Temples and Swords  v. 1.1
Introduction:  This game simulates the growth of ancient empires.  Each player leads a young empire and controls its growth through its development.  The units used to represent people are populations and monetary units are measured in gold points (GP).
Victory:  Victory occurs when, at the end of his turn, a player has 20 victory points (VP) or has destroyed or captured all enemy cities, armies and populations.
Setup:  Use a piece of hex paper and color equal numbers of squares green for grassland and yellow for desert.  Each player chooses a starting grassland hex and puts a city and 3 population points on that hex.  No two starting hexes may be closer than three hexes from each other.  

Order of play:  Each player rolls a dice.  High roll starts, then play goes clockwise.  Each player moves through each phase before passing play on to the next player.

Phases 
1  Population Distribution Phase
2 Upkeep Phase
3 Tech Phase
4 War Phase
5 Build Phase
6 Tax Phase
7 Disaster Phase
8 Population Change Phase

Population Distribution Phase
	All your populations are, for each given turn, in one of two forms:  basic and laborer.  In basic form, a population lives under your rule, being taxed and living off the land.  If a population is in laborer form, that population is under your hire, building your projects and armies.  Decide how many of your populations you wish to hire as laborers.  All other populations are in basic form.

Upkeep Phase
	Expend one GP for each army and laborer population under your control.

Tech Phase
	Expend on GP per city to gain one tech roll each.  Additionally, you can spend two GP per city to gain an additional tech roll.  In other words, if you have one city, you can spend one GP to gain a tech roll and another two to gain another tech roll.  However, if you have two cities, you can spend two GP, one for each city, to gain two tech rolls, and then can spend two GP per city if you want more.  Note that you cannot gain more than two tech rolls per city.
	For each tech roll bought, you may roll one die.  Recieve tech points based on the result.
Result	Tech Points Recieved
1-3	1
4-5	2
6	3

If a player gains ten tech points, he may gain one random advance.  Roll three times on the tech chart and choose one of the three.  Alternatively, a player may gain an advance already gained by another player.

War Phase
	You may move each of your armies one hex.  If an army is located in a hex with a road can move across two adjacent hexes with roads, you may move that army across those two hexes.  Any horseman unit may move twice.  After the first movement, the unit may move again in the same way.
	If you move any of your armies into a hex with any enemy cities, populations or armies, you may (but do not have to) attack those enemy holdings

Combat Moves in the following steps
1 Attacker declares attack
2 Attacker rolls for damage
3 Defender rolls for damage
4 Repeat Damage Rolls
5 Resolve combat

Step 1:  Attacker declares attack
This phase requires the attacking player, during his turn to state which of his units that occupy hexes with enemy populations, units or cities will attack.  Note that the attacking player must declare all his attacks before moving to the next step.

Step 2:  Attacker rolls for damage
Handle combat in the same way as Culture and Conquest.  Roll three dice.  Destroy one enemy unit for every result of a one on a die.  One special note for advanced units.  Advanced units have the ability to attack with more than three dice.  If you have advanced units in your force, you may choose to use these units.  Before each roll, if you still have advanced units in your force, you must declare before rolling that you want to use a specific type of special unit.  If you choose to use these units, you may roll the appropiate number of dice in combat.  However, if you take any casualties this turn, you must destroy all units of that type before destroying any other type of unit.

Step 3:  Defender rolls for damage
Defender rolls for damage.  Use same process as number 2.

Step 4:  Repeat Damage Rolls
If any side has remaining units and the attacker still wishes to fight, repeat steps 2 and 3.

Step 5:  Resolve combat
If all the defender's units have been destroyed, go to this step.  If a unit attacks an enemy hex that has no enemy units, skip to this hex.  The victorious attacker recieves various things from the defeated enemy.  

First, if there are any populations in the hex, the victorious army recieves 2 gold for each enemy population in the hex.

Second, the victorious army may recieve control of the hex and all populations and cities in the hex if he has at least half as many units as the enemy populations.  For instance, if after a battle, a player has two units surviving.  If the captured hex has four or less populations in the hex, the player takes control of the populations and the hex.  If the hex has five or more populations, he does not take control.

Third, the victorious army may enslave the captured populations.  A victorious army may enslave populations equal to half the populations in the hex, rounded up.  A victorious army may also not take more slaves than it has surviving units.  Note that slaves must be taken as soon as the hex is captured.  A player cannot capture a hex and then take slaves two turns later.  A slave becomes a unit like a military unit, but you do not have to pay upkeep on it.  A slave can create one labor point a turn in any hex it is located in.  It moves like a basic military unit.

