Board game civilization sid meier. desktop civilization

29.09.2019

“Ziva” means a lot to me. There are 2 games in my life that mercilessly ate my free time - this is Civilization Sid Meier and all sorts of football managers like Total Club Manager , FIFA Manager And Football Manager .

In 2006, as a student, I bought myself a fourth part of a computer game Sid Meier's Civilization right before the start of the exams, and it was my most fun passing the exams, because at first I read books on subjects until 11 o’clock, and then I started Tsiva “for an hour” and every hour I told myself that this is the last time I look like and I’ll go to bed . As a result, I went to bed at 5 o'clock in the morning, and at 7 o'clock I got up and stomped on the exam at the university. After successfully passing the session, I stuck to this terribly annoying, but wildly cool strategy all summer long. Yes, and then for a long time I bought all the new Civs with dopas, until the 6th part came out, which I still waved my hand at and didn’t buy =)

All erudite desktop players know that the computer Ziva has grown out of the desktop one. And after some time, Sid Meier's new Civilization in a desktop format was decided to be released by FFG. It happened in 2010. I doubted very much about buying this desktop, because. all my friends said that the base is cool, but there are holes in places, so the plugs really need additions. And only by putting everything together the game will look really cool. For 8 years, I have not decided to buy this game, and now it's probably too late to do it, because. its hard to get.

But in 2017 a new version of the game called Sid Meier's Civilization: A New Dawn . Russian publishing house hobby world published this game in Russian, and they call the game . This time I decided not to think about the question of whether I should mess with this game, and at the first opportunity I grabbed it in my hands.

Today I will tell you about whether Sid Meier's new desktop Ziva is worth your attention.

Filling the box

I'm always interested in digging into a FFG box. They love to release bigboxes and delight geeks with a sea of ​​tokens, tablets, cards and minks. True, in recent years this publisher has become a little greedy, so their boxes are lighter than they were before. It seems to me, A new dawn - this is just such a modern version from FFG.

Inside the box you will find discs and counters that have become familiar to FFG, leader boards, fragments of the playing field, 4 packs of action cards for each player, cards of diplomacy, cities, wonders of the world, minks of cities, capitals and caravans, as well as a whole bunch of different small tokens and 2 D6 dice.

I don't know exactly where the game was printed, but judging by the multi-colored circles on the ziplocks, everything was printed in China, where all the original FFG games come from. The quality of the components is very good. Linen cards. There is nothing to complain about - I put 5+.

How to bring down tanks with archers?

And before I start telling you what to do in this strategy game, I recommend that you turn off all your knowledge about computer Ziva, as well as about the 2010 board game. New Ziva is really something new.

The game takes place in the terrain that the players collect together during the preparation of the game. Each player receives a leader board, with which he will have to complete 3 goals leading to victory. Once a player completes 3 out of 6 possible goals, they immediately win the game.

The playing field is assembled from different small fragments. Each player will have 3 of these fragments. Having laid out in turn all parts of the field on the table, you will get one large piece of the one and only land, divided into hexes. One cell (hex) corresponds to one of the six types of terrain - plains, hills, forests, deserts, mountains, and water. A hex with an asterisk indicates the location for the capital of one of the players from which to start conquering the world.

What else is on the field? Spawn locations for barbarians who randomly run around the map and smash other people's cities and caravans, resource tokens, places for city-states and several natural wonders lost in the mountains.

The core game engine is unique (never seen it anywhere before). Absolutely everything that happens in the game is responsible for a series of actions, consisting of only 5 cards. The cards are laid out below the terrain ruler in a strict order, which can be found on the leader board. On your turn, you just need to take one of the cards of the row, do everything that is written on this card, move the selected card to the beginning of the row, moving the cards with lower numbers to the right. This is one of the simplest and coolest mechanics I've ever seen in a board game! Just choose a card - follow its text - move it to the beginning of the row.

What can be the nuances of this? The farther a card is in the row, the more effectively it can be played. For example, if you take a card from the fifth position (mountains), then this means that you will control any terrain from plains to mountains (except water). And if you take a card from the first position (plains), then the effect of the card will be significantly weakened by the possibilities.

Let's take a closer look at the starting action cards, which I will use as an example to explain the effectiveness of playing a card in a particular position in a row. Each action card is responsible for a specific type of action. culture allows you to place control tokens on the cells adjacent to the city, annexing a new territory and capturing valuable resources (the higher the card number, the more difficult hexes can be captured). The science increases the value of the player's technology counter; upon reaching certain levels, you can get new action cards that are laid out instead of the old ones (new technology cards are cooler than the old ones); the higher the card number, the more technology points the player receives. Economy allows you to move caravan minks to city-states and cities of other players, while earning valuable trade tokens and receiving diplomacy cards (the higher the card number, the more difficult terrain the caravan can pass). By using crafts build new cities or wonders of the world that provide valuable bonuses (the higher the card number, the more points the player can spend on a new wonder of the world). War either strengthens the player's control tokens, or allows attacking barbarians, city-states, or foreign control tokens (the higher the card number, the greater the player's combat strength indicator).

Now I will talk a little about the goals. In total, there are 5 goal cards in the game, but any 3 are chosen for the game. Each card has 2 goals, one of which must be completed. As a rule, goals require the possession of two wonders of the world of the same category, control of a certain number of tokens, the destruction of several city-states, the placement of control tokens in hard-to-reach places, etc. Each player decides for himself what goals he is better off fulfilling. By completing one goal from each card, the player wins.

What other game nuances are there? Resources and natural wonders allow the player to score more points, which are needed to acquire the wonders of the world. Built wonders of the world give players useful bonuses, but they can be reclaimed by occupying a cell with a built wonder of the world. Periodically, you need to attack the barbarians, because they walk uncontrollably around the map and can destroy your tokens, caravans, and even cities. Trade tokens that can be earned in the game enhance the properties of action cards (you can get more movement points, more activated tokens, more combat power, etc.), but each action card can have no more than three such tokens (after activation, the tokens are discarded ). Fragments of the field are double-sided, so players always have many options for assembling the playing field.

The rules are really very simple, so let's quickly move on to the impressions.

Is this the same Civilization? Yes, Civilization! But not the same

Why did I ask you to forget about all those Civilizations of Sid Meier that you knew before? Because A new dawn is also a civilization game, but not quite Sid Meier (or not at all). From any games from FFG (and from Ziva itself) you always expect epic, full load of brains and the widest development options. But it was precisely this that those boarders who saw minuses in the previous Ziva most often cursed. They swore at a large number of nuances, at the duration of the game, at the need to purchase add-ons. All comments were taken into account - and it turned out A new dawn , she is a new game-civilization, following newfangled trends.

When I unpacked the game and saw that there was only one rule booklet in the box, I was very surprised, because. at FFG the norm is 2 rulebooks - one contains the rules, and the other contains explanations of the rules and new rules that were not written about in the first rulebook. And all you do is scroll through these two books back and forth, but you really want to start playing right away and without errors. I was delighted with the rules of the new Tsiva, because. their volume is not very large and they are perfectly absorbed after one reading. Of course, it doesn't hurt to read the rules again, because. something may escape attention, but the main thing is that the understanding of how to play this board game comes immediately.

The game is made up of many different components, but don't be fooled by that. having played half of the first game, you will immediately understand what is important in new dawn - this is the mechanics of drawing action cards, and there are only 5 of them. Imagine that 5 buttons are responsible for all human life. He pressed the button - he ate, he pressed another - he slept. The same thing is happening in the new Ziva. I chose a card - fought. He took another - expanded his zone of control. A ruler with card numbering gives a special coolness to this process. This thin and seemingly inconspicuous strip of cardboard gives each action card a new price. There is a big difference where the card lies - at the beginning, in the middle or at the end of the row.

A simple example: you need to move the caravan to the city you are interested in. Going straight ahead costs 4 movement points. But you have to go through the mountains, and the action card that allows you to move caravans allows you to go through the forests at most, which means you have to go around, and this is already 7 points of movement, instead of 4. Therefore, it is advisable to wait until the desired action card reaches the extreme right position .

But here is another important point - if the action card lies in the mountains, this does not mean that only mountains can be used - any terrain that is located to the left of the scale is available to you. Mountains are like a joker who is allowed to do anything.

Therefore, the player in the game is constantly faced with a difficult choice - to use the action now, but less effectively, or to wait and advance it further in order to perform the action with maximum benefit. But sometimes it makes no sense to wait for the card to reach the maximum in the line, if it is beneficial for you to use the action in the desert or even in the forest. When I played this game, some players sometimes forgot about it, playing actions only from the fifth position, although it might be more profitable to use the card that lies to the left.

It's great that action cards can be improved. This is, as it were, the same technology tree from the original Ziva, only it does not work in a chain (that is, slowly but surely), but can suddenly swing to the maximum. The maximum level of cards is the fourth. By moving the arrow on the technology counter, you can first exchange a couple of cards for the second level, then a couple for the third, and a couple for the fourth. It does not matter what level the card was originally. Those. if you can take a level four card, then you can easily exchange it for a level one card. So it turns out that here you are walking around the map with a steel sword, and then suddenly mastering combat aircraft. But this will still happen not at the beginning of the game, but towards the end, so you should not be immediately upset that everything in the game develops very quickly.

