Civolution Review
Slamming into 2025 with a portmanteau then. A game about the evolution of your civilisation – that’d be Civolution then! It’s a heavily abstracted game about exploring and exploiting a fictional continent while your civilisation evolves and improves. It’s from Stefan Feld of Castles of Burgundy fame (read my review here), and it’s good. It’s really, really good. In fact, if I’d gotten around to playing it a month or two before I did, it probably would have been my game of the year for 2024. High praise, I know, so let me try to justtify it.
Space invader
The first thing to understand is that Civolution is a sandbox game. A big, heavy sandbox. It’s a cliché in heavy Euro games to say there are a lot of paths to victory, but in the case of Civolution it’s warranted. The first time you sit down to play the game the thing that hits you first is just how big the player boards are. The ”consoles’ as the game calls them are huge. My first thought was one of “Uh-oh, Stefan’s gone for a gimmick here to make the game stand out”, but that fear was pretty quickly allayed. The left side of the board is mostly used to house resources, while the right is your menu of actions.
At this point you might think it would be better to have a shared action board in the same way A Feast For Odin does it, but there are some pretty good reasons why that would never work. You see, in Civolution you all start with the same actions available to you, but as the game goes on you can upgrade the actions by flipping or removing the action tiles from their sockets, meaning that my Migrate action, for example, might be more powerful than yours. Strategy in the game is so woven into the combinations of actions and resources that having your actions right there in front of you, so personal, makes playing and understanding the game easier.
The resource side of the console you could argue could be done smaller, but I’m glad they didn’t. Unusually for a modern Euro, there aren’t a heap of different wooden or cardboard resources. In fact there are none! Each player has a pile of octagonal wooden pieces which have a variety of different uses. The different resource types each have a space on your console, and you use your wooden markers to show what you have. For example, if you collect two wood, you put two markers in the ‘wood’ space on the board. It’s so easy, and important (for me at least) is how quick it makes setup and teardown. The resource spaces are in rows and columns too, which denote which type of region they come from, and how much they’re worth if you trade them.
On top of all of this, figuratively as well as literally, is the big, empty, unusual space above the board. This space is where you slot in cards you’ve been able to play, giving you yet more decisions to make, and a chance to build a powerful engine to drive your civilisation forward. Cards get slotted into rows and columns. The higher the row, the more points it’s worth at the end of the game, but the more expensive it is to place it. Placement is a trickier decision than you might think, because once you play a card of a certain colour into a slot, all subsequent cards of the same colour have to go in that same column. So despite the player boards being so large, they serve a genuine purpose.
In addition to the consoles you need to find space for two more boards and a jigsaw-style map, but with them being modular you can make it work with whatever table space you might have available.
Dicing with destiny
I used a lot of words to try and convey how big and imposing Civolution is, but I did it for a good reason. This game looks daunting and confusing, and that in itself is enough to put people off. Maybe not people like you and I, people who love a heavy game, but those who you’d like to welcome to the dark side who are heavy-curious. Once you get past that initial ‘Woah’ factor, playing the game is really not that bad. I mentioned Castles of Burgundy at the top of this review, and you can see some of its DNA in Civolution. Actions are driven by your personal stash of dice. If you don’t like the values on your dice you can use ‘ideas’ in the same way you could ‘workers’ in Castles to change the value one step. You place dice on spots matching their values, take the action, then remove them. Sound familiar? Each action requires two dice of different values, so while it’s true that someone could just roll lucky each round, the reality is that you need to allow for a bit of mitigation in your plans.
There’s a central pool of extra dice you can take from by using a certain action, and extra dice are a good thing, because it means you can take more actions before you’re forced to take a reset turn. Reset turns are what drive each round towards completion and although a necessity, often feel like a wasted turn. Everyone else is doing something, and you’re stuck rolling your dice instead. Even in this though, this simple cycle of dice rolling and using, there’s strategy. If someone grabs a load of dice early in the game you might think it gives them an insurmountable advantage long-term, but taking a minute to extrapolate what’s going on makes you realise it’s not necessarily the case. They took turns to claim those dice for a start, and while they might have lots of dice to spend, if the rest of the players are driving the round towards its end with frequent resets, they might not get the chance to use them all.
That’s just one small example of the layers upon layers of strategy bubbling under the surface of Civolution. All of these words so far and I’ve not even touched on the map in the middle of the table, which is what the whole game is built around. You send your tribes out in the world to collect resources and build farms and settlements. As they move from region to region they discover new resources and uncover new landmarks. So far, so 4X, but it introduces a really interesting layer of economics into the game which I think is under-appreciated.
