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Choose whether to expand into that plain or invest in printing. Your neighbor is building the Great Wall. You have three turns to decide if your civilization will be remembered for culture or conquest.
WHAT IT IS ABOUT
Three thousand years of history on your table
Jeffrey CCH creates a historical tapestry spanning the Ancient, Medieval, and Modern eras. Epochs: Course of Cultures brings to the table the weight of choices that shape a civilization: every invention, every city founded, every wonder built is a piece of your legacy. The art team — from Arepko to Cold Castle Studios — paints a world that visually evolves era after era.
You draw invention cards, manage cities and trade routes, and move armies on a modular hexagonal map. You can focus on culture, technology, or military expansion, but every choice closes some doors and opens others. At the end of the third era, whoever has accumulated the most prestige — from conquests, wonders, and development — inherits the title of the greatest civilization. This is not a game you win in one turn: it's a marathon of planning and adaptation.
What they say abroad
"When history becomes your canvas, how will your legacy be written?"
— Ice Makes
A newly released game that promises depth. We are still testing the balance between the three paths to victory, but the structure holds.
— FroGames
Epochs: Course of Cultures
The tools of history
What you build in three thousand years
Invention Cards
Open draft every round: printing, gunpowder, philosophy. Each card unlocks unique actions, points, or advantages. Choose what to keep and what to pass to your neighbor.
Wonders
Pyramids, Colosseum, Great Wall. Iconic constructions that require massive resources and grant permanent prestige. Whoever completes them first dominates the narrative.
Modular Map
Hexagons that change every game. Rivers, mountains, fertile plains: geography dictates your trade routes and military borders.
Armies and Cities
Found settlements, expand territories, move troops. Military strength alone doesn't win, but without it, you protect nothing. Fragile balance between expansion and defense.
Recommended sleeves 199 cards in 1 size ▼
If you play often, we recommend protecting your cards with clear sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 63.5 × 88 mm | 199 |
| Total cards | 199 |
Come si gioca
Video dimostrativo di gameplay.
🎲How to playThe rules in four steps▼
How to play
The flow of each round
Each round is a cycle of drafting, actions, and development. Eras change the available cards, not the structure.
Draw invention cards, choose one, pass the rest to your neighbor. Repeat until all cards are assigned. Each invention has costs, benefits, and activation conditions.
In turns, perform actions: found cities, move armies, build wonders, activate inventions, trade. Actions cost resources (food, materials, gold) generated by your cities.
Collect resources from controlled territories. Pay army maintenance. Advance on culture/technology/military tracks. Each track unlocks permanent bonuses.
After a fixed number of rounds, the era ends. Move to the next one: new invention cards, new wonders available, advanced rules active. The map remains, history continues.
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
Setup and first choices
Build the map together. Each player places hexes, chooses a civilization with asymmetric powers. Already here, silent negotiations begin: who positions themselves next to whom, who controls the rivers. Your first city is a fragile seed.
Ancient Era: race to foundations
Draft the first inventions. Agriculture or metallurgy? Expand immediately or invest in culture? Each player tries to build an economic engine before their neighbor blocks off fertile territories. The first wonders appear: whoever builds them gains a psychological advantage.
Medieval Era: plans collide
The map is crowded. Trade routes cross, borders touch. Someone has focused on technology, someone else on fortified cities. Drafting becomes ruthless: you block a card from your neighbor even if you don't need it. Here you understand who can win and who needs to adapt their strategy.
Modern Era: the final turning point
Powerful inventions, expensive wonders, marching armies. One player attempts a cultural overtake, another aims to conquer a capital. Actions are calculated to the millimeter: a mistake now costs the game. Everyone checks prestige points, no one knows who has won yet.
Prestige count
Territories, wonders, completed inventions, civilization bonuses are summed up. Who built the greatest legacy? Victory is often a matter of 3-5 points. You think back to that card discarded in the Ancient Era. You would have won.
🐸Good to know beforehandThree honest things, from friends▼
Good to know beforehand
Three things you need to know
Actual duration over 2 hours
The box says 120-180 minutes. With 4 players in the first game, count on just under 3 hours. Downtime exists: when someone plans a complex move, others wait. It's not a filler. It's a dedicated evening commitment.
