|Number of Game Players||5|
|Number of Pieces||113|
|Remote Control Included?||No|
|Release date||17 February 2016|
|Mfg Recommended age||10 - 99 years|
|Item Model Number||ZM1280|
|Product Dimensions||4.06 x 11.94 x 16 cm; 226.8 Grams|
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Z-Man Games ZM1280 Archaeology The New Expedition Card Game
|Item Dimensions L x W x H||41 x 119 x 160 millimetres|
|Number of Game Players||5|
About this item
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- A thrilling card game
- Designed by Phil Walker-Harding
- Perfect for 2-5 players
- Standard game duration 30 minutes
- Suitable for children's 10 years and above
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In Archaeology The New Expedition, you are an archaeologist leading expeditions in search of lost relics. These artefacts lie hidden in the desert, but they belong in a museum. Luckily, the museum will pay you handsomely for whatever you deliver. Uncover shards of ancient pottery, valuable coins, masks of the Pharaohs and more during your excavations. You can sell each right away, but you can earn even more by delivering complete sets. Don't wait too long to sell, though or you might lose your discoveries to rival explorers or vicious sandstorms. The player with the most money when the Treasure deck runs out wins.
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To help players with their set-collecting, there's a market of five cards on the table at the start of the game, and you can trade cards in and out of the market, priced according to trading values printed on them. On your turn, without revealing it to the others, you take (dig! :-) ) a card from the deck and look at it. If it's a treasure, you add it to your hand. If it's a thief, you show it, and steal a random card from someone else. If it's a sandstorm...bad news: you show it, and then *everyone* (including you) discards to the market half their hand, rounded down. You can - only once during the game - discard a special tent card you receive at the start, to protect your hand from a sandstorm.
After the digging, you may trade with the market, sell cards to the museum (place them in a set in front of you for scoring at the end), or explore one of the hidden chambers of the monument, one of six possible special buildings that is randomly selected during setup. To explore it, you surrender a certain number of map cards, and receive treasure cards from one of the chambers. The monuments' benefits are all different: with a couple, you just take a pile of cards dealt at the start. A couple have a push-your-luck element, one accrues cards as the game goes on, one lets you peek at its chambers when you sell to a museum....it all depends, but you'll only have one per game.
It chugged along nicely, each player's turn is quick but involves some fun decisions: I've got a few pot shards, I should keep collecting for a big score...but what if there's a sandstorm? I have a pharaoh's mask, but I need another, and I only have a couple of cards...should I wait to see if I can get it from the market...but what if someone thieves it from me...? I enjoyed it a lot: it's simple to teach, doesn't outstay its welcome, and scales well across all player counts.
At its heart is set collection, with sets scoring varying amounts. Some items, such as shards, are only really of value in multiples, whereas Pharoah masks are valuable in their own right. The players can trade with the market of face-up cards, sell multiples to the museum or dig for more items. One thing I like is the dig site - chosen at random at the start of the game and influencing how the map mechanics work to gain further items. Some sites such as the Great Pyramid are straightforward but others like the sphinx offer some different challenges. This means that every game can feel different. The game works well with all numbers of players and scales well, with some cards only being used in a 4 or 5 player game.
I also like the sandstorm and thief cards. If drawn, they force players to place half their cards to the market and allow players to steal from each other. At the start each player has a tent card for avoiding one sandstorm.
The winner is the player who at the end of the cards has sold the most value to the museum. In some ways it's also a push-your-luck game - do I sell now or risk a sandstorm or thief for more items in my set?
The game is very atmospheric, has good artwork and good quality cards. It comes in a small box and so is portable.
Good fun, has scope for exercising the grey cells and is highly recommended.
Der wesentliche Mechanismus des Spiels ist das sammeln von Sets und das "ablegen" zum richtigen Zeitpunkt. Das ganze wird duch einen interessanten "Marktplatzmechanismus" begleitet. Hinzu kommt noch ein wenig "push your luck".
Die Wiederspielfähigkeit wird noch erhöht durch eine Art Sonderfeld, für das es eine Auswahl unterschiedlicher Varianten gibt.
Schnell gespielt und kommt immer wieder gerne auf den Tisch. Funktioniert prima mit unterschiedlichen Spielerzahlen und auch mit zwei Spielern (für uns immer ein wichtiges Kriterium).