The Quest for the ultimate Civ Lite game continues!
Civilization type Game. Dice, Map, and Record Keeping.
The Mediterranean divided up into multiple areas (about 20 per player).
Each player has a set of units of a unique color.
There are 2 types of units, Population Tokens(PT) and City Tokens(CT).
Each player will need access to multiple six sided dice.
Use a pad and pencil to keep track of:
Idea Points, Resource Points, Victory Points, and Advances.
Each player places 7 PT onto one empty Area on the board.
Players roll high on 1D6 to see who goes first.
There are 8 Phases:
1. Leader Phase
2. City Phase
3. Advance Phase
4. Growth Phase
5. Build Phase
6. Disaster Phase
7. Clash Phase
8. Migration Phase
Roll once on the Great Leader Table.
Roll 1D6 (Leader Roll):
GREAT LEADER TABLE
1D6 Leader Type Notes
1 None Nothing
2 Scientist Get +1D6 IP (Idea Points)
3 Administrator Get +1D6 RP (Resource Points)
4 Religious Get +1D6 PT (Population Tokens)
5 Imperialistic Get +1D6 MP (Move Points)
6 Conqueror War +1 and Get +1D6 extra Clash Phases (War only) this turn
7+ Iconic Get +1D6 VP (Victory Points)
The old Leader dies and a new leader is rolled for each of your turns.
Roll once on the City Table for each City you control:
Roll D6 (City Roll):
1 Gain 1 Population Token
2 Gain 1 Idea Point
3 Gain 1 Resource Point
4 Gain 1 Move Point
5 Pick one of Above
6+ Gain 1 Victory Point
Gain 1D6 Idea Points (IP). This is the Idea Roll:
Idea Points are saved from turn to turn.
You may turn in 5 IP to gain 1 Random Advance: Roll once on the Research Table.
If you roll on the research table and get an Advance you already know, you may pick
One you do not know.
If you randomly get an Advance that has a requirement you do not already have, you
Get the requirement instead.
The second Advance you buy in a turn costs 7 IP, the third 9 IP and so on.
Max IP you can store is 15. Excess is lost.
Roll 2 dice for first and second numbers.
Roll Advance Notes
1-1 Pottery VP+1 Mitigate Famine
1-2 Politics Get +1 to Leader Rolls
1-3 Sailing Move 2 by Sea
1-4 Navigation VP+1 May enter Deep Sea Areas (Req Sailing)
1-5 Medicine VP+1 Mitigate Plague
1-6 Fortifications War +1 (Req Masonry)
2-1 Chariots War +1 (Req Wheel)
2-2 Archery War +1
2-3 Siegecraft War +1 (Req Archery)
2-4 Cavalry War +1
2-5 Biremes War +1 (Requires Shipbuilding)
2-6 Triremes War +1 (Req Biremes)
3-1 Coinage Get +1 to Build Rolls
3-2 Philosophy Get +1 to Idea Rolls
3-3 Irrigation Get +1 to Growth Rolls
3-4 Wheel Get +1 to Migration Rolls
3-5 Music VP+2
3-6 Metal Work War +1
4-1 Drama VP+2
4-2 Monotheism Get +1 to Trade Rolls (Req Mythology)
4-3 Roads PT may move any number of Areas within your Empire
4-4 Masonry VP+2
4-5 Literature VP+2 (Req Writing)
4-6 Law Reroll 1 Target roll on your turn
5-1 Writing VP+2
5-2 Architecture VP+1 You may build Wonders (Req Masonry)
5-3 Engineering VP+1 Mitigate Floods (Req Architecture)
5-4 Shipbuilding VP+2
5-5 Mythology VP+2
5-6 Husbandry Get +1 to Growth Rolls
6-1 Mining Get +1 to Build Rolls
6-2 Mathematics Get +1 to Idea Rolls
6-3 Monarchy VP+1 Mitigate Revolts
6-4 Aqueduct VP+1 Gain 1 City (Req Engineering)
6-5 Glass Working VP+2
6-6 Geography Get +1 to Migration Rolls
Gain 1D6 Population Tokens (PT). This is the Growth Roll.
These may be placed in any Areas you control.
Max PT a single Area can maintain is 10 (plus 1 city). Excess is lost.
Gain 1D6 Resource Points (RP). This is the Resource Roll.
You may spend 5 RP and discard 5 PT to build a City in any Area you control.
An Area may contain only 1 city.
You may spend 10 RP to gain 1 Wonder of your choice. See Wonder List.
Wonders are unique. They can only be built once.
You cannot build more Wonders than you currently have Cities.
Max RP you can store is 15. Excess is lost.
Great Wall Mitigate Barbarians
Great Pyramids VP+3
Grt Lighthouse Gain 1 Trade Roll per turn
Stonehenge Gain 1 Advance
Great Library Idea Rolls +1
Colossus Resource Rolls +1
Oracle Reroll 1 target roll on your turn
Parthenon Gain 1 City Roll each turn
Hanging Gardens Growth Rolls +1
Sphinx Only costs 7 RP
Roll 1D6. This is the Disaster Roll: On a roll of 5+ your culture
Experiences a disaster. Roll 1D6 to determine Type:
1D6 Disaster Type
Next roll 1D6 (Casualty Roll) to determine how many Population Tokens you lose.
Lose these from any of your Areas. A city may be broken down into 5 PT to take losses.
If you have an Advance that mitigates a disaster you get -2 to the Casualty roll.
For each other Civ you are adjacent to, you may choose either Trade or War.
If you choose Trade roll on the Trade Table (this is the Trade Roll):
1D6 Trade Result
1-3 Steal 1 RP
4 Steal 1 IP
5 Gain 1 Advance Opponent knows but you do not
6+ Steal 1 PT
If you choose War, each player rolls 2D6 (War Roll) and adds their bonuses from War Advances.
Attacker picks 2 adjacent Areas, 1 controlled by each player.
The higher War Roll Total Wins. Defender wins ties.
Loser loses all Units in the Area lost.
The winner gains control of the opposing Area by placing 1 PT from off board onto the
Newly conquered Area.
Roll 1D6 (Migration Roll) to get that many Move Points (MP).
You may use 1 MP to move 1 PT to an adjacent Area.
Sailing and Road Advances allow PT to move further.
Move Points are not saved from turn to turn. Use them or lose them.
END OF GAME
The Game ends when any of the following happens:
--- All Areas containing Land are occupied.
--- All Wonders are built.
--- Any one player has 7 or more cities.
--- Only 1 player is left. (automatic winner)
At end of game add up your Victory Points:
--- From Advances and Iconic Leaders
--- Earned from City rolls
--- Get 1 per Area you occupy
--- Get 5 per Wonder you built
Highest VP score wins.