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Code of L aws

This rulebook presents all the rules for Through the Ages in a point-by-point format. It is
especially useful for players who need to find a rule quickly. Players who are learning the
game should not start with this rulebook. Instead, they should learn from the Handbook, which
provides thematic background and detailed examples.
The first half of this book describes what happens during the game. The second half defines
terms and concepts.

Game Flow
Set up the game. (Setup p2.)
Players take turns, beginning with the starting player and continuing clockwise. (Your Turn p3.)
Turns are organized into rounds. Each round begins with the starting player's turn.
The first round is different from the others. (First Turn p3.)
Note: Most of the time, nothing special happens at the beginning or end of around.
During the game, the current age gradually changes through Ages A, I, II, III, and finally IV. (Replenish the Card Row p3.)
If Age III ends during the starting player's turn, that is the last round.
If Age III ends during any other player's turn, then the following round is the last round.
The game ends when the last round is over. Every player will have had an equal number of turns. Then it is time for the final scoring:
All Age III events in the current and next events decks are evaluated in any order. (Evaluating an Event p7.)
Any end-of-game bonuses are scored (the Bill Gates card).
The player with the most culture points is the winner.
If there is atie, the tied players share the victory.

-1-
Setup
Game Boards Player Components  In the Box
Place the game boards in the center of the table, in Each player chooses acolor and takes the components Some blue, yellow, red, and white tokens will be
any suitable configuration. in that color: left over after setup. They will be needed during the
game, but only rarely. They are said to be "in the
Deck Setup Player Board box".
Ages A, I, II, and III each have their own civil and The player board depicts 6 initial technologies:
military decks. So there are 8separate decks, each Warriors, Agriculture, Bronze, Philosophy, Religion, and Preparing the Event Deck
with adifferent back. Despotism. These count as technology cards. Shuffle the Age Amilitary deck.
P
 ut ablue token on each of the 16 squares in the T
 ake a number of cards equal to the number
blue bank. of players plus 2. Place these face down on the
P
 ut a yellow token on each of the 18 squares in military board as the current events deck.
the yellow bank, on each of the 6squares on the R
 eturn the rest of the cards to the box without
technology cards, and on the square in the worker looking at them.
pool.
civil decks
Your initial government card, Despotism, depicts Starting Player
4civil actions and 2 military actions. Place Choose the starting player however you like. The
4white tokens and 2 red tokens next to the card starting player will not change during the game. You
(but not on it). may mark this by sliding one of the unused Age A
military cards face down under the starting player's
Rating Markers board.
You have 4rating markers in your color.
military decks
Place your science rating marker on space 1of Initial Actions
I n a2- or 3-player game, you must remove certain the science rating indicator. T
 he starting player will have 1unspent civil action
cards. These cards will not be used. on his or her first turn. Indicate this by placing
Place your culture rating marker on space 0of
 Before a3-player game: the culture rating indicator. one of the starting player's white tokens on his or
 4 Civil decks I, II, and III her Despotism card.
public each have three cards with
Place your strength rating marker on space 1
of the strength rating indicator. In clockwise order, each player begins with one
this marking. Remove these more civil action than the previous player. They
Place your happiness rating marker on space 0
cards from these decks. indicate this with 2, 3, or 4white tokens on their
of the happiness rating indicator on your
Before a2-player game: Despotism cards.
player board.
3+ 4 Civil decks I, II and III each have P
 layers have no military actions on their first
narchy
Republic nine cards with one of these markings.
Note: These settings are determined by the workers
on your initial technology cards. (Ratings p10.)
turn. All red tokens remain beside the player
Remove these cards from these decks. boards.
Points Counters
 Military deck I has two pact cards,
Open Borders
and military decks II and III each have four.
Agreement Place your science points counter on space 0of
Preparing the Card Row
Remove
military action. all pact cards from these decks.
Both civilizations have
1 extra the science points track. Shuffle the Age Acivil deck.
If one attacks the other,
the attacking civilization
Place your culture points counter on space 0of D
 eal 13 cards face up to the spaces of the card
has a +2 strength bonus
for that attack.
the culture points track. row.
P
 ut the rest of the deck on the light half of the
Tactics Standard current age board.
Place your tactics standard in the common K
 eep the other decks nearby, but out of the way.
military board tactics area of the military board. This You will not need them until later in the game.
20 25 30
indicates that you have no current tactic.
culture board

5
culture points
10 15
track
20 25 30 35 40 45 50

15 35
55 60 65 70 75 80 85 90 95 100

105 110 115 120 125 130 135 140 145 150

10 40 +5 culture
+10 rating indicator
+15 +20 +25 +30 +35 +40

common science board


tactics area current age board
strength science points track
5 10 15 20 25
rating
5 45

indicator

+5
science
+10
rating indicator
+15 +20 +25 current age space for
50
civil deck current age
card row
military deck

space for current space for


future events deck past events
events deck deck

player board

second starting
player player

-2-
Your Turn ...
Course of the Turn
Your turn consists of these phases and steps: First Turn
Start-of-Turn Sequence: Your first turn is different:
Replenish the card row. You begin with alimited number of civil actions. (Initial Actions p2.)
Resolve awar, if necessary. You skip the Start-of-Turn Sequence and the Politics Phase.
Make exclusive tactics available, if necessary. During your Action Phase you are not allowed to do anything except:
Politics Phase Take a non-wonder from the card row.
Action Phase T
 ake a wonder from the card row and put it into play as an unfinished
End-of-Turn Sequence: wonder.
Discard excess military cards.
Production Phase. (Skip during an uprising.)
Draw military cards.
Reset civil and military actions.

Start-of-Turn Sequence
Replenish the Card Row  
Ages I, II, and III end when the last card of the
current civil deck is dealt to the card row. The Resolve aWar
Note: The card row is not replenished during the first next age begins immediately: If you have no war in play, skip this step. But if you
round. C
 ards from ages older than the one that just have awar card in your play area, you must resolve
You begin your turn by replenishing the card row: ended (but not cards from the age that just the war at this time.

D
 iscard any cards remaining in the leftmost ended) become antiquated: C
 ompare your strength with the strength of the
spaces: P
 layers discard all antiquated cards from opponent on whom you declared war.

T
 he first three spaces if there are 2 players in their hands. I f a card in play gives you a bonus when you
the game. A
 ll antiquated leaders are removed from attack this opponent, include that bonus.