Almost any upgrade of one of the types of cards leads to the fact that you become stronger. After playing 4 games, I still haven't chosen the optimal way of technology development for myself. Only towards the end of the game I use caravans less often, because I usually have a lot of trade tokens anyway. Each player decides for himself what he needs to develop faster. Each new level of the card leaves the old skills and adds new ones. You will be able to capture more hexes, increase your combat strength, get more trade or resource tokens, you will be able to get cards of the wonders of the world more easily, etc.

The field is assembled from fragments, so players will have the opportunity to collect a new card each time before the game. This, of course, is a big plus, because. before the game, none of the players knows what he will meet on the map. Maybe near your capital there will be a miracle of nature, or maybe a haven of barbarians or a city-state. Maybe your capital will be in the center of the map, or maybe on its edge.

I would like to talk about the barbarians separately. I really liked how they are implemented. In some areas of the field there are barbarian spawn points, on which the corresponding barbarian tokens appear. A special disk is responsible for the actions of the barbarians, which rotates one space at the beginning of the turn of any player. Based on the position of the arrow on the disk, barbarians can move, respawn at the spawn point, or stand. A special raid direction token and a die are responsible for movement. The player rolls the die and sees which direction the number on the raid token represents. Barbarians can destroy player control tokens, caravans, and even cities while moving. Therefore, if barbarians often spin near you, then you need to make every effort to destroy them (until they appear on the map again after a few moves =)).

In one game, we had a funny situation when one player was very unlucky, because. barbarians constantly hung around him, destroying his control tokens and caravans. And when, as a result, his city was unloaded, the player was so offended by the barbarians that until the end of the game he looked for them on the map and mercilessly killed or built up their spawn points with cities so that they could not be reborn =)

About goal cards. I like the idea of ​​players completing 3 out of a possible 6 goals. But it's worth acknowledging that most goals ask players to control 2 specific types of wonders, and this is somewhat easier to do than anything else. In addition, the wonders of the world give decent bonuses, for which it makes sense to compete. Those. building miracles is very profitable. Personally, I would like to see more objective cards in the game, and ones that interact less with the wonders of the world.

In the wonders of the world, I liked one cool moment. They can be beaten off from each other. When you build a wonder of the world, you take the appropriate token and place it under one of your cities. If another player destroys your city and builds his own city on the ruins, then the wonder of the world is not destroyed, but passes under the control of another player. Therefore, it is not at all necessary to think about how to find points for building a miracle, because you can simply take it from a neighbor =)

By the way, about the conflict. Because all events take place on the same playing field, which scales according to the number of players, then you will always feel that there is not only little free space, but not much either. Those. at the start of the game, you can exist quite peacefully with your neighbors. But towards the end of the game, sometimes you will not have where to turn around. You will want to go to the edge of the map or to the water, there will be a desire to fuck someone else's wonder of the world or something else. I cannot say that war is the need for a new Civilizations FFG. But it is an excellent effective method of development. Among my friends, it is not very common to act aggressively without any specific background. Those. to attack another player, you need to have a good reason, and not just a harmful character =) Therefore, I myself try to delay the attack on another player until the last. For example, in the last game, I was missing one wonder of the world before winning. But it was with a neighbor whose fighting strength was much worse than mine. I understood that I could act aggressively and win in a move. And I can spend 3 or 4 turns and build the necessary miracle myself. I decided to take the long way. But you can actually fight right at the very beginning of the game. The main thing is that it makes sense.

In general, the new Civa strongly supports the logic and thinking in the actions of the players. Your task is not to conquer the whole world or build a rocket and fly it into space, but to complete one of the goals on one goal map and move on to another. If it doesn't make sense for you to attack another player, then don't do it. While two players stupidly mutuzyat each other, the third always wins =) Therefore, the game can be safely called a conflict, but sometimes you can do without war. During the game, by the way, some players enter into alliances with each other, sometimes temporary =) So everything here is like in that very computer game.

As a variety, the game can offer different fragments of the playing field, different objective cards and different leader boards. What can I say about the leaders? There are only 8 of them in the game. Leaders differ in the starting layout of action cards and a unique property. Different starting map layouts are needed so that the actions of the players differ from each other from the very start. A unique property allows the player to do things more efficiently. For example, give a bonus against barbarians, move caravans from any of your cities, give a bonus to building wonders of the world, reduce the requirements for building cities and placing control tokens. To be honest, some properties of the leaders seem more interesting to me than others, so before the game I would still draft them, and not hand them out randomly.

I was unspeakably pleased with the duration of the game. Somewhere in about 2 hours the party ends. In this case, players do not have to wait a long time for their turn. Each player plays his action for 1-3 minutes and passes the move to another player. There are practically no sagging in the game, and players most often go on a par. True, if someone lacks the fulfillment of one goal, and someone needs all three, then it will be extremely difficult for the lagging behind to catch up with the leader, so you need to carefully monitor the goals.

Well, now we can move on to the cons. You can start throwing slippers at me, but I will honestly say that I did not find objective, powerful, very critical minuses in the game. All parts played nicely and left a good aftertaste. But there are enough rough edges in Ziva, so I'll tell you about them.

Because Since it was the game's author's job to cut content to make the game shorter and simpler, some elements of a typical civilization game were cut out. For example, in new dawn the conduct of the war is somehow vaguely outlined. No minek for you, or at least troop tokens. You just have control tokens and cities that you seem to be attacking from. All battles are made in your head =) There is no concept of population, there is no complex economy. But if all this was, then we would have a completely different game that could not cope with the tasks assigned to it.

You must have known for a long time that FFG likes to cut the base to release a bunch of add-ons after that. Is there something like this in the new Ziva? To be honest, yes and no. No, because I don't feel like I've taken a stump. The base plays very well. But still, I would add something to it - new leaders, necessarily new fragments of the field, new wonders of the world and much more goal cards that are not tied to wonders. At the same time, if all this is added, the game will not be played in a completely different way, it will simply become a little more diverse. But I would be interested to know what the new author plans to add to the game. So far, she seems a little naked, but nevertheless playable and interesting. Everything that will be added from above will make the game more difficult.

Some leaders are slightly stronger than others in properties.

There is a feeling of a certain dryness of the game. And maybe even a bit of abstraction. It seems to me that because of this, the game may appeal more to old schoolers. Sometimes it seems to me that A new dawn more like board games from the 00s, but it's a feature, not a bug!

The layout is controversial. The field is awesome. I also have no complaints about tokens and spinners. But the action cards are very poorly made. They are completely nondescript and wildly similar to each other. The wonders of the world are drawn terribly, but these are the great wonders of the world after all !!! And how could they be screwed up like that? Tokens of miracles, too, just to have a bow on the side. Something FFG slipped below his level in this game.

Conclusion

I don't have a lot of experience with desktop civilizations, but I know that almost all of them are overloaded with nuances and play for a monstrous 4-5 hours for the new time. If you want to pick up a game that takes a long time to figure out and collect players who are ready to spend the whole evening on a good, but overloaded with nuances, board game, then you can pass by new dawn .

But this game really surprised me. She delivers exactly what she promises. Nobody deceived me that I will get the same Civa of 2010, but which is played in just 2 hours. And no matter what anyone says, yes, A new dawn This is the civilization game! But it is simpler than its competitors.

played A new dawn chic. The action card engine is simply incomparable. I really want to see some other games based on it. Yes, maybe it would be cool if the row consisted of not only 5 cards, but a little more, so that the levels of the cards were not 4, but 5 or 6 ... But this is what the geek in me says. In fact, for a good board game for 2 hours, everything that is in this game is enough.

But I don't feel like playing this Ziva often. I played it once, enjoyed it and put it away for a week or two (or maybe a month). Why is that? Frankly, it's hard to explain. There is nothing directly bombing, except for a number of cards, in the game there seems to be none. But I like that the game does not load me. I somehow walked home after work and thought about what this Tsiva can be compared with. And suddenly I started to associate with clothes. I realized that the new Ziva for me is comfortable jeans. Simple but comfortable clothes that are fun to wear in winter and summer, walk around the city, go to the store, etc. But Cinderella will go to the ball, of course, not in jeans. And you won't walk around in a ball gown every day. I hope you understand my analogy.

You can sew different pockets to our jeans, narrow them or expand them, add some bells and whistles in front and back, which will make them look even cooler. This is what I'm looking forward to in 2019 FFG and from hobby world respectively. You could even say that this will be my most anticipated extra next year.

All in all, Sid Meier's Civilization: New Dawn is an unexpectedly very good and concise game that has simple rules and fast gameplay. Definitely, I leave the game in the collection as the fastest and most relaxed civ that exists in nature.

If you have any questions about the game, I will be happy to answer you in the comments.

I met Sid Meier's Civilization series of games back in the late 90s, having caught the first part, and even then I fell in love with this turn-based strategy, which makes it possible to control the historical process, changing it in my own way. The beauty of this game is not only in the possibility "change the past", defeating fascism in the bud or leading the Aztecs to world domination, but also in "real" a chance to touch history, an attempt to resolve the difficulties that faced the leaders of countries in different eras. "Civilization" is a wonderful, albeit, of course, a simplified simulation of the management of humanity.

Needless to say, the desktop version of "Civilization" has long attracted me? I tried not to look at her, rationalizing my desires and telling myself "Why do you also need a board game? It's the same game", weighed all the pros and cons, tried to convince himself that for the same money you can buy something new and no less worthy. But, as they say, you can't escape fate. On a beautiful January day, my good friend gave it to me as a New Year's gift.


