HISTORIA - Spiele
Transcription
HISTORIA - Spiele
1.13 HISTORIA Make the history of Civilization, 12000 years from agriculture to the next future! In Historia Mundi each player controls a Civilization starting from late stone age. The aim is to develop a Civilization in order to achieve the steps on the timeline. The winner will be the player having the most impact on the history of mankind. In “Historia” the players guide their Civilization through 12000 years of human history, from the first sparks till the development of Singularity. Civilizations discover new technology and expand over the planet. Trade with more developed neighbours to import new technologies or exploit the land to have more power for the future actions. Civilizations develop their military and wage wars each other. Build your wonders to make your Civilization stand above the others and to attract tourists in the late game, follow your Leaders and use your national Advisors. Contents 1 gameboard 10 Power cubes for each player 1 VP marker for each player 1 Turn order marker for each player 1 Advancement marker for each player 2 Timeline markers 10 Action cards for each players 15 Leader cards 42 Wonder cards 25 Advisors cards 8 Civbots cards 10 Milestone tokens 13 Territory tokens 1 rulebook 1 Governement bonus graphic 0 Development Matrix 10 5 Victory points Track 15 25 20 16 6 6 15 5 30 14 3 125 4 2 13 5 1 12 35 11 120 10 9 Used cubes Pool 40 8 7 115 6 5 16 13 4 14 6 110 3 Civilization Starting position 10 7 2 8 11 12 x2 4 5 x2 x2 3 50 6 x2 x2 105 1 2 3 x2 x2 Technology Icon 9 x2 1 Action activation x2 Used cubes Pool 2 55 1 10 4 Turn marker starting position 45 15 100 Map 13 12 + 6 11 9 5 iii ii 8 i 60 7 3 + 2 95 1 90 85 Timeline Circle Gameboard The gameboard is divided in several parts: Map: is divided in territories and shows where the Civilization are settling. Timeline Circle: is used to represent the passing of time. The circle is divided in 4 segments which represent each a game turn. Victory Point track: In the Victory Point track the players keep track of their Victory Points (VP). 2 80 75 2 3 4 5 70 65 Turn order Track Turn Order track: The Turn Order track used to keep track of the players Turn order. Development Matrix: The Development matrix represents on the y-axis the Military Level of each Civilization and on the x-axis the Technological Level. Governments bonus Graphic: it indicates the bonus associated to the form of Governments. Used Pool. Two equivalent spaces which contain the Used cubes of all players. These cubes are not immediately available for performing actions. Set-up 1. Place the gameboard on the table. 2. Put the time markers on the timeline circle: the little marker on the Turn marker starting position, and the big one on the first Era position. 3. Separate the Wonder cards according of their Era (I, II, III; see the back of the card). Shuffle them and put them aside the gameboard. Then draw 7 Wonder cards from the Era I deck and put them face up forming the Wonder row on the table. 4. Each player chooses a color; then takes 4 Power cubes of the chosen color and puts 1 of them in one of the Used Pool Area on the board and keeps the other 3 in front of him. The remaining cubes are placed in a Reserve supply near the board. 5. Each player takes the Action card Set of his color and remove the War and Tourism cards, as these cards are obtained during the game. 6. Each player chooses a Civilization taking its 5 Advisor cards. Then randomly put 1 of these cards in the box out of the game and shuffle the others making a Civilization deck. The first card of the deck is added to the hand of the player. Each player places the deck near his player’s area. 7. Choose randomly the players’ order and put a 8. 9. 10. 