T
 he first two spaces if there are 3players in the play. I f one player has ahigher strength than the other,
game. A
 ll antiquated unfinished wonders are that player is the victor and the other player is
removed from play. (Blue tokens on them the defeated civilization. The difference between
O
 nly the leftmost space if there are 4players in
are returned to the players' blue banks.) their strengths is the strength advantage. Follow
the game.
the text on the card.
I f someone has resigned (p4) count only those All antiquated pacts are removed from play.
I f the victor steals aspecial technology,
players remaining in the game, not the initial N
 ote: Other cards in play (technologies,
the victor takes the card from the defeated
number of players. colonies, completed wonders, exclusive and
civilization's play area and puts it into his or
S
 hift all remaining cards to the far left, leaving no common tactics, declared wars) remain in
her own play area.
empty spaces between them. play even if they are antiquated.
A
 player cannot steal aspecial technology that
D
 eal cards from the current age civil deck into the Each player loses 2 yellow tokens.
is the same as one he or she already has in play
empty spaces, from left to right. (Skip this in Age S
 huffle the civil deck for the age that has or in hand.
IV, which has no deck.) begun. Place it on the current age board. It is
I f you steal a special technology of the same
now the current civil deck.
End of an Age type as one that you have in play, you keep the
C
 ontinue filling the card row if there are higher level card in play and discard the other.
Replenishing the card row sometimes triggers the still empty spaces.
end of an age: I f the players have same strength, the war resolves
I f Age IV has begun, there is no new civil with no effect.

Age Aends when the card row is replenished for deck and the empty spaces will remain
the first time. Either way, discard the war card.
empty.
N
 ote: This occurs on the starting player's Note: Neither side can use military bonus cards to
R
 emove the military deck from the previous
second turn. augment their strength in a war.
age. Shuffle the new age's military deck and
A
 fter dealing Age A civil cards to the empty
spaces, remove the rest of the Age Adeck from
place it on the current age board. Make Tactics Available
I f Age IV has begun, there is no new military If you have an exclusive tactics card in play, you must
the game. deck. Drawing military cards is not possible make it available at this time.
S
 huffle the Age I civil and military decks and in Age IV.
place them on the current age board. They are M
 ove your tactics card to the common tactics area
A
 ge IV is the game-ending age. If Age IV of the military board.
now the current civil and military decks. starts, determine which round will be the last.
I f all the Age Acivil cards were dealt and there T
 here is no limit to the number of cards that
T
 his round is the last if Age IV begins can be in the common tactics area.
are still empty spaces in the card row, continue during the starting player's turn.
filling the row from the Age I civil deck. I f the same card is already in the common
T
 he next round will be the last if Age IV tactics area, you may merge the cards by
begins during any other player's turn. putting one under the other or by removing
one from the game. However, do not discard
it to the discard pile. (Discard or Remove From
Play p8.)
When the new age begins ...
N
 ote: Your tactics standard remains on the
A I II
card and it continues to be your current tactic.
... discard antiquated cards in hand ...

... remove these antiquated cards from play ...

... and lose 2 yellow tokens.

-3-
... Your Turn ...

Politics Phase
During your Politics Phase, you may perform at most
one political action, if you wish: P
 lay an A
ggression  O
 ffer a act P 
Prepare an Event An aggression is abrown military card. A pact is ablue military card with
It has the word "Aggression:" in its name. ashaking-hands symbol above its name.
Play an Aggression
To play one, do the following: Two-player games do not have pacts. To
Declare aWar (not during the last round) offer apact, do the following:
Reveal the card.
Offer aPact (not in a2-player game) Reveal the card.
P
 ay the military action cost depicted
Cancel aPact (not in a2-player game) next to the crown symbol. Declare which player you are offering the pact to.
Resign (not in Age IV) 
Declare which player you are attacking. That I f the pact has sides labeled A and B, declare
This symbol on amilitary card means it is played player is your rival. whether you are taking the role of side Aor side B.
as apolitical action. Y
 ou cannot attack a player if the two of you Then, your fellow player decides whether to accept
have apact that says you cannot attack. the offer or not.
P
 repare an vent E  Y
 ou cannot attack a player whose strength I f your fellow player refuses the offer, return the
An event is agreen military card marked equals or exceeds yours. pact to your hand. It still uses up your political
with the symbol in the upper right action for this turn.

Remember to include any bonuses that
corner. To prepare an event, do the
trigger when you attack the other player. I f your fellow player accepts the offer, the pact
following:
D
 o not include bonuses from pacts that end enters play:
P
 ut your event card face down on top
if you attack. A
 ny other pact in your play area ends, whether
of the future events deck (or on the space, if it is
I f you and your rival have apact that says it ends it was with this player or a different player.
empty).
if you attack, remove that pact from play. Remove the old pact from play.
Score culture equal to the level of the card.
Y
 our rival may defend against the aggression by N
 ote: You may still be a party to pacts in
R
 eveal the top card from the current events deck other players' play areas.
adding temporary strength bonuses to match or
and resolve its effect. If it is a territory, resolve
colonization. (Current Events p7.)  exceed your strength: P
 lace the newly accepted pact in your play area
Your rival can play one or more rotated so that the corresponding side (A, B, or
I f this was the last card in the current events either side if they are not labeled) faces your
military bonus cards. The defense
deck: opponent.
value in the upper half of the card
Shuffle the future events deck. is added to his or her strength. The new pact applies immediately.
S
 ort it face down, so that cards from earlier (These cards are discarded after N
 ote: A pact that prevents attacks or
ages are above cards from later ages. their bonus is counted.) declaring awar does not cancel wars that
P
 lace it on the current events space. It is now Y
 our rival can gain a+1 strength bonus for each were already declared.
the current events deck. military card discarded face down.
Note: An event you prepare now will be revealed and L
 imitation: The total number of cards your Cancel aPact
resolved on alater turn. rival plays or discards for bonuses cannot This action allows you to cancel apact to which you
exceed his or her military action total. are a party. Some of the political actions described
I f your rival matches or exceeds your strength, above may also cause apact to end as aside effect. To
the aggression is unsuccessful. Discard it with no cancel apact, do the following:
effect. Choose apact in play to which you are a party.
I f your rival cannot or does not wish to match or Itdoes not have to be apact in your play area.
exceed your strength, your rival does not play or R
 emove the pact from play. It ceases to affect you
discard any cards for bonuses and the aggression and your fellow player.
is successful:
Resolve the effect stated on the card. Resign
I f the effect refers to the cost of acard, use You may use your political action to resign.
the cost printed on the card, ignoring any 
Your civilization immediately leaves play. You
modifiers. have lost.
 iscard the aggression card.
D D
 iscard your hand and remove all cards in your
play area from play. Ifyou are party to any pact in
D
 eclare aWar someone else's play area, remove that pact from
A war is agray military card with the play.
words "War over" in its title. To declare I f there are any wars declared against you, the
awar, do the following: players who declared them remove their war
Reveal the card. cards from play and score 7culture points.

P
 ay the military action cost depicted I f there is only one player left in the game, the
next to the crown symbol. game ends and that player wins.


