AGE OF ANTIQUITY




INTRODUCTION
Board game for 2-5 players. 
Ancient Civilization Building Theme. 

GAME END
The Game ends by mutual decision: 
Short Game: 12 Turns
Regular Game: 16 Turns
Long Game 20 Turns 

VICTORY
The player with the most Victory Points (VP) at the 
end of the game wins. 

COMPONENTS
Culture Deck
Civ Deck
Event Deck
Leader Deck
Monument Deck
Action Board
The Map
Player Mats
Player Counter Sets
Five Count Counters
Six sided Dice
Leader Token
Turn Track and Token

CULTURE CARD DECK
This deck has 15 cards each describing a different ancient Culture. 
Each culture has different starting stats. 
Each player takes the role of one of these Cultures at the beginning of the game. 

CIV CARD DECK
This deck has 37 cards each describing a special ability that 
a culture can develop during the game. 
Each player receives 5 random Civ cards at the beginning of the game that 
they can  potentially use. 
Players can gain more Civ cards by picking the Dissemination Action. 

EVENT CARD DECK
This deck has 31 cards.  These can confer random benefits or penalties. 
An Event card is revealed whenever a player takes the Event Action. 

LEADER DECK
This deck has 27 cards. Leaders offer random substantial short term benefits. 
A Leader card is revealed whenever a player takes the Leader Action. 

MONUMENT DECK
This deck has 24 cards. Monuments offer substantial benefits. 
When a player takes the Monument Action he picks and pays for 1 card from the top 
4 Face-up cards in the Monument Deck. 
The player places that card in front of him and another 
Monument card is drawn to replace the one just built.
Monuments provide a VP bonus when built.  

THE ACTION BOARD
This is the main board, placed in the center of the table. 
It is a 6 x 6 Grid, divided into 36 Squares. 
Each square should be big enough to contain 1 Player counter. 
Each square contains a title and text describing 1 or more possible actions. 
01-02-03-04-05-06
07-08-09-10-11-12
13-14-15-16-17-18
19-20-21-22-23-24
25-26-27-28-29-30
31-32-33-34-35-36
The above numbered grid corresponds to the following Action Squares: 
01- Trade
02- Monument  
03- Shipbuilding  
04- Initiative 
05- Diplomacy
06- Advancement
07- Immigration  
08- Expansion
09- Raise Armies
10- Conquest
11- War
12- Market
13- Taxation  
14- Cultural Revolution
15- Urbanization
16- Harvest
17- Land Use
18- Invention 
19- Sea Raid 
20- Civilization
21- Event
22- Production
23- Population Explosion
24- Population Growth  
25- Assimilation
26- Colonize
27- Plunder
28- Labor
29- Cattle Raid
30- Progress
31- Dissemination
32- Eureka 
33- Fishing
34- Leader
35- Bread & Circus
36- Export

THE MAP
There are Land Territories and Sea Territories. 



PRE GAME MAP SETUP
Each Territory on the Map will produce 1 type of good. 
Types are determined randomly and are written directly onto the Map. 
(You may want to create multiple maps)
Southern Territories are those that border the Mediterranean or are 
otherwise south or lateral to it. All other territories are Northern. 
Roll 1D6 for each land Territory. 
Every time a City is built, roll on the City Table to see what good 
it produces. This is in addition to the Good already present. 


LAND TERRITORY GOODS TABLE
1D6 -- Good
1 ---- Metal
2 ---- Rock
3 ---- Plants
4 ---- Animals
5 ---- Exotic
6 ---- Forest

METALS
1D6 -- Name ---- Type 
1-2 -- Bronze -- Hard Metal
3-4 -- Iron ---- Hard Metal
5 ---- Gold ---- Luxury
6----- Silver -- Luxury

ROCK 
1D6 -- Name ---- Type
1-3 -- Stone --- Materials
4-5 -- Marble -- Materials
6 ---- Gems ---- Luxury

PLANTS
1D10 -- Name ---- Type
1-3 --- Wheat --- Food
4 ----- Olives -- Food (South only; If North: Flax)
5 ----- Cotton -- Fabric (South only; If North: Beer)
6 ----- Flax ---- Fabric (North only; If South: Olives)
7 ----- Fruit --- Food (South only; If North: Wheat)
8 ----- Beer ---- Food
9+ ---- Wine ---- Luxury

ANIMALS
1D10 -- Name ---- Type
1-2 --- Cattle -- Food
3 ----- Oxen ---- Food
4 ----- Hides --- Fabric
5 ----- Wool ---- Fabric
6 ----- Cheese -- Food
7 ----- Pigs ---- Food
8 ----- Birds --- Food
9+ ---- Horses -- Luxury

