by Universal Head Another game aid The Esoteric Order of Gamers www.orderofgamers.com Tabletop game rules summaries, foamcore box plans, articles, interviews, reviews and lots more at www.orderofgamers.com @EOGamers gplus.to/EOGamers facebook.com/EOGamers EsotericOrderGamers These sheets are intended only for the personal use of existing owners of the game for additional reference. Universal Head makes no claim whatsoever to the rights of the publisher and copyright holder, and does not benefit financially from these player aids. Artwork from the original game is copyrighted by the publisher and used without permission. This PDF may not be re-posted online, sold or used in any way except for personal use. Game: Sid Meier’s CIVILIZATION: THE BOARD GAMES Publisher: Page 1: Page 2: Page 3: Page 4: Page 5: Page 6: Fantasy Flight Games (2010) Rules summary front Rules summary back Play reference front Play reference (combat) back Fame & Fortune rules summary Wisdom & Warfare rules summary v3 Sep 2013 Print on card (ensure you are printing at 100% scale) laminate and trim to size. Universal Head. Design That Works. www.universalhead.com Germany gains 2 extra infantry units from the market board, adding the units to their standing forces. Setup Players choose a player color then select or randomly draw a civilization sheet each and place it faceup in front of them. Each player takes, in their color: 8 plastic figures (6 armies and 2 scouts); 3 city markers (1 capital and 2 cities); 4 military tech markers; and a deck of 36 tech cards; also a reference sheet, a setup card and a deck of 4 government cards each. Place the unit cards on the market board, shuffled into artillery, infantry, mounted, and aircraft decks. Each player takes one artillery, one infantry, and one mounted unit and places them facedown in a single pile as their standing forces. Each player takes their lower ranked military tech markers for artillery, infantry, and mounted units, and places them in the area below the appropriate unit deck with one stripe sides faceup. Then each player takes their aircraft military marker and places it below the aircraft unit deck with the star side facedown. Set aside the other military tech markers for now. Sort the building markers by type and place them on their spaces. An upgraded building has an arrow next to its name. Build the wonder deck by shuffling the ancient, medieval, and modern wonders separately. Place the modern wonders facedown on the top space of the wonder market; then place the medieval wonders facedown on top. Then place the ancient wonders faceup in the 4 market spaces below the wonder deck. Egypt, if playing, receives one of the ancient wonders at random before the rest are placed in the market; one of the medieval wonders is then drawn and replaces it in the market. Place the matching wonder marker for each of the 4 faceup wonder cards in the space next to its card. Separate and shuffle the culture event cards into ancient (1 column), medieval (2 columns), and modern (3 columns) decks, and place each deck facedown on its space below the culture track at the bottom of the market board. Each player takes the culture level marker showing their leader and places it on the start space of the culture track. Place one of each market resource token per player near the market board, returning extras to the box. Each player takes their home map tile and places it faceup in front of them, oriented as indicated in the setup diagram for the number of players. Return unused home tiles to the box. Shuffle the neutral map tiles and deal them out facedown to form the rest of the map as indicated. Return unused neutral map tiles unseen to the box. Shuffle the great people markers, the hut markers and the village markers facedown near the market board in separate piles. Place the culture, wound, and coin tokens next to the market board in separate piles. Place the combat bonus cards and the Space Flight tech card faceup near the market board along with the disaster markers. Choose a first player and give him the first player marker. Each player places their capital city marker (unwalled side up) on one of the 4 center squares on their home map tile. The city’s square is the city center, and the adjacent 8 squares are the city outskirts. Rome begins governed by Republic instead of Despotism. Russia gains the white Russian army figure; when figures are placed on the map, this is also. Russia begins governed by Communism instead of Despotism. Collecting Trade Each player takes one of their army figures and one of their scout figures and places them (separately or together) in one (or 2) of their city outskirts squares (not water squares). Scouts may gather trade symbols in their squares. A square occupied by enemy figures does not produce trade. Each player places their starting tech card faceup in front of them (always in the bottom row of their tech pyramid regardless of the card’s level). If another player learns that tech through any means, the tech is still considered to be its normal level. Each player stacks their government cards so that the Despotism/Republic card is on top (Despotism side faceup), and places the stack on the civilization sheet space. Players starting with different governments place the appropriate card faceup on top of their cards. Each player counts all of the trade symbols in the 8 squares of their city outskirts and sets the large outer trade dial on their civilization sheet to that total. Set the small inner economy dial to 0 (or more if the player receives coins from a map square or great person during setup). Negotiating and Trading Players may negotiate and/or trade among themselves. Trades may include an exchange of any or all non-binding promises; points of trade; unspent culture tokens; resource tokens from the market or from hut/village tokens; and culture event cards. A player who exceeds their culture hand size as a result of a trade must immediately discard down to their hand size. Items not listed may not be given or traded to another player unless specifically allowed by a card or ability. 3. City Management Starting with the first player, each player takes one city action with each of their cities. a. Produce a Figure, Unit, Building, or Wonder Each game turn is composed of 5 phases performed in the following order. The entire production cost for an item must come from the city producing it. Excess production cannot be saved. 1. Start of Turn Pass the first player marker to the left (except on the first turn). Starting with the new first player, each player performs any start of turn actions, builds any new cities, and changes governments if desired. Building New Cities If you have fewer built cities than your maximum number of cities (2 normally, 3 if you have researched the Irrigation tech), you may build one or more new cities. You must have a scout figure in each square you wish to place a city marker in. In addition, the square cannot be a water square; there must be 8 revealed squares adjacent to the square; it cannot be adjacent to a hut or village token or an enemy figure (army or scout); and it must be 3 squares or more away from any other city marker (including diagonals). Return the scout to your civilization sheet, then place a city marker on the space, unwalled side up. Only squares in a city’s outskirts provide icons and resources. Any friendly figures in the square where a city is built (besides the sacrificed scout) are immediately moved to an adjacent square that they can legally end their movement in. A city generates trade and production in the same turn it is built. Changing Governments If you unlock a new form of government during the Research Phase, you may change to that government during the Start of Turn