Declare which player you are attacking. That I f there are still two or more players, they continue
player is your rival: without you:

I f a card says you cannot attack a player, you T


 hey do not change the current decks. (So
cannot declare war against that player. some cards designed for more players may
appear in this age.)
I f you and your rival have apact that says it ends
if you attack, remove that pact from play. B
 efore switching to Age II or Age III, they
adjust the decks for the new ages as if setting
P
 lace the war in your play area, with the top of the
up the game for the new number of players.
card toward your rival.
(Deck Setup p2.)
T
 he war will be resolved at the beginning of your
I f only two players are left, they use rules
next turn.
for two players when evaluating events.
L
 imitation: You cannot declare a war during the (Evaluating an Event p7.)
last round.
Exception: You cannot resign in Age IV.

-4-
... Your Turn ...

Action Phase
During the Action Phase, you may spend your civil T
 ake the rightmost yellow token from your yellow
and military actions to perform any combination of bank and add it to your worker pool. (It becomes Build aStage of aWonder
the actions described in this section in any order. an unused worker.) Y
 ou can do this only if you already have an
O
 n your first turn, you are not allowed to do N
 ote: You cannot increase your population if there unfinished wonder in play.
anything except take cards from the card row. is no yellow token left in your yellow bank. 
Pay 1civil action.
(Ifyou take a wonder, you do put it into play.) 
Pay resources indicated by the leftmost uncovered
Y
 ou cannot perform an action unless you are able Build aFarm, Mine, cost depicted on the wonder.
to perform all the required steps and pay all the
or Urban Building C
 over that cost with ablue token from your blue
required costs. bank.

Pay 1civil action.
Y
 ou may choose to end your Action Phase even if I f there are no tokens in your blue bank, use
you have available civil or military actions. C
 hoose one of your farm, mine, or urban building
one from your technology cards.
technology cards in play.
Some of the actions described in this section may I f all costs on the wonder are now covered, the
also be performed as effects of certain cards. Ifthe 
Pay the resource cost depicted on the card
wonder becomes completed.
action is an effect of acard: N
 ote: The construction special technologies
R
 eturn all blue tokens from the wonder to your
The action costs you no civil or military actions reduce the cost of urban buildings only.
blue bank.
unless the card says so. (Exception: Declare Move one of your unused workers to the card.
Turn the card so that its name is right side up.
aRevolution p5.) 
Update your ratings, if necessary.
T
 he wonder's effects now apply. Update your
T
 he action may have other costs (usually food, L
 imitation: The lower right corner of your statistics, if necessary.
resources, or science points) which you must pay government card depicts your urban building
unless the card says you perform the action for 
If a card allows you to build multiple stages of
limit. If you already have that many or more
free. awonder as asingle action, the procedure is the
urban buildings of a particular type, you cannot
same. You add up all the costs for all the stages
build anew urban building of that type.
Take aNon-Wonder Card you plan to build, you pay all those costs at once,

from the Card Row Upgrade aFarm, Mine, and then you cover the costs with blue tokens.


Choose any card in the card row that is not or Urban Building D
 evelop aTechnology
awonder. 
Pay 1civil action. The technology cards in your hand
P
 ay 1, 2, or 3 civil actions, as depicted at the are distinguished by ascience point
C
 hoose one of your farms, mines, or urban
bottom of that space of the card row. cost in the upper left corner. The
buildings (as represented by aworker on the
various types are described under
Add the card to your hand. corresponding technology card).
Technology Cards in Play (p9).
Limitations: Choose another technology card you have in play
P
 ay 1civil action.
Y
 ou cannot take any non-wonder card if the of the same type and higher level.
Choose atechnology card from your hand.
number of civil cards in your hand is equal to P
 ay resources equal to the difference between the
or greater than your civil action total. resource costs depicted on these two cards. P
 ay the science cost depicted on the card.
Y
 ou cannot take a technology card if you I f the cost of one or both cards is modified, F
 or government technologies, you pay the
already have a card with the same name in apply the modifiers before calculating the higher depicted cost.
your hand or in play. difference. Put the technology card into play.
I f you have taken a leader, you cannot take Move the worker to the higher level card. I f the card is aspecial (blue) technology of the
another leader from that age. This applies even 
Update your ratings, if necessary. same type as one you already have in play, only
if the leader you took has already left play. the higher-level card stays in play.
Destroy aFarm, Mine, Usually, the older card is replaced by the
Take aWonder
or Urban Building
new one.
from
 the Card Row I n rare cases, the one you just played

Pay 1civil action. is removed. This still counts as playing
A wonder is apurple card with arow of
C
 hoose one of your farms, mines, or urban a technology for purposes of other cards
numbers at the bottom of the illustration
buildings (as represented by aworker on the (such as Einstein).
depicting the cost of building each stage
corresponding technology card). I f the technology is agovernment, the previous
of the wonder. It enters play when you 2232
take it: M
 ove the worker from the card to your worker government is replaced. Remove the old one
pool. (It becomes an unused worker.) from the game or put the new one on top of it.
Choose awonder in the card row.

Update your ratings, if necessary. E
 ffects of special technologies and governments
P
ay civil actions equal to the number of civil
apply immediately. Update your statistics, if
actions depicted under that space plus one extra
civil action for each wonder you have completed.
P
 lay aLeader necessary.
A leader is agreen civil card with
(This includes wonders that have crumbled to
ruins due to effects such as Ravages of Time.) aportrait of afamous historical figure in D
 eclare aRevolution
the upper right corner. Declaring arevolution is aspecial way of
Put the wonder in play, rotated by 90 degrees to
Pay 1civil action. developing of agovernment technology.
indicate that it is your unfinished wonder.
Choose aleader from your hand. Choose agovernment technology card
L
 imitation: You cannot take a wonder if you
from your hand.
currently have an unfinished wonder in play. Put the leader in play.

Pay civil actions equal to your civil
N
 ote: You can take awonder even if your hand is If you already have aleader in play, it is replaced.
action total.
full. Discard the old leader.
I f an event (Development of Civilization) allows
N
 ote: The wonder's effects do not apply while it is Get one civil action back. you to develop atechnology, you may declare
unfinished.
T
 he leader's effects apply immediately. Update a revolution by paying this full civil action
Increase Population your statistics, if necessary. cost.
I f an action card (Breakthrough) allows you
P
 ay 1civil action.
to develop atechnology, you may declare
P
 ay food equal to the white number depicted arevolution by paying this cost instead of the
under the rightmost occupied section of your action card's cost.
yellow bank.
N
 ote: This usually means you can't declare
arevolution unless all your civil actions are
available.

