In Epochs: Course of Cultures, you step into the shoes of a leader who aims to shape history. Each leader in the game tries to build a civilization that is remembered for its cultural achievements or even global dominance. Every decision you make is crucial and will influence the future of your people. Can you build a civilization that will stand the test of time?
👥 2-4 players, ages 12+
⌛ Playing time: 120-180 minutes
📝 Designer: Jeffrey CCH
🏢 Publisher: Ice Makes (preview copy provided)
Check out the Kickstarter campaign by clicking here



Leading Your Civilization: The Basics of Epochs
The game unfolds over three epochs or time periods. On your turn, you begin by drawing an invention card from the upcoming epoch and then choose a card to play from the current one. These invention cards can either be played for an immediate reward or a lasting benefit, followed by one action. If you discard an invention card instead, you get to take two actions, offering flexibility depending on your strategy.
What can you do in your actions? There are several options: you might expand your territory on the map, build cities at crossroads between your claimed territories, or set up trading posts in cities owned by others or neutral players to establish trade routes. You can construct wonders that score points at the game’s end. You can also focus on academic research to gain culture and resources, or change your government type, which provides specific advantages for certain actions. Each player’s civilization has unique actions too, making every game a bit different.
The game also includes elements of cooperation and conflict. Building trade posts can signify a peaceful agreement. However, you can also choose to become a warmonger, which dramatically changes the game: it removes all trading posts from the board, both yours and those in your cities belonging to others. Declaring war allows you to attack neutral cities or those controlled by rivals or barbarians. Meanwhile, players not interested in war can defend themselves from warmongers or barbarians by improving their military.
At the end of the game, you score points for your achievements in culture, territory, cities, and gold, as well as for any wonders you’ve built. The player with the highest score, reflecting a well-rounded and prosperous civilization, wins the game.



Unboxing Epochs: Components and First Impressions
Epochs: Course of Cultures is a board game that brings together civilization-building and 4X elements (which stands for explore, expand, exploit, exterminate). It’s designed by Jeffrey CCH and is intended for 2–4 players aged 12 and up. Each game session typically lasts between 2 to 3 hours. Ice Makes, a game design studio from Hong Kong, plans to launch a Kickstarter campaign for the game next week, on April 30.
We received a prototype of the game to review, so keep in mind that some aspects might change in the final product. The prototype already shows a lot of promise with its extensive array of components. The game box is loaded with numerous wooden tokens and various player boards including civilization boards, trading boards, government boards, and player aids. All these boards are not just functional but greatly assist with learning how to play the game.
The game features an impressive collection of 90 invention cards that span across three epochs, from ancient tools like the wheel to contemporary innovations like the internet. The artwork on these cards is quite striking. The rulebook, although still a work in progress, was clear enough that we didn’t find ourselves needing to consult it repeatedly during play, thanks especially to the helpful player aids.



Cards, Conflict, and Civilization: Strategic Depth in Epochs
In Epochs: Course of Cultures, each player starts with a set of invention cards from the first epoch and, as the game progresses, they draw cards from subsequent epochs. This setup allows players to plan their moves by knowing what cards are coming next. If a player isn’t happy with their cards, they can also use invention cards from a shared display, which are refreshed each epoch and available to all.
There are many strategies to succeed in Epochs. Players might focus on research to gain culture points, expand their territories to collect resources and convert them into gold, or even take a more aggressive approach by becoming a warmonger with superior weaponry. Each strategy has its benefits and challenges.
Player interaction is a core element of the game. If a player chooses to become a warmonger, others must respond—perhaps defensively—leading to potential changes in territory control. If everyone chooses a peaceful strategy, the competition is more about speed and efficiency in claiming territories, building wonders, or advancing in research.
The game board is modular, which means the layout changes with each play. Resources, barbarians, and neutral cities appear in different spots, adding variety and replayability. The cards players receive also play a big role, influencing available resources and strategies. This variety means players can’t rely on the same strategy every time—they have to adapt based on the game’s setup.


Final Thoughts
While many civilization games require a whole evening to play, Epochs: Course of Cultures offers a similar experience in a shorter time frame. The gameplay is fluid, with a plethora of options and potential strategies. It’s all about smart expansion, handling conflicts tactically, and exploring different ways to win. This game is a great choice for those who enjoy planning and adapting in a constantly changing game environment. Give it a try and see if you can lead your civilization to greatness!
📝 Disclaimer: We received a preview copy from the publisher, Ice Makes. The final product might have some differences from what we reviewed.