Phase of the following turn. Place the corresponding card, appropriate side faceup, on top of your government deck. China begins with its capital city marker walled side up. Egypt gains a random ancient wonder (already taken from the market board), placed in the outskirts of the player’s capital. Any ongoing benefits from a government only last while your civilization continues to be ruled by that government. America gains a random great person, placed in the outskirts of their capital at the end of setup. Each player increases his trade dial by the total trade symbols in the city outskirts of all his cities. Each player places one city marker, their remaining 5 army figures, and their remaining scout figure by their civilization sheet. The other city marker is set aside until the player learns the Irrigation tech and may add it to these available items. If you wish to change to a different government on any turn other than the turn immediately after unlocking that government, you must first change to the Anarchy transitional government. If you are in Anarchy, you may change to any other government you know during the Start of Turn Phase of the next turn after entering Anarchy. Each player takes bonuses as listed on their civilization sheet: 2. Trade Each player (simultaneously if desired) collects trade; then all players may negotiate and/or trade. The city can produce one item with a production cost equal to or less than the total production symbols in its outskirts. For every 3 points by which you reduce your trade dial, you may boost the production of one of your cities by 1 for a single turn. You may do this as often as desired. Scouts may gather production symbols in their squares. A square occupied by enemy figures does not generate production. Producing Figures You may produce an army or scout figure if you have at least one unbuilt figure of that type and can meet its production cost. Take one of the figures from next to your civilization sheet and place it in the outskirts of the city that produced it. Figures may not be placed in a water square unless you have learned a tech that allows your figures to end their movement in water. Figures may be placed in the same square as other friendly figures, but the total figures in a square cannot exceed your stacking limit. Army figures cost 4 each, and are the only figures that can fight battles and explore huts and villages. Scout figures cost 6 each, and may be used to build new cities or to gather extra trade, production, or other resources. They cannot enter squares containing huts or villages and are killed immediately if attacked by an army (unless they have a friendly army escorting them). Producing Units Unit cards represent an army’s specific units. To produce a unit, ensure the city can meet its production cost, then draw a unit card at random from the appropriate deck and add it to your standing forces pile. If a unit deck is empty, units of that type are not available until some are killed and returned to the deck. Aircraft units require the Flight tech to be produced. If you reach units that have been returned faceup to the bottom of a deck when drawing, turn the deck over and shuffle it. To determine the production cost of a unit, look at the market board to see how advanced the units of that type are: Artillery, infantry, or mounted units, cost per unit: Rank 1: 5; Rank 2: 7; Rank 3: 9; Rank 4: 11. Aircraft units always cost 12 each (once unlocked). Producing Buildings To produce a building, you must know a tech that unlocks it. Its cost is on the tech that unlocks it and on the market board. Buildings are limited to the available components. Once all of a certain type have been produced, no more can be produced until one of that type is destroyed. A building must be placed in the outskirts of the city that produced it. Buildings are restricted to certain types of terrain, as noted on the market board. Any number of a given type of building may be built in a city as long as suitable terrain exists. Building names separated by a slash are the basic and upgraded forms of the same building type, on the front and back of the same marker. Once a building marker is placed on a square, its icons replace any on the square. A water square with a Harbor placed in it is still considered to be water for the purposes of movement. Limited buildings (star) are restricted to one per city. City walls may be built using the Masonry tech and are treated like any other building, except they are considered to be in the city’s center. Flip the city marker to its walled side. Only one City Walls may be built per city. Producing Wonders To produce one of the wonders faceup in the market, pay the production cost on its wonder card (or the discounted cost if you know the specific tech listed). The entire cost must be paid by a single city. Place the wonder card faceup in front of you and the wonder token in the outskirts of the relevant city. Then draw a new wonder from the wonder deck and add it to the market, with its corresponding wonder marker next to the card. Wonders may be placed on any terrain except for water and are restricted to one per city. A city may contain both a wonder and one limited building. Abilities affecting buildings do not affect wonders unless explicitly stated. Certain tech cards allow a player to obsolete a wonder, negating its special ability for the rest of the game. Replacing Buildings and Wonders You may replace one of your existing buildings or wonders when placing a new building or wonder (a wonder may replace a building and vice versa). The new building or wonder must be able to be legally placed once the old one is removed. You may not replace another player’s building or wonder. Old buildings are returned to the market. Old wonders and their cards may not be rebuilt for the rest of the game. b. Devote to the Arts Take one culture token from the stockpile, plus one additional token per culture icon that appears in the outskirts of the city. Scouts may gather culture symbols in their squares. A square occupied by enemy figures does not produce culture. Spending Culture Any time during your City Management Phase, you may choose to spend some or all of your culture tokens to advance your culture level marker up the culture track on the market board. Pay the cost listed on the space your marker is entering, move your marker, then claim the reward shown on the space. Higher up, advancing on the track costs trade as well as culture. Both costs must be paid in full for each space advanced (trade is spent from your trade dial). You may advance as many spaces up the culture track each turn as you can afford. Multiple markers may occupy the same space. The three different types of spaces are: Culture Event Draw a culture event card from the culture event deck pictured on the space and secretly add it to your hand. If you exceed your culture hand size, immediately discard down to your hand size before any culture event cards can be played. Great People Draw a great person marker at random from the facedown pile. You may then either immediately place the great person in a city or hold it in reserve. Culture Victory You immediately win the game (culture victory). Culture Event Cards Culture event cards are kept secret in a player’s hand. Your maximum hand size starts at 2, but may be increased by tech. They may only be played during the phase indicated on the card. Read the title and the effect and then perform the effect before discarding the card. Discarded culture event cards are placed faceup at the bottom of the appropriate deck. If you reach a card that is faceup, turn the deck over and shuffle it to create a new culture event deck. Great People A new great people marker may be immediately placed in the outskirts of one of your cities, on any terrain except water. They replace any building or wonder they are placed on. A great person marker that is replaced (by having a building, wonder, or another great person placed in their square), is held in reserve and returned to your civilization sheet instead of being discarded (they have no effect when not on the map). During the Start of Turn Phase of any turn, you may place any great people on your civilization sheet back on the map as above. c. Harvest a Resource To take this action, the city must have a square with that resource’s icon in its outskirts. Take one resource token of that type from the market board and place it on your civilization sheet. You cannot harvest a resource if the market is out of that resource, and a city may only harvest one resource per action. Resources power resource abilities on tech cards. Each time you want to use a resource ability, pay its cost by spending the appropriate resource(s). Scouts may harvest resources in their squares. A square occupied by enemy figures cannot be harvested. 