11. player disc marker on the Turn Order track on the board. Then each player puts a disc marker at the beginning of the VP track and the big disc marker in the down-left corner of the Development Matrix (Civilization starting position). Place a face up random territory token on each territory of the map. Each player takes a random milestone token and following the Turn order places it face up on the Development Matrix. It is allowed to put it only in an empty cell adjacent to all empty cells (also diagonally). Separate the Leader cards according of their Era (I, II, III; see the back of the card). Following the reverse Turn order, the last player draws a number of Leader cards from the first Era deck equal to the number of players, then picks one Leader card and passes the remaining cards to the next player in reverse Turn order. This procedure is repeated until all players have a Leader Card. The Leader card are kept secret from each player and showed only at the end of the Era. Following the Turn order the players put one of his Power cube to a territory in the map and if no other cube is on that territory the player immediately scores the VP on the token. The Game played. In each Action round the players choose and perform Actions by playing Action and/or Advisor cards from their hand. 1. Action cards Game structure The game is divided in 3 Eras. Each Era is divided in 4 Turns for a total of 12 Turns for an entire game. At the end of each Turn, the Turn marker on the Timeline Circle is moved clockwise in the next segment and each player has to resolve the actions indicated (see Chapter “Turn End”, paragraph 4). After 4 Turns, when the Timeline circle has been completed, the Era marker is moved to the next Era and the Turn marker is placed on the first segment. Note: the Turn marker starting position is used only at the game start. When the last turn of the third Era is done, the game ends. 2. Victory conditions To perform their actions, the players simultaneously choose 1 or more cards from their hand. When the choice has been done, the cards are revealed simultaneously. The playing of an action card must follow these rules: • • The winner will be the player who will score the maximum Victory Points. 3. The Turn Each Turn is composed by a variable number of Action rounds, depending on the number of action cards • The number of cards played in an Action round depends on the Technology Level of the Civilization. The number of starting available actions is 1. When a player reaches the technology level 5 (the Wheel), from the next round he can do 2 actions. When a player reaches the technology level 13 (the Medicine), from the next round he can do 3 actions. It is not compulsory to play all the available Actions, but at least 1 Action card has to be played in each round, even if it cannot be resolved. Example: Carlo can play 2 action cards per round, however he can decide to play only one. Bea can play one action card per round, Bea is forced to play an action card each round. Once an action card is shown it cannot be withdrawn, even if the planned action cannot be performed. 3 0 10 5 15 16 6 6 • • • • • Actions may cost Power cubes. If so, the player must have them available in front of him to perform the Action. When some Power cubes are used, they must be put on one of the Used Pool 125 on the board. The action cards are resolved according to the Turn order. At his turn, each player decides the order of resolution of his action cards. If a card has more than one effect, the card will specify the order’s resolution. Example: Advanced Expansion allows 120 to recover 1 Power cube first, then to move a Power cube to a territory on the map. The Action cards can be played as Basic or Advanced actions. Advanced version costs more, but has powerful effects. The Action cards can have a requirement. If the requirement is not matched, the action result is null. 115 0 5 1 • • • 5 7 6 16 6 6 Requirement for the Advanced125 Action 5 1 10 3 2 • 110 14 13 2 5 1 12 Example: In order to perform Advanced Raid Action a Civilization needs to have reached at least the technolo11 gy level 10 (Gunpowder). 1 105 120 Action cards are put face up in the The resolved 10 discard queue of the player (from the first played to the more recent played card). 9 115 2 8 1 4 The player discard queue: 8 the last card played (with the red line) must be placed on the bottom7 over the other cards. 4 3 If the Development token reaches a Milestone token on the matrix the bonus on the token is 3immediately gained and the token discarded. 4 Technology: Discover new technologies. 7 8 The player uses 1 Power cube to gain 1 Technology Level. To do this, move the disc on 4 5 6 the development matrix one space to the right and put x2 the cube in one of the Used pools of the board. x2 2 3 The 1advanced version to usex2 3 Power cubes and x2 allowsx2 to add 2 Technology Levels. The advanced version is available only when the Civilization technology level 2 is at least 12 (Science technology). The bonus granted by the new technology is immediately gained and can be used 4in the next player action, if the player is able to make more + that 1 action per round. 