ANCIENT CIVILIZATIONS






INTRODUCTION
Dice and Record Keeping game for 2-4+ players. 
Civilization building Theme. 

VICTORY
At the end of the game, the player with the most Victory Points wins. 
The game ends when anyone reaches 20 or more Territories. 

AUTOMATIC LOSS
If a player ever goes to zero territory or population he automatically loses. 

COMPONENT OVERVIEW
Rules and Charts. 
Charts and Pawns. 
Six-sided Dice. 
Record Page and Writing Implements. 
One set of common counters. 

STATS
Each Civilization has 14 Stats:
Stat:			Abbreviation:
Cities			City
Infrastructure 		Infra
Ideas			Idea
Victory Points		VP
Population 		P
Stability 		S
Territories 		T
Food 			F
Resources 		R
Culture			C
Military		M
Gold			G 
Zeal			Z
Wonders			W
These numbers can go up and sometimes down. 
Each player will need a copy of the Record page to keep track. 
A player will also need to write down which Wonders they own, and 
Which type of Leader they currently have. 

RECORD PAGE
Name			______________________
Leader			______________________
Infrastructure		______________________
Victory Points		______________________
Population		______________________
Territories		______________________
Food			______________________
Resources		______________________
Culture			______________________
Military		______________________
Gold			______________________
Ideas			______________________
Zeal			______________________
Stability		______________________
Cities			______________________
Wonders			______________________
__________________________________________
__________________________________________
__________________________________________

PAWNS
Each player has a set of 12 pawns of a unique color. 
There are 13 common Tracks. Pawns move along the tracks. 

THE COMMON TRACKS
In the rules the tracks appear as simple lists. 
However, for play they should be drawn out as circular loops where 
Each entry is a space that can be occupied by a pawn. 
Most tracks are 13 spaces long including the start space. 
Note: The Pre-History track is extra-long so does not have to be circular
The 13 Tracks Include:
Pre-History Track
Knowledge Track
Military Track
Cultural Track
Agriculture Track
Industry Track
Building Track
Wonder Track
Religion Track
Government Track
Leader Track
Trade Track
Naval Track
Note: In addition to the tracks there are also several charts. 
Charts do not require pawns. 

PREGAME PHASE
Players place one pawn each on the start space of the Pre-History Track. 
Players roll high to see who goes first. Play proceeds clockwise. 
They take turns rolling the die and moving their pawns forward along the track. 
When a player lands on a space they get the indicated boosts to their stats. 
They also put a marker on the space. 
If a player lands on a space that already has a marker they move to any space of their choice. 
When every space on the Pre-History Track has been marked the Pregame ends. 
The Pre-History Track is not used during the main game. 
Note: In the main game, markers are not used except on the Wonders Track. 

PRE-HISTORY TRACK
Space:				Notes:
Dawn of Time			Start
Hunting				F+1
Gathering			F+1
Fire				R+1 F+1
Boats				T+1 F+2
Tools				R+1 F+2
Archery				M+1 F+2
The Wheel			R+2
Writing				C+2
Numbers				VP+1
Mysticism			Z+2
Clothing			C+2
The Arch			I+1
Painting			C+2
Cultivation			F+3
Nets				F+3
Metal Working			M+1 G+1
Pottery				C+1 F+2
Domestication			F+3
Papyrus				C+2
Glass				C+2
Migration			P+2
Ritual				Z+2

SETUP
In addition to the boosts received in the Pregame each player gets an additional 
5 points in Population, Territory, Food, Stability, Zeal, Military, and Culture. 
Players place one pawn in the start space of each Track. 

TURN SEQUENCE
Players take turns within each phase. 
There are 16 Phases in a Turn:
Start Phase
Leader Phase
Agriculture Phase
Population Phase
Resource Phase
Build Phase
City Phase
Wonder Phase
Military Phase
Culture Phase
Religion Phase
Government Phase
Trade Phase
Naval Phase
Knowledge Phase
End Phase

ROLL AND MOVE RULES
In most phases each player will roll one die and move along the indicated Track. 
The player gets the stat bonuses as described in the space he lands on. 
Start spaces give no benefits. 
If you land on a start space, you may pay 1 Gold to roll 1D6 and move again. 
If a player lands on a (non-start) space occupied by another player’s pawn, he must instead take 
The space immediately before or after or roll 1D6 and move again. 
Note: Multiple pawns may occupy a single start space. 

START PHASE
Players roll high anew to determine turn order within each phase. 
Play proceeds clockwise. 

LEADER PHASE
Players move on the Leader Track.

AGRICULTURE PHASE
Players move on the Agriculture Track. 
Famine Rule: If your Food Score is ever less than 1 lose 1D6 Population
You can have a max of 20 Food points saved up. Extra are lost. 

POPULATION PHASE
Surplus Rule: A player may pay 5 Food to gain 1 Population. 

