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
LINKS