Game Play
A game starts with each player having a single population token, which begins on a specified area on the edge of the map board. The area the first unit begins in is based on the specific civilization represented (e.g. on the island of Crete for the Cretans or in Africa for the Egyptians). As the first few turns progress, the population expands exponentially. Each zone on the map has a printed number representing the number of population tokens which can be supported there. Eventually, the player will decide to convert some of his excess population into cities. Certain areas on the board (where cities existed historically) have a square printed in them to designate them as city sites, which require five population tokens to produce a city—non city sites require twelve such tokens.
Those players who have built cities are permitted to receive trade cards with a commodity printed on them (hides, salt, cloth, etc.) later in the turn. There are nine decks, and players obtain progressively more valuable cards based on the number of cities they have. Those with five cities receive a single card from each of the decks one through five, for example, unless one or more type of card has been used up. Players may have up to nine cities. Cards gain value quadratically, so two value "3" trade cards are worth twelve points, while three are worth twenty-seven points. The first two decks have two types of cards, for number one it is hides and ochre, and for number two, it is papyrus and iron, these two different types of cards do not add up in value together. It is to the player's advantage to collect multiple cards of a single commodity, as four or five of a single commodity can be quite valuable.
After all movement (population units and ships), starvation, and conflict has been resolved, trade begins. The various players trade their cards in an effort to gain multiple cards of the same commodity. After all trade is complete, players tally up the value of trade cards in their hands with an eye on purchasing civilization cards. These are available in a variety of arts, crafts, sciences, and more. Examples include: Astronomy, which allows a player's ships to sail across otherwise impassable zones in the middle of the Mediterranean and Black Seas, and Agriculture, which allows all the player's areas to support an extra unit of population.
The downside of trade is that calamities are randomly hidden in the trade card decks. Some are played immediately, while others can be traded away. Many cause immediate destruction of cities, while others force the player to liquidate a considerable amount of his assets. In some cases, collateral damage can be meted out to other players as is the case with famines and epidemics. Calamities can reduce a player from first to last in one fell swoop, especially if the player is hit by several in a single turn. The nature of the game tends to allow players to recover within a few turns, however. Many of the calamities can be mitigated by specific civilization cards, such as Engineering (good vs. flood); this specific card is often purchased by the Egyptians, whose homeland is flood-prone.
The goal of the game is to advance through the Late Iron Age and become the most advanced civilization on the map board. This is accomplished through clever game play and purchase of several high-value civilization cards. A winning player will typically have Literacy, Law, Philosophy, Democracy and a variety of lesser value cards (but not too many of the low-value arts & crafts).
Read more about this topic: Civilization (board Game)
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