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