EXOTIC
1D10 -- Name ----- Type
1 ----- Spices --- Food (South only; If North: Furs)
2 ----- Herbs ---- Food
3 ----- Incense -- Luxury
4 ----- Papyrus -- Luxury
5 ----- Dyes ----- Fabric
6 ----- Furs ----- Fabric 
7 ----- Ivory ---- Luxury (South only: If North: Amber)
8 ----- Dates ---- Food
9 ----- Granite -- Materials
10 ---- Amber ---- Luxury

FOREST 
1D10 -- Name ---- Type
1-7 --- Wood ---- Materials (required to build Fleets!)
8 ----- Gather -- Food
9 ----- Hunt ---- Food
10 ---- Resins -- Luxury

WATER
1D10 -- Name ---- Type
1-3 --- Fish ---- Food
4 ----- Salt ---- Food
5 ----- Crabs --- Food
6 ----- Clams --- Food
7 ----- Pearls -- Luxury
8 ----- Whales -- Food
9+ ---- Trade --- Luxury

CITY
1D6 --- Name ----- Type
1 ----- Glass ---- Luxury
2-3 --- Pottery -- Food
4 ----- Textiles - Fabric
5 ----- Linen ---- Fabric
6 ----- Bricks --- Materials

PLAYER MATS
Each player has his own Mat kept in front of him on the table. 
Each Mat is a 4 x 4 Grid divided into 16 Squares. 
Each square should be big enough to contain a stack of Player counters. 
01-02-03-04
05-06-07-08
09-10-11-12
13-14-15-16
The above numbered grid corresponds to the following Stockpile Squares: 
01- Territory Count
02- Gold
03- Government Level
04- Actions
05- City Count
06- Population
07- Industry Level
08- Culture Level
09- Food
10- Agriculture Level
11- Ideas
12- Military Level
13- Resources
14- Armies
15- Fleets
16- Victory Points
Players stack up counters on a square to indicate the quantity they 
have of that item available. 

PLAYER COUNTER SETS
Each player needs a stackable set of counters of a unique color. 
These can be used as:  
1. Action counters for the Action Board  
2. Stockpile counters on a Players Mat
3. Control Markers on the Territory Map

FIVE COUNT COUNTERS
There should be a common set of counters that players can 
use on their Player mats. Each one of these is worth 5 player counters. 

DICE
Ten and six sided dice are needed. 
When determining a random player roll the die and count off going clockwise. 

TURN TRACK AND COUNTER
This is used to keep track of what number turn it is. 

THE LEADER TOKEN
The Leader takes possession of this object. 
The Leader gets to take the first action every turn followed by the other 
players going clockwise around the table. 

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SETUP
Each player starts with 3 Territories: Select a Land Territory on the Map and place  
one of your counters in it. 
Then place a counter in 2 adjacent Territories (land or water). 
At the start of the game each player must have at least one territory that is 
not adjacent to a territory occupied by another player. 
You cannot place a counter in a territory occupied by another player. 
Each player starts with 6 Food.
Each player starts with 5 Resources.
Each player starts with 4 Gold.
Each player starts with 2 Actions. 
Each players draws 2 Random Culture cards. He discards 1 and keeps the other.
A player keeps his selected Culture Card face up in front of him. 
Each player is dealt 5 Random Civ Cards. 
Flip over the top 4 cards of the Monument Deck. 
Players roll high on the die to determine who the Lead Player is. 
Give the Lead Player the Leader Token. 
Place the turn marker on turn 1 of the turn track. 

ROUNDING
Always round up. 

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TURN SEQUENCE
Each Turn has 3 Phases: 
1. Action Phase
2. Upkeep Phase
3. End Phase

1. ACTION PHASE
Players take turns taking actions, starting with the Leader and going clockwise. 
To take an action, take one of the counters from the action square on your player mat and 
place it onto any unoccupied square on the action board. Then  read off the name of the 
square you selected. If the action square gives a choice of actions, immediately 
declare which one you are taking. 
Resolve actions as soon as they are chosen. 
This continues until no players have any actions left. 
You cannot take an action you cannot pay for. 

2. UPKEEP PHASE
You must pay 1 Gold or 1 Food for each of your Armies and Fleets. 
Remove the payments from your player mat.  
If you cannot or do not want to pay for an Army or Fleet, you may take the 
Mercenary Option: Discard the Unit and gain 3 Gold. 

