players to build in a sort of a checkerboard fashion, which also encourages opponents to get up in your face. There's even a bonus you get for building next to an opponent which allows you to buy a good from the marketplace at a discount. Add to this a special scoring criteria at the end of each round, and fairly well balanced variable player powers, cute components, clear and consistent iconography, and a few other nice gameplay features that add to replayability even more, and you've got a really incredible game.

  • Jan Solo8.7

    Eurogame al estilo Terra Mystica con gestión de recursos/pedidos, mercado, etc. Ambientado en escocia y sus diferentes clanes. Es un juego que deja muy buenas sensaciones, con múltiples posibilidades estratégicas. Impro-Reseña⇒ https://youtu.be/ZPyj1jZESJQ

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Rules questions

Answered from the rulebook by Ludoya's rules assistant.

When we place the initial two Workers during setup, do we have to pay for the land and the Worker?

Yes — each time a Worker is placed (including during initial setup) you pay both the land cost and the Worker cost (Worker costs: Woodcutter £6, Miner £10). (page 3)

Can I buy and sell different goods in one Trade action (for example buy Whisky and sell Cheese)?

No — a Trade action can only buy or sell one type of Good; to trade different Goods you must take the Trade action multiple times. (page 4)

If I expand next to an opponent, how many goods can I buy with the Neighbourhood bonus and are there price discounts?

You may immediately perform an extra Trade to buy the Good produced by each neighbouring opponent unit but you cannot buy more than three of the same Good per turn (four in a 2‑player game); Basic goods get a £2 discount and Processed goods a £3 discount, and you must have available Merchants to place. (page 5)

Can Export contracts ever require Grain or Milk?

No — Export contracts never require Grain or Milk, though they may require other goods or Meat (Beef/Mutton). (page 6)

When an Export contract requires Meat, do I have to slaughter my animals and does that affect production?

Yes — fulfilling a Meat Export requires you to slaughter the indicated Cows or Sheep as part of the Fulfil action by returning them to your Player board, which will reduce your Milk or Wool production and free the map space. (page 6)

If I place Merchants on the Market during a Trade, when do I get them back?

Merchants placed on the Market remain there until retrieved in the next Preparation phase; during Preparation players retrieve their Merchants from the Market. (page 4)

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Game facts (players, playing time, age, credits) from BoardGameGeek.