6 • Every further Technology level beside the last on iii the right (Level 16, Singularity) grants 2 VP. ii • If the player Civilization cannot increase more 8 i his Technology level without increase also is Military level, the result of this action is null. 3 + The Blue player 13 14 technology increase is lost: he must 10 11 12 x2 improve his Technology level to 7 8 9 85 90 gain it more. 80 x2 3 x2 100 2 5 When all the cards of all the players have been resolved a new Action round4 begins and this process 95 is repeated until 110 the Revolution Action is played by 1 or more players. 3 2 Action Description 1 4 Military: Develop the Military strength of5 the Civilization. The player uses 1 Power 105cube to gain 1 1Military 2 Level: 3 move the x2 x2 disc on the development matrix one space upwards 4 25 10 9 x2 x2 • 6 5 5 15 The Blue player military increase is lost: he 20 must improve his Technology level to gain it more. 15 Basic Action Advanced Action 4 2 2 12 If the disc is already at the top of the Development Matrix (Level 16), every further level 11 increase grants 2 VP. The bonus granted by the new Military Level is immediately gained10and can be used in the next player action, if the player is able to make more that 1 action per round. 9 If the player Civilization cannot increase more his Military level without increase also is Technol8 ogy level, the result of this action is null. 10 Action Icon 15 and put the cube in one of the Used pools of the board. 5 14 The advanced version allows to use 3 Power cubes 3 and to add 2 Military Levels. The advanced version is 13 available only when Level 4 the Technology Civilization is at least 4 (Metal Working technology). 2 6 • x2 If the Development token reaches a Milestone x2 x2 token on the matrix, the bonus on the token is immediately gained and the token is placed back in the game box. 2 1 4 10 1 5 16 15 6 1 x2 75 6 6 1 2 3 x2 15 x2 x2 30 x2 Art: 14 Build Wonders. The player uses 1 Power cube to take 1 Wonder card2from the Wonder Row. The Wonder is immediately placed in his player’s 13 area and the Power cube is put in one of the Used pools of the board. The advanced version allows to use 3 Power cubes in order to take 2 Wonders. The advanced version is 4 12 available only when the Civilization technology level is at least 6 (Writing technology). 5 + Used pool and gains 1 VP. The advanced version allows to recover 2 Power cubes and 2 VP. The advanced version is available only when the Civilization technology level is at least 10 (Gunpowder technology). • • 6 • 11 Wonders are immediately active and can be activated starting from the next action (also in the iii same action round). • The cards in iithe Wonder row on the table are replenished at the end of the Turn with other i cards of the same Era. Wonder 10 • Expansion: Expand the Civilization on the map. The player puts 1 Power cube to the 85 map in an adjacent territory. The advanced version allows to recover 1 Power cube from the Used pool before putting the cube on the map. The advanced version is available only when the Civilization technology level is at least 5 (Wheel technology). 90 • • • x2 iii 2 35 11 3 9 Military 40 Example: Bea’s Civilization (Blue) is located in Africa. She can raid the Purple Civilization in South America as he got Navigation technology. Bea’s Civilization Military score is higher than other Civilization, so she recovers 1 Power cube and gains 1 VP. 1 80 2 3 4 75 16 Civilizations which discovered Navigation Technology can expand to any Territory. If a Civilization expands in an empty territory it gains the Territory Bonus of the Territory Token. America and Russia are NOT adjacent. Central 10 America and South America are adjacent through Panama strait. Oceania and Indochina are adjacent since they share 7 a border. 8 9 • • • • 45 Once the War Action card has been played a war has to be carried out even if the player cannot win 3 can be attacked. or no Civilization In case of same Military level nothing happens but the action card is played. The last territory of a Civilization guided by a player can be attacked, but it cannot be lost. If more than two Civilizations have a Power cube on the same territory the attacker decides who is going to be attacked. Civilizations which discovered Navigation Technology can trade with any Civilization. 