4. Movement Starting with the first player, each player moves any or all of their figures (armies and scouts), one at a time, up to a number of squares equal to their civilization’s travel speed. A civilization’s travel speed starts at 2, but may be increased by learning tech such as Horseback Riding. Figures cannot move diagonally. A figure that has begun its move must complete it before any other figure may move. You may move several figures as a group if they all begin this phase in the same square. You may never have more figures in a single square than your stacking limit. The stacking limit starts at 2, but may be increased by learning tech such as Masonry. At the start of the game, figures cannot enter water squares, but acquiring certain tech can allow your figures to do so. The Navigation tech allows a player’s figures to cross water but not make any movement that would result in ending their movement in a water square. Certain tech cards, such as Sailing, allow your figures to both move through and end their movement on water squares. Unexplored Map Tiles A facedown map tile cannot be moved onto or crossed for any reason, nor can the effects of any tech or culture event card cross or affect any of its squares. You may discover (turn faceup) a facedown map tile by spending one square of movement when one of your figures is orthogonally adjacent to the tile. Orient the tile so that the arrow points away from the tile that the figure is on. Draw one random hut marker place it facedown, without looking at it, on each square with a hut icon on the map tile. Draw one random village marker and place it facedown, without looking at it, on each square with a village icon. The Tech Pyramid Level I tech cards may always be legally placed in your tech pyramid, forming its bottom row. When you learn a level II tech, it must be placed above two level I tech cards already in your pyramid. Level III tech cards must be placed above two level II tech cards in their pyramid, and so on. Exploring Huts and Villages Scout figures cannot enter a square with a hut or village marker. An army figure that enters a square with a hut or village marker immediately ends its movement and explores the hut or village. Tech Card Abilities Unlocking Units, Buildings, and Governments When you learn a tech showing a new unit type, building, or government, you immediately unlock the ability to produce that unit or building or to change to that government. If the marker is a hut, look at it, then place it facedown on your civilization sheet. The resources on the back of Hut markers may be spent like resource tokens taken from the market, but they are returned to the box after being spent. At the start of the game, all figures, only the 3 basic unit types (artillery, infantry, and mounted), and the Despotism government are unlocked. If the marker is a village,the player to the left of the invading player becomes the barbarian player and draws one artillery, one infantry, and one mounted unit from the respective decks (if one or more of the decks are depleted, make up the difference from one of the other decks, as chosen by the barbarian player). These units are barbarians and are kept separate from the barbarian player’s own units. A battle then takes place between the barbarian player’s barbarian units (the defender) and the invading player. Barbarian units are always rank 1. If the invading player wins, he looks at the village marker. If it shows a great person icon, he discards the village marker and then gains a random great person. Otherwise, the village marker shows a resource and is placed facedown on the player’s civilization sheet, where it acts like a hut marker. If the invading player loses, the army figure that entered the square (or the entire group of figures) is killed and is returned to the player’s civilization sheet. Enemy Figures Scouts cannot enter a square with enemy figures. An army that enters a square with enemy figures immediately ends its move. If the square contains only enemy scouts, the scouts are immediately killed and the attacking player collects loot as though they had won a battle. If the square contains at least one enemy army, a battle occurs. If the square contains a mix of both enemy armies and scouts, a battle occurs, but if the losing side in the battle has any scouts in the square, they are killed along with the armies; loot is then collected as normal. Friendly and Enemy Cities A player may move their figures through their own city centers, but they may not end any figure’s movement in their city center. Scouts may enter enemy city outskirts, but they cannot enter enemy city centers. Armies may enter enemy city outskirts, and may also enter an enemy city center—but this immediately results in an attack on the city. 5. Research Simultaneously, each player may learn one new tech by spending trade, then add their newly learned tech to their tech pyramid. Upgrading Units When you learn a tech with a unit upgrade on it, check to see if you already know a better upgrade for that unit type. If not, find the military tech marker for the improved unit type and place it below the appropriate unit deck on the market board to show that your units of that type have been upgraded (or flip the current marker over if the new rank is on the back). Rank 4 is marked with a star. All units of that type that you have already produced are immediately upgraded. Once you have upgraded a unit, you must now pay the higher cost to produce new units of that type. Upgrading Buildings Some buildings have a basic and an upgraded form (on the front and back of the same markers). On the market board, upgraded buildings have an arrow next to their names. When you learn a tech unlocking an upgraded building, immediately flip over any of the corresponding basic buildings that you’ve already produced in your cities. Once you have unlocked the upgraded version of a building, you can no longer produce the basic version, and must now produce the higher-cost building. You do not need to know the tech that unlocks the basic building in order to learn the tech that unlocks its upgraded form. If you have a scout in the outskirts of an enemy city on top of a building or wonder, then you both deny your opponent the icons and/or resources in that square, and may also send them home to one of your cities. Consequently, the city benefits from any trade, production, or other icons in the square for the turn. Blockades A square in a city’s outskirts that contains one or more enemy figures (scouts or armies) does not generate production, trade, culture, coins, or resources for the city’s owner. A square may be blockaded even if it contains a building