RESOURCE PHASE
Players move on the Resource Track. 
You can have a max of 10 Resource points saved up. Extra are lost. 

BUILD PHASE
A player may pay 2 Resources to move once on the Building Track.
Gain 1 Infrastructure Point every time you roll on the Building Track. 

CITY PHASE
For every 7 Infrastructure Points a player has he is considered to have 1 City. 
For every city a player has he may roll once on the City Chart. 

WONDER PHASE
A player may pay 2 Wonder Points to move once on the Wonder Track.
Once you’ve built a Wonder, put a marker on that spot. 
No one else can build that Wonder. 
Record which Wonders you own. 
Each Wonder gives you a bonus in Start Phase. 

MILITARY PHASE
Players move on the Military Track.
If a player ever has a Military score greater than 10, roll on the Conquest Chart.
After rolling on the Conquest Chart lose 1D6 Military Points. 
If a player ever has a Military score less than 1, roll on the Defeat Chart. 

WAR OPTION
If you land on an opponent’s pawn in Military Phase you may declare war:
First, move your pawn to the start space. Next both players lose 1D6 Military points. 
Next both players roll 2D6. These are the War Rolls. 
The player with the higher Military Score adds 2 to his War Roll. 
The higher score wins. There is no winner if the War rolls are tied. 
The winner steals 2 VP from the loser. 
If you, the aggressor, won, steal 1 Territory from the loser. 

CULTURE PHASE
Players move on the Culture Track.
If you have 10+ Culture points, you must pay 10 Culture Points to gain 1D6 VP. 

RELIGION PHASE
Players move on the Religion Track.
If a player ever has a Zeal score greater than 10, roll on the Conversion Chart.
After rolling on the Religious Conversion Chart you lose 1D6 Zeal Points
If a player ever has a Zeal score less than 1, roll on the Civil War Chart. 

GOVERNMENT PHASE
Players move on the Government Track.
If a player ever has a Stability score less than 1, roll on the Civil War Chart

TRADE PHASE
Players move on the Trade Track.
At the End of this Phase players may make purchases from the Purchase List Table. 
By doing this you are converting Gold into other Stats. 

TRADE OPTION
If you land on another players pawn in Trade phase, you each get 1 Idea point and 
The two of you may freely trade Gold, Food, and Resource Points. 

NAVAL PHASE
Players move on the Naval Track.

KNOWLEDGE PHASE
Players may pay 2 Idea Points to move once on the Knowledge Track.

END PHASE
Review Record Pages for omissions and mistakes. 
Check for game end and automatic loss conditions. 

CITY CHART
Roll:	Result:
1	Gold +1
2	Gold +2
3	Culture +1
4	Culture +2
5	Resource +1
6	Idea +1

CONQUEST CHART
Roll:	Result:
1	Spoils of War: Gold +1D6
2	Enslavement: Pop +1D6
3	VP +1
4	Glory: VP +2
5	Territory +1
6	Territory +2

DEFEAT CHART
Roll:	Result:
1	Put to the Sword: Pop -1D6
2	Plundered: Gold -1D6
3	Tribute: Gold -1D6
4	Disgraced VP -3
5	Border Dispute: Territory -1
6	Overrun: Territory -2
Note: If you don’t have enough Gold, lose it all and roll again. 

RELIGIOUS CONVERSION CHART
Roll:	Result:
1	Gold +2
2	Territory +1
3	Population +2
4	Stability +2
5	Culture +2
6	Steal 1 Pop from one opponent

CIVIL WAR CHART
Roll:	Result:
1	Military -1
2	Population -1D6
3	Military -2
4	Territory -1
5	Population -1D6
6	Territory -2

PURCHASE LIST TABLE 
Gold:	Buys:
2	1 Food
2	1 Resource
3	1 Military
3	1 Culture
4	1 Stability

LEADER TRACK
Space:				Notes:
Tyrant				Start
Genius				Ideas +3
Wise				Stability +3
Iconic				Culture +4
Religious			Zeal +5
Conqueror			Territory +3
Reformer			Get +1 or -1 to one Roll this turn
Builder				Resources +5 or Wonder +1
Politician			Reroll 1 Die roll this turn
Populist			Get 1 extra Roll on Military, Trade, or Naval Track
Usurper				Stability -1
Weak				Stability -2
Madness				Stability -3

AGRICULTURE TRACK
Space:				Notes:
Mother Earth			Start
Provinces			Gain Food = 1/3 your Territories rounding up
Farms				Food +3
Livestock			F+2
Groves				F+1
Vineyards			F+1
Herds				F+2
Grain				F+3
Bread & Beer			F+3
Cloth				R+1 M+1 G+1
Blight				Food -1D6
Pestilence			Food -1D6
Drought				Food -1D6