8 Military Raid: Raid neighbours. The Civilization launches4a raid to an adjacent Civilization with lower Military Level. The raider recovers 1 Power cube from the 50 55 9 Military 1 10 13 Example: Bea 12 (red) and Carlo (blue) Civilizations share 6 11 5 9 5 70 War: Declare a war to a Civilization sharing the same territory on the Map. War action card is available only if the Civilization Technology level is at least 2 (Agriculture technology). The war winner is the Civilization with higher Military Level and gains 2 VP. The loser removes his Power cube from the contended 13 territory 14 of the Map 15 and puts it in the used pool. The Advanced War is available only if the if the6Civilization Technology level is at least 14 (Nuclear energy 11 12 In Advanced War version the winner technology). x2 x2 gains 4 VP. Trade: The Civilization trades with an adx2 jacent Civilization with higher Technology 5 Level.6 The player who used Trade gains 1 x2 Technology Level. In the basic version the x2 neighbour having higher technology gains also 1 VP. In the advanced version the neighbour doesn’t gain the x2 x2advanced version is available only when the VP. The Civilization technology level is at least 9 (Navigation technology). • 13 7 4 Military x2 4 10lower Military If there are no Civilizations with Level the raid result is null. In case the opponent has same or more Military 12 Level the raid result is null. If there are not enough cubes in the Used Pool, 5 the Power cubes are not recovered, but the VP are always gained. 8 Exploit: Exploit your population. The player recovers 2 Power cubes + from the Used Pools on the board. The advanced version allows to recover 4 Power cubes by paying 1 VP. The advanced version is available only when the Civilization technology level is at least 8 (Printing Press technology). 9 1 5 120 5 16 10 4 4 13 110 9 110 the same territory. Carlo has Military level 8, Bea’s Military level is 7. Bea plays an Advanced Military 2 7 action, while Carlo 115 a War action. In the Turn order Bea precedes Carlo, so the Advanced Military action of Bea 1 is resolved first and Bea reaches Military6level 9. When Carlo’s war is resolved, since a war cannot be with15 20 105 1 2 3 drawn, Carlo is going to lose the war and5 the territory x2 16 and Bea gains 2 VP. 6 6 11 2 7 25 13 14 When 1 or more Revolution card are played the Turn 10 11 12 90segment x2 85 marker is moved to the next on the Timeline x2 Circle and Turn End procedure starts. 7 8 Turn example 2 x2 x2 Ada uses 1 Power cube placingx2 8 it on the Used Pool on the7 9 board and x2gains 1 technology 3 to 4 5 6 cube level.x2Bea moves one 10 the Used Pool, gains 1 military x2 x2 16 3 level and moves one cube from x2 x2 x2 6 the Used pool of the board in 6 15 front of her (as a bonus associ2 13 level). 14 15 5ated to the 2 military 3 4 + 7 6 5 82 9 1 x2 6 ii x2 x2 x2 120 + 95 i 8 35 Carlo11moves12 one Energy cube 10 4 x2 x2 his1 civ13 4 to the map10expanding ilization in Central America 13 6 5 x2 since he is expanding 12 and, in 12 3 11 iii an territory he gains VP equal 5 to the value11 of the Territory 8 Token. 7 10 9 5 8 40 90 856 7 80 6 1 10 4 2 x2 x2 15 x2 16 45 6 10 50 9 68013 4 11 3 2 55 5 9 5 1 75 70 5 14 3 125 6 3 16 15 6 15 9 15 12 75 5 x2 10 1 10 40 12 Next action round 3begins. Ada+plays Expansion, Bea plays Raid and Carlo plays Technology. 0 115 11 14 30 100 8 Ada expands her civilization in China without gaining 7 13 5 4 VP from territory token cubes since there is already a 32 civilization there. 5 12 1 4 16 Bea 45 performs a raid on Ada (which has a lower mili110 tary level) and gains 1 VP and 1 Power cube from the 11 3 Used Pool. 1 2 3 4 5 120 60 2 10 7 10 develops Agriculture Carlo by8 75 70 paying 1 Power cube. 2 80 1 94 5 9 65 x2 x2 6 x2 3 x2 5 1 9 x2 4 105 125 i Example: Carlo’s discard queue contains 2 action cards. He can play 3 action cards per round. He cannot play + 95 queue at the beginning of the a Revolution since the action phase only contains 2 cards. 