-5-
... Your Turn

Pay the lower science cost depicted on the multiple stages "for 1civil action".
government card. I f you cannot perform the action the card
Disband aMilitary Unit

Put the government into play. Replace your specifies, the card cannot be played. C
 hoose one of your military units (as represented
previous government by removing it from the by aworker on amilitary unit technology card).
I f the card gives you something "for this turn",
game or covering it with the new card. then that bonus does not count toward your 
Pay 1military action.
Apply all effects of the new government. statistics and it is not represented by aphysical M
 ove the worker to your worker pool. (It becomes
Update your statistics, if necessary. game component. an unused worker.)

B
 ut if you increased your civil action total, N
 ote: An extra military action can be used 
Update your ratings.
to draw amilitary card at the end of your
move the new white tokens off the card so that
you still have no civil actions available. turn. (Draw Military Cards p6.) P
 lay aTactic
E
 ffects that trigger when you develop atechnology Discard the card after playing. A tactic is ared military card with icons
(Da Vinci, Newton, Einstein) are resolved at this of military units in the bottom half.
time. (So in the case of Newton, you will end up Build aMilitary Unit  
Pay 1military action.
with 1available civil action.) Pay 1military action. Choose atactics card in your hand.
C
 hoose one of your military unit technology cards
P
 lay an Action Card in play.
Put it into play in your area as your
exclusive tactics card.
An action card is ayellow civil card. 
Pay the resource cost depicted on the card. Place your tactics standard on it. It is now your

Pay 1civil action. Move one of your unused workers to the card. current tactic.
C
 hoose an action card from your hand, 
Update your ratings. 
Update your strength rating. (Tactics Cards p9.)
but not one that you took during this
L
 imitations: You can play or copy a tactic only
Action Phase. Upgrade aMilitary Unit once per turn.
Reveal the card and resolve its effect: 
Pay 1military action.
I f the effect of the card orders you to perform C
 hoose one of your military units (as represented Copy aTactic
another action, you follow the usual rules for by aworker on amilitary unit technology card). 
Choose acommon tactics card on the military
that action, except you do not pay any civil or board.
C
 hoose one of your military unit technologies of
military actions for it.
the same type and higher level. 
Pay 2 military actions.
I f the card reduces acost below 0, then that

Pay resources equal to the difference between the Place your tactics standard on it. It is now your
cost is 0.
resource costs depicted on these two cards. current tactic.
I f the card says "develop a technology"
I f the cost of one or both cards is modified, 
Update your strength rating. (Tactics Cards p9.)
you may declare a revolution. Instead of
apply the modifiers before calculating the L
 imitation: You can play or copy atactic only once
paying 1 civil action to use the card, you
difference. per turn.
will pay the cost of the revolution. (Declare
aRevolution p5.) Move the worker to the higher level card.
I f the card says "build one stage of 
Update your ratings.
awonder" you can only build one stage,
even if other cards in play allow you to build

End-of-Turn Sequence
Once you declare the end of your Action Phase, follow Lose resources equal to your corruption.
the End-of-Turn Sequence in order. I f you lost all your resources but not enough
Draw Military Cards
Only the first step requires a player decision. Once to account for the entire amount of corruption, F
 or every available military action you have left,
you have chosen military cards to discard, the rest is lose food to cover the difference. draw one military card from the current age
automatic. To keep the game moving, the next player military deck.

Food Production
may start his or her turn as soon as you discard. L
 imitation: You may draw at most 3cards this
F
 or each worker on your farm technology
way.
Discard Excess Military Cards cards, move one blue token from the blue bank
to that card. I n Age IV, there is no military deck and you
I f the number of military cards in your hand draw no cards.
I f there are not enough tokens, move all
exceeds your military action total, discard any N
 ote: On the first round, players have no
that you can to the farm technology cards,
excess cards, face down. available military actions and thus draw no
beginning with those of the highest level.
cards.
Check for an Uprising 
Food Consumption
I f you draw the last military card, shuffle the
I f your discontent workers outnumber your T
 he leftmost square in each section of your
current age's military card discard pile (p8) and
unused workers, you face an uprising and skip the yellow bank is marked with anegative number.
place it on the current age board. It is now the
Production Phase. (Discontent Workers p10.) I f all these numbers are covered by yellow military deck.
tokens, you have no consumption.
Production Phase O
 therwise, the leftmost uncovered negative
C
 ontinue drawing from the new deck if you
have not yet drawn all the cards you are
If you are not facing an uprising, perform these steps number is your consumption. entitled to.
in order.
Lose food equal to your consumption.

Score Science and Culture
I f you lost all your food, but not enough to
Reset Your Actions
S
core science points equal to your science account for the entire consumption, lose M
 ove the red and white tokens back to your
rating. 4culture points for each unit of food necessary government card. All your military and civil
S
core culture points equal to your culture to cover the difference. actions are available again. Some events may
rating. require you to spend some of them before your

Resource Production
next turn.
Corruption F
 or each worker on your mine technology
T
 he leftmost square in each section of your cards, move one blue token from the blue bank
blue bank is marked with anegative number. to that card.
I f all these numbers are covered by blue I f there are not enough tokens, move all
tokens, you have no corruption. that you can to the mine technology cards,
beginning with those of the highest level.
O
 therwise, the leftmost uncovered negative
number is your corruption.

-6-
Current Events
When aplayer puts an event in the future events deck as his or her political action,
the top card of the current events deck is revealed and evaluated. Some events
represent the discovery of new territories. These have the word "Territory" in
event territory
their name. Other events have an effect that is written out on the card.
If the current event has awritten effect, evaluate it as written.
If it is the discovery of anew territory, then players may attempt to colonize it.

Evaluating an Event Colonization


Follow the text on the card. If a territory is discovered as the current event, all players have a chance to
I f multiple players must make a decision, they decide in clockwise order, colonize it. Players bid to see who is willing to send the largest colonization force
beginning with the player who revealed the event. to colonize the territory.

If the card requires players to compare astatistic, ties are resolved this way: A bid is always awhole number higher than zero and higher than the previous
bid (if any).
T
 he current player, or the player who is closer to the current player in
clockwise order, is considered to have the higher value. N
 o player may bid with more colonization force than he or she can actually
send.
N
 ote: In some cases (such as Terrorism or Barbarians) this may be
adisadvantage. Players bid in turn, clockwise around the table, beginning with the player who
revealed the territory.
I f an event is evaluated at the end of the game, the starting player is
considered to be the current player when breaking ties. O
 n his or her turn, aplayer may bid or pass. Aplayer who passes drops out
of the auction.
B
 ut if the card applies to "all civilizations" with the most or least of
something (as in Immigration) then any ties remain unbroken. I f no one bids, the territory event card is placed on the past events pile and
colonization comes to an end.

