CULTURE & CONQUEST






CULTURE & CONQUEST
Simulation of ancient civilizations. 
This dice game does not require a map or counters.
Solo or any number can play. 

VICTORY CONDITIONS
The game ends after 50 turns.
The player with the most Victory Points wins.
Advances you have score 5 points.
Cities you control score 10 points.
Wonders you build score 15 points.
Wonders you control score 5 points.
For every Natural resource you have the most of, gain 5 points. 
For every Manufactured resource you have the most of, gain 10 points. 
Gain 5 points if you have the biggest population. 

SET UP
Each player starts with 10 populations and 1 city.
Randomly determine your culture on the culture table.
Determine Turn order by rolling high.

TURN SEQUENCE
Players take turns. 
A player will complete all of the following phases in their turn.
1 POPULATION PHASE
2 RESOURCE PHASE
3 DISTRIBUTION PHASE
4 LEADER PHASE
5 HARVEST PHASE
6 DISASTER PHASE
7 UPKEEP PHASE
8 WAR PHASE
9 TRADE PHASE
10 BUILD PHASE
11 RESEARCH PHASE
12 INCOME PHASE
One round is completed when all cultures have had one turn.


POPULATION PHASE 
Gain 1D6-2 population. Minimum = 0.
These populations start as Agriculture specialists.

RESOURCE PHASE
Roll 1D10 on the Resource Table: 
1D10	Result:
1-3	Nothing
4-5	Gain 1 Manufactured Resource of your choice
6-10+	Gain 1 Random Natural Resource (Roll on the Natural Resource Table)
Note: if you have none of the requirements for any manufactured 
resource, you get nothing. 

POPULATION DISTRIBUTION PHASE
Assign populations to one of the 7 specialty categories: 
Army, Navy, Agriculture, Trade, Labor, Scholars
(Army & Navy are collectively caled Military units)
A single category cannot be increased or decreased by more than 5 populations.
It costs 2 Gold to raise an army or navy.
It only costs 1 Gold to raise a Navy if you have Wood & Cloth. 
It only costs 1 Gold to raise an Army if you have Weapons & Horses.

GAIN LEADER PHASE
Roll 1D6: On a roll of 1-2 gain 1 random leader.

HARVEST PHASE
Produce 3 food per Agriculture population and 2 for each level of 
Food Resources you control. 
Food is not stored unless you have the pottery advance.

DISASTER CHECK PHASE
On a roll of 1 on D6 suffer from one random disaster.
Resolve 'War' disasters first thing in War Phase.
 
UPKEEP PHASE
Each population consumes 1 Food. Armies are paid 1 Gold each. 
If upkeep is not met, those populations are lost. 
Roll 1D6 for each leader, on a roll of 5+, the leader dies of old age.

WAR PHASE
A player may attack one target opponent on a roll of 5+ on 1D6.
(get +1 to this roll if you have a General)
If the roll fails, he may attempt to attack another player. 
Other players may send armies, navies, and Generals to serve on either side. 
Each player gets 1 die for every Army, Navy, and General on their side. 
If you have more armies than opponent, you get 1 extra die. 
If you have more navies than opponent, you get 1 extra die.
If you have a General and your opponent doesn't, you get 1 extra die.
If you have Military Doctrine, and your opponent doesn't, you get 1 extra die.
If you have Iron, and your opponent doesn't, you get 1 extra die.
If you have Equestrian, and your opponent doesn't, you get 1 extra die.
If you have Siegecraft, and you are attacking, you get 1 extra die.
If you have Fortifications and are defending, you get 1 extra die. 
If you have Shipbuilding, and your opponent doesn't, you get 1 extra die.
If you have the Great Wall and are defending, you get 1 extra die.
The player with the higher total roll is the winner. 
Defender wins ties. The winner gains 1D6 Victory points. 
Each roll of 1 causes your opponent to lose 1 army or 1 navy.  
If the defender loses all his armies the Attacker gets to take one form of tribute:
All of the losers gold, or One City (which may contain a Wonder), or 
2D6 Population (enslaved), or 1 target Resource. 

TRADE PHASE
The active Player may trade Gold, food, labor, populations, cities, 
advances, leaders, resources, and promises with other players.  
(If 'trading' an Advance the giver & the recipient both get it.)

BUILD PHASE
Each Labor specialist produces 1 Labor point per turn.
Assign Labor points to a city or Wonder under construction.
These points are saved from turn to turn until the project is completed.
Labor points not assigned are lost.
Build 1 city for 50 Labor and 25 Gold. Name the city. 
Gain 1 roll on the Natural Resource Table for 20 Labor. 
Gain 1 Manufactured Resource of your choice for 25 Labor.  
Build 1 Wonder of your choice for 100 Labor and 50 Gold.
Only 1 Wonder per city is allowed.
For each level of Build Resources you have the labor and gold costs 
of Cities and Wonders are reduced by 2. 