5 6 2 Revolution: It ends the current Turn. The Revolution action (or an advisor with the end of Turn effect) cannot be played if the discard queue contains less than 3 action cards at the 100 + 90 85 beginning of the action phase. The players which played Revolution take immediately iii the first and the last card from the card queue. ii 9 8 1 5 x2 2 95 10 0 4 Tourism:110 Attract tourists to visit the Won3 ders. Tourism action card is available only if 14 the Civilization technology level is at least 12 2 (Industry technology). The player gains 1 VP 100 13 + for each four Wonders (rounded down). 1 4 The Advanced Tourism is available only if the Civili- iii ii zation technology level is at least 15 (Internet tech105 3 x2 x2 i nology). It allows to gain 1 VP for1 each 2two Wonders (rounded down). 12 6 10 8 4 15 15 3 3 10 14 105 6 50 x2 1 83 2 x2 x2 x2 x2 x2 x2 x2 x2 2 The game starts with 3 players. Ada civilization is in MiddleEast, Bea in China and Carlo in North America. The initial turn order is Ada, Bea and Carlo. 1 + 12 11 110 9 5 ii 8 The players simultaneously play 7an Action Card. Ada plays Technology, Bea a Military and Carlo plays 3 an Expansion. Actions are resolved in Turn order. 1 85 80 75 2 3 4 5 70 10 6 4 13 6 2 At the end of the second action round Ada has no 6 cubes in front of her and 2 in the used pool, Bea has 4 3 cubes and zero on the used pool, while Carlo has 0 5 55 100 cubes and 2 in the used pool. 10 4 + 7 115 95 iii starts. Then the third action round Both Ada and Carlo iiplays Exploit and they move 2 3 8 cubes in front ofi them. 60 10 3 Bea plays + a Trade action7 with8 Ada and discovers the agri4 culture, Ada5 gains6 1 VP. 2 1 2 5 9 x2 x2 x2 1 x2 105 1 2 3 90 x2 x2 x2 85 80 75 2 65 the fourth action round starts. Ada plays Art, Then Bea plays technology and Carlo plays Revolution. 4 Ada moves 1 Power cube to the board and chooses a 100 Wonder from the wonder row. The wonder is placed + 10 6 6 5 iii ii 8 i + 3 5 16 5 4 16 13 4 14 15 13 14 15 6 110 3 in front of her. 3 10 2 1 105 1 2 4 3 x2 7 8 Bea plays a technology, she 9 pays a 1 Power cube and dis7 8 4 5 6 cover Animals. She then take x2 x2 a random advisor card from of x2 national advisors. 5her x2pile 6 11 Government Type12 10 11 x2 x2 9 3 x2 x2 2 + The first turn is over. iii ii i 95 i The turn marker is moved and Turn End actions8 done: recovers card , govern4 3 ment bonus , recover + Wonders , and then 6 Turn order . + 3 4. Turn End At the end of each Turn, each action specified on the Timeline Circle will be performed. Each action is represented by an icon. The icon in the grey zone indicate the actions each player has to perform for himself. 85 80 The icon in the darker zone indicate the actions which influence other game aspects. The order in which the turn end actions are resolved is: All other End actions. Government bonus Territory bonus Leader bonus Turn order Reset leader Recover cards: Every player takes the first 2 cards from his queue. Recover Wonders: Every player re-activates a number of Wonder groups equal to the number of territory of the civilization. All cards of the group re-activated are put straight. Government bonus: Following the Turn order each civilization gains the bonus corresponding to the government given by its position on the Development Matrix. x2 x2 Nomadic3 50 Gain 1 VP 3 Gain 2 VP Gain 4 VP Enlightment Gain 5 VP Utopian 50 Gain 3 VP Mercantilism Gain 6 VP 55 1 Gain 7 VP Recover 1 Power Cube 13 11 5 Government Bonus Recover 1 Power Cube Barbarians 12 6 iii At the beginning of the second turn the discard queue ii 90of Ada contains Exploit 85 80 Trade and and Art, Bea has 8 Technology in her queue, while the queue of Carlo is empty. 1. 2. 3. 4. 5. 6. 10 6 Clan Consumism x2 Carlo plays the revolution and take back the oldest card (Expansion) and the newest card 4(Revolution). 100 x2 Empire x2 2 2 x2 City x2 state x2 x2 1 12 45 45 9 Recover Power cubes: Every player recovers from the Used Pool on the board a 1 number of Power cubes equal to the 60 number of owned 7 10 territories. + 12 2 55 13 Add Power cube: Every player adds 1 Power 11 the reserve 9 cube of his color from near the 5 the Used Pool on the board. box to 1 2 3 4 5 75 70 65 Turn order: The new Turn order is determined. The players place their indicator on the 7 Turn Order track in increasing VP (player with less VP is the first). In case of tie, the player having his disc up on the 2VP track goes first. Example: Ada has 26 VP, Bea and Carlo 23. The new Turn order is Bea, Carlo and Ada. Bea pre-cedes Carlo because 1 her disc2is stacked 3 on4top the5Carlo’s disc. 60 Reset Wonders: The Wonder cards re70 maining in the Wonder Row are discarded and 7 Wonder cards are extracted. 