3. END PHASE
Remove all Player Counters from the Action Board and return them to each 
players respective Action square on their Player Mat. 
Move the Turn counter 1 space up on the turn track. 

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I. TERRITORY STOCKPILE
Territories are gained by the Colonize, Expansion, and Conquest Actions. 
They can also be stolen by the War Action. 
Territories limit the number of cities you can build. 
The Land Use Action produces either Food or Resources based on the 
number of Territories you own.
Whenever you gain a territory place a counter on a Territory space on the map. 
Newly gained territories must be adjacent to territories you already control or 
connected by a number of sea spaces not in excess of the number of Fleets you own. 

II. POPULATION STOCKPILE
Populations are gained by the Immigration, Population Growth, and 
Population Explosion Actions. 
They can also be stolen by the Assimilation Action. 
Populations are used up to Expand and to build Cities, Armies, and Fleets. 

III. FOOD STOCKPILE
Food is gained by the Harvest, Land Use, Fishing, and Market Actions. 
It can also be stolen by the Raid Action. 
Food is converted into populations through the Population Growth and Explosion actions. 
Food can also be used for the upkeep of Armies and Fleets. 

IV. RESOURCE STOCKPILES
This represents materials such as wood, stone, metal, cloth, and clay. 
Resources are gained by the Production, Land Use, Labor, and Market Actions. 
Resources can be used for building Cities and Monuments. 
They are also needed to build Armies and Fleets. 

V. GOLD STOCKPILES
Gold is gained through the Trade, Taxation, and Plunder Actions. 
It can be stolen by the Raid Action. 
Gold can also be used for the upkeep of Armies and Fleets. 
Through the Market action, Gold can be used to buy Food, Resources, Ideas, and VP. 

VI. ARMY STOCKPILES
Armies are gained by the Raise Armies Action. 
Armies are required for the War, Conquest, and Cattle Raid Actions. 

VII. FLEET STOCKPILES
Fleets are gained by the Shipbuilding Action. 
Fleets enhance the Fishing Action.
Fleets are required for the Colonization, Discovery, and Sea Raid Actions. 
Armies can be used to satisfy requirements for War Actions. 

VIII. CITY STOCKPILES
Cities are gained by the Urbanization and Colonize Actions. 
Cities limit your maximum level in Government. 
The Taxation Action produces Gold based on the number of Cities you own. 
The Cultural Revolution Action produces VP based in part on the number of 
Cities you own. 
When you build a City, stack a second Counter on top of a Territory you 
already control. 
2 Counters in a Territory indicate the presence of a city. 

IX. IDEA STOCKPILE
Ideas are gained by the Invention, Trade, Eureka, Dissemination, and Market Actions. 
Ideas are used up to put Civ Cards into play by using the Civilization Action. 
Ideas are used up to gain a Level in Government, Culture, Industry, Military, and Agriculture 
by using the Advance and Progress Actions. 

X. GOVERNMENT LEVEL STOCKPILE
Levels in Government are gained by using the Advance and Progress Actions. 
Government Levels increase the number of Actions you can take each turn. 
Your level in Government cannot exceed the number of Cities you control. 

XI. AGRICULTURE LEVEL STOCKPILE
Levels in Agriculture are gained by using the Advance and Progress Actions. 
Agriculture Levels increase the amount of Food you get from the Harvest action. 

XII. INDUSTRY LEVEL STOCKPILE
Levels in Industry are gained by using the Advance and Progress Actions. 
Industry Levels increase the amount of Resources you get from the Production Action. 

XIII. CULTURE LEVEL STOCKPILE
Levels in Culture are gained by using the Advance and Progress Actions. 
Culture levels apply to the Cultural Revolution and Assimilation Actions. 

IVX. MILITARY STOCKPILE
Levels in Military are gained by using the Advance and Progress Actions. 
This gives an advantage in Wars. 

VX. ACTIONS STOCKPILE
You get Actions = 2 + Your Level in Government. 

VIX. VICTORY POINT STOCKPILE
VP are gained through Eureka, Diplomacy, Initiative, Market, Conquest, and 
Cultural Revolution Actions. 
VP Totals determine the winner at the end of the game. 
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ADVANCES
Government, Culture, Industry, Military, and Agriculture are collectively 
referred to as Advances. 

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1. THE TRADE ACTION
Gain 1 Idea. 
Also gain 1 + X Gold.  
X = Number of different types of Luxury Goods you Control. 

