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Advance Move Combat Sequence Event Card Icons

- Pay 2 Food (or Ideas/Gold) for 1 advance. - Move up to 3 different units or groups. 1. Play 1 Action card? Attacker decides first. You Event icons only affect the player who
- When starting a new category, you must - Land units move 1 Land space, or onto must have “Tactics” (Warfare) to play an Action card. drew the Event card, and are resolved
choose the top advance. A few advances also a Ship. Ships move to any connected Sea 2. Reveal Cards. Carry out the effects of Action immediately after drawing.
have a pre-requisite advance shown in red. space. Limit of 4 Army units per Land space cards if they take place prior to the combat roll.
Governments require the last advance in the and 2 Land units per Ship. 3. Combat Roll: Both players roll dice equal to the Gold Mine!
category above them (shown with an arrow). - Battles are resolved immediately and number of Army units they have. (For Naval battles, Receive 2 gold immediately.
- To switch Government types, pay 2 Food before other units/groups move. use Ships instead.) Add the dice results to find CV
to transfer the existing cubes instead. - Units entering a Forest space may not (Combat Value). Divide by 5 for “hits” inflicted.
- Advances with a yellow/blue outline increase move again that turn if it results in a battle. 4. Remove Casualties. Remove an Army unit for Exhausted!
Happiness/Culture levels (which mark your - Units may not move after participating in each hit. Settlers get removed with the last Army. Place an Exhausted Resource
Mood/Culture token limit) and grant a token. a battle or after entering a Mountain space. (Units on Ships get removed with the Ship.) token on an empty (no units/
5. End of Battle? The attacker may retreat to the cities), non-Barren Land space
Found City Exploring Rules (in priority order): space he moved from, or continue attacking. adjacent to one of your cities.
- Replace 1 Settler with a Settlement piece. 1. A Land unit can’t move into a Sea space. No resources may be
- Must be a non-barren Land space with no 2. Sea spaces must touch Sea spaces. Barbarian Attacks “Collected” from that space,
other city or foreign unit. 3. Otherwise, place Sea spaces at the edges. The battle lasts only one round. For each hit, first and no cities may be founded
remove an Army or Settler (target’s choice). Further there (including Barbarians).
Activating Cities Exploring with Ships: hits remove city-pieces and make the city “angry.”
- If you activate the same city more than Place so any Sea spaces can be reached by the
Ship without entering any other regions. If Barbarians Spawn!
once in the same turn, its mood will drop Winning a Battle
that isn’t possible, place normally, and move 1. Place a Barbarian settlement
after each additional activation. - You win if you eliminate all of your opponent’s
the Ship back to the space it started from. and a Barbarian together on an
- “Happy” cities get a +1 bonus to Building units without losing all of yours.
empty (no units/cities), non-
units and Collecting resources. - If both sides lose all their units, combat ends with
Civic Improvement Barren Land space within 2
- “Angry” cities are size 1 for Building units no winner or loser.
- Increase the mood of a city one step by spaces of one of your cities.
and Collecting resources, can’t Increase in - If you only have a Fortress defending, you win if
paying Mood tokens equal to the city’s size. 2. Place a Barbarian unit in a
size, and can only be activated once a turn. you eliminate the opponent in the first round. And
- You may pay to increase the mood of Barbarian settlement of your
also, in the case of Barbarians, without taking any
several cities by several steps in one action. choice (including the new
Activate City: Build Units excess hits (which counts as losing all your units).
settlement).
- Build a number of units up to the size of
the city (+1 if “happy” and only 1 if “angry”). Cultural Influence Capturing Cities:
- Stacking limit of 4 Army units per Land - Target a city (at least size 2) within range 1. Replace the owner’s city-pieces with matching Barbarians Attack!
space. (Settlers and Ships have no limit.) of one of your cities that itself is not under pieces in your color. City-pieces under “Cultural 1. Find the Barbarian
Cultural Influence. The range is your city’s Influence” by other players are not replaced. settlements within 2 spaces
Activate City: Collect Resources size, +1 per Culture Token spent. If you have run out of a certain city-piece then of your cities, even across Sea
- Collect resources up to the city’s size (+1 if - Roll a 5 or 6 to exchange a city-piece in remove it and gain +1 Gold compensation. If you spaces (no crossing unrevealed
“happy” and only 1 if “angry”) from the city’s the target city with a matching city-piece don’t have the required advance for a captured city- regions).
space and adjacent spaces. Each space can in your color. Add +1 to the roll for each piece, then it counts for city-size and VP but you 2. Of these, the settlement
only be collected from once per activation. Culture Token spent after rolling. can’t use its power or complete objectives with it. with the most Barbarians
- You cannot collect from spaces with - Each attempt costs an action, and you 2. If the city was “happy” or “neutral”: attacks the closest of your
another city (even your own) or foreign may only succeed once a turn. • Spoils of War: Receive Gold equal to city’s size. cities.
units (Ships/Settlers/Armies). • Refugees: Previous owner gets a Settler in a
Player Trades city of their choice (if they have any cities left). If tied for size or range, then
Activate City: Increase City Size Players may trade with the active player: 3. The city becomes “angry”. you decide which of the tied
- Add one city-piece per activation. Resources, Action cards, Objective cards, settlements attacks which of your
- You must have the required advance. Mood tokens and Culture tokens. Capturing Barbarian Settlements: tied cities.
- “Angry” cities cannot increase in size, and Immediate trades must be fulfilled. Future - Earn 1 Gold for every Barbarian defeated.
a city can’t grow to a size larger than the trades, loans, and diplomatic agreements, are - Keep the city (change it to your color) and make
total number of cities you have. up to “the players’ conscience and goals”. it “angry”, or Raze it for an additional 1 Gold.

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