75 65 Leader bonus: Leaders shape the development of civilizations. Each leader card has two conditions. They grant some additional VP if at least one of the two conditions is respected. The civilization can score VP only for one of the conditions of the Leader card (at player’s choice), even if both conditions are satisfied. Example: Lorenzo il Magnifico grants 6 VP if at the end of the Second Era the civilization has at least 6 Wonders, or 5 VP if the technology level is at least 10, Gunpowder. Reset Leader: New leaders are assigned. The first player (in new Turn order) draws a number of Leader cards as the number of players. The player picks one Leader card and passes the remaining cards to the next player in Turn order. This is repeated until all players have a Leader Card. The Leader cards are kept secret and showed only in the next Leader Bonus phase. Territory bonus: At the end of each Era and for each territory, each civilization scores the VP specified in 7 0 10 5 15 5 16 6 6 the Territory token if it is the only civilization there. 5 125 4 Board Map 115 125 120 5 125 11 7 120 The development matrix is used to5represent both the 12 technology1(on the x-axis) and military (on y-axis) achievement of a Civilization. 5 11 Technology Level: Represents the technology development achieved by the civilization. Each technology 4 has a symbol. 120 10 110 9 5 Yellow Civilization take back the oldest card from13his Action 14 queue. The Blue Civilization 7 8 9 12 recovers a Power cube 4 5 x2 from the Used Pool on 6 x2 the board. 4 8 110 2 3 7 8 1 4 7 115 1 2 3 x2 6 2 100 5 Military Level: Represents the military development of a civilization. 110 + 3 iii 2 1 95 ii i 2 8 9 8 i 4 5 2 3 x2 6 2 x2 x2x2 x 10 4 85 2 3 x2 x2 90 x2 100 6 11 7 3 x2 x2 x2 + 1 10 3 5 90 7 7 6 76 8 The Yellow8 player can 1 play 3 iii 14 the War Action 13 4 5 6 cards, while the13 12 Blue player can x2 11 12 also play the x2 1 11 9 x2 x2 veradvanced 80 75 sion + of Military Action. x2 10+ 1 95 ii ii i 1 15 10 5 iii + 2 Yellow player 4 Civilization has military level 4, meanwhile the 6 105 Green player Civilization has 2. 4 8 105 15 7 Recover a Power cube or an Action card. Respec10 Used Pool to the tively move 1 Power cube from the 6 player area or take back in your hand the first card of 4 your Action queue. 13 115 2 115has 10 11 Blue Civilization 1 technology level 4. 9 1 4 5 6 This means that Fire x2 7105 8 9 , Agriculture 1 2 3 105 x2 x2 1 2 3 x2 x2 x2 x2 x2 , Animal Handling 3 x2 Allow to play a specific Action card version. Some 5 , and Metal 5 6 technology levels can give either 2 a new Action card Working has x2 2 (Level 2 War and Level 13 Medicine) or the ability discovered. x2 4 advanced version of an Action card. When to use an Yellow Civilization adding a new Action card, the card is added directly x2 4 x2 only Fire discovered 110 to the player’s hand and it can be used from the next 100 and Agriculture. + round. 3 action 6 2 95 For example a player 9 in the13green zone of the Development Matrix 2014 12 at the end of the Turn 8 gains 3 VP. 3 3 100 14 5 4 6 105 16 4 The map is used to represent the expansion of each 5 2 civilization. 10 15 5 5 1 A civilization is considered adjacent to another if 10 3 they share a territory or if they are on two adjacent125 16 11 territories. If a civilization has the Navigation tech13 4 6 nology all other civilizations are9 considered adjacent. 7 6 2 120 10 However only civilizations with Navigation have this 15 115 5 privilege. Development Matrix bonuses 12 1 9 8 Each territory has a value associated. The value is used When a new military or technology level is developed 5 6 14 to drive the expansion of the Civbots (see “Civbots” then the civilization may gain a bonus. The bonuses 8 11 paragraph). that can be gained are: 3 Development Matrix 2 110 6 3 15 1610 The Government 11 6 bonus is shown on the board in the15upper-left corner. 