or a great person. While an enemy figure remains in the same square as a wonder’s marker, the special ability on the wonder’s card cannot be used and the culture produced by its marker cannot be collected. Buildings, wonders, great people, and scouts cannot be placed in a blockaded square after being produced. Army figures may be placed in a blockaded square, but doing so immediately results in a battle, with the blockading player as the defender. A scout may gather icons in a blockaded square in the outskirts of an enemy city. In this case, the square is considered to be a part of the city the scout is sending it to for the turn rather than the city being blockaded. Obsoleting Wonders Resource Abilities require resource tokens to be spent. Each has a picture of the resource or resources required to use it (a question mark means any resource of your choice); the phase in which the ability may be used; and the actual ability. Certain techs (Monarchy and Gunpowder) allow a player to obsolete a wonder. When a wonder is obsoleted, turn its wonder card facedown, but leave its wonder marker on the map. The wonder’s special ability is negated and cannot be used for the rest of the game. However, the wonder marker still produces culture when the city it is in is devoted to the arts. Each given resource ability may only be used once per turn, regardless of how many resource tokens a player has. If a player knows several techs with similar resource abilities, then each may be used once per turn. Culture Victory As soon as a player advances to the Culture Victory space on the market board, he wins the game. Other Abilities can be granted by tech cards; see the icon key. Coins and Economic Power Players track their coins on their economy dials. Coins do not allow you to keep trade after any event other than researching a tech. Therefore, your trade can still be reduced below your number of coins when spending trade to rush production or when trade is taken after the loss of a battle. You must meet the minimum trade cost for the tech and have a legal space in your civilization’s tech pyramid. Then place the chosen tech card facedown in your tech pyramid. Coins on the Map Coins gained from squares on the map are only kept as long as the player retains control of the square (i.e., the square is contained in the outskirts of one of the player’s cities or one of the player’s scouts remains in the square to gather from it). Once all players have chosen their tech cards for the turn, all researched tech cards are revealed simultaneously. Tech learned by a player only applies to that player. If an enemy figure blockades the square containing the coin, it is lost while the enemy figure remains there. If a building granting a coin to a player is destroyed, the coin is lost. You need at least 6 trade to research a level I tech, as indicated on the dial by the ‘I’ that replaces the number 6. It costs an additional 5 trade for each level thereafter. Researching a tech spends all of your remaining trade. Coin Tokens Coin tokens placed on a tech card as a reward for accomplishing a certain task are treated just like coins on the map, except that there is a maximum number of times a given task will provide a coin token. Coin tokens advance the economy dial when gained and cannot be lost. However you may retain one trade for each coin you possess (this never increases your current trade). Scout Gathering Each turn, beginning the turn after it was placed on the map, a scout gathers the contents of the square it occupies. The player declares which of their cities the scout is ‘sending’ the square to during the Start of Turn Phase, and all of the icons in that square (including trade, production, culture, coins, and resources) are then considered to be in that city’s outskirts for the rest of the turn. Winning the Game Tech Victory When a player researches the level 5 Space Flight tech, he wins the game. The fewest level I tech cards a player must know to reach level V is five (and a minimum of 15 techs overall is required for a tech victory). Economic Victory When a player accumulates 15 coins on his economic dial, he wins the game. Coins are either gained from squares on the map and building, or from certain techs. Military Victory A player who conquers another player’s capital city wins the game. Advanced Tie-Breaker Variant On a military victory, the game ends immediately and that player wins. If a player completes a culture, economic, or technology victory, the rest of the turn is played out. After the end of the turn, every player who has completed a non-military victory (remembering that military victories instantly win the game) calculates their victory score, as follows: Victory Score = Number of Learned Technologies + Number of Spaces Advanced on Culture Track + Number of Coins The player with the highest Victory Score wins the game. In the event that 2 or more players are still tied, they share the victory. Turn Summary Tech card Icons and Abilities 1. Start of Turn Unlock Building Allows you to build the pictured building for the listed cost. Pass the first player marker clockwise. In player order, each player may: Perform start of turn actions Build new cities Replace scout figure in a legal square with an unwalled city. Unlock Government Allows you to change your civilization to the listed government type. This is free if done the turn after it is unlocked, otherwise you must first change your government to Anarchy. Change government First change to Anarchy government if you did not unlock the new government last turn. 2. Trade Each player increases his trade dial by the total trade city outskirts of all his cities. Increase Culture Hand Size Increases your culture hand size by one card. Multiple techs with this ability are cumulative. in the All players may make deals to exchange unspent culture tokens, culture event cards, resource tokens from the market or from hut/village tokens; non-binding promises, and/or points of trade. Constant Ability Permanently grants you the listed ability, to be used as often as you like unless otherwise stated. 3. City Management In player order, each player takes one city action with each of their cities. At any time you may choose to spend some or all of your culture tokens to advance your culture level marker. Upgrade Building Grey arrow to the left of the building’s name. Allows you to build the pictured building for the listed cost, and upgrades all buildings you already own of a certain type (see market board) to that type of building. City Actions Build a figure, unit, building, or wonder City must pay the production cost from in its outskirts. For every 3 points off your trade dial, you may boost one city’s production by 1. Upgrade Unit Upgrades all unit cards of the indicated type to the listed rank. Units never decrease in rank, and ranks may be skipped. Army figures: 4; scout figures: 6. Artillery, infantry, or mounted units, cost per unit: Rank 1: 5; Rank 2: 7; Rank 3: 9; Rank 4: 11; Aircraft: 12 (once unlocked). Devote city to the arts Gain 1 culture , plus 1 extra per Gain Coin You gain one coin when the tech is learned. in that city’s outskirts. Harvest a resource Gain 1 resource token from the market board if that matching resource icon is in the city’s outskirts. Resource Ability Allows you to spend the pictured resource to activate the listed ability during the stated phase of the turn. Resource abilities may only be used once per turn. 4. Movement In player order, each player moves any or all of their figures (armies and scouts), one at a time, up to a number of squares equal to their civilization’s travel speed (no diagonals). Exploration Pay 1 square of movement to flip adjacent facedown tile; place random hut and village markers. Army