Briefly about the main
Desktop "Civilization" models the development of world powers, their cultural and scientific achievements. There was a place for wars, great people and wonders of the world. There are several ways to win, respectively. This is either the capture of the capital of one of the opponents, or cultural / scientific / economic dominance.

The game features six civilizations that have different characteristics and are prone to certain types of victories: Russians, Germans, Romans, Chinese, Americans and Egyptians. So, for example, Russians from the start have an additional army, a bonus to production and the ability to get opponent's technologies by invading his cities, which makes them strong both in military and scientific aspects.

The main game elements are cities, armies and scouts. Cities are profitable: points of production, trade, culture and resources. Production is needed to create units and buildings, including wonders. Trade is responsible for the scientific development of civilization and can also be converted into production. Culture is needed to get cards of cultural events that have a strong impact on the gameplay and great people. Armies conquer enemy cities and fight the natives, while scouts work to provide their native country with the necessary resources and found new cities. By the way, the number of cities in the desktop version is limited to three. Moreover, to establish the third, you will need to study a certain technology. However, rapid colonization is the key to successful economic development.

Perhaps the main difference from the computer version is a less significant connection between different aspects of the development of civilizations. In other words, here you can tune in to a certain type of victory from the start and go to it, almost completely ignoring the rest of the paths. True, this is fraught with attacks from opponents. And, what is most offensive, if the chosen path to victory for some reason turns out to be difficult to achieve, it will be difficult to change it already from the middle of the game.

The rules of the game are not too complicated, but they have many nuances. And knowledge of the mechanics of the game gives a significant bonus to experienced players. The quality of the components is at the highest level, however, as always with FFG. The colors are bright and vibrant, and the illustrations are pleasing to the eye. Two add-ons have already been released for the game, adding the ability to play with five people, new civilizations, wonders and cultural events, as well as optionally changing the combat system.

Combat system
The mechanics of battles have been implemented in an unusual way. The colored flags of the players' armies move around the map, and the troops themselves are not presented as separate figures, but as unit cards in the hands of the participants. And it does not matter where each of the armies available to you is located, the reserve of units will be one for all. The fights themselves take place on the principle of "rock-paper-scissors", where a unit of one type prevails over another. Infantry fights better against cavalry, cavalry easily defeats artillery (or archers), and artillery, in turn, is most effective against infantry. Also in the game there is a special class of units that opens in modern times - aviation. Aviation has no bonuses when fighting other branches of the military, but has the highest strength indicators.
Strength indicators indicate both the attack of units and the amount of health. For example, a strength of 2 means that the warrior will deal 2 damage to the enemy, but he himself will die, having received the same amount. Opponents' attacks are played at the same time, but the "trump card" bonus allows you to deal damage before the enemy responds. All units in the game can be improved with the development of technology. Ancient spearmen turn into medieval pikemen, shooters of the 17th-19th centuries and modern motorized infantry. Moreover, unlike the computer version, the stages of development can be skipped, immediately moving on to a stronger one.

But not all units of the same type are the same. The same troops can differ in strength parameter by +/- 1 unit. I heard a lot of complaints about this, which boil down to a typical "Your catapult defeated my superior cannon!". But such accidents have always been in "Civilization" and, as a rule, reflect such historical realities as solidarity, fortitude, or the skillful command of a commander. Although, as Sid Meier himself says "Realism is something that should not be sacrificed without hesitation if in a game realism hinders playability".

Randomness and replay value
Randomness in the game is represented not only by the parameters of military units, as described above, but also by cards of cultural events, parameters of great people and finds in the huts and villages of the natives. The playing field is also formed from random fields that are opened during the game. Territories differ in the presence of certain resources and the presence of indigenous people.
As the culture develops, each player will receive cultural event cards that can bring a certain resource, cancel any of the opponent's actions, or unlock technologies. At certain stages of development, a civilization will receive great people who give significant bonuses, but are determined randomly.
Also in the game there are two types of resources that can only be obtained from the natives. This is uranium and, oddly enough, spies. Spies, as expected, allow you to sabotage the actions of opponents. And uranium has great potential, but it is extremely rare. With the discovery of the necessary technology, uranium can be used both to double the output of all your cities, and to deliver a nuclear strike that completely destroys a foreign city, buildings, troops, great people and even miracles located in it. So the discovery of uranium can be a fatal accident in every sense of the expression.

Results
Advantages:


  • The game is not just a high-quality adaptation of its computer predecessor, but also an addictive board game with original mechanics.

  • Sufficiently accessible rules for this kind of game.

  • Four paths to victory. You can win without spending a single battle.

  • Excellent design and quality components.

Flaws:

  • Victory options are somewhat unbalanced. Scientific and cultural victories are clearly achieved faster than economic ones. military victory may be easily achieved only thanks to an early rush in a successful scenario.

  • A sharp acceleration of the gameplay in the finale, when cities begin to bring a huge amount of resources, and miracles make victory even more inevitable.

  • The impossibility of changing the path of development. If initially you chose one path of development, then from the middle of the game an attempt to achieve a different type of victory will slow down your development for several moves, finally leaving you among the lagging behind.

  • 3-4 hours per game.

  • Many omissions in both the Russian and English versions of the rules. It helps to study the FAQ and the forum on the official website.

Making a verdict, I want to note that I liked the game not only as an avid Civilian, who has played more than one hundred hours in the PC version, but also as a lover of board games. And while the experience of the PC version gives a distinct advantage to novice players, there are several significant differences between the desktop and PC versions. And, in my opinion, the main and only disadvantage of the game is the accelerated ending, which does not allow you to properly enjoy the gameplay. So you can win a technological victory by launching a space shuttle, without studying writing, and with an army consisting of ancient spearmen.

Today we want to consider a desktop version, without exaggeration, of the immortal computer game - Sid Meier's Civilizations. This masterpiece does not need additional introduction, millions and millions of players around the world are familiar with it (and are familiar with it well). Well, for those who have not yet been honored, we strongly recommend it! Although, of course, the latest versions, having gained in brilliance, have somewhat lost in the gameplay ... well, yes, however, this is already a matter of taste.

The desktop version of Sid Meier's Civilization (we will immediately clarify that we will focus on the 2010 edition, the 2002 edition is considered much less successful), like the PC version, can turn you into a great leader and teacher. Or maybe ... and in the greatest loser))).

In order not to become a failure, govern your country and people intelligently and diligently. Develop by making large-scale buildings and conquering new territories. Become the greatest Civilization of all time by creating unprecedented technologies and, like ancient cultures, create unique monuments of art.

A lot of tokens and cards! But with minks there are obvious problems ....

Description and plot

In the game, time is different. When only 2-3 hours pass for the players, their civilizations have time to live for several centuries. So you can observe the full development of your people, taking a direct part in this.

The decor is very colorful

The board game Sid Meier's Civilization uses a peculiar game mechanic, well known, however, to those who played the computer version. You can win it in several ways at once, and each player can become famous in his own way.

Perhaps you will assemble the most incredible army, similar to the one that Alexander the Great was known for. Or make a technological breakthrough and be the first to send your man into space (level 5 technology). Choose what you like the most.

Who is Sid Meier and the main features of the game

A unique feature of the game can be considered its thoughtfulness. It is not a simplified version of the development of the people, all steps will have to be taken, thinking through them to the smallest detail. It is not enough to simply develop a good army to win. This also takes into account the economy of your people, which affects its formation. Like real life, it is multifaceted and all criteria affect the integral greatness of the nation.

Who is Sid Meier? This is a programmer from Canada and a game designer who was directly involved in the development of the computer version of Civilization. It is rightfully considered the "father" of this direction of games.

"Godfather" Ziva himself)

However, in the desktop version, he took part mainly to preserve the "civilizing" atmosphere. The main developer of the desktop version is Glenn Drover, who worked with Syd at MicroProse.

In general, the desktop version is a hybrid of the 5th and 6th versions of the computer Ziva.

In total, in the game Sid Meier's Civilization you will see six great nations.

Members can choose:

  • Russia famous for its military achievements,
  • China, which has taken a sharp lead in technological development,
  • Germany, famous for its medicine,
  • once great Egypt,
  • Rome conquered half the world
  • and mercantile America.

Each of these peoples has specific features that will help their leader to come to victory. All of them have great potential to become undisputed leaders in one or more areas. Choose an area of ​​development as a goal, comparing the special features of your state with the possibilities of moving in this particular direction.

playing field

It is worth saying a few words about the 2002 edition. Before the release of the 2010 version, it was very popular, since there were no analogues on the market at that time.

This game was created by Kevin Wilson. A whole series of additions has been published for it:

  • Civilization from the Beginning of Time- the first published computer game, which also became a board game. In it, you can go through a full development path from primitive people, whose trade looked more like an exchange of resources with their fellow tribesmen, to our times, when technological progress has reached unprecedented success. The set combines several games: the usual development from the cave people to the present and the Renaissance. The third kind of game is the combination of these mini-paths of development. Combining the two types of development is not recommended for beginners. Developers are advised to first go through them separately, and then try their hand at the combined version.
  • With addition Civilization Fortune and Glory for Sid Meier you will be able to interact with the most famous people from different eras. Here you will meet the brilliant scientist Albert Einstein, the famous Italian traveler Marco Polo, and other historical figures. You will be able to go through battles with the great commanders Sun Tzu and Marshal Zhukov, building intricate military strategies. Be careful when choosing the path of development, because you can invest in any direction, be it the economy, military equipment or culture.
  • In set Mare Nostrum Civilization players will manage great empires. Among them: the Phoenician state of Carthage, Rome famous for its unique army, Greece famous for its culture, which created one of the greatest wonders of the world Egypt and one of the most significant cities of ancient Mesopotamia - Babylon. Build buildings, develop your army and keep an eye on the extraction of resources so that it is your people who come to victory.
  • Board game Through the Ages: A New History of Civilization from Serge Lage will lead you to unthinkable power and wealth. With the Through the ages set, you can feel like a real politician, building relationships with other countries. Every action here has its consequences. It is necessary to stumble and your development will drag on for centuries. And skillful management will make the ward people the most famous in history.