2. MONUMENT ACTION
When a player takes the Monument Action he picks and pays for 1 card from the top 
4 Face-up cards from the Monument Deck. 
The cost in Resources for the Monument is listed on the card. 
If you have access to Marble the cost is -2. 
The Monument gives a VP reward and usually an additional benefit. 
The player places that card in front of him and another Monument card is drawn to 
replace the one just built. 
When you build a Monument, stack a third Counter on top of a Territory with a 
city you already control. Remember the Location of the Monument. 
3 Counters in a Territory indicate the presence of a city with a Monument.  

3. COLONIZE ACTION
Gain 1 Coastal Territory and 1 VP.   
Costs 1 Fleet.

4. SHIPBUILDING ACTION
Build X Fleets. 
Costs X Population and 3X Resources. 
Limit = 2 + number of Wood & Flax Territories you control. 

5. FISHING ACTION
Gain 1 Food per Coastal Territory you control. 

6. INITIATIVE ACTION
Gain 1 VP. 
You become the Leader. 
Take possession of the Leader Token. 

7. DIPLOMACY ACTION
Gain 1 VP. 
Opponents cannot target you with the War Action the rest of this turn. 

8. ADVANCEMENT ACTION
Gain 1 Level in any 1 Advance. 
Costs 2 Ideas. 

9. IMMIGRATION ACTION
Gain 2 Population. 

10. EUREKA ACTION
Gain 1 Idea and 1 VP. 

11. EXPANSION ACTION
Gain 1 adjacent unclaimed Territory. 
Costs 3 Population. 

12. RAISE ARMIES ACTION
Raise X Armies. 
Costs X Population and 2X Resources. 
Limit is 2 + the number of Fabric & Hard Metal Territories you control

13. CONQUEST ACTION
Gain 1 adjacent unclaimed Territory and 1 VP. 
Costs 1 Army.

14. WAR ACTION
Declare a target player whom you are attacking.
That player must be adjacent by land or a number of sea spaces 
distant not in excess of the number of Fleets you own. 
You must have more Armies or more fleets to attack. 
Both players roll 1D10 for each Army and Fleet they control.
These are called Battle Rolls.  
Each roll of 8+ is a Victory. 
Get +1 If your Military Level is higher.
Get +1 if you have Bronze and opponent has no Hard Metals. 
Get +1 if you have Iron and opponent has only Bronze. 
Get +2 if you have Iron and opponent has no Hard Metals.
Get +1 if you have Horses and opponent does not.   
For each Victory gain 1 VP and your opponent loses 1 Army or Fleet.
If your opponent has no Armies or Fleets left, you steal 1 adjacent 
Territory of his for each Victory. If the Territory had cities and 
Monuments, you get these too.   

15. MARKET ACTION
You may spend Gold to buy the following: 
Cost in Gold	Purchase:	
2		1 Food		
3		1 Resource	
4		1 Idea		
5		1 VP		

16. TAXATION ACTION
Gain Gold = 3X. 
X = The number of Cities you control. 

17. DISSEMINATION ACTION
Gain 1 Idea. 
Draw 1 random Civ card and add it to your hand.  
You cannot pick this action if you have 7+ Civ cards in your hand. 

18. CULTURAL REVOLUTION ACTION
Gain VP = 1 + Your Culture Level + The Number of Cities & Monuments you control. 

19. URBANIZATION ACTION
Gain 1 City. 
Costs 5 Population and 5 Resources. 
Max 1 city per territory. 

20. HARVEST ACTION
Gain Food = 2 + X + Z
X = Your Agriculture Level. 
Z = Number of Territories you control with Food type goods. 
 
21. LAND USE ACTION
Gain Food = Number of Territories you control with Food type goods. 
OR...
Gain Resources = Number of Territories you control with Material type goods. 
OR... 
Gain Gold = Number of Territories you control with Fabric type goods.

22. INVENTION ACTION
Gain 2 Ideas. 

23. PROGRESS ACTION
Gain 1 Level in any 1 Advance. 
Costs 3 Ideas. 

24. SEA RAID ACTION
Steal 3 Gold from target opponent with at least 1 coastal territory if you 
have at least 1 Fleet.

25. CATTLE RAID ACTION
Steal 2 Food from a target opponent with adjacent territory if you 
have at least 1 Army. 

26. LABOR ACTION
Gain 1 + X Resources. 
X = Number of Territories you control with Fabric type goods.
Limit = 1 + Your Level in Government.