RESEARCH PHASE
Roll 1D12 per scholar, thinker, or research generator you have. 
On a roll of 1 gain one random advance.  
Pay 20 Gold to copy an Advance known by another player.
When determining a "Random" Advance, roll on the Advance Table.  
If you roll one you already have, pick one instead. 

INCOME PHASE
Collect Gold: 1 per Trade population, 1 per City, and 
1 per level of Luxury Resources. 
 

POPULATION DISTRIBUTION
TYPE:		Upkeep:  		Production:	     
Military	1 Food + 1 Gold		None				
Agriculture	1 Food			3 Food		
Trade		1 Food			1 Gold	
Labor		1 Food			1 Labor		
Scholars	1 Food			1 Research Roll	    
Note: There is a max of 1 Scholar per city. 

CULTURE TABLE
D20:	Culture:	Starting Advance:
1	Egyptian	Engineering
2	Mesopotamian	Mathematics
3	Athenian	Philosophy
4	Roman		Law
5	Minoan		Music
6	Persian		Coinage
7	Assyrian	Metal Working
8	Babylonian	Astronomy
9	Mycenaean	Pottery
10	Phoenician	Navigation
11	Spartan	        Military Doctrine
12	Scythian	Equestrian
13	Summerian	Irrigation
14	Celtic  	Art 
15	Hebrews  	Monotheism
16+  	Pick One
 
Culture & Conquest has been published in the 
online Winter 2000 issue of the 
ACADEMIC GAMING REVIEW


NATURAL RESOURCE TABLE
1D20	Resource:		Notes:	
1	Grain			Food	
2	Fish			Food	
3	Iron			Military; Requires Bronze	
4	Horses			Military	
5	Precious Metals		Luxury
6	Fruits			Food	
7	Livestock		Food	
8	Wood			Build	
9	Stone			Build	
10	Spices			Luxury	
11	Fibers			Clothing	
12	Salt			Food	
13	Shellfish		Food
14	Incense			Luxury
15	Vegetables		Food
16	Bronze			Military	
17	Furs			Clothing
18	Clay			Build
19	Brick			Build
20	Gems			Luxury

MANUFACTURED RESOURCES LIST
Resource:	Notes:
Earthenware 	Requires Pottery & Clay (Luxury)
Cloth 	 	Requires Fibers & Textiles (Clothing)
Weapons		Requires Bronze or Iron & Metal Working (Military)
Wine 	 	Requires Fruits & Brewing (Luxury) 
Jewelry 	Requires Precious Metals & Art (Luxury)
Sculpture 	Requires Stone & Art (Luxury)
Glass 	 	Requires Brick & Glassblowing (Luxury)
Dyes 	 	Requires Shellfish or Spices & Dye Making (Luxury)
Medicinals 	Requires Spices and Medicine (Luxury)
Leather 	Requires Livestock & Textiles (Clothing)
Parchment	Requires Fibers & Literacy (Luxury)


ADVANCE TABLE
D100:	Advance:		Notes:		
1-2 	Pottery		        Food can be stored & Mitigates Famine
3-4 	Monotheism		Population Phase: add 1 to roll (Religion)
5-6 	Astronomy		Research: One additional roll per turn
7-8 	Writing 	        Research: One additional roll per turn
9-10 	Medicine	        Mitigates Epidemic	
11-12 	Coinage		        Gold: +1 per city per turn (Facilitates Trade)
13-14 	Masonry 		Cities & Wonders cost 5 less in Labor 
15-16	Mathematics		Research: One additional roll per turn	
17-18 	Architecture		Cities & Wonders cost 5 less in Gold 
19-20 	Law			Mitigates Anarchy 
21-22 	Music			Mitigates Unrest (Music soothes the soul)
23-24	Democracy		Extra 5 points for Victory (Government)
25-26 	Philosophy		Mitigates Heresy (Public Debate is acceptable)
27-28 	Metal Working	        Battle: One additional roll; Requires Bronze or Iron
29-30 	Drama  		        Extra 5 points for Victory 
31-32 	Art  		        Extra 5 points for Victory 
33-34 	Military Doctrine	Battle: One additional roll (Strategy & Tactics)
35-36 	Irrigation		Mitigates Drought
37-38	Navigation		Gold: +1 per city per turn (Expands Trade) 
39-40	Equestrian		Battle: One additional roll; Requires Horses
41-42 	Literature	        Extra 10 points for Victory; Requires Writing 
43-44 	Ancestor Worship        Gain 2 VP for each City you control (Religion)
45-46 	Siegecraft	        Battle: Attacker gets one additional roll 
47-48 	Shipbuilding	        Battle: One additional roll 
49-50 	Dynasty 		Mitigates Civil War (Government) 
51-52 	Engineering		Labor: +1 per Labor population per turn 
53-54 	Selective Breeding	Food: +1 per agriculture population per turn 
55-56 	Polytheism		Gain 3 VP for each Wonder you control (Religion)
57-58 	Brewing		 	Extra 5 points for Victory (Beer!)
59-60 	Textiles		Extra 5 points for Victory 
61-62 	Glass Blowing		Extra 5 points for Victory 
63-64 	Dye Making		Extra 5 points for Victory 
65-66 	Fortifications	        Battle: Defender gets one additional roll 
67-68 	Cartography	        Gain +1 to resource table rolls
69-70 	Mysticism	        Extra 5 points for Victory (Religion)
71-72 	Republic	        Mitigates Mutiny (Government)
73-74 	Oligarchy	        Mitigates Mad King (Government)
75-00 	Pick One	
Note: You can only have 1 Religion Advance and 1 Government Advance. 
If you roll an extra one, it replaces the older one. 	