Rules and purpose of the game

In the 2010 version, four people can simultaneously participate in the development of their nations. The minimum number of players is two. This game belongs to the category of medium difficulty, so children from thirteen years old can go to greatness in it.

One round of such a game will take up to two hundred and forty minutes, while your civilization will have time to go through the centuries, achieving glory. Each of them wants to become the most developed nation in history.

In the game, you must skillfully manage resources, both natural and human, in order to become a successful ruler. To do this, you will have to make a fair amount of effort, exploring new territories and developing your capabilities in different areas.

Each card has its own specifics and in a special way affects the momentary situation on the card.

The rules of the board game Sid Meier's Civilization need to be studied in advance, because each card has its own specifics and in a special way affects the momentary situation on the card. Here you will have to take care of the population, building cities for them, opening educational institutions and developing their individual capabilities. In the Civilization tabletop game, Wikipedia describes that the player will directly interact with other countries, deciding whether they will have diplomatic or tense relations that will subsequently pit you in open battle.

Initially, your civilization looks very ugly: one small town, the absence of any technological development, and the population barely reaches a thousand people. From all this, you have to develop the most famous empire, which will be remembered for all ages. Players will have to monitor demographic indicators, because they need to minimize mortality and increase the birth rate. Of course, this must be done in such a way that none of the newborns live in poverty and have all the tools for development. After all, your main resource is people.

Along the way, players will meet other peoples. Some of them will be positive and will become your faithful allies or even join you. Others may not be as friendly and will fight you, which is especially painful at the start. Every time a player replenishes his number of people in this way, he receives a special reward.

The biggest events await you when two or more great empires collide. Then the outcome of the battles will depend only on the degree of development of your population. Players will think twice before attacking a country whose army outnumbers them and technology.

Personnel decides everything

Description of the game

In this pack, including the Civilization Fortune and Glory expansion, players will lead their country to greatness by completing certain actions set by each phase of the game. Each turn starts with the first player, who is chosen during the preparation for the game. Whether you choose the classic version or Through the Ages, the board game of the new history of Civilization, you will go through five stages of development:

  • In the Start phase, the players perform the initial actions determined by the start of the turn. Also at this moment, a change of government in the country is allowed, for example from Despotism to the Republic. After completing all the prescribed actions, the right to move is transferred to the player on the left.
  • Trading involving the manipulation of existing resources or the acquisition of new ones.
  • During the Journey phase, you start moving towards uncharted lands. Players can walk with their armies or scouts. The number of cells passed must correspond to the marching capabilities. The ability to move over long distances will come to players as their technologies develop, for example, the skill of navigation significantly affects the speed of movement, because sailing on a ship is much faster than using a breaststroke. It is in this phase that you will first encounter other nations and make new allies or enemies. It will also have the opportunity to conquer or simply explore new territory.
  • In the Research phase, players are engaged in their technological development. The peculiarity of this stage is the absence of the first walker, because the participants make discoveries at the same time. Research is considered completed when all players have completed all possible actions at that moment.

Victory Options

In total, in the board game Sid Meier's Civilization, there are four ways to defeat. To get to each of them, you need to fulfill certain conditions. Some types of victories are peaceful and are determined by superiority in the development of the chosen direction. Other types are considered more bloodthirsty and require violence against other countries.

Technological victory

You can win the game through technological development by teaching your civilization to fly into space. The flight will be available only if you manage to reach level 5 in the pyramid of achievements in the field of science.

Economic victory

To become the greatest in this area, the player must become the richest nation by accumulating fifteen coins. They are the main indicator of the economic development of your empire.

military victory

It will be possible for the greatest commanders to come to victory by capturing a foreign capital. To win this way, the player must conquer one of their opponent's main cities by facing them in open combat.

Cultural victory

You can get laurels by developing art. To do this, the player must reach the maximum mark in the culture scale. To achieve your goal, spend your accumulated points on moving along the corresponding track.

Equipment

The Civilization The Board Game bundle includes:

  • Playing field thirty-six by forty-six inches
  • Six plastic sheets of civilizations
  • 8 brown plastic sprues
  • Research map and game coins
  • Seventy-eight cards of technological development and wonders of the world. Of these, fifteen are ancient, ten are medieval, ten are industrial age technologies, eighteen are modern technologies, seven ancient wonders, two replacement card blanks, five industrial age wonders, and eight modern day wonders.
  • Sixty-one cities you can build
  • Sixty-four possible buildings
  • Three Fertility Cards
  • One tree of knowledge
  • Reminder card
  • Game dice (four pieces)

The composition of other themed sets, such as Through the Ages, may vary.

Battle features

The fighting in the game has its own specifics. To start the battle, the army must enter another square occupied by the enemy's people or his city. In case you attack, there is an additional advantage in the form of surprise for the enemy. First of all, the potential of the army depends on the number of people and the development of military technologies.

To determine the winner of the battle, players must calculate the points earned during the fighting. The outcome is also determined by the presence of certain cards in the hands that contribute to attack and defense. By winning each encounter, players receive corresponding bonuses that can be used to develop your people.

Technologies

A real horror and nightmare for a player who is not familiar with the PC version. It won't be easy to figure it out. As part of this review, it is also not possible to cover in detail the muddled technology tree. Let's just say that in order to study the technology of the next level, you need to study one more technology of the previous level (i.e., there must be at least two of them).

Each research spends previously earned trade. If you have coins in your supply, one trade card can be kept. The knowledge gained primarily affects the power of your people. All of them bring certain benefits to their civilization.

The resulting technologies are added to the pyramid of development. Each acquired knowledge unlocks the ability to create new buildings and form previously unseen units. For example, having learned the Code of Laws, the player will be able to change the regime of government to the Republic, opening a new path for the development of his state. The latest level in the technology development scale is considered to be the fifth - Space flight. It is he who leads to one of the ways to win.

Micromanagement

The economy is considered one of the key areas on the path to becoming an empire. To reach heights in other directions, players will have to develop their material potential. Even if you are not going to win through Economic Domination, carefully allocate resources to earn points and invest them in other areas of development.

starting position

To begin their journey, players must complete the required manipulations in preparation for becoming a leader of the people.

  1. If you have opened the set for the first time, you must carefully squeeze out the tokens made of cardboard.
  2. Fasten the disks responsible for trade and the economy with the sheets of the corresponding civilizations.
  3. If you haven't played any of the games in the Civilization board game series before, we recommend starting with the simplified version. To do this, remove Rome and Egypt from the game, and all markers and cards of the wonders of the world are also excluded from the game.
  4. Each participant must choose a civilization that will lead to greatness. The selected sheet is placed on the table in front of the player. You can take them by agreeing with other participants or pull them out at random. The remaining nation cards are sent to the box.
  5. Everyone gets a starter kit. It consists of six armies and two scouts, three cities (one of which will be the capital of your country), four combat technology markers, thirty-six technology cards. Required for distribution are also a memo, four government cards and a reference sheet.
  6. Put in front of you in expanded form a special tablet that reflects the situation on the trading market. On it are laid out: cards of units (artillery, infantry, units of aviation and mounted cavalry), military technologies (initially they are inferior), buildings (each of them has the possibility of improvement) and wonders (world monuments of civilizations related to ancient and modern times) . When a player is dealt an Egyptian card, they receive one random wonder of the world for their market during setup. Adventures are laid out by time (ancient, medieval and modern). The cultural development card is selected according to the image of the leader corresponding to your civilization.
  7. Lay out the resources next to your market board. Tokens are taken at the rate of one per player. Each of them denotes a certain type of resource.
  8. Home sections of the map are located in front of the player in an open form. Which side to put the field will explain the arrows indicating the direction. Excess sections are removed in the box.
  9. Famous personalities are mixed and placed closed next to the tablet. The same should be done with huts and villages.
  10. Near the market there are special tokens that are responsible for crops, wounds received in battle and monetary units.
  11. Combat bonuses, disasters, and spaceflight opportunities should be stacked next to the market.
  12. Because the game is considered historical, the first player is determined by remembering their family tree. If the knowledge of the players and ancestors is small, you can choose a walker by drawing lots.
  13. Competitors must place their capitals by choosing one of the four available squares on their home lot. Each mini-map shows the best location of the main city. It is circled in red.
  14. Read the sheet of your chosen civilization and do the pre-game preparation steps prescribed on it.
  15. Each nation initially has one developed technology, which is also individually described in the civilization sheet. The specified "achievement" is taken out of the deck and placed in front of them so that there is room for future development.
  16. Governments are stacked. The top card is placed on top by Despotism. If you are playing as Russia, the starting policy will be Communism, Rome is considered a Republic at the start.
  17. The player collects a number of trading disks equal to the signs indicated on the eight outskirts of his territory.
  18. The economy disk is selected depending on the gold that the civilization has at the start. Its financial development can be zero or impressive, depending on the starting famous personalities and other unique features of the chosen people.
  19. Next to his civilization sheet, the player places a reserve of chips, which includes armies, a scout, and one city. This list can be replenished if you get Irrigation.