figures entering a hut or village square must end movement and either take hut marker and resources, or attack barbarian village. Tech Card Resources Battles occur when an army enters a square with enemy figures. Armies may explore huts and villages by moving onto them (if they do so, or join battle, their movement ends). Scouts cannot enter huts or villages. A scout that enters a battle is immediately killed. If accompanied by an army, a scout is only killed if the army figures die. Incense Iron Silk Spy Uranium Wheat Any Scouts Simultaneously, each player may research 1 new tech by paying the tech’s minimum cost, then adding the tech to a legal spot in their tech pyramid. Build Cities Sacrifice a scout to build a city in its square. You must have an unbuilt city, and the scout must be at least 3 spaces away from any other city, and 2 away from any hut, village, or enemy figure. It cannot be in water, adjacent to the map edge, or adjacent to any unrevealed squares. Researching reduces your trade dial to 0, plus 1 for each coin you have on your economy dial (trade cannot increase). Gather Each scout adds the icons of the space it is in to one of its player’s cities (that player’s choice) each turn. 5. Research C ombat When an army moves into a square containing a village marker, an enemy army, or an enemy city, a battle takes place. A unit still inflicts its full strength in wounds to any unit that attacks it, even if previously wounded. The player whose army is entering the square is the attacker, and the player whose figure or city is being attacked is the defender (if a village is being attacked, the player to the attacker’s left becomes the defender). Trumping Units The rock-paper-scissors relationship between artillery, infantry, and mounted units is shown on the cards by trump symbols. 1. Assembling the Battle Force The attacker and defender each shuffle their standing forces and randomly draw a number of unit cards equal to their battle hand size. Battle hand size starts at 3 and may be increased as follows: +2 for each friendly army in the square beyond the first +1 if governed by Fundamentalism +3 if defending a city or capital A side of a unit card lists its unit name, military rank, strength value, trump symbol, and unit type. You only use the side corresponding to the rank of your matching military tech marker. You may wish to turn your cards so the top edge is the one you are using, as indicated by the unit’s rank. Your battle force cards are held in hand and kept secret from your opponent until played. You should always try to keep the number of units in your standing forces at or above your expected battle hand size. Also, having too many units reduces your chances of drawing the units you really want in battle. When a unit attacks or is attacked by a unit that it has pictured on its card as a trump symbol, it trumps that unit, dealing its damage before the other unit can do so. If this damage kills the trumped unit, the trumped unit deals no damage back. Battle Abilities Tech cards with resource abilities used in battle are always used before or after attacking an enemy front, never during—even if the effects may last through an attack. Aircraft Units A player who learns the Flight tech may produce aircraft units; they cannot trump or be trumped by any unit. 4. Resolving the Battle The battle is over after both players have played all of their battle forces. All wounds are removed from surviving units, then each player tallies up the strength of all of their surviving units, adding in the value of the combat bonus card, if they have it. The player with the highest total wins; ties go to the defender. The winner loses one army figure in the square for every 2 of their units that were killed in the battle. A player’s last army figure in the square can never be lost this way. 2. Calculating Combat Bonuses He also receives a reward as follows: Players look to see if either side has any combat bonuses. The player with the highest combat bonus takes the combat bonus card and turns it so that it is set to his combat bonus minus his opponent’s combat bonus. The loser had one or more figures in the square: The loser’s figures in that square are all killed and removed from the board (although they may be built again later). The winner may then take their choice of one of the following from the loser: Available combat bonuses are as follows: +2 for every Barracks the player has built Up to 3 points of trade from the loser’s trade dial. +4 for every Academy the player has built Up to 3 culture tokens. +4 for every Great General the player has on the map Any one resource token. (facedown hut and village tokens may be chosen, but the winner does not get to see what they are before choosing). +6 if defending a non-capital city +12 if defending a capital city +4 if defending a walled capital or non-capital city (stacks with either of the two other city bonuses) Every +4 in combat bonuses is about equivalent to one unit. 3. Engaging in Battle Starting with the defender, then alternating back and forth, each player must play a unit from their battle force faceup on the table between them until both players have played all of the units in their battle forces. If the attacker is attacking a walled city, the attacker must play the first unit rather than the defender. The first unit played in battle creates the first front. After that, each time a player plays a unit, they must either start a new front or attack an existing enemy front (if any exist to attack). A unit played without attacking another is starting a new front. The new unit remains in play until killed or until the end of the battle. There can never be more than one unit in a front. To attack an existing enemy front, place your unit card in front of a faceup enemy unit already played. The two unit cards then immediately attack each other. Each deals wounds equal to its strength to the other unit. A unit that suffers wounds equal to its strength is immediately killed and returned faceup to the bottom of the unit deck it originally came from. A surviving unit has wound tokens placed on it to indicate the damage. The loser was defending one of their non-capital cities: The loser’s city is destroyed and its city marker is returned to its owner’s civilization sheet. Any buildings in its outskirts are returned to the market, and any wonders or great people in its outskirts are removed from the game. The winner’s figures remain in the square where the city center was, and the winner then gets to do one of the following: Learn one of the loser’s known techs that the winner does not know, without having to pay the trade cost. The winner must have a legal spot in their tech pyramid to do so. Steal one of the loser’s culture event cards. The winner only gets to look at the card backs when choosing. Steal up to any 2 resource tokens from the loser. Facedown hut and village tokens may be chosen, but the winner does not get to see what they are before choosing. The loser was defending their capital city: The winner immediately wins the game with a military victory. Aftermath Any surviving units (whether owned by the winner or the loser) are returned to their owner’s standing forces. Any killed units are placed faceup on the bottom of their respective unit decks. Looting After Battle The looting system is adjusted as follows: If the loser had one or more figures in the square: The winner gains 1 loot. FAME AND FORTUNE Setup Add the 4 new civilization sheets. Add the 4 new tech cards to each player’s existing tech deck, and the metropolis markers to each player’s city markers. Place the military reference cards with each player’s setup card. Add the new home map tiles and shuffle the new neutral map tiles in with the other