10 6 5 12 13 10 5 6 5 1 0 Government type: Each cell of the 4 development matrix is colored by the type of government of the 2 civilization. The government type grants a bonus at 5 the end of the Turn. 12 1 13 2 120 125 15 0 Game components 0 14 3 14 3 25 20 + 2 4 85 6 80 7 x x2 115 13 4 10 Advisor. When reaching technology level 3 (Animals), 3 level 7 (Philosophy) and level 13 (Medicine) a new advi9 sor card is drawn from the Civilization advisors deck. 4 1 6 2 3 x2 2 5 The5Yellow 6 player can draw a new Advisor x2 card from x2 his Civilization 30 deck 3 95 x2 x2 2 x2 Icon 10 ii i 13 11 12 14 15 6 + x2 1 4 1 2 x2 1 6 10 Basic Action 13 Advanced Action x212 9 Example: In order to perform Advanced Tourism Action a Civilization needs3to have reached at least the technology50 level 16 (Internet). 8 x2 7 3 Advisor cards The Yellow player gains 6 VP when discovers 45 Technology 8Level 16. 3 x2 Power cubes x2 15 11 2 Advisors are additional bonus actions specific for each Civilization. Each player starts with 1 Advisor card in his hand and with a Civilization deck. When some technologies (Animals, Philosophy and Medicine) are developed, 1 to his2 hand3taking4it from5 the player adds 1 Advisor card 55 his deck. Once an advisor card is used, it is permanently 1 discarded. 75 70 10 4 16 12 15 14 45 5 Victory Points. Some technology advancement grants 90Victory Points when discovered. 85 80 iii 13 Requirement for the Advanced 11 12 Action 40 6 x2 Some actions have a requirement in order to be performed (a minimum required technology level). + x2 x2 x2 x2 2 12 16 Number of actions. When reaching the technology level 5 (Wheel) and level 13 (Medicine) the civilization gain4an additional action. This means that from the next round the player can play two or three action cards in each + 6 round. 35 7 8 9 The Yellow iii player can x2 ii make 2 Actions 4 6 i 5 per round. x2 100 11 Actions cards are used to perform actions during the game. shows one or two possible action effects: 8 Each card 9 40 x2 Basic and Advanced. If there is only one action effect, 3 x2 Basic action is available. this means only the 25 20 1 7 105 10 7 82 15 6 Action cards 13 12 Civilization Icon 11 2 5 1 9 Card effect 60 7 Cleopatra 110 14 Advisor name 2 Example: Egypt’s advisor Cleopatra allows to recover 2 Power 1 cubes 2 and3gain 14VP by5spending 1 Power cube. 3 cube represents the Power of your 50 Each civilization in terms of manpower, richness, and resources. Cubes in front 85 of the player are the power 80 that can be currently 75 70 65 spent to improve the level of Technology or Military, to built Wonders or expanding to other territories. Cubes in the Used Pool represent power that is recovering and it is Each Leader card represents a possible leader for your going to be used again in the future. civilization. Leaders guide the civilization by shaping objectives and granting VP if some conditions will be met at the end of an Era. Leader cards 55 1 10 9 13 12 11 9 The Era in which the Leader can be used is shown on the back of the card. Each Leader specifies two conditions. At the end of the Era if one or both conditions are satisfied the civilization can score VP, but even if both conditions are satisfied only one condition can be scored. 6 Requirement Bonus 2 6 Requirement Bonus 2 Milestone tokens Milestones tokens represent important achievement of the Civilizations. The first Civilization reaching a position on the Development Matrix containing a milestone token gains immediately the specified bonus shown on the token and the milestone token is removed from the game. Territory tokens Caesar A territory token is used to give a VP bonus to the Civilization which explore the territory where’s (Exploration bonus) and after to the Civilization which control it (End of Era bonus). Leader name For Example, the Leader card Caesar provides 6 VP if the Civilization reaches a minimal Military Level of 6 or 2 VP bonus if the Civilization got 2 or more Wonder cards. Wonder cards Wonders are built using the Art action and grant a bonus if a condition is met. In that case each player can activate its Wonders when perform his Action. When a Wonder is activated the Wonder card is rotated by 90 degrees. While a Wonder card is rotated it is not possible to activate. There is no limit to the number of Wonders a player can have. A player can activate as many wonder cards he wants during his actions. Some Wonders can be activated if a condition is met, and, in case of tie, the Wonder cannot be activated. Name Sphinx 1° 1 Effect Example: the Sphinx requires Majority in Wonder number, then it allow the player