For atwo player game: whenever acard says it applies to 2 civilizations with
the most or least of something, it should actually be applied to only one. For I f someone bids on the territory, bidding continues until all but one player
example, "The two strongest civilizations" should be read as "The strongest has dropped out. That player must colonize the territory.
civilization". The winner must form acolonization force equal to or greater than the bid.
I f the effect enables aplayer to perform an action that can be chosen during the T
 he player must send one or more military units. Their strength is summed
Action Phase, the player follows the usual rules for that action, except that he to get abase value for the colonization force.
or she does not pay any civil or military actions unless the card says otherwise. T
 he units sent may be grouped into armies according to the player's current
E
 xception: If the card says "develop a technology" a player may declare tactic. The armies' tactical strength is added to the colonization force.
arevolution, but the revolution will still use up all civil actions. (Declare (Tactics Cards p9.)
aRevolution p5.) The way they were grouped in calculating the civilization's strength
O
 nce the card's effect has been resolved, place it in the past events pile. It does rating is not relevant right now.
not go to the military cards discard pile and cannot be drawn again. T
 he civilization's colonization modifier is applied to the colonization
 force. (Colonization Modifier p10.)
T
 he player may play any number of military bonus cards and
add the colonization value in the lower half of each card to the
colonization force.
N
 ote: It is not possible to form a colonization force with just
bonuses and modifiers. The player must send at least one
military unit.
N
 ote: Effects that modify acivilization's strength, such as those provided
by Napoleon or Alexander, do not apply to the colonization force.
Once the player announces the composition of the colonization force:
T
 he units sent are sacrificed. Their yellow tokens go to the player's yellow
bank.
Any military bonus cards used are discarded.
The player takes the card and puts it into his or her play area. It is now that
future current past player's colony.
events deck events deck events deck
The player updates his or her statistics, especially:
T
 he permanent effects depicted on the bottom of the new colony are
dealt with.
T
 he player's new strength rating (after losing the sacrificed units) is
calculated.
T
 hen, the player resolves the immediate effect depicted in the middle of the
card:
 Gain the number of resources depicted.
 Gain the amount of food depicted.
 Score the indicated number of science points.
 Score the indicated number of culture points.
Gain population once for each of these symbols.
Draw the indicated number of military cards from the current age
military deck. Ignore any limits. Draw nothing in Age IV.
N
 ote: Order is important. The permanent effect may give the player yellow
or blue tokens that enable the player to perform the immediate effect.

-7-
Your Civilization ...
Your Cards
These are general rules that apply to drawing, Military Cards
playing, and discarding cards. Basic functions of Discard or Remove from Play
certain types of cards are explained on the following Military cards are drawn secretly from the current Discard usually means to discard a card from your
pages. age military deck. Other players do not see them hand. Remove from play means to discard acard that
until they are revealed. was in play. Either way, the card goes to the same
Level of aCard The number of military cards in your hand is limited place.
The level of the card is a numerical value that by your military action total. You may draw cards If a civil card is discarded or removed from play, it
corresponds to the age of the card: Age A= 0, Age I = 1, to exceed this limit, but you will discard the excess will not enter the game again.
Age II = 2, and Age III = 3. during the designated step of your End-of-Turn
When amilitary card is discarded or removed from
Sequence. (Discard Excess Military Cards p6.)
The level of a military unit, farm, mine, or urban play, it goes to a face down discard pile of the
building is the level of the technology it is on.
Ifacard refers to your best mine, lab, library, etc. it
Cards in Play corresponding age. Cards that are discarded without
being played are not shown to the other players.
means one with the highest level among all workers A card in play is face up on the table, either as part
If the current military deck runs out, the discard pile
of that type. of acivilization's play area or as acommon tactic on
of the current age is shuffled to create anew current
the military board.
military deck.
Your Hand Other cards (in player's hands, in discard piles, in
Note: Events that have been resolved go to the past
You may hold both civil and military cards in your decks, in the card row) are not in play.
events pile, which is not the military card discard
hand. Unless stated otherwise, whenever a rule or effect pile.
refers to leaders, colonies, wonders, or technologies,
Civil Cards it is referring to cards in play.
Civil cards are drawn from the card row. (Take aNon-
Wonder Card from the Card Row p5.)
Because civil cards are never drawn secretly, the
players may decide that civil cards in hand are public
at all times.
The number of civil cards in your hand is limited
by your civil action total. When you are at or above
the limit, you may not add another civil card to your
hand by any means. However, if you are above the
limit for some reason, you do not have to discard
excess civil cards.

Your Play Area


Recommended Layout for the Player Area

war declared by you pact played by you

Computers Multimedia

Scientific Method Journalism


advanced military unit technologies advanced farm and mine advanced urban building technologies
technologies
Printing Press Bread and Circuses