neutral map tiles. Then add the hut and village markers to those from the core game. Shuffle the new wonder and culture event cards into their respective decks. If playing with 5 players, use the setup diagram for 5 players in the expansion rulebook. Build the Wonder deck by shuffling the modern wonders and dealing 4 of them facedown into a deck. Return the remaining modern wonders to the box unseen. Repeat this process with the medieval wonders, dealing the 4 medieval wonders on top of the modern wonders. Then repeat the process with the ancient wonders, dealing the 4 ancient wonders on top of the medieval wonders. Once the wonder deck has been built, Egypt, if playing, receives the top card, and then the top 4 cards are turned faceup and placed in the wonder market spaces. Set up the great person deck and/or investments if playing with those expansions. A basic building is a building that is not upgraded. A player immune to anarchy never needs to change to the Anarchy government. Culture events cannot force the player to do so, and he may switch directly to a new government type, even if he did not learn that government on the previous turn. Civilization Bonuses for New Civilizations Arabia gains one of each type of resource token (1 incense, 1 iron, 1 silk, and 1 wheat); and Arabia’s artillery military level marker starts the game at rank 2. Greece begins the game governed by Democracy instead of by Despotism; and Greece’s infantry military level marker starts the game at rank 2. India starts the game with a metropolis instead of a normal capital; this must occupy 2 of the 4 center squares on India’s home map tile and cannot be placed diagonally. Spain takes the white Spanish scout figure. When figures are placed on the map, Spain places the white scout figure as well. As with Russia, this increases the number of figures that Spain can have on the map at the same time. However Spain’s stacking limit still starts at 2, so Spain may not place all 3 of its figures in the same square at the start of the game. America When playing with the great person deck, America draws a great person card at the start of the game. Rules changes & clarifications Adding Wonders to the Market Board Each time a wonder is purchased from the market, the next wonder in the deck is drawn and placed faceup in the market to replace it, along with its accompanying wonder marker. Obsoleting Wonders in the Market When obsoleting a wonder using a tech card, you may choose a wonder still in the market to obsolete. The obsoleted wonder is discarded from the market along with its marker, and a new wonder is drawn from the deck to replace it. If the loser was defending one of their non-capital cities: The winner gains 2 loot. If the loser was defending their capital city: The winner immediately wins the game with a military victory. The winner immediately spends the loot they received to purchase effects as follows. A winner receiving more than 1 loot may purchase as many effects as they can afford, and they may purchase the same effect multiple times. 1 Loot Effects • Steal up to 3 points of trade from the loser’s trade dial. • Steal up to 3 culture tokens from the loser. • Steal any 1 resource token from the loser (facedown hut and village tokens may be chosen, but the winner does not get to see what they are before choosing). • Force the loser to discard a coin token of the winner’s choice. This cannot affect investments. 2 Loot Effects • Learn one of the loser’s known techs that the winner does not know, without having to pay the trade cost. The winner must have a legal spot in their tech pyramid to do so. • Steal one of the loser’s culture event cards. The winner only gets to look at the card backs when choosing. • Steal one of the loser’s coin tokens and place it on the winner’s civilization sheet. This cannot affect investments. Expansion Rules New Hut and Village Effects Friendly Barbarian: Immediately reveal and discard this marker, then either build one unlocked unit for free and add it to your standing forces, or build a figure for free and place it in the square where this marker was found (do not exceed stacking limit). Friendly Workers: Reveal and discard this marker during city management to have one of your cities produce an extra 4 that turn. Native Art: Immediately reveal and discard this marker, then gain either 3 or 6 culture tokens, as indicated on the marker. Teacher: Keep this marker. Reveal and discard it during the Start of Turn Phase to learn a level I tech for free. Wealth: Immediately reveal and discard this marker, then gain one coin token, placing it on your civilization sheet. Disbanding Figures, Fortifying Cities, and Sending Caravans Armies and scouts may be voluntarily disbanded: first move the figure into the city center of one of your own cities. Then remove it from the board. Figures may still move through friendly city centers as long as they don’t end their movement there. Fortifying a City If you disband an army, you may fortify the city the army figure was disbanded in. Place a fortification/caravan marker on the city center, fortification side up. When you defend a fortified city, you receive a +2 combat bonus. If a fortified city successfully defends itself against an attacker in combat, the fortification marker is discarded. A city may only have one fortification marker on it at a time, and a fortified city cannot also have a caravan marker placed on it. Caravans If you disband a scout, you may send a caravan to the city the scout figure was disbanded in. Place a fortification/caravan marker on the city center, caravan side up. When you take a build action in a city with a caravan marker, you may discard the caravan marker to have the city produce 2 extra that turn. Optional Additions All players must agree at the start of the game whether or not to use these game additions. 1. Great Person Deck Relics Setup During setup, instead of shuffling the great person markers; turn them faceup and sort them by type (artist, builder, general, humanitarian, industrialist, and scientist). Then shuffle the great person deck and place it on the table facedown. When a map tile with a relic is discovered, place the matching relic marker on the appropriate square. While it remains in place, the square cannot be built in or altered by any culture event, tech, or other game effects, nor may any cities may be built adjacent to it, or any scout figures enter the square unless accompanied by one or more armies (not even if owned by a player whose civilization is governed by a Republic). Gaining Great People When you gain a great person, draw a card from the deck and keep it facedown and secret from the other players until used. Take the type of great person marker that matches the picture shown on the card. This marker may be placed on the board or held in reserve as normal. When one or more army figures end their movement on a relic square, their owner removes the relic marker from the board, gaining a special one-time ability. Once the marker is removed, the relic square may be built over or altered as normal. If no markers of the type shown on the card are available, discard the card faceup to the bottom of the deck and draw again until you draw an available one. If there are none available at all, you don’t receive a great person. A city may only have one caravan marker on it at a time, and a city with a caravan cannot also have a fortification marker placed on it. Atlantis (water square): Learn a free tech of your choice at the start of the next turn. You must have a legal space in your tech pyramid to place the new tech. School of Confucius (mountain square): Immediately gain 2 great people. A Greek player removing this relic marker first draws 2 great people and chooses one to