You can only gather resources once they’ve been discovered by migrating tribes into new regions. This lets people Produce resources in them, then later Transport (two of the game’s actions) to move them to their boards to use. However, you can also use the Trade action to gain resources. If they’ve been discovered on the map those resources cost two Gold each. If they haven’t, you can still buy them, but they cost four gold, and gold is hard to come by. If nobody decides to explore the continent – which is a perfectly valid strategy – you need to make sure you’ve got a good economy, or you’re going to struggle to build and pay for cards later in the game.
It’s such a unique direction for a modern Euro to take. To have a game which can be so different every time you play it, and to have so much of the game’s meandering path from start to end dictated by the players’ actions.
Making tracks
Euro fans rejoice – Civolution has tracks. Six of them! Well, five with an extra, little track on another board, but hey, a track’s a track. The tracks grant you rewards and end-of-game points, but some are randomly chosen during the game setup to give some big points at the end of each of the four eras. You climb the tracks by playing cards that come with a cost, and then form a part of your own engine. It’s all very by-the-books from that point of view, and that’s good, because we like those things in a game. But for a game to stand out, it needs something different. Something interesting. A hook.
Civolution’s hook is the dice. The white dice are used to conduct actions – two dice per action, and the dice used have to match those on the action. As mentioned earlier, there are ways to mitigate for unlucky rolls, and in order to do well you need to allow yourself to take the occasional turn to bolster those mitigation options. Then you have the pink dice which are used for hunting and passing tests in the game, and those tests are usually ways to boost the effectiveness of upgraded actions. At first, you have one pink die and only pass if you roll a one, but as the game goes on you get the chance to get more dice, and by moving up the sixth (Agera) track, the number range you need to roll gets bigger. Hitting 1-3 on three dice is much more likely than a 1 on one die.
The dice form the bulk of the game’s player interaction too. There are only a few extra pink and white dice to claim (player count + 1), so what happens when they all get claimed? The action to take a die still exists on all players’ boards, so when you perform it when all the dice are claimed, you take a die from the player with the most of the colour you chose. Aside from dice thievery, the other direct interaction comes when you move tribes around the map. You can kick someone out of their spot and into ‘the wilderness’, at the expense of weakening your own tribe. It’s nice, there’s just enough bite there to keep things interesting without the game devolving into a game of spite and take-that!
Final thoughts
Trying to keep this review around 1500 words has proved really difficult, which is why it now tops 2000. I just want to talk and ramble about it so much. It rode a huge wave of hype after Essen, and I like to make a point of waiting for that initial hype to die down before I play and review a game, because it’s easy to get swept along, even subconsciously. Civolution was worth the wait. It sounds ridiculous to say, so I’m hesitant to even give life to the words, but this might just be Stefan’s magnum opus ahead of Castles of Burgundy as far as I’m concerned. And that’s coming from someone who’s bought three different versions of CoB over the years and has over 50 games logged on BGA on top of real-life plays.
The way that every game feels and unfolds differently is great. Yes, the actions on offer are the same each time, and the map is only randomised to a certain extent, but the way things play out differs every time. The example I gave above about nobody exploring is just one example. In a recent 4-player game we stuck to a third of the map and things were tight. I discovered stone – a resource that you need for quite a lot of early game things – in the fourth and final era, which brought a collective “Oh my god! Finally!” from the table. In another game one player found himself alone in a corner of the world with three tribes and no competition and ended up racking up a load of points by moving around the regions in a circle (one space in each region gives VPs for occupying it).
I want to make a special mention of the production in Civolution. The player boards are huge, but premium, and I love the way that it just uses the same octagonal pieces for everything in the game. It makes setup and teardown so easy, so quick and means that I don’t have to factor that time into the ‘have we got time to play this?’ decision at game night, and to me that’s a blessing. The huge raft of actions available will undoubtedly put some people off, and if you don’t already like heavy games, I don’t think this is the one that’ll change your mind, but the rest of you will love it. A glorious sandbox which feels like all the best bits of Stefan Feld’s designs rolled up into one beautiful game. A must-have in my opinion.
Civolution (2024)
Design: Stefan Feld
Publisher: Deep Print Games
Art: Dennis Lohausen
Players: 1-4
Playing time: 120-240 mins
Excellent review Adam. One correction, you mention you have to play gold for trade action, it’s actually money you have to pay. Gold is one of the 18 resources in the game. It is understandably easy to mis type because we use gold/money interchangeably in many euro games.
Good point! In my head I call it Gold because the icon is a gold coin. The dangers of coming up with your own terminology in your groups 🙂