There’s something infinitely enticing about the prospect of a short civilization game. Centuries, even millennia of technologies, policies, wars and wonders, played out in a couple of hours rather than an entire afternoon. You might even call it one of the holy grails of game design.
For a moment, Matthew Dunstan’s Monumental looks like it might reach out and choose wisely. The turns clip along nicely. It has decisions with room enough to stumble, but not so badly that you’ll slip onto your face. And of course there’s all that plastic. What could possibly go wrong?
After the jump, let’s talk about what went wrong.