keep, and then draws 2 more great people and chooses one to keep. Seven Cities of Gold (forest square): Invest 2 coins for free at the start of the next turn (ie, you gain 2 investment markers, but do not lose 2 coin tokens to pay for them). Metropolises The Agriculture tech allows you to grow your capital into a metropolis. When devoted to the arts, a metropolis produces a base of 2 culture instead of 1. A metropolis receives an extra +2 combat bonus when you are defending it. Both squares containing a metropolis marker are that city’s center, while the 10 squares surrounding the metropolis marker are the city’s outskirts. It may extend partially into water and doesn’t count as water for movement, so its owner can use it as a makeshift bridge. Growing a Capital into a Metropolis When you learn the Agriculture tech, your capital immediately grows into a metropolis, if possible. Remove your capital marker and place your metropolis marker on the map, as follows: The metropolis must occupy the square the capital marker occupied plus one of its 4 non-diagonally adjacent squares (its expansion square). The expansion square must not contain any enemy figures. If the expansion square contains any friendly figures, immediately move them to an adjacent square they can legally end their movement in. If the expansion square contains a wonder, great person, or building, then the square’s previous contents are overbuilt, as described in the core rules. An expansion square may be a water square (the square is no longer considered to be water for purposes of movement). If the players go through the entire great person deck and a faceup card is revealed on top of the deck, turn the deck over and shuffle it to create a new deck. Great Person Abilities Each ability on a great person card indicates when it can be used. To use an ability, turn the card faceup and keep it in front of you (if the card must be discarded for the ability to be used, discard it faceup to the bottom of the great person deck). You cannot use a great person’s ability unless you have at least one great person marker of that person’s type on the map. Killing Great People You may only have one great person card (faceup or facedown) for each great person marker of that type you possess (including markers on the map and those in reserve). If you have too many of the same type of great person card, randomly discard cards of that type one at a time until you no longer have too many. 2. Investment Deck When playing with the Arabs, the investment deck must be used. Setup During setup, each player takes their deck of 4 investment cards. Investing Coins Each player may invest one coin token (not coins printed on the map, tech cards, or buildings) at the start of the each turn by discarding a coin token to gain one investment marker. Then choose one of your investment cards and place the marker on top of it, keeping the card faceup. Each time you invest, you may place the new investment marker on a different one of your investment cards, or you may pile several investment markers on top of the same card. Investments do not count towards the 15 coins needed for an economic victory, but neither can investments be discarded from play by other players. Investment Effects When adding an investment marker to an investment card, you look to see if an ability becomes active. The metropolis’s new outskirts cannot overlap another city’s outskirts, or extend off the map or into unexplored territory. An investment ability becomes active when the total number of investment markers on the card is equal to or higher than the number shown to the left of the investment ability. If a capital can be grown into a metropolis when Agriculture is learned, then it must be. If it cannot be grown into a metropolis that turn, you must do so during the Start of Turn Phase on any subsequent turn in which it becomes possible. Only the most expensive active ability on an investment card has an effect. Once a more expensive ability on an investment card becomes active, less expensive abilities on that card cease to function. Rules changes & clarifications Adding Wonders to the Market Board Each time a wonder is purchased from the market, the next wonder in the deck is drawn and placed faceup in the market to replace it, along with its accompanying wonder marker. WISDOM AND WARFARE Setup Add the 6 new civilization sheets. Add the 6 new tech cards to each player’s existing tech deck, and remove the old Metal Casting and Railroad techs. If you are not using the Fame and Fortune expansion, ignore the purple tech cards. Shuffle the new wonder and culture event cards into their respective decks. Add the new home map tiles and shuffle the new neutral map tiles in with the other neutral map tiles. Then add the hut and village markers to those from the core game, along with the new relic markers. Add the shipyard buildings to the buildings, and cover the harbor area of the market board with the new market overlay. Separate the 5 city-state markers from the rest of the markers and shuffle them in a facedown pile near the market board. Replace the unit and government cards from the core game with the new unit and government cards. The new units are still separated by type, and are not compatible with the original units. If using the Fame and Fortune expansion, remove the old Leonidas card from the great person deck and remove the Endowment for the Arts card from each investment deck. Replace them with the new cards included with this expansion. Otherwise, ignore these replacement cards. Each player receives one deck of social policy cards. Build the Wonder deck by shuffling the modern wonders and dealing 4 of them facedown into a deck. Return the remaining modern wonders to the box unseen. Repeat this process with the medieval wonders, dealing the 4 medieval wonders on top of the modern wonders. Then repeat the process with the ancient wonders, dealing the 4 ancient wonders on top of the medieval wonders. Once the wonder deck has been built, Egypt, if playing, receives the top card, and then the top 4 cards are turned faceup and placed in the wonder market spaces. Civilization Bonuses for New Civilizations The Aztecs have no special setup bonuses other than their starting tech. Their home tile has only 3 starting options for their capital city because one of the 4 central squares on their home map tile is a water square. The English have no special setup bonuses other than their starting tech. The French start with a social policy maximum of 2, and their social policy maximum is increased by one. The Japanese start governed by Feudalism instead of Despotism. In addition, due to Chivalry, Japan’s mounted military marker starts the game at rank 2. The Mongols start with 2 extra mounted units from the market board, adding the units to their standing forces. In addition, due to Horseback Riding, their travel speed starts at 3. The Zulu start with 2 extra artillery units from the market board, adding the units to their standing forces. Obsoleting Wonders in the Market When obsoleting a wonder using a tech card, you may choose a wonder still in the market to obsolete. The obsoleted wonder is discarded from the market along with its marker, and a new wonder is drawn from the deck to replace it. Looting After Battle The looting system is adjusted as follows: Any unit that suffers wounds equal to its health value is immediately killed. Return killed units faceup to the bottom of the unit deck they were originally acquired from. Engaged Units Units cannot attack an existing front that has 2 units already engaged on it. If all fronts are currently engaged from both sides, you must start a new front. Resolving a Battle After both players have played all of their battle forces, the battle is over. Before wound tokens are removed from surviving units in the battle, each player adds together the health values of all their surviving units. If the loser had one or more figures in the square: The winner gains 1 loot. Then each player subtracts the total number of wounds on his surviving units, and adds the value of the combat bonus card (if he has it) to determine his final combat value. If the loser was defending one of their non-capital cities: The winner gains 2 loot. The player with the highest total wins the battle, with ties going to the defender. If the loser was defending their capital city: The winner immediately wins the game with a military victory. New Culture Event Cards The winner immediately spends the loot they received to purchase effects as follows. A winner receiving more than 1 loot may purchase as many effects as they can afford, and they may purchase the same effect multiple times. 