TRADE TRACK
Space:				Notes:
Demand				Start
Trade Route			Gold +3
Sell Surplus			Trade Food or Resources for Gold on a 1 to 1 Basis
Plague				Population -1D6
Traders				G+1
Merchants			G+1
Banditry			Gold -1D6
Caravans			G+2
Coinage				G+3
Diffusion of Knowledge		Ideas +2
Treaty				Stability +2
Slave Trade 			Population +1 G+1
Luxury Items			G+3

NAVAL TRACK
Space:				Notes:
Call of the Sea			Start
Ship Building			Military +2 Gold +1
Flood				Pop -1 Food -2 Infra -2
River Trade			Resources +1 Food +1 Gold +1
Storm				Military -1D6
Trade Fleet			Gold +3
Piracy				Gold -1D6
Sea Trade			Gold +2 Ideas +1
Expedition			Territory +1 and Military +1D6 -3 
Colonization			Territory +1 and Stability +2
Navy				Military +3
Biremes				Military +2

INDUSTRY TRACK
Space:				Notes:
Labor				Start
Clay Pits			Resources +2
Forest Logging			R+3
Masonry				R+2
Quarries			R+2
Mines				Military +1 R+1 Gold +1
Tar, Pitch, and Resin		R+1
Earthquake*			Infra -1D6
Iron Forges			M+2 R+1
Carpentry			R+1
Craftsmen			M+1 R+1 G+1
Brickmaking			R+3
Fire				Infra -1D6
(* = Roll 1D6: On a roll of 1 it’s a Volcano! Also lose 1D6 Pop)

BUILDING TRACK
Space:				Notes:
Construction			Start
Temples				Zeal +4
Roads				Infra +1 Gold +2
Bridges				G+3
Aqueducts			Food +4
Port				Gold +3 Culture +1
Granaries			F+3
Wonder				Wonder +1
Walls				Military +3
Fortifications			M+4
Housing				Infra +1 Population +1
Urbanization			Infra +2
Public Works			Infra +1 Culture +3


WONDERS TRACK
Space:				Notes:
Monuments			Start
Stonehenge			Get +1 or -1 to one roll per Turn
Ziggurat			Resources +1 per Turn
Pyramids			Get 1 Reroll per Turn
Mausoleum			Stability +1 per Turn
Colossus			Gold +1 per Turn
Hanging Gardens			Food +2 per Turn
Great Wall			Military +2 per turn
Pantheon			Culture +2 per Turn
Parthenon			Zeal +1 per Turn
Great Library			Ideas +1 per Turn
Colosseum			M+1 and C+1 per Turn
Great Baths			VP +1 per Turn


KNOWLEDGE TRACK 
Space:				Notes:
Ancient Wisdom			Start
Mathematics			R+1 M+1 Gold +1
Astronomy			Culture +1 F+1 Z+1
Medicine			Population +1
Engineering			Resources +3
Sailing				M+1 G+2
Calendar			Food +2 Zeal +1
Architecture			R+1 C+2
Metallurgy			Military +3
Fermentation			Food +3
Irrigation			F +3
Breeding			F+2 M+1
Cartography			Territory +1

RELIGION TRACK
Space:				Notes:
Worship				Start
Sacred Texts			Zeal +2 Culture +1
Priesthood			Z+2
Ceremonies			Z+2 S+1
Mythology			Z+1 C+2
Monotheism			Z+3
Holy Days			Z+2
Theocracy			Z+1 Stability +1
Theology			Z+1 Ideas +1
Divination			Z+1 C+1
Schism				Zeal -1D6
Holy War			Z+1 Military +2
Heresy				Zeal -1D6

GOVERNMENT TRACK
Space:				Notes:
Tyranny				Start
Laws				Stability +3
Social Classes			S+2
City States			S+2
Dynasty				S+4
Empire				S+2 Military +1
Democracy			S+1 Gold +2
Bureaucracy			S+2
Republic			S+3
Uprising			Stability -1D6
Autocracy			S+1
Anarchy				Stability -1D6
Corruption			Stability -2 Gold -1D6

CULTURE TRACK
Space:				Notes:
Ethnicity			Start
Music & Dance			Culture +2
Sculpture			C+3
Science				Ideas +1 C+1
Sport				C+2 Military +1
Costume				C+1 M+1 Stability +1
Theatre				C+3
Artisans			C+2 Gold+1
Cuisine				C+2 Food +1
Stagnation			Culture -1D6
Literature			C+2 Zeal +1
Jewelry				C+1 G+2
Philosophy			C+1 S+1 Ideas +1

MILITARY TRACK
Space:				Notes:
Pax				Start
Warrior Code			Military +2 Culture +1
Logistics			M+3
Equestrian			M+2 Gold +1
Allies				M+3
War				Military -1D6
Barbarians			Military -1D6
Raids				Gold +1D6
Incursions			Military -1D6
Raise Army			M+3
Levy Troops			M+2
Mercenaries			M+2
Garrisons			M+2


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