DISASTERS
If a culture has a mitigating attribute the disaster causes half as 
much population loss. Round fractions down.
If a culture experiences a disaster it skips its build phase and war phase. 

DISASTER TABLE	
D20:	Type:		Notes:
1	Flood		Lose 1 Random Resource
2	Earthquake	1D6 or 2D6 if you have Architecture	
3	Volcano		Lose 1 random City	
4	Pirates		Lose half of your gold reserve		
5	Unrest		1D6
6	Civil War	War: Attacked by 1D6 Armies: They take a random city if they win
7	Heresy		1D6 or 2D6 if you have Monotheism		
8	Anarchy		1D6			
9	Epidemic	3D6			
10	Famine		Lose half of your food reserve
11	Uprising	War: Attacked by 1D6 Armies: They take 2D6 populations if they win
12	Corruption	Lose all gold			
13	Drought		Lose half of your food reserve			
14	Storms  	1D6 (Navies first)	
15	Sands of Time	Lose 1 random Wonder 	
16	Mad King	2D6
17	Pestilence	Lose half of your food reserve			
18	Mutiny		2D6 (Military Units first)
19-20	Barbarians	War: Attacked by 1D6 Armies: They take all your gold if they win

WONDER LIST	
Wonder:			Required:	Notes:
Sphinx	  		Sculpture	Costs same as city	
Colossus		Metal Working	Gold +1D6 per turn in Income Phase
Oracle			Polytheism	Mitigates Corruption
Hanging Gardens		Irrigation	Mitigates Unrest
Parthenon		Architecture	Mitigates Heresy
Stonehenge		Astronomy	Costs same as city
Lighthouse		Navigation	Mitigates Storms	
Pyramids		Engineering	Mitigates Anarchy	
Great Wall		Masonry 	One Additional Battle roll when defending	
Great Library		Literacy	One Additional Research roll per turn
Note: Wonders are Unique. They can only be built once. 	

LEADERS TABLE
1D6:	Type:		Effect:		        
1	Ruler		Gold: +1D6 per turn	
2	General		Battle: +1 Battle roll	        
3	Thinker		Research: +1 Research roll per turn	
4	Builder		Labor: +1D6 per turn    	
5	Religious	Population: +1D6 per turn 	
6	Diplomat	Negate attack against you on a roll of 5+ on 1D6

CITY NAMES
Antioch, Babylon, Knossos, Alexandria, Troy, Jerusalem, Sparta, Rome, 
Damascus, Delphi, Athens, Ur, Carthage, Jericho, Giza, Thebes, Byzantium, 
Cadiz, Ch'ang-an, Lo-yang, Canton...


SOLO VERSION
If playing Solo the 'opponent' in War phase will have 4D6 armies and if defeated has 
6D6 Gold and no Wonders.


MAP VERSION
Players will need to make or acquire a map of the Mediterranean divided 
up into small territories. 
Put initial populations and city into one territory. 
Tokens representing cities, leaders, wonders, and population specialties are required.
Place new populations into any territory you control.
Spread new populations out as much as possible.
Populations destroyed by disaster are removed from as few spaces as possible.
One city per territory. One Wonder per city.
Add a Move Phase after War Phase.
Populations can move one space per turn.
Armies can attack armies in adjacent spaces.
An army can move into an opponents territory that does not contain an
army. Take control of all tokens in that territory.
Captured leaders are destroyed.
Barbarians and Civil war rebels will attack a border territory.
Players with navigation can move populations 4 territories by 
sea per turn. They must end the turn in a coastal space.












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