Table feel
Tempus has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies. However, the game does not emphasize cooperation as much.
User review Set up: The game contains twelve map tiles. Each map tile is made of one hexagon surrounded by six hexagons. Each tile will have a mixture of any or all of five types of terrain: grasslands, farmlands, mountains, woods, and hills. Each player gets a Player Aid card, s...
Players
3-5
Time
60-120
Age
14+
Weight
2.8
Rating
6.46
Should this hit the table?
Tempus has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies. However, the game does not emphasize cooperation as much.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Tempus has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies. However, the game does not emphasize cooperation as much.
Tempus has a high variability gameboard, with multiple paths to victory and variable setups. The expansions available add new content and gameplay elements, enhancing the replay value. The game offers deep strategic possibilities and allows players to improve their strategies over time. The player interaction score is moderate. Tempus scales well with different numbers of players without compromising its appeal or balance. It has a moderate easiness to learn score, making it accessible to a wide range of players. Overall, Tempus has a strong replayability score of 7.85, making it a game that can be enjoyed multiple times.
Tempus has a moderate level of luck involved in the game. Random elements such as card draws and dice rolls have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate the effects of luck through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
Overview
User review Set up: The game contains twelve map tiles. Each map tile is made of one hexagon surrounded by six hexagons. Each tile will have a mixture of any or all of five types of terrain: grasslands, farmlands, mountains, woods, and hills. Each player gets a Player Aid card, selects a color of people tokens and places the era cube of the matching color on The Era Starting Box on the Progress Column part of the game board. A starting player is selected. Some tiles are placed contiguously on the game board (the number of tiles depends on the number of players) one at a time in turn order. Each player, in turn, places three of their people tokens on the game board contiguously. The game is now ready to begin. Game play: Players should note which terrain will be worth Progress Points at the end of the era. Progress Points are the number of hexes occupied of the scoring terrain by one’s token plus the number of city tiles plus the value of all eligible Idea Cards. The player or players with the most Progress Points will advance to the new era and get an advantage over the other players. In turn, a player may: - Move people - Have babies (increase the number of people tokens on the game board) - Have a fight (initiate the diceless combat system against another player) - Have an idea (draw chance cards) - Build a city (replace people tokens with a city tile) After all the players have used all of their turns the era has ended. If this not the first round then all the players’ Era Cubes are advanced to the level of the leader(s). Progress Points are then compared and the leader(s) advance to take advantage of one’s newest ability. The game is over after ten eras. Victory Points are the total of number of non-mountain hexagons occupied by one’s tokens plus the values of one’s cities plus three points for advancing to the final era. The player with most Victory Points is the winner.
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