leader

initial military initial farm and mine initial urban building


unit technology technologies technologies
exclusive
tactics card
23432

completed wonders unfinished


government
wonder
player board 33 4224

spent
available actions
actions
colonies
special technologies

-8-
... Your Civilization ...
Technology Cards in Play in your play area, you immediately remove the one
with the lower level.
Tactics Cards
Most of the cards you have in play are technology Tactics allow players to form armies.
cards. They include: Governments Your current tactic is marked by your
Any civil card that has ascience cost in its upper Governments provide most of your civil tactics marker. It may be an exclusive
left corner. and military actions. Workers cannot be tactics card (in your play area) or
placed on agovernment card. a common tactics card (in the common
Your initial technologies, which are printed
You always have exactly one government tactics area of the military board). At the
on your player board. For all purposes, they are
in play. You begin the game with start of the game, you have no current
considered to be cards in play.
Despotism. Each time you put anew government into tactic.
The type of the technology is depicted in the upper
play, it replaces the old one. In addition to giving you (Play a Tactic p 6, Copy a Tactic p 6, Make Tactics
right corner of the card.
actions, some governments also have other effects. Available p 3.)
F
 arm or Mine Technologies 
(Your Statistics p10.) Forming armies: Your current tactic depicts aset
These allow you to build The number in the lower right corner defines of types of military units. To make an army, you
farms or mines, and to store your urban building limit. This specifies the need that many military units of those types. (Note:
farm Armies are formed virtually. Your worker tokens are
food and resources. maximum number of urban buildings you can have
of any particular type. not moved.)
Farm or mine: Each worker
mine At the bottom of the card is anumber specifying each
on a farm technology card
or mine technology card in play represents one farm
Other Civil Cards in Play army's tactical strength. Each army you can make
contributes its tactical strength to the strength rating
or mine of the corresponding level. There is no limit Wonders of your civilization. Each army may also have one air
to how many farms or mines you can have.
Wonders must be built in stages. (Build force unit . This doubles its tactical strength.
Farms and mines have no effect on your ratings. aStage of aWonder p5.)
During the Production Phase, each farm or mine Note: Aunit may belong to no more than one army.
A wonder enters play turned sideways to
produces food or resources. (Production Phase p6.) Outdated armies: Age II and Age III tactics also depict
2232 indicate that it is unfinished. It will have
Farm and mine technologies allow you to store food a lesser tactical strength value. If any unit in the
no effect until it is completed. You can
and resources. Each blue token on the card is worth army is two or more levels lower than the level of the
never have more than one unfinished wonder in play.
the amount of food or resources depicted tactics card, the army is considered outdated and has
You may have any number of completed wonders.
at the bottom. There is no limit to how many blue the lesser tactical strength. Outdated armies with air
(Take aWonder from the Card Row p5.)
tokens may be on a card. (Food and Resources p11.) forces have double the lesser tactical strength.
Once awonder is completed, it is turned right side up
Note: Afarm or mine technology card can store food Your armies always form in a way that maximizes
and its effects begin to apply.
or resources even if it has no worker. your strength rating. You cannot choose to form
The Age III wonders say "You immediately score". them differently. (Strength Rating p10.)
U
 rban Building Technologies
This is aone-time effect that happens as soon as
These allow you to build
the wonder is completed. Pacts
urban buildings. E
 xception: The Taj Mahal's text applies when the Pacts let you cooperate with other
lab Taj Mahal is in the card row. civilizations. You may have at most one
Urban building: Each
pact in your play area. However, you may
worker on an urban
temple Leaders also be affected by pacts in other players'
building technology card
Aleader gives your civilization aspecial areas. (Offer aPact p4, Cancel aPact p4.)
in play represents an urban building of
ability. You can never have more than one
the corresponding level and type. library
leader in play. Taking a leader from the
Your government has an urban building card row prevents you from taking any Wars
limit that specifies the maximum theater other leader from that age. (Take aNon- When wars are put into play, they have no
number of urban buildings you can Wonder Card from the Card Row p5.) effect. They have a one-time effect one
have of any particular type.
arena When you put a leader in play, the card's effect round later, when they are resolved. Then
Each urban building (i.e., each worker immediately begins to apply. (Play a Leader p 5.) they are removed from play. (Declare
on an urban building technology card) contributes aWar p4, Resolve aWar p3.)
to your ratings as indicated by the symbols at the Action Cards
bottom of the card. (Your Statistics p10, Ratings p10.)
Action cards are never put into play. They Other Military Cards
M
 ilitary Unit Technologies
have a one-time effect, and the card is Other military cards are never put into play. They
discarded as soon as the effect is resolved. have only a one-time effect.
These allow you to build
(Play an Action Card p6.)
military units.
infantry Aggressions
Military unit: Each worker  ggressions are evaluated when played
A
on amilitary unit technology
card in play represents
cavalry Military Cards in Play and then discarded. (Play an Aggression
p4.)
a military unit of the corresponding Colonies
level and type. There is no limit to how artillery
Some events represent the discovery of
many military units you can have.
a new territory. If you colonize the
Each military unit (i.e., each worker air force territory, it enters your play area and Events
on amilitary unit technology card) becomes your colony. (Colonization p7.) Events are evaluated when they are
contributes to your strength rating by the value
A colony has an immediate effect depicted revealed from the current events deck.
printed at the bottom of the card. Military units may
in the middle of the card. This occurs only when it is Then they go to the past events pile.
be grouped into armies according to your current
first colonized. (Colonization p7.) (Prepare an Event p4, Evaluating an Event
tactic. (Tactics Cards p9.)
It also has apermanent effect depicted at the bottom. p7.)
S
 pecial Technologies (Your Statistics p10.)
Military Bonus Cards
These technologies provide The permanent effect transfers with the colony.
effects without workers. Ifyou lose your colony, you remove it from play and Military bonus cards are played for aone-
law time bonus when defending against an
 ach technology's effect
E lose the permanent effect depicted. If another player
steals your colony, move the card to his or her play aggression or colonizing aterritory. Then
is depicted on the card.
warfare area. You lose the permanent effect and the new they are discarded. (Play an Aggression
Symbols are explained
owner gains it. By contrast, the colony's immediate p4, Colonization p7.)
under Your Statistics (p10).
effect is ignored when it is lost or stolen.
Limitation: You can never be affected exploration
by two special technologies of the same
type. Ifyou have two of the same type construction

-9-
... Your Civilization ...

Your Statistics
Your statistics are determined by cards in play and
the locations of your tokens. Colonization Modifier  Ifacard with either of these symbols on
the bottom enters your play area, you lose that
The symbols at the bottom of acard depict how it Cards with this symbol can provide acolonization many blue or yellow tokens. Ifit leaves your play
alters your statistics: modifier. Amodifier might be specified in the text of area, you gain that many tokens.
acard. Ifyou have no such cards, your colonization
I f the card requires workers, then the symbols at Some cards can cause players to gain new tokens,
modifier is zero. The colonization modifier is relevant
the bottom of the card depict the contribution of return tokens to the box, or take them from each
only during colonization. (Colonization p7.)
each worker on the card. (And the card contributes other, as specified in the text of the card.
nothing if it has no workers.) Civil and Military Actions If you gain blue or yellow tokens, they go to your
I f the card does not require workers, then the blue or yellow bank, respectively.
symbols at the bottom of the card depict the Action Total If you lose blue tokens, you return blue tokens from
entire contribution of the card. Your civil action total is the number of these your blue bank to the box. Ifthere are not enough in
E
 xception: A tactics card depicts the symbols you have on your cards in play. Include the your blue bank, you also return tokens from mines
contribution of each army. (Tactics Cards p9.) symbols on your government card, plus all those at and farms of your choice.
the bottoms of other cards. If you lose yellow tokens, return tokens from your
A
 wonder does not contribute until it is
completed. (Build aStage of aWonder p5.) Your military action total is the number of these yellow bank to the box. Ifthere are not enough, you
symbols you have on your cards in play. Include the return all those in your yellow bank, but no more.
Your statistics can also be modified by special
symbols on your government card, plus all those at If you take yellow tokens from another player, take
abilities that are written on cards in play.
the bottoms of other cards. them from his or her yellow bank and add them to
When arule in this book reminds you to update your
statistics, it means that you should be sure that Spending Actions yours. If there are not enough in the other player's
bank, take them all, but no more.
any changes to your statistics are reflected by your You should have white tokens equal to your civil
ratings indicators and your number of red, white,
blue, and yellow tokens.
action total and red tokens equal to your military
action total. When these tokens are on your
Workers and Population
government card, they represent actions that are Any yellow token in your play area that is not in your
Ratings available to be spent. When you spend or pay an yellow bank is aworker.
You have four ratings tracked by the positions of your action, move the corresponding token off the card. It An unused worker is one that is not on any card.
rating markers on four indicators. (Rating Markers is no longer available. It can be in your worker pool or it can be marking
p2.) This bookkeeping system is just informational. If you are required to pay actions to do something amissing happy face, as explained below.
At any given time, your ratings can be calculated and you do not have enough available actions, then If an effect tells you to gain 1population, you move
from your workers and the cards in play. you cannot do that thing. one yellow token from your yellow bank to your
worker pool. It is now aworker. This does not require
Science Rating Some effects allow you to gain an action back. In
any food.
this case you move aspent token back onto your
This symbol depicts the amount of science
government card. It is available again. If you have If an effect tells you to increase your population,
produced either by the card or by each worker on the
no spent actions when you gain one back, nothing you follow the rules for the action (Increase Your
card. Add up all the science produced, including any
happens. Population p5). Increasing your population usually
modifiers. This is your science rating. (Unless the
Temporary actions: If an effect gives you an action requires food.
result is negative. In that case your science rating
is0.) There is no limit to how high it can be. for a turn, you spend that action the first time it If an effect tells you to lose 1population, you move
applies. It does not affect your action total. one unused worker to your yellow bank. Ifyou have
Culture Rating no unused worker, you must take one from your
This symbol depicts the amount of culture
When Your Action Total Changes cards. An equivalent term is lose workers.
produced by the card or by each worker on the card. Your action total changes only when acard enters or
Add up all the culture produced, including any leaves play. This will affect your spent and available Discontent Workers
modifiers. This is your culture rating. It cannot be actions: Your yellow bank is divided into subsections,
Warriors Agriculture Bronze Philosophy
lower than 0. There is no limit to how high it can be. If your action total increases, take the appropriate each marked by a number next to a happy face.
number of red or white tokens from the box The number depicted above the leftmost empty
Note: An effect that lets you score under certain
and put them on your government card. They subsection specifies how many happy faces your
circumstances does not count toward your rating.
represent available actions. populace requires. If you have fewer happy faces,
Strength Rating If your action total decreases, return the
the shortfall is your number of discontent workers.
If you have the required happy faces or more, you
On atactics card, this symbol depicts the tactical appropriate number of red or white tokens to have no discontent workers. (Happiness Rating p10.)
strength contributed by each army. (Tactics Cards the box. You return spent tokens first. Available
p 9.) On any other card, it depicts the amount of tokens are returned only if there are not enough If your discontent workers outnumber your unused
strength contributed by the card or by each worker spent tokens. End-of-Turn Sequence: workers
Production atPhase
the end of your turn, you face an uprising
on the card. Add up all the strength contributions, and must skip your Production Phase. (Check for an
(skip during an uprising)