From Sid Meier

Civilization: Board game

Based on the well-known computer game

EAGLE GAMES ã 2003

Introduction.

Welcome, O Great One!

You are going to lead your people through the millennia into the future. Diplomacy, war, economic growth, and technological advances are all tools at your disposal. Maintain a balance of these four elements and you will see your people flourish. Make a mistake, and your civilization will be hidden under the dust of time.

Civilization Sid Meier: Board game based on the famous series of computer games. You can play this board game at your own table with up to five other players. Sid Meier's Civilization: The Board Game also shorter in time - it can be completed in one sitting. But just like the classic computer version on which it is based, Board game provides you have a wide choice of actions, and you must choose wisely between them. A successful ruler must balance expansion, economic development, trade, scientific research, diplomacy and military power.

Let's get started. Glory and prosperity awaits!

Review

lasts four eras. The earliest is the Ancient Era, followed by the Middle Ages, the Gunpowder/Industrial Era, and finally the Modern Era. Each era has its own unique military forces, city structures, technologies, and wonders of the world, and in each subsequent era they surpass the achievements of the previous era.

Rules

Sid Meier's Civilization: The Board Game has two different sets of rules and, accordingly, two different principles of the game:

Standard Rules: The Standard Rules are designed for fast paced and exciting play, the growth of Civilizations and the interactions between them.

Advanced Rules: Advanced rules include more features without sacrificing playability. With the addition of additional features, the complicated rules become more similar to a computer game.

Complicated rules are built on the basis of standard rules. When questions arise, the rules you use take precedence over any conflicting information from the other set. For example, if you are using a set of advanced rules and the industry is described differently from the standard rules, ignore the standard rules.

Content

Each Sid Meier's Civilization: The Board Game includes:

  • One 36" by 46" game card
  • Six plastic sprues, in six different colors
  • Eight brown plastic sprues
  • One research sheet and coins (gold)
  • 78 cards of technologies and wonders of the world

15 ancient technologies

10 medieval technologies

10 gunpowder/industrial technologies

18 modern technologies

7 ancient wonders of the world

5 gunpowder/industrial wonders of the world

8 modern wonders of the world

2 replacement cards

  • 61 square city cards
  • 64 square city building cards
  • 3 square fertility cards
  • One tree of knowledge card
  • One reminder card
  • Four dice (two red and two white)
  • This set of rules

game card

The game map is divided into areas in order to indicate the movement of troops and to divide the industry. Areas on earth such as the Orinoco or the Gobi are called regions. The blue areas are oceans and they are divided into seas.

Game chips:

There are four types of game pieces in this game:

  • Settlements (four sizes)
  • Military units (16 types)
  • Settlers
  • standard-bearers

Settlements:

A settlement can be founded by any of the civilizations. The people live in settlements, and with the growth of their cultural level, settlements also grow. A settlement can have four different levels:

  • Village (single size settlement)
  • City (settlement of the second size)
  • Large city (settlement of the third size)
  • Megapolis (settlement of the fourth size)

Important! Once you have founded a settlement, you will no longer be able to move it.

Military units:

A military unit is any army or vehicle. Each era has its own specific army. Armies are divided into infantry, cavalry or artillery. Equipment is also divided into fleet and aircraft. The table below shows each unit and is classified by type and era.

Table of military units

armies

Technique

Infantry

Cavalry

Artillery

Fleet

Aircraft

ancient era

swordsman

equestrian

Catapult

Galley

Middle Ages

pikeman

Knight

Catapult

Caravel

Gunpowder/industrial era

Musketeer

Dragoon

A gun

Frigate

modern era

submachine gunner

Tank

Howitzer

Battleship

Fighter

During your turn, you can move your military units around the game map.

  • Armies can move to any adjacent region (1 Movement Point)
  • Aircraft can move up to three adjacent regions and/or seas. (3 OP)
  • Galleys can move to any adjacent sea (1 VP)
  • Caravels and frigates can move up to two adjacent seas (2 VP)
  • Battleships can move up to three adjacent seas (3 VP)

Only military units can fight in battles. See rules section Fighting in battles to find out how they happen.

Note: A fleet cannot attack armies, nor be attacked by them.

Settlers:

Settlers are like armies. The biggest difference is that they cannot fight in battles.

However, the settlers are very important. Settlers are the only game piece you can use to explore and build settlements.

When your settler ends his movement on a region with a flipped exploration marker, you may pick up the exploration marker and look at it. The research marker indicates whether a region contains resources, a special terrain type, a local tribe, or other special locations. All this is explained in more detail below, in the rules section. research markers.

You can build a settlement during the production phase of a game turn. To build a settlement, replace the settler with a settlement and pay the appropriate price to the bank. More information about this can be found in the section Production standard and advanced rules. Each region can only have one settlement!

Settlers can move up to two regions. (2 OP)

Standard bearers:

All military units in the game are of the same color. Standard bearers are used to determine the affiliation of military units. When you move your military units to a region (sea) on which one of your cities is not located, place a standard bearer with them to show that these units belong to you. Used only in this capacity, bannermen have no other purpose in the game.

Game markers:

IN There are two different types of markers:

Research Markers: Coins:

Research markers:

Exploration markers can be opened by your settlers in a region with such a marker. There are four main types of research markers:

Resources

Event

terrain

Useless

Resources:

There are eight different types of resources that you can find on the research marker: wine, horses, iron, gems, spices, oil, coal, and rare metals. When you find a resource, place the research marker back on the region. It remains flipped until a settlement is built in that region. When the settlement is built, turn the research marker face up. The marker is attached to a region, and the owner of a settlement in that region receives a city card with the icon of that resource on it. As described in the advanced rules, a city card with a resource icon produces more gold during the production phase.

Here are the resource icons:

Wine:

Horses:

Iron:

Gems:

Spices:

Oil:

Coal:

Rare metals:

Events:

There are four types of events that can be found on research markers: free technology, treasure, native tribe, and plague. When you find an event, declare what type it is and remove it from the game map. Event effects are as follows:

Free Technology: Your wise people have made a great discovery! You immediately and for free receive technology from the current era. If you play by the advanced rules, then you can only choose from those technologies that have prerequisites.

hidden treasures: Your settlers have discovered a rich but small vein of gold! You will immediately receive 10 gold coins for free.

local tribe: Your settler can discover a local tribe. When you flip this marker, all players, including you, roll two dice and add the number of their settlements to the resulting number. The one who gets the most amount gets control over the local tribe. He immediately sets up a new village and a new military unit in that region (he can choose any unit currently available).

Plague: Plague is an outbreak of a disease, and its effect depends on the degree of development. During the ancient era, the plague only affects the region where the marker was found. In the Middle Ages, the plague affects the region where the marker was found, as well as all neighboring regions. In the Gunpowder/Industrial Age, the plague affects the region where the marker was found, as well as two regions deep to all adjacent regions. In the modern era, the plague affects the region where the marker was found and to a depth of three regions on all adjacent ones.

The effect of the plague is very strong. All military units and settlers in the plague affected region are eliminated. Reduces the level of plague-prone settlements by one if it is not a village (single size settlement). Villages cannot be destroyed by the plague. The plague effect cannot penetrate or cross seas.

Example: Gunpowder / industrial era. Angela has a city in Taganika, a village in Eretria, two dragoons in the Kalahari, and a settler with an undiscovered marker in Funa. Brad has one musketeer and one cannon in Atlantia and a big city in Nigeria. Chris has a settler, a cannon, and a city in the Euphrates.

Angela decided to take a look at the research marker in Fung and discovered the plague. Angela announces this to all players. Angela's settler in Funa and two dragoons in the Kalahari are destroyed by the plague, as are Breda's musketeer and cannon in Atlantia. Chrysa's settler and cannon in Euphrates are located three regions from Funa and therefore survived.

Angela's town in Taganika was reduced to a village, but her village in Eretria survived because villages cannot be reduced/destroyed by the plague. The large city of Brad in Nigeria has also shrunk one level down to a city. Like Chrysa's settler and cannon in the Euphrates, her city is in three regions and therefore has survived.

Terrain:

Different terrain can make settling a region easier or more difficult. There are four types of terrain: desert, mountains, jungle/forest, and fertile. Announce the terrain type and place the marker back on the region, face up. Terrain Effects:

Desert: This terrain does not support settlements, so you cannot place villages in this region.

Mountains: This area does not support settlements larger than a village. You cannot develop a settlement to a level larger than the original village.

Jungle/Forest: This area does not support settlements above a city. Once you have developed a village to a city, you will no longer be able to develop a settlement.

Fertility/Productivity: A settlement built in a fertile region produces more than usual. When determining the amount of production for a settlement built in this region:

  • Treat as if your settlement is one size larger than the standard rules.
  • Use the value in brackets (next, with the gear symbol in the city card) when using advanced rules. Place the Productivity card next below the city card to indicate extra productivity.

No event: An exploration marker with a dot contained on it carries no discovery. You can choose to remove the marker or not.

Note: The number of "No Event" markers in a particular game can be reduced to provide more resources and events. Before the game begins, remove two “No Event” markers from the table for each player in the game.

Plague, deserts, and local tribe have no effect and are ignored if they are open in one of the player's starting regions. Just take them away.