1 Loot Effects • Steal up to 3 points of trade from the loser’s trade dial. • Steal up to 3 culture tokens from the loser. • Steal any 1 resource token from the loser (facedown hut and village tokens may be chosen, but the winner does not get to see what they are before choosing). • Force the loser to discard a coin token of the winner’s choice. This cannot affect investments. 2 Loot Effects • Learn one of the loser’s known techs that the winner does not know, without having to pay the trade cost. The winner must have a legal spot in their tech pyramid to do so. • Steal one of the loser’s culture event cards. The winner only gets to look at the card backs when choosing. • Steal one of the loser’s coin tokens and place it on the winner’s civilization sheet. This cannot affect investments. Expansion Rules New City Action: Start a Building Program There is a fourth city action available to all players: Start a building program. When a city starts a building program, place a building program marker on it. A city cannot have more than one such marker on it at a time. The marker stays until the city is destroyed or the city is used to produce a figure, unit, building, or wonder. The next time that city is used to produce a figure, unit, building, or wonder, discard its building program marker and double the amount of the city has in its outskirts for the duration of the action. A city must use a building program marker when it produces. The city does not double any gained from other sources, and any excess after the produce action is complete is wasted. The new culture event card Roaming Horde gives a player the ability to cause barbarians to attack another player’s army figure or city. A player who plays one of these cards becomes the barbarian player and controls the barbarian units. Barbarian units are stronger than normal, and use rank II units instead of rank I. If the player who was attacked by barbarians wins the battle, he does not receive any rewards. Several other new culture cards have 2 effects, with each effect tied to a different phase. You must choose in which phase you are playing the card, and cannot resolve both effects. Wealth Hut and Village Effect Wealth: Immediately reveal and discard this marker, then gain one coin token, placing it on your civilization sheet. City-state Hut and Village Effect City-states are a new hut and village effect that can generate bonuses for the controlling civilization each turn. Founding a City-state A city-state is founded by discovering its reward on the back of a hut or village marker. Draw the top citystate marker and place it on the square the hut or village was on. Effects of a City-state You control a city-state if you have a figure on the square it occupies. A controlled city-state is considered in the outskirts of the controlling player’s capital. It can generate production, trade, culture, and other bonuses for the controlling player. You can also place figures you build with your capital in the squares of city-states you control, following normal stacking limits. Armies garrisoned in a city-state can be attacked by other players. City-states provide a small defensive bonus (+4) if its garrison is attacked. If a scout on a city-state is attacked, it is removed from the board without a battle, as normal. Combat You may build cities in the same square as a city-state. When a city is built on top of a city-state, the city-state is destroyed and you receive 3 . Each unit now has strength (how many wounds the unit deals when it attacks) and health (how many wounds the unit can sustain before it is killed) values. You cannot build cities adjacent to city-states. If the Zulu explore a city-state by building a city, the city-state is immediately destroyed and the Zulu receive 3 . Abandoning a City-state You can move your figures away from a city-state per normal movement rules. If you leave a city-state, you no longer gain any of the bonuses for controlling it. City-states exist even if no player controls them. Social Policies Social policies are represented by a set of 4 double-sided cards, and every civilization begins the game with one set. They are always unlocked at the start of a game, but a civilization cannot benefit from a social policy until it adopts it. Each social policy card has a title and one or more abilities. Each Start of Turn ability can only be used once per turn. If a card has 2 abilities, both can be used once. Adopting Social Policies A civilization’s social policy maximum is equal to the number of its built cities. Each time a civilization’s social policy maximum increases, it must immediately adopt a new social policy. Each civilization begins the game with a social policy maximum of 1, and should adopt a social policy during setup (note the French start with an additional policy). When your civilization adopts a new social policy, choose a social policy card you do not currently have and flip it to its desired side. After you have adopted a social policy, you cannot adopt another from that same card; to use the reverse side of the card, the social policy must be switched. Losing Social Policies Each time your civilization’s social policy maximum decreases, choose a social policy card you currently have and return it to your pile of unused social policies (any policy on the card can be re-adopted later). Switching Social Policies After a social policy is adopted it cannot normally be changed. If an effect allows you to switch a currently adopted social policy, you may either flip a currently adopted policy to its reverse side, or switch out a currently adopted policy card for a different card you are not currently using. Relics When a map tile with a relic is discovered, place the matching relic marker on the appropriate square. While the marker remains in place, the square cannot be built in or altered by any culture event, tech, or other game effects. While the marker remains in place, no cities may be built adjacent to it, nor may any scout figures enter the square unless accompanied by one or more armies (not even if their owner’s civilization has adopted the Pacifism social policy). When one or more army figures end their movement on a relic square, their owner removes the relic marker from the board, gaining a special one-time ability. Once the marker is removed, the relic square may be built over or altered as normal. Armies may move through a relic square without ending their movement. Ark of the Covenant If you remove the Ark of the Covenant relic from the board, receive 2 free advances on the culture track. The Ark of the Covenant is a desert square. Attila’s Village If you remove the Attila’s Village relic from the board, immediately build 2 unlocked units of your choice for free. Attila’s Village is a grassland square.
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