If acard leaves play because it is being replaced by Uprising p6.) D


including any modifiers. This is your civilization's
acard entering play,Discard
update your tokens once the
strength rating. It cannot be lower than 0. There is Excess Score Corruption Food
Bookkeeping
Food Consumption
trick: You
Resource
Military should
Draw
have
Reset
no empty
process is complete. Military
YouCards
cannotandresolve it as Production
two (Shortage: -4 per ) Production Cards
(max. 3)
Actions

no limit to how high it can be. subsections to the left of your happiness marker.
separate steps.
Note: Amilitary unit always contributes its strength, If you do, place an unused worker above each such
even if it is in an army. B lue and ellow okens Y T  subsection. If you Bluedon't
Bank have enough,
Spent or lost
an uprising unlessandyou correct destroyed
Worker Poolyou will face
New workers,
the problem. Workers
buildings,

Happiness Rating You start the game with acertain number of blue and used in this bookkeeping method
go to this bank. and disbanded units
are still considered
go here.
yellow tokens on your player board, most of them in to be available.
Each of these symbols represents one happy face
your blue and yellow banks.
produced by the card or by each worker on the card.
Your banks are always filled from left to right. Each
Similarly, this represents -1 happy face produced
token is placed in a square. If all the squares are
by the card or by each worker on the card. (Note: Yellow Bank
full, additional tokens may be kept in the rightmost Lost population and sacrifice
Acard with this symbol does not count as acard that
section. There is no limit to the number of tokens
gives you ahappy face.)
that can be there.
Add up all the happy faces. (Don't forget to subtract Note: The game does not track which workers are
Most operations with blue and yellow tokens involve
unhappy faces.) Ifthe total is between 0and 8, that is discontent. Only the number is important for events
transferring them between your player board and
your number of happy faces. Ifthe total is less than like Rebellion, Civil Unrest, Emigration, and Impact
cards in play. The exceptions are:
0, you have 0happy faces. Ifthe total is more than 8, of Population. It does not matter whether there are
you have 8happy faces.  Ifacard with either of these symbols on actually unused workers covering missing happy
the bottom enters your play area, you gain that faces or not.
The number of happy faces you have is also called
many blue or yellow tokens. Ifit leaves your play
your happiness rating.
area, you lose that many tokens.

-10-
... Your Civilization
Paying science points: Paying is the same as losing, Taking culture or science points from another
Food and Resources except you are not allowed to pay more than you player: Your opponent loses the points and you score
Your food and resources are represented by have. Ifyou do not have enough points, you cannot them. Ifyour opponent has fewer points than you are
blue tokens on the mine and farm technologies you perform the action that required payment. allowed to take, you take only as many as he or she
have in play. Each blue token represents the quantity Temporary science points: If an effect gives you has.
printed at the bottom of the card. science points for one turn or for aparticular purpose,
Gaining Food or Resources you spend these first when paying for something that
they apply to.
Usually, you produce food and resources during your
Production Phase (p6) but some cards allow you to

Card Description
gain them as an immediate effect.
Whenever an effect tells you to gain food or
resources, move one or more blue tokens from your
blue bank to your farm or mine technology cards. The
resulting total must be exactly the amount of food or Civil Cards
resources you are supposed to gain.
If there are not enough blue tokens in your blue bank science cost type of technology
to cover the required value, you gain the nearest
lower value that can be gained. If the blue bank is
empty, you cannot gain food or resources. Ifan effect
tells you to gain food and resources at the same time,
gain them in the order written on the card. farm or mine urban building military unit action
technology technology technology card
Losing Food or Resources
When you need to pay or spend food and resources, resource
you have three options: cost

R
 eturn a blue token from a farm or mine
technology card to your blue bank, thus paying
the amount depicted on that card. value of each blue effect of each worker
token on the card on the card
M
 ove ablue token from afarm or mine technology
to atechnology of the same type with lower value,
thus paying the difference between the values. level of the card revolution cost cost of each stage of wonder
P
 ay as above, and then gain some food or
resources back (of lesser total value) thus paying
the difference between the amount paid and the
amount gained.
Perform one or more of these operations as many special government leader wonder
times as you need. The total value of these payments technology technology
must equal the amount you are supposed to pay.
If the total value of all your tokens is lower than
44
the required amount, the payment cannot be made
and you cannot perform the action that requires the
payment.
effect of the card urban building limit effect of the card
In rare cases you may be able to overpay, but unable
to pay exactly. In such a case, you may overpay as
long as the result leaves your blue bank empty.
Note: You may never move tokens from lower-value
technologies to those with higher values.
Military Cards
Temporary resources: Ifan effect gives you resources
for aturn or for aparticular purpose, you spend these can be prepared as military action can only be played as
first when paying for something that they apply to. an event cost apolitical action level of the card
Losing food or resources is the same as paying food
or resources, except that if you have to lose more
than you have, you just lose all that you have.
Taking food or resources from another player means event territory / colony aggression war pact
that he or she loses them and you gain them. You
gain as many as the other player actually lost. (Note: A B
Each player accounts for the loss or gain separately.
Tokens are not moved between players.)