Coins:

Just like in the PC game, the game's currency is "gold" (even if some of the coins are copper or silver). Coins are used to represent the products of each civilization. When you total your civilization's salable output, you gain additional gold. During the buy phase of a game turn, you can use your coins to buy military units, settlers, settlements, city improvements, and new technologies.

Game cards:

IN Sid Meier's Civilizations: The Board Game There are four different types of game cards:

  • Technology cards
  • Wonders of the world cards
  • City cards
  • Upgrade cards

Note: Not all game cards are used in all rule sets!

Technology cards:

Technology cards represent various achievements of civilization. There are 53 different technology cards in the game.

Wonders of the world cards:

Wonder cards represent some of the various achievements you can make in your civilization.

There are 25 different Wonders of the World cards in the game.

City cards:

City cards have two principles of use in the game depending on the rules. In the standard rules, city cards are used to display resources. Only city cards with resources are used.

In advanced rules, city cards are used for each settlement in your civilization. Every time you found a new settlement, you get a city card to represent that settlement. Place this card in front of you with “Size one” written on top.

Upgrade cards:

Upgrade cards describe the various buildings your settlement has. Improvement cards come in two types: happiness improvement or productivity improvement. These cards are only used in advanced rules.

Reminder card:

IN Sid Meier's Civilizations: The Board Game There are two memory cards:

  • One card with useful information
  • One technology development card

Reminder card:

The map displays useful information, such as the cost of military units, the number of their turns, etc.

Technology Development Card:

The technology development card displays, as it were, a technology tree or what technologies are needed in order to make even more advanced discoveries. The technology development card is used only in advanced rules.

Notes:

  • If you run out of settlements, settlers, or bannermen, you can use those of the unused color. The number of units of your color is not a limiting factor.
  • Destroyed units can be rebuilt.
  • You can exchange your gold for larger or smaller coins for free and at any time in the game.
  • Negotiations at the table are allowed and encouraged. However, you are not required to keep your word.
  • It is possible to move from the left edge of the map to the right and vice versa. In other words, the card is connected by its left and right edges.

Standard Rules

Game Review

The goal of the game is to create the most impressive civilization at the end of the game. During a game turn, you will be able to move your troops, fight in battles, trade, discover new technologies, and create new military units, settlers and settlements. Skillfully combining economic development, military power, diplomacy, and profitable trade, you can create a glorious civilization and win the game!

Note: Proper use of military power can help you grow your civilization or defend its borders. However, the continued growth of armaments can undermine the power of your civilization and cause it to fall against the backdrop of more peaceful and prosperous cultures. War is only one of the tools at your disposal. Don't rely on her too much.

In addition, the constant movement of troops will significantly slow down the game. Technological development will be reduced as gold is spent on the needs of the army.

Era:

  • ancient era
  • Middle Ages
  • Gunpowder/Industrial Era
  • modern era

The game starts in the ancient era. This era ends when:

Either player buys their third technology from the current era, or

Either player buys the last remaining technology from the current era.

The next era starts at the start of the next turn. Wonders of the world, technologies, and military units are only available during the respective era. Thus, you can only purchase knights, galleons, and medieval technologies during the medieval era. When an era ends, all of its wonders, technologies, and military units become unavailable.

Technologies:

In the standard rules, all technology cards from the same era are "generic" and are considered the same. Ignore the descriptions of each technology on the cards. Despite being "generic", technology is essential to success in the standard game. Technology helps your troops fight better, increases the productivity of your civilization, and scores victory points at the end of the game.

  • For every two technologies you have (regardless of their era), your military units can add +1 to their dice roll.
  • During the production phase, in order to calculate how much gold you have produced, you must multiply the total number of technologies you own by the total amount of your unique resources.
  • Each technology you own will earn you two victory points at the end of the game.

Wonders of the world:

In the standard rules, all wonders of the world from the same era are considered the same. Ignore the description of each wonder of the world on the cards.

When you reach one of the milestones of the current era (described below), announce it to all other players and place one of the wonder cards in front of you. Reaching a key moment is not enough - you must also make an announcement. If another player makes an announcement in front of you, that player gets the wonder of the world, even if you reached the key point before it!

Each wonder of the world can only belong to one of the players (12 wonders of the world in total, 3 per era). If two or more players claim the wonder of the world at the same time, they roll two dice each. The player with the highest total gets the wonder of the world.

Remember! Once an era has ended, any wonders of the world from that era become inaccessible.

Key points:

ancient era

Middle Ages

Powder/

industrial era

modern era

6 villages

2 medieval technologies

2 gunpowder technologies

10 Megacities

2 ancient technologies

2 medieval fleets

2 gunpowder fleets

2 Modern technologies

8 ancient armies

60 gold

80 gold

100 gold

arrangement

Before the game begins, shuffle all exploration markers and place one, face down, on each region of the game board. Regardless of them, collect all the laid out markers and put them back in the game box.

Give each player twenty (20) gold, two villages, two swordsmen, and two settlers of the player's chosen color.

Now each player rolls two dice. The one with the highest score goes first. If it's a tie, roll the dice again.

The first player chooses his starting region. The other players also take turns choosing a starting region clockwise around the table. Each of them places a village, a swordsman, and a settler in the chosen region. When all players have chosen a starting region, the last player to choose immediately selects their second region and places their second village, swordsman, and settler on it. Deployment now continues in reverse, counter-clockwise, until each player has chosen two starting regions.

Example: Angela is the first player. She exposes a village, a swordsman, and a settler in Mississippi. Brad is the second player. He places his village, swordsman and settler in Stippy. Chris is the third and last player. She places her village, swordsman and settler in the Gran Chaco. Now the order of placement is reversed. Chrisa places her remaining village, swordsman and settler in the Orinoco. Brad is next and chooses Yunnan to place his remaining chips. Angela is the last one and chooses Mexico as her second starting region.

Now everyone flips the research marker on their starting regions. They take action immediately. However, if you find a local tribe, desert, and/or plague, put the research marker back in the game box. These events are ignored and have no effect if opened during deployment.

After everyone has placed their initial pieces on the card, two dice are rolled again. The one with the highest score goes first. In case of a tie, roll again. Play continues clockwise around the table.

Now you are ready to start playing!

Sequence of moves.

The game turn is divided into game phases. During each phase, all players, starting with the first one and going clockwise, can take all the actions of that phase of the game. When all phases are completed, the turn is considered completed. The player to the left of the first player of that turn becomes the first player and the game sequence is repeated.

Example: Angela rolled eleven after setting up and becomes the first player. Brad sits to her left, and Chris sits to Brad's left and Angela's right.

Note: Since the first player will constantly change during the game, you may want to give the current first player a marker to indicate that he/she is the first player.

Phases of the game turn:

1. Movement and Combat Phase

2. Trading phase

3. Production phase

4. Purchase phase

Movement and Combat Phase:

Military units:

Military units include armies and vehicles. Each era has its own specific armies and vehicles. The armies are divided into infantry, cavalry and artillery. Equipment is also divided into fleet and aviation.

The table below shows each unit and its type and era.

Table of military units

armies

Technique

Infantry

Cavalry

artillery

Fleet

Aviation

ancient era

swordsman

equestrian

Catapult

Galley

Middle Ages

pikeman

Knight

Catapult

Caravel

Powder/

industrial era

Musketeer

Dragoon

A gun

Frigate

modern era

submachine gunner

Tank

Howitzer

Battleship

Fighter

Note that Ancient and Medieval eras have the same figure for an artillery unit. Ancient Artillery (Catapult) is the only unit that advances to the next era.

Movement:

During the Movement Phase and the Combat Phase, you may move some or all of your military units and settlers. They can be moved up to as many regions as they have Movement Points (TP). You can move units to regions or seas with tokens owned by another player. Units of more than one player can be in the same region and not fight each other. Battles start when any of the players with military units in the region want to fight in the battle. Once you have begun to fight in battle, you can no longer move the fighting figures! Make sure you complete all moves before you fight. Also, after looking at the research marker, you can no longer move your settler to another region!

To move armies and/or settlers across the seas, you need to have a fleet on the sea adjacent to them. Your armies and settlers must spend one movement point to get in or out of the fleet. Thus, armies always spend at least one turn loading/unloading a fleet, but it is possible for settlers to load and unload a fleet in the same turn.

Example: Angela begins her movement and battle phase with two settlers and a catapult in the Mekong region. She moves her caravel one sea zone between the Mekong and the Tans. She now places her catapult and settlers in the sea zone on a caravel. Angela can:

  • Move one of your settlers to Tanami, look at the research marker there, and move another of your settlers to Tasmania.

Air travel:

You can move fighters up to three adjacent regions or seas. Fighters must end their movement in a region with a military unit or a settler, or at sea with one of your warships.

Battles:

1. When you have completed your movements, you may declare battle anywhere you have military units.

2. When you move any game pieces to a space where one or more players already have military units, either of those players may declare battle. Place your play pieces on your side to indicate that the battle has been announced.

When another player declares a battle against you, the game pieces that have entered the area where the battle was declared stop moving. However, you may move any game pieces that you have not yet moved until you run out of legal moves.

Once the battle is announced, all other players with military units at that location can join either side. However, during the battle, these players transfer control of their units to the original defender or attacker. If more than one player in an area wants to fight against the player who moved military units into that area, then the player with the most units will control the battle. If two or more players have the same number of military units, then roll two dice. The player with the highest score will lead the battle.

