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|Designer||Jeroen Doumen, Joris Wiersinga|
|Number of Players||2–5 Players|
|Mechanics||Auction/Bidding, Card Drafting, Modular Board, Route/Network Building, Tile Placement, Variable Player Powers|
|Theme||Civilization, Economic, Industry / Manufacturing, Transportation|
Buying technology, building craftsmen, gathering resources and worshipping a god are among the many decisions necessary to win in 'The Great Zimbabwe'. But the main way of getting there is building and developing a network of monuments. The higher the monuments, the closer the players will be to victory, but players must balance many subtle aspects of the game. If they develop their economy, if they worship a powerful god or if they use a lot of technology, they will need to score more victory points.
Clever use of turn-order manipulation, economic development in an almost close environment, scarce natural resource use and logistical optimization to deliver goods from craftsmen to monuments: You only get one action per turn, so be smart! 'The Great Zimbabwe' is a race for victory, in which you decide how far you want to go and at what speed. Then other players' decisions change everything...