Science and Culture Points


You keep track of your science points and
culture points with counters on the science and permanent effect immediate effect letters should point towards
culture points tracks. You score points during your of colony of colonization respective players who
Production Phase (p6). Certain cards might have an accepted the pact
effect giving you aone-time gain of points. There is
military action
no limit to how many science or culture points you
cost
can have.
Scoring and : Whenever you score points, move
the corresponding counter ahead by the specified defense
tactic
number of spaces. bonus

Losing or : When something causes you to lose military bonus


military units that
points, move your counter back the corresponding form one army
number of spaces, but stop if it reaches zero. Science tactical strength colonization
and culture points can never go below zero. tactical strength of outdated army bonus
of army

-11-
A ppendix
Leaders Johann Sebastian Bach Events
Use the usual rules for upgrading (count
Homer the costs and pay the resources equal to Development of Civilization
 reat the wonder with Homer's happy face
T the difference), except the two urban You pay no civil action, but you pay the
as though there was one extra happy face building technologies do not have to be of other costs, lowered by one. You may also
printed on it. (Michelangelo benefits from the same type and may be of the same declare a revolution for one science less,
that happy face. St.Peter's Basilica adds level. If the building you are upgrading but it will use up all your civil actions.
ahappy face to that wonder, but not two has the same or higher cost than the theater you are
extra faces if the wonder already had one.) upgrading to, the cost of the upgrade is 0resources.
If the wonder is flipped face down because of Ravages You are not allowed to exceed your urban building Ravages of Time
of Time, Homer's happy face is not flipped over. The limit. The destroyed wonder counts as
ruins of the wonder continue to produce that happy acompleted wonder of the corresponding
face. Bill Gates age for all purposes. That means you pay
Use your labs of Age I or higher the same one extra civil action when taking anew
Genghis Khan as mines: Add 1 blue token per worker wonder, it is scored by the Impact of
In a two-player game, "one of the two when mines produce resources. The token Wonders event, another player can benefit
strongest" should be read as "the is worth a number of resources equal to from it through the International Tourism pact, etc.
strongest". (You still win ties.) the level of the lab. You can even use labs
When forming armies, each infantry unit to store and make change. International Agreement
can be either cavalry or infantry (but not If Bill Gates leaves play, your labs do not produce any The usual rules for taking cards apply.
both) to maximize the civilization's total strength more, but you may continue to use the resources on If the current player is the one taking
rating. The infantry units are still considered infantry the labs until end of the game. cards, he or she may use any action cards
for other cards, such as the Great Wall, regardless of The production of labs does not count when evaluating taken this way on the same turn.
their role in forming armies. the Impact of Industry event. Replenish the card row according to the
Note: Genghis Khan's ability does not affect your usual rules, but do not discard cards from the first
culture rating. Wonders slots. Ifthis ends Age III, it triggers end of the game.
Ifthis happens in the first player's turn, this is the
Maximilien Robespierre St. Peters Basilica last round of the game.
When Robespierre is your leader, any Treat each of your other cards in play with The strongest player may use this option even in the
revolution you declare must be paid for one or more happy faces as though it had last round.
with military actions. The revolution one more happy face printed on it.
works the same as usual, except that you
44
must pay military actions equal to your
military action total and any military
actions you gain from the change of government Hollywood
become spent. It is possible to gain more military
Effects that modify culture production of
actions later in the turn by playing certain cards.
theaters and libraries (Shakespeare, Bach,
Patriotism's extra military action is not spent on the
Chaplin) apply, too.
revolution because it does not count as part of your
military action total. If you use a Breakthrough to
declare the revolution, you pay all your military
actions for the revolution but no civil action for the
Breakthrough. Internet
Effects that modify culture production
Isaac Newton (Shakespeare, Bach, Chaplin), science
 e gives you back aspent civil action even
H production (Newton, Einstein), or both
if you develop the technology as an effect (Meier) of theaters and libraries apply, too.
of acard such as Breakthrough. Declaring
arevolution also counts as developing
atechnology, so Newton allows you to
have one civil action available after
arevolution.

A game by Tabletop testers: Vtek, Filip, Vodka, Vazoun, Kupin, Nino, Lefi, R.A., Ese, Mat, Kreten, Marcela, Dvid, Jana,
Vytick, Desgenais, Markta, Michal, Hona, Mirek, Pigin, Jarda, Rumun, Mona, Gekon, and many others.

Vlaada Chvtil Online testers: Gary Pan, simple Klaus, olaf drake, David Segoviano, Chris Lineker, Stephen Kershaw, TT S, Paul
Grogan, Flandre Scarlet, Lord Widak, nexpyru, Donald Wagner, Hubert Bartos, Branko Previ, clyde kruskal,
floe huang, Kenny Fok, Paolo Cole, Dawn Luke, Dean Fabic, jason Chu, Artur Jedlinski, florian monod, Gregory
Illustration: Milan Vavro D., Joe P, Kenneth Troop, Patrick Zhang, razer razer, Craig Young, Derek Anderson, Cheng Lap, Posledni Hrdina,
R.A., Scalon 75, charles clairet, cheung suet, YJ Chen, Ales Ronovsky, Amiral Thrawn, Jonas Havreglid, Michal
Interface Design: Jakub Politzer
D.,Rafal Szczepkowski, T Bow, and many others.
Graphic Design: Filip Murmak Thanks to: Vtek Vodika, Filip Murmak, Vclav dek and Ji Hofrek for many great online and offline games
3D Artist: Radim Pech and countless hours of discussions, Milan Vavro for beautiful illustrations, Jason Holt for a great work on the
rulebook and texts, and Petr Murmak and all CGE people for making this new version happen.
Translation: Jason Holt
Special thanks to: Nicolas d'Halluin for implementing an awesome online
Lead Tester: Vt Vodika prototype at www.boardgaming-online.com, and all players that played, enjoyed
and supported the original game over the years.
Czech Games Edition, October 2015.
www.CzechGames.com

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