How battles take place:

Everyone, both attacking and defending, must:

  1. Remove screen.

Once the battle has begun, neither side can retreat! Repeat steps two through six (one round of combat) until one of you runs out of units. If you are fighting in fleets at sea, any military unit and/or settler carried by the fleet that is destroyed is also considered destroyed. Non-naval units at sea cannot fight against enemy fleets (they are considered defenseless cargo).

Note: A city can only be captured when its owner has no military units left in that region.

Dice and modifiers:

Cubes:

Modifiers:

A total of three types of modifiers can be added to the result rolled on the dice.

Dominance on the battlefield:

Each type of army (infantry, cavalry, artillery) is superior to one of the other types and inferior to the other. If the unit you have chosen is superior to the type your opponent has chosen, you may add the current era number to the dice result (from 1 to 4).

Scientific Excellence:

  • Add one point for every two technologies you own (possessed the round before).

Aviation:

Aircraft, unlike armies and navies, do not fight directly against other military units. Instead, you can order the aircraft and the military unit to fight together. Aviation adds one die to the roll for a military unit. All other modifiers remain in effect. If you lose a battle, both army and aircraft are considered destroyed!

Aircraft can move up to three regions/seas per turn. Although you can move your air forces across both land regions and seas, you must nevertheless end up moving them in a region that contains one of your cities, or in a region that contains one of your armies, or on a sea that contains one of your warships.

Aircraft cannot be stopped and attacked by another player's units while moving. This means that it can fly over the space occupied by the enemy completely unhindered.

Aviation is considered automatically destroyed if, during an attack by an enemy army or fleet, there was no friendly army or fleet with it.

Example: Brad moved two tanks (cavalry), a howitzer (artillery) and a fighter (aviation) to the Orinoco. Chris has a musketeer (infantry), one tank (cavalry), one cannon (artillery), three settlers, and a metropolis. Brad decided to fight Chris.

After placing his army behind the screen, Brad chooses one of his tanks and a fighter to fight. Chris chooses a gun. Now they are removing the screen.

Brad rolls five dice: 4 dice for tank, modern era army, plus one extra die for his fighter. The result is twenty.

Chris rolls three dice because the cannon is gunpowder/industrial age, and adds four to the result because her gunpowder/industrial age artillery is fighting cavalry (the tank is modern cavalry). Chris rolls a sixteen when she adds her bonus of four (the current era is modern) to her dice result, the final result is twenty. Since the result was a draw, all three military units are considered destroyed.

Next, Brad chooses his other tank. Chris also chooses a tank. When they remove the screen, they both roll four dice, no bonuses. Brad rolls seventeen. Chris rolls twelve. Chris's tank is considered destroyed.

Brad can now choose between the remaining tank or howitzer. Since he knows that Chrysa has only one military unit left, the musketeer, he chooses his tank against the musketeer to gain a bonus to his roll. After removing the screen, Brad rolls four dice and rolls thirteen. After adding the bonus, Brad gets seventeen. Chris's only hope is to roll eighteen on three dice, but she rolls twelve. Brad wins the battle!

Since Brad now controls the Orinoco, he destroys three of Chris's settlers and trades her metropolis for his own.

Example: Chris moves two battleships to the sea zone, where Breda has a frigate and a caravel. Breda also has a machine gunner and a howitzer on the caravel, it is believed that the caravel carries them.

Chris chooses one of his battleships. Brad chooses a frigate. After that, the screen is removed. Chris rolls four dice and rolls seven! Brad rolls three dice and rolls six. Breda's frigate has been destroyed.

Brad now chooses a caravel to fight one of Chris's battleships. Brad rolls two dice and rolls twelve! Chris rolls four dice and rolls sixteen. Breda's caravel and his howitzer submachine gunner have been destroyed.

Trading phase:

During the trading phase, you can make deals with other players (regardless of where they are on the map). The most common trade deals are one resource card for another. This trade lasts until the production phase ends. The main reason for entering the resource trade is to obtain production advantages. Players who control three, four or five of the same resource cards receive additional gold during the production phase. You also have the opportunity to trade resources, which can be a critical resource during the production phase.

Permanent trade agreements for other things are also permitted. Settlers, military units, cities, gold, technology, and even wonders of the world can all be used in trade. The deals do not have to be equal, and any promises made do not need to be kept. However, any agreement that can be completed in this phase (trading gold and/or cards, for example) must be completed. Resource cards must be returned to the owner at the end of the production phase.

Production phase:

During the production phase, you keep track of how much gold your civilization has produced. There are three components to your civilization's income.

  1. City production and critical resource.
  2. Technology and a unique resource.
  3. Monopolies.

All three components are taken into account when calculating the total income of your civilization.

City Production and Critical Resource:

Each city produces gold according to its size. Thus, a village produces one unit of gold, a city produces two gold, a large city produces three, and a metropolis produces four. Remember that a settlement in a region with fertility is treated as if it is one level higher! Thus, a metropolis in a fertile region will produce five units of gold.

Sum the income from all cities. The player who started the turn now rolls two dice and consults the critical resource table below. The critical resource for this turn will be the one whose number fell on the dice in accordance with the current era. If you have a city card with this type of resource, you double the total amount produced by your cities!

Critical resource table

Result of the dice roll

9-10

11-12

ancient era

Wine

Horses

Iron

Gems

Spices

Middle Ages

Wine

Gems

Spices

Iron

Horses

Gunpowder/Industrial Era

Oil

Gems

Coal

Iron

Horses

modern era

Coal

rare metals

Oil

Oil

Iron

Example: Middle Ages. Angela is a starting player. She has three villages, each in a region with a wine research marker.

Angela adds up the produce of her cities: each village brings in one gold, for a total of 3 gold.

Brad has one village in a region with a wine research marker, a city in a region with a spice research marker, and a city in a region with a fertility research marker.

Brad adds up the output of his cities: his village in a region with a wine research marker is worth one gold, his city in a region with a spice research marker is worth two gold, and his city in a region with a fertility research marker is worth one more gold than normal, those. three gold. The final production of the cities of Breda is six gold.

Chris has two cities, one in a region with no resources and one in a region with an oil research marker.

Chrysa sums up the production of her cities, which yield two gold each, for a total of four gold.

Now Angela rolls two dice, rolls eight, and looks at the critical resource table above. Eight corresponds to the spice. Brad is the only player to have a spice town card. Brad doubles the production of his cities and receives twelve gold.

Technologies and unique resources:

Multiply the total number of unique resources (not the number of individual resource cards) by the total number of technology cards you have.

Example: Continuing the previous example, Angela has three city wine cards. Since Angela has three identical resources (wine), she only has one type of resource. It also has two technologies (one from the Ancient Era and one from the Middle Ages). She multiplies one (her unique resource) by two (her technologies) and gets two as a result, i.e. she receives an additional two gold.

Brad has one city card with wine and one card with spices (two unique resources). Brad also has four technologies (two from the ancient era and two from the Middle Ages). He multiplies two unique resources by four technologies and the result is how much additional gold he will receive: eight units of gold.

Chrysa has one oil city card and four technologies (three from the Ancient Era and one from the Middle Ages). She multiplies one type of resource by four technologies and the result is how much extra gold she gets: four units of gold.

Add this gold to the previous result. Angela now has five coins, Brad has twenty and Chris has eight coins.

Monopolies:

If you have three or more resource cards of the same type, you get a monopoly bonus.

If you have…

  • Three identical cards, you receive an additional twenty (20) gold.
  • Four identical cards, you get an additional forty (40) gold.
  • Five identical cards, you get an additional eighty (80) gold.

Example: In the example above, only Angela has many resources of the same kind. Her three wine resource cards mean she gets twenty more gold in addition to her total. So Angela now gets twenty-five gold, while Brad and Chris still have twelve and eight respectively.

Minimum gold production:

Your civilization can never get less than ten gold in this phase. If you produce nine gold or less, you get ten gold at the end of this phase.

Example: In the example above, Chris's income was eight gold, but she receives the full ten coins from the bank. So the final production is:

Angela: twenty-five gold

Brad: twenty gold

Chris: ten gold

After summing up all three types of production, the players receive their gold from the bank and add it to the gold they already have from the previous turn.

Purchase phase:

During the buy phase, you use the gold you have accumulated to buy military units, settlers, settlements, technologies, and so on. The table below shows how much each item costs by era.

Usually, you just add up the total cost of all the things you want to purchase and pay it to the bank to get your new purchases. However, some things are subject to special rules:

Shopping table

ancient era

Middle Ages

Gunpowder/industrial era

modern era

armies

Fleet

Aviation

Settlers

villages

Expand to the next level of settlements

5 (from village to city)

10 (city to big city)

20(from big city to metropolis)

Technologies

10 + 10 for each technology you own

Buying military units:

You can only buy military units of the current era. Thus, during the Middle Ages, you can only acquire pikemen, knights, catapults, and caravels.

Buying new settlements:

To build new settlements, you must have a settler in the region in which you want to place a new village. Exchange the settler for the village, and pay the cost of the village to the bank.

Note: Settlers are removed from the map after they have been used to create a new village.

Settlement Upgrades:

You can upgrade any number of settlements each purchase phase, but you can only upgrade each settlement by one level per turn. The cost of upgrading a settlement does not increase every new era, but constantly increases depending on the current size of the settlement.

Purchase of technologies:

You can only purchase technologies from the current era. Your first technology costs ten gold and each subsequent technology you purchase will cost ten gold more. Thus, your first technology costs ten gold, the second twenty, the third thirty, and so on.