to gain 1 VP. Exploration bonus: The bonus is gained when a Civilization expands on that empty territory. This bonus is not awarded during the Setup of the game. End of era bonus: The bonus is granted at the end of each Era if the civilization is the only one on the territory. Civbots The civbots are Civilizations automatically guided by the game. Civbots are used to play in Solo mode or to play in more players. Their use is optional. Civbots behavior is driven by the Civbot cards: each card specifies one or more actions that will be performed by the civbot. Possible actions are: gaining Technology and/ or Military level, Building a Wonder, expanding on the map and waging wars. The players at the beginning of the game choose the Civbot Difficulty level: Easy, Medium, or Hard. Setup: The starting number of Civbots is 5 - the player number. For example in 2 players, 3 civbots are added. Then following the Turn order the players place a civbot Power cube on a territory of the map until all the civbots have been placed. Finally put a disc of all civbot on the Development Matrix in starting position (military and technology levels 1). Civbot turn: Civbots play at each turn end as last thing to do. The players draw 4 Civbot cards when playing at Easy Civbot level, 5 when playing at Medium Civbot, and 6 with Hard Civbot. The order the civbots are updated is decided by the first player. The civbot actions are resolved as Civbot cards are extracted. • 10 Art action is performed by taking the first card from the Wonder row. If no Wonder is available the action is not performed. • • Wars are waged only if the civbot can win them. If more than a War could be declared the civbot attacks the weakest human player. If no human player can be attacked, war is performed against the weakest civbot. If more than one territory of the same enemy can be attacked, the civbot attacks the territory having the smallest number. Expansions are performed toward territories with the highest number. Civbots expansions are always performed toward adjacent territories even if the civbot has already discovered the Navigation technology. When all cards of a civbot have been resolved, all the Civbot cards are shuffled again. When playing in solo games civbots also gain VP, while when playing with other players there is no need to assign VP to civbots. • • • • The last territory of a Civbot can be attacked and destroyed. The presence of civbots is not taken into account when considering the majority condition on some Wonders. Example: Bea has the Colosseum and military level 6 while Ada and Carlo have military level 5. A civbot has military level 7. Bea can activate the Colosseum and gain VP. If a trade action is performed with a Civbot, it gains 1 VP. When a war is waged with a Civbot, it gains 2 VP. Solo game Solo games are played against 4 civbots. The aim of the game is to survive and score the most VP. There are two ways for a player to lose the game against civbots: • • The player is eliminated. At the end of an Era, a Civbot has more VP than the player. 11 Credits Designer: Marco Pranzo Illustrations: Miguel Coimbra and Marina Fischetti Development: Michele Quondam Special thanks to ...., Paul Grogan, Giandomenico Martorelli, Gabriele Ausiello, Davide Favargiotti, Arnaldo Maggiora Vergano, Michele Stucchi, and many others too numerous to mention. A real big thank you to all the people who backed this project on Spieleschmiede website and particularly to our Sponsors: Florian Reinert, Andreas Kammann, Benjamin Rösener, Bodo Drews, Christian Blanz, Christoph Hummel, Daniel Oliver Wolf, David Ruddat, David “Dave” Kühne, Dirk Bosawe, Donatus Lanzl, Florian Kastner, Heiko Märtens, Ivan Schwab-Germann, Ivano “Guybrush” Brindisi, Ivano Venturi, Jens Fuchs, Jürgen Glötzl, Kai Tiedge, Kay Schroeder, Marc Rohroff, Mario Horlitz, Marko Spill, Markus Behrschmidt, Martin Schmidt, Matthias Kornmaier, Michael Kiefer, Michael Hülshoff, Nicole “Waldfee” Vinson, Petra Rathofer, Rainer Maletti, Ralf “McNat” Nauert, Rolf Heix, Sabine Weber, Sebastian Stöber, Stefan Heinrich, Stefanie Menck, Stephan “Der Prätorianer” Reitz, Leo LEOnhardy, Susanne und Frank Glinka, Thomas “Mekfels” Hörhold, Thomas “Tomi” Stiegler, Timur Tug, Uwe Hahn, Wolfgang “lobogris” Porger. 12 All rights reserved (2014) Inmedia Srl, Roma, Italy www.giochix.it, info@giochix.it