Build Phase
	All laborers produce one build point.  These build points are used on projects in the hexes they occupy.  Projects are built over a matter of several turns, build points expended on projects are cumulative across different turns.  Below is a chart of all possible projects.  See tech notes for more explanation.

Project Name	Build Points Needed	Use				Prerequisites
City		10			Various, see rules		None
Road		3			Move bonus, gold bonus		None
Temple		5			1 VP				Religion, City
Walls		3			+1 die while defending		Masonry, City
Marketplace	5			Double Gold in hex		Coinage, City
Library		5			1 free tech point per turn		Literature, City

	Also a chart of all possible military units.  The Roll value is the number of dice used in combat.

Unit Name	Build Points	Roll	Special					Preq.
Soldier		2		3						City
Swordsman	2		4						City, Iron
Horseman	2		4	3 roll in defense, double movement	City, Equestrian

Tax Phase
Gain gold points equal to half the sum of all your basic populations.  Also gain gold from all projects, such as cities, roads and temples as listed below

Each hex containing city - 1 gold
Each hex containing road - 1 gold
Each hex containing city an road - 3 gold
Each hex containing marketplace - double normal gold intake.

Disaster Phase
Roll 1d6.  If 1 roll once on the Disaster chart and apply results

1	Flood:		1 Random Grasslands hex loses 1d6 populations
2	Earthquake:	1 Random City hex loses 1d3 populations and all improvements in the city.
3	Disease:	1 Random Grasslands hex loses 1d3 populations for the next three turns
4	Drought:	2 Random Grasslands hexes lose 1d3 populations
5	Famine:		2 Random Desert hexes lose 1d3 populations
6	Warbands:	1d6 Soldiers attack random border hex next turn (after you move your units).  If you are defeated, all populations and projects are destroyed and lose 1d6 gold.

Population Change Phase
Phase 1: Harvest Phase
	For each basic population living in a grassland hex, gain two harvest points.
	For each basic population living in a desert hex, gain one harvest point

Phase 2: Growth Phase
	If any hex has at least as many harvest points than populations, that hex gains one population.  Maximum populations in a hex are six for grassland hexes and three for desert hexes.

Phase 3: Migration Phase
	Find the hex with the most populations (if there are several tied pick one), roll 1d6.
Depending on the result and the population of the hex, determine if migration occurs

Population	Migrate if
1		6+
2		5+
3		4+
4		3+
5		2+
6		1+

If migration occurs, instead of adding a new population to the given hex, move one population to an adjacent hex of your choosing.

If you have more than three populated hexes, roll twice
If you have more than six populated hexes, roll three times
If you have more than nine populated hexes, roll four times.

Tech Advances Chart
1	Military Doctrine- This advance demonstrates that your civilization has grasped the concepts of organized warfare.  Based on your advanced discipline and military control, you gain one extra roll on all combat bonuses.
2	Equestrian- This advance demonstrates your civilization's mastery of horseback riding and its uses.  The horseman unit is now available, which attacks with an extra combat dice and moves twice as fast as a normal unit.
3	Metal Working- This advance demonstrates your civilization's understanding of iron other strong metals.  These substances are much stronger than stone and wood, and this strength allows you to build a swordsman unit, which fights with an extra combat die in all situations.
4	Religion- Your civilization has developed a complex religious system.  You may send your workers out to build temples in your cities in celebration of your gods, which gives you victory points.  Each temple built gives you one victory point.
5	Art- Your civilization has created its own unique art form.  Though this advance gives you no extra advantages in play, it does make up for its lack of in-game use by granting you two VP instead of one.
6	Masonry- Your civiliation has developed engineering and architechure, which allow you to easier build projects.  Build points for Temples and Cities are reduced 20% and you are also allowed to build walls to protect your cities, giving are city defenders one extra combat die.
7	Coinage- Your civiliation has developed a system of economic values that aids greatly in trade.  You may build marketplaces in your cities, centers of trade and wealth, which double the gold a hex produces.
8	Writing- Your civilization has developed its own written language.  You may construct libraries in your cities, which hold you literary works and enhance your technological power.  Each library gives you one extra tech roll per turn.

Victory
Players gain one victory point for each city, temple and advance they have.
If, at the end of his turn, a player has amassed ten victory points, he wins the game.
Alternatively, if a player has captured all enemy populations and cities, he also wins the game.