27. CIVILIZATION ACTION
Put one of your Civ cards into play. 
Costs 1 Idea. 

28. EVENT ACTION
Gain 1 VP. 
Draw the Top card of the Event Deck and resolve it Immediately. 
You cannot chose this action if you took it last turn. 

29. PRODUCTION ACTION
Gain Resources = 2 + X + Z
X = Your Industry Level. 
Z = Number of Territories you control with Material Type Goods. 

30. POPULATION EXPLOSION ACTION
Gain X Population. 
Costs 2X Food. 
Limit = 2 + the number of different Food types you control. 

31. POPULATION GROWTH ACTION
Gain 2 Population. 
Costs 3 Food. 

32. PLUNDER ACTION
Gain 1D6 Gold. 
You must have 1 Army or Fleet to take this action. 

33. ASSIMILATION ACTION
Steal X Population from target player. 
X = 1 + Your Culture Level

34. LEADER ACTION
Costs 1 Population. 
Draw the top 3 card of the Leader Deck. Play 1 and discard the other 2.  
You cannot chose this action if you took it last turn. 

35. BREAD & CIRCUSES ACTION
Gain X VP. 
Costs 3X Food. 
Limit = 1 + Number of Territories you control with Luxury Type Goods. 

36. EXPORT ACTION
Gain Gold = 1 + Your Industry Level + Your Agriculture Level. 

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THE CULTURE DECK
Culture:	Starting Bonuses:
Sumerians	Agriculture +1 VP +5 Industry +1
Egyptians	Agriculture +1 Culture +1 Industry +1
Babylonians	Agriculture +1 Culture +1 VP +5
Minoans		Fleet +2 Culture +1 VP +5
Hittites       	Industry +1 Military +2 Armies +2
Phoenicians	Gold +7 Fleets +2 VP +5
Athenians	Fleets +2 Culture +2
Spartans       	Military +2 VP +5
Persians       	Culture +1 Gold +7 Armies +2
Macedonians	Armies +2 Military +1 Territories +2
Romans		Culture +1 Military +1 Industry +1
Carthaginians	Fleets +2 Armies +2 VP +5
Celts		Armies +2 Culture +1 Territory +2
Huns		Armies +4 Military +1
Goths		Armies +4 Territory +2


CIV CARD DECK
Bonus:			Notes:
Coinage			Whenever you earn Gold get +1 Gold
Great Work of Art       Gain 5 VP
Gifted Seafarers       	Gain 1 Action/turn for Fishing, Colonize, or Sea Raid only
Irrigation		Agriculture Level +1
Raiders			Gain 2 extra Gold every time you take any Raid Action
Great Fleet		Gain 3 Fleets
Poets			Gain 1 VP every time you take the Event Action
Slave Masters		Gain 2 extra Resources every time you take the Labor Action
City Planners		Gain 2 VP every time you take the Urbanization Action
Great Host		Gain 3 Armies
Granaries		Whenever you gain Food get +1 Food
Mining			Industry Level +1
Warrior Culture		Gain 3 VP every time your level in Military goes up
Metallurgy		Military Level +1
Lawgivers		Government Level +1
Music			Culture Level +1
Road Builders		Gain 1 Action/turn for Land Use, Raise Armies, or Labor only
Caravans       		Gain 3 Gold every time you take the Trade Action
Writing			Gain 5 Ideas
Migration		Gain 2 Territories
Gifted Merchants       	Gain 1 Action/turn for Trade or Market only
Fishermen		Gain 3 Food every time you take the Fishing Action
Great Engineers		Monuments cost 2 Less Resources
Great Architects       	Your Monuments earn +2 VP when built
Great Horsemen		Gain 1 Action/turn for Expansion, Conquest or War only
Democracy		Gain 3 VP every time your level in Government increases
Monotheism		Steal 2 extra Population every time you take the Assimilation Action
Gifted Artisans		Culture Level +1
Men of Science		Gain 1 extra Idea every time you take the Eureka Action
Historians		Every War you are in earns you +2 VP
Philosophers		Gain 1 VP every time you take the Advancement Action
Imperialistic		Gain 1 VP every time you take the Conquest Action
Empire Builders		Gain 1 VP every time you take the Expansion Action
Gifted Orators		Gain 1 VP every time you take the Diplomacy Action