Steep learning curve
Weight 3.56/5 on BGG doesn't lie. The first game is an extended tutorial: hand management, interactions between inventions, timing of wonders, resource calculation. You need an experienced player at the table or collective patience to digest the rules. The second game flows better.
Balance yet to be discovered
The game was released in 2025: dominant strategies have not yet emerged. Some civilizations might prove stronger than others, some inventions unbalanced. Epochs is unexplored territory. If you're looking for a consolidated meta, wait a few months for global games.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win and how to lose
At the end of the third era, prestige points are counted. Whoever has the most wins. There are no eliminations, but you can become irrelevant.
Victory
- Accumulate prestige from controlled territories, founded cities, completed wonders
- Advance on culture/technology/military tracks for final bonuses
- Complete secret objectives of your civilization or high-value inventions
Defeat (or irrelevance)
- Invest resources in a strategy that opponents block or overcome
- Expand too early and cannot maintain armies or cities
- Ignore drafting and leave key cards to neighbors, who build unstoppable engines
Epochs is not a game you win by chance. It's a planning marathon where every choice in the Ancient Era echoes until the final tally. If you're looking for a 4X that doesn't last 6 hours but doesn't sacrifice depth, this is your candidate.
💬Frequently Asked QuestionsQuick answers before checkout▼
Frequently Asked Questions
FAQ about Epochs: Course of Cultures
What mechanics does Epochs: Course of Cultures use?
The core is hand management (open drafting of invention cards) combined with area control on a modular hexagonal map. Add variable player powers (each civilization has unique abilities), tableau building (inventions form your engine), and open drafting. It's a 4X/eurogame hybrid with layers of resource management and advancement tracks.
Is it suitable for those who have never played a 4X game?
No. A weight of 3.56/5 means you need experience with medium-complexity games. If you've only played gateway or family games, Epochs will overwhelm you. It's better to start with Tiny Epic Kingdoms or Tapestry first. If you've mastered Scythe or Terraforming Mars, you're ready.
How well does it scale with 2, 3, or 4 players?
The map is modular, so it scales by number. With 2 players, it's more tactical and direct, less politics and more control. With 4, it becomes a puzzle of temporary alliances and mutual blocking, but downtime increases. The sweet spot seems to be 3 players: a balance between interaction and fluidity.
Are future expansions already planned?
The game has just been released, and there are no official announcements. Given the modular structure (eras, civilizations, inventions), it's likely that Ice Makes will add new civilizations or a fourth era. But for now, the base content is self-sufficient: 199 cards and material for dozens of different games.
Is it available in Italian?
No. This edition is in English. The invention cards have text (abilities, conditions), so at least a basic knowledge of the language is required. There are no Italian editions announced at the moment. If the text is an issue, this game is not for you.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
Epochs: Course of Cultures is a 4X strategy game for 2-4 players (ages 12+, 120-180 minutes duration) where you build a civilization through three historical eras. Designed by Jeffrey CCH and published by Ice Makes, it combines hand management, area control on a modular hexagonal map, and asymmetric civilization powers. Each game evolves from drafting invention cards (agriculture, printing, gunpowder) to building wonders and managing armies. Weight 3.56/5 on BoardGameGeek: a deep experience for experienced players looking for a 4X with a sustainable pace. Available on FroGames.it.

Epochs - Course of Cultures - With Stretch Goals
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
📸Do the images match the actual product?
The photos on the website often come from BoardGameGeek and are intended to give you an idea of the game. They may vary slightly from the version you receive. The content declared by the publisher is always binding.
📦Does the content of the box match what is indicated?
We always strive to provide the correct content, but minor variations are possible due to reprints or updates. The information comes directly from the publishers. If you have any questions, please contact us!
⏳How do pre-orders work?
Pre-order the game before release, payment is immediate, and the game is reserved for you. As soon as it arrives, we'll ship it right away! If there are any delays, we'll update you promptly.
🔒Can I trust buying here?
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