Dice and Record Keeping game for 2-4+ players.
Civilization building Theme.
At the end of the game, the player with the most Victory Points wins.
The game ends when anyone reaches 20 or more Territories.
If a player ever goes to zero territory or population he automatically loses.
Rules and Charts.
Charts and Pawns.
Record Page and Writing Implements.
One set of common counters.
Each Civilization has 14 Stats:
Victory Points VP
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.
Victory Points ______________________
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:
Note: In addition to the tracks there are also several charts.
Charts do not require pawns.
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.
Dawn of Time Start
Fire R+1 F+1
Boats T+1 F+2
Tools R+1 F+2
Archery M+1 F+2
The Wheel R+2
The Arch I+1
Metal Working M+1 G+1
Pottery C+1 F+2
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.
Players take turns within each phase.
There are 16 Phases in a Turn:
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.
Players roll high anew to determine turn order within each phase.
Play proceeds clockwise.
Players move on the Leader Track.
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.
Surplus Rule: A player may pay 5 Food to gain 1 Population.
Players move on the Resource Track.
You can have a max of 10 Resource points saved up. Extra are lost.
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.
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.
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.
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.
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.
Players move on the Culture Track.
If you have 10+ Culture points, you must pay 10 Culture Points to gain 1D6 VP.
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.
Players move on the Government Track.
If a player ever has a Stability score less than 1, roll on the Civil War Chart
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.
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.
Players move on the Naval Track.
Players may pay 2 Idea Points to move once on the Knowledge Track.
Review Record Pages for omissions and mistakes.
Check for game end and automatic loss conditions.
1 Gold +1
2 Gold +2
3 Culture +1
4 Culture +2
5 Resource +1
6 Idea +1
1 Spoils of War: Gold +1D6
2 Enslavement: Pop +1D6
3 VP +1
4 Glory: VP +2
5 Territory +1
6 Territory +2
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
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
1 Military -1
2 Population -1D6
3 Military -2
4 Territory -1
5 Population -1D6
6 Territory -2
PURCHASE LIST TABLE
2 1 Food
2 1 Resource
3 1 Military
3 1 Culture
4 1 Stability
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
Mother Earth Start
Provinces Gain Food = 1/3 your Territories rounding up
Farms Food +3
Bread & Beer F+3
Cloth R+1 M+1 G+1
Blight Food -1D6
Pestilence Food -1D6
Drought Food -1D6
Trade Route Gold +3
Sell Surplus Trade Food or Resources for Gold on a 1 to 1 Basis
Plague Population -1D6
Banditry Gold -1D6
Diffusion of Knowledge Ideas +2
Treaty Stability +2
Slave Trade Population +1 G+1
Luxury Items G+3
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
Clay Pits Resources +2
Forest Logging R+3
Mines Military +1 R+1 Gold +1
Tar, Pitch, and Resin R+1
Earthquake* Infra -1D6
Iron Forges M+2 R+1
Craftsmen M+1 R+1 G+1
Fire Infra -1D6
(* = Roll 1D6: On a roll of 1 it’s a Volcano! Also lose 1D6 Pop)
Temples Zeal +4
Roads Infra +1 Gold +2
Aqueducts Food +4
Port Gold +3 Culture +1
Wonder Wonder +1
Walls Military +3
Housing Infra +1 Population +1
Urbanization Infra +2
Public Works Infra +1 Culture +3
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
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
Sacred Texts Zeal +2 Culture +1
Ceremonies Z+2 S+1
Mythology Z+1 C+2
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
Laws Stability +3
Social Classes S+2
City States S+2
Empire S+2 Military +1
Democracy S+1 Gold +2
Uprising Stability -1D6
Anarchy Stability -1D6
Corruption Stability -2 Gold -1D6
Music & Dance Culture +2
Science Ideas +1 C+1
Sport C+2 Military +1
Costume C+1 M+1 Stability +1
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
Warrior Code Military +2 Culture +1
Equestrian M+2 Gold +1
War Military -1D6
Barbarians Military -1D6
Raids Gold +1D6
Incursions Military -1D6
Raise Army M+3
Levy Troops M+2