EVENT DECK NOTATION
ROL = Random Opponent Loses

EVENT DECK
Event:				Notes:
Blight				ROL all his Food
Famine				ROL 3 Population and 3 Food
Piracy				ROL 6 Gold
Innovation			Gain 2 Ideas
Diffusion of Knowledge		All players gain 1 Idea
Plague				ROL 3 Population and 2 Armies
Barbarian Invasion		ROL 3 Armies
Peace				Gain 1 Gold and 4 Food
Golden Age			Gain 5 VP
Dark Ages			All players lose all Ideas
Barbarian Migrations		ROL 1 Territory
Sea Peoples			ROL 2 Fleets
Horse Tribes			ROL 4 Armies
Cultural Supremacy		Steal 1 Population from Target Player
Tribute				Gain 2 Gold and 3 Food
Resource Rich Area		Gain 5 Resources
Storm				ROL 1 Fleet
Legends				Play 1 Civ Card
Vitality       			Gain 2 Actions this Turn
Exploration			Gain 1 Territory
Refugees       			Gain 4 Population
Earthquake			ROL 1 Monument
Volcano				ROL 1 City
Patronage			Culture +1
Allied Tribes			Gain 2 Armies
Mild Weather			Gain 5 Food
Annexation			Steal 1 Territory from Target Player
Crossroads			Gain 1 City
Rebellion			ROL 2 Population and 1 Army
Civil War			ROL 2 Territories and 1 Army 
Usurper				ROL 2VP


LEADER DECK
Name:			Notes:
Gilgamesh		Gain 5 Resources
Menes			Culture Level +1
Cleopatra		Gain 10 Food
King Djoser		Gain 5 VP
Hammurabi		Gain 2 Ideas & 2 VP
Ramses			Gain 3 Actions
Nebuchadnezzar		Gain 5 VP
Moses			Gain 3 Population & 2 VP
Nefertiti		Gain 5 VP
King Minos		Gain 10 Gold
Xerxes			Gain 2 Armies
Socrates       		Gain 3 Ideas
Sargon 			Gain 2 Actions and 2 VP
Cyrus the Great		Gain 3 Actions
Pythagoras		Industry Level +1
Alexander the Great	You may take 4 Conquest Actions this Turn
Plato			Gain 3 Ideas
Julius Caesar		You may take 3 Conquest Actions this Turn
Hannibal       		Gain +1 to Battle Rolls this Turn
Aristotle		Gain 3 Ideas
Homer			Gain 2 Ideas & 2 VP
Jesus			Gain 8 Population
Constantine		Gain 3 Actions
Attila			You may take 2 War actions this Turn
Romulus			Gain 1 City
Alcibiades		Steal 2 VP from each Opponent
Vercingetorix		Gain 1 Army & 4 Population
Notes: Bonuses and gains by Leaders are one time only: So for 
instance if you gain Actions they are only for the current turn.  


MONUMENT DECK NOTATION
ETT = Every Time You Take The
Cost = Cost in Resources to build the Monument
VP = VP gained by building the Monument

MONUMENT DECK
Name:			Cost	VP	Bonus:
Stonehenge		6	6	Gain 1 VP ETT Pop Growth Action
Sphinx			5	5	Gain 1 VP ETT Civilization Action
Great Pyramid		10	10	Gain 2 Levels in Industry
Ziggurat       		6	6	Gain 1 Resource ETT Taxation Action
Temple of Solomon       7	7	Gain 1 VP ETT Advancement Action
Hanging Gardens		8	8	Gain 1 Level in Agriculture
Temple of Artemis       8	8	Counts as 1 Luxury Good
Parthenon		7	7	Gain 1 Level in Culture
Statue of Zeus		6	6	Gain 1 VP ETT Leader Action
Mausoleum		7	7	Gain 1 VP ETT Event Action
Colossus       		9	9	Gain 2 Gold ETT Market Action
Library of Alexandria	7	7	Gain 1 Idea ETT Dissemination Action
Oracle at Delphi       	6	6	When Built look at next 7 cards in Event Deck
Petra			6	6	Gain 1 Gold ETT Trade Action
Tower of the Winds	5	5	Gain 1 Idea ETT Eureka Action
Masada			5	5	Gain 2 VP every time you defend in a War
Aqueduct of Nemausus	6	5	Gain 5 Food ETT Urbanization Action
Colosseum		8	8	Gain 1 VP ETT Bread & Circus Action
Forum of Trajan		7	7	Gain 1 VP ETT Taxation Action
Pantheon       		7	7	Gain 1 Level in Culture
Baths of Diocletian	7	7	Gain 1 Food ETT Bread & Circus Action
Basilica Cistern       	10	5	Gain 1 City
Persepolis		9	4	Gain 1 City
Hadrians Wall		6	6	Gain 1 Level in Military












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