When the era ended (look eras, above) you may purchase new era technologies during the next game turn's purchase phase. Technologies from the old era can be purchased before the end of the turn.

When each player has completed their Buy Phase, be sure to return the resource cards you traded during the Trade Phase to their respective owners.

End and Win the game:

Sid Meier's Civilization: The Board Game ends at the end of a game turn when either player owns three modern era technologies. When all players have completed their Buy phase, calculate how many Victory Points you have accumulated. The player with the most victory points wins the game.

Victory points:

You get victory points for:

  1. Number and size of your settlements
  2. The number of technologies you own, and
  3. The number of wonders of the world you have.
  1. Settlement size

You gain victory points for each settlement you control:

  • Each village is worth one victory point.
  • Each city is worth two victory points.
  • Each major city is worth three victory points.
  • Each metropolis is worth four victory points.
  1. Technologies
  2. You score two victory points for each technology you own.

  3. wonders of the world

You score three victory points for each wonder of the world you own.

Example: Brad has two modern era technologies. During the buy phase, he buys a third modern technology, ending the game. Once Chrysa has completed her Buy phase, all players add up their Victory Points.

Angela has two villages, one city, two big cities, and one metropolis. She also has eight technologies, and one wonder of the world. Her victory points are:

  • Two victory points for two villages
  • Two victory points for her city
  • Six victory points for two major cities
  • Four victory points per metropolis
  • Sixteen victory points for eight technologies
  • Three Victory Points for a World Wonder of the World

Her total score is thirty-three (33) victory points.

Breda has no villages, no towns, but four large cities and three metropolitan areas. He also has twelve technologies and four wonders of the world. His victory points are:

  • Twelve victory points for four major cities
  • Twelve victory points for three cities
  • Twenty-four victory points for twelve technologies
  • Twelve Victory Points for Four Wonders of the World

His final score was sixty (60) victory points.

Chris has improved all her settlements and bought new technologies in order to increase her score. She has no villages, but has two cities, three large cities and three metropolitan areas.

She also has eleven technologies and five wonders of the world. Her victory points are:

  • Four victory points for her cities
  • Nine victory points for her three major cities
  • Twelve victory points for her three cities
  • Twenty-two victory point points for eleven technologies
  • Fifteen Victory Points for the Five Wonders of the World

Her final score was sixty-two (62) victory points.

Chris has the most victory points and wins the game!

This is the end of the standard rules.

Complicated rules

Game Review

Aim in Sid Meier's Civilizations: The Board Game is to create the largest, most advanced, and most powerful civilization. During a game turn, you gain the ability to move your game pieces, fight battles, trade, discover new technologies, and build new military units, settlers, and settlements. In advanced rules, you have more control over the future of your civilization, but you still need to carefully balance all the needs of your people and relationships with other civilizations in order to win.

Era:

The game is divided into four eras:

  • Ancient
  • Middle Ages
  • Powder/industrial
  • Modern

The game starts in an ancient era. An era ends at the end of the turn in which the player purchases the first technology from the next era. A new era begins at the start of the next turn.

When a new era begins, the following things take place:

  1. All remaining technologies from the previous era have a cost of half the normal price.
  2. All Wonders of the World from the previous era no longer have an effect. (But keep them as they are worth victory points at the end of the game)
  3. City upgrades from a previous era no longer work. Return the cards so they can be used again. (Each card has one of the upgrades for each era and can be used in each era accordingly).
  4. Prices for new units and improvements are increasing.

City cards:

Each of your settlements is represented by a city card. When you build a new village in a region with a resource, you get a city card with that resource displayed on it. If you build a village in a region without any resource, your city card will not display any resources.

Each city card is square and has four sides. Each face corresponds to the size of the settlement. When you build a village, you get a new city card. Place the card in front of you with “size one” written on the top. When you upgrade a settlement to the second size (city), rotate the card so that the side that says “size two” is on top.

Each city card also has two surfaces. One face indicates that the settlement is “happy” (yellow smiling face) and the other indicates that the settlement is “unhappy” (red frowning face). You can make settlements happy by assigning city improvements that make settlements happy (such as the Temple and Judgment) or world wonders (such as the Sistine Chapel or Universal Suffrage).

Happiness:

All settlements start as "unhappy" and can be made happy (with the exception of settlements with wine or gems - they are always automatically happy). You can make your settlements happy in the following ways:

  1. Choose one of the unlucky settlements as your only "free" happy settlement. Each civ gets one "free" happy pop in addition to the wine and gem pops.
  2. Assign a happy city ​​improvement or wonder of the world to one of the unfortunate settlements. Simply place the City Improvement or World Wonder next to the selected city card and flip the city card from unhappy to happy.
  • These appointments are not permanent and can be changed at any time.
  • If two happy faces are painted on an improvement or wonder of the world, it can be used to make two settlements happy.

Note: Technology cards cannot be used to make settlements happy. Happy faces on technology cards mean that after acquiring this technology, it will be possible to build a new happy city building.

Example: Angela has three settlements. One of them is a village in a region with a wine resource marker. Another settlement is a city in a region with an oil marker. Her third settlement is a village in a region without a resource marker.

Angela's village produces wine, so this village is automatically happy. She chooses her oil-producing city as her "free" happy settlement and flips its card over to the happy surface. The last village without resources remains unhappy. Thus she has two happy and one unhappy settlement. If she builds a temple, she can assign it to the last village and also make her happy.

Productivity:

The numbers on each side of the city card show how much gold the city is able to produce when it reaches that size. Red numbers are used most of the time. Black numbers in brackets with a gear symbol are used when a settlement has a city improvement that increases productivity or a special wonder of the world.

(Such productivity upgrades or Wonders of the World have a small gear painted on them.)

Assigning urban productivity improvements, fertile terrain cards, and wonders of the world that increase productivity to various settlements: Simply place an improvement, fertility, or wonder card next to the corresponding settlement. The settlement is now productive and the numbers in brackets can be used when calculating gold production for that city.

  • These appointments are not permanent and can be changed at any time.

(excluding fertile land - see below)

  • If two gears are drawn on an improvement or wonder of the world, they can be used to improve productivity in two settlements at once
  • The fertility card must be assigned to the city that matches the settlement on the card. (The one that corresponds to the fertile land marker on the map)

City Upgrades:

City improvements can affect the happiness and productivity of settlements. Happy upgrades have happy faces printed on them, and productivity upgrades have gears printed on them. Just like the city cards, each face of the city improvement cards bears the name of an improvement. When you buy a city upgrade, take the card with that city upgrade printed on it and place it in front of you, with the town upgrade you just bought on the top of the card. The other three facets have no power. Only the upgrade on the top face of the card (from the current era) is in play.

You cannot have two or more of the same City Improvements. Each player can only purchase one city upgrade of each variety. You can have a castle and a cathedral, but not two castles or two cathedrals. Also, only one improvement of this type can be assigned to each settlement - one happiness improvement and one productivity improvement.

To assign a city improvement to a settlement, simply place the improvement card under the card of the selected city. The happy settlement upgrade allows you to flip the city card it is assigned to on the lucky side. The productivity upgrade allows you to use the higher productivity value on the city card it was assigned to (the black number in brackets). A city upgrade with two lucky faces or two gears can be used for two different settlements at once.

You cannot trade city improvements. If one of your settlements is captured, you do not lose any upgrades assigned to that settlement. They are simply reassigned to another city.

Technologies:

In advanced rules, technologies have different costs and different effects. The cost of acquiring each technology is shown on the right side of the technology card inside the image of a bronze coin. As soon as you purchase a technology, you receive a technology card and any benefits listed on the card labeled “Owner”.

You also have the right to collect fees from players who use your technology.

Payments:

Every military unit or city upgrade in the game corresponds to a technology. When either player purchases the corresponding technology, each player may purchase a military unit or city upgrade corresponding to that technology (but not before). However, if you are not the owner of this technology and you buy a military unit and/or city improvement corresponding to it, you will have to pay a certain amount of gold to the owner of the technology for this. The amount (or fee) is 5 gold in the Ancient and Medieval eras, and 10 gold in the Gunpowder/Industrial and Modern eras. This fee is part of the normal price and is not an additional cost. Note: The owner of the technology pays no fee, but pays the full cost of the unit or upgrade to the bank.

Prerequisites:

Most technologies have prerequisites and cannot be purchased until the required technologies that are available earlier have been purchased. These prerequisites are displayed on each technology card after the inscription: “PREQ:”. The sequence of technologies and prerequisites can be seen on the technology development card (“technology tree”).

Owner Bonus:

Most technologies give the player who buys them a bonus, usually military units or a wonder of the world. The bonus is written at the bottom of the technology card after the word “Owner”. The bonus is received immediately after the acquisition of technology.

Key discovery:

The four technologies are labeled “key discovery” (asterisk). These technologies, in addition to being useful, are also worth four victory points at the end of the game.

Wonders of the world:

IN Sid Meier's Civilizations: The Board Game there are 25 wonders of the world. You get a wonder of the world when you purchase a certain technology during the purchase phase of a game turn. If you bought a technology with a wonder of the world, take the corresponding wonder card and place it in front of you.

All wonder effects are active immediately. If you buy a technology that gives you a wonder of the world and the effect of that wonder of the world is new game chips, you get these chips as soon as you get a wonder of the world. In contrast, if a technology rewards you with a game advantage, you can only use that advantage until the end of the era.

Example: Angela buys Feudalism. She receives the Wonder of the World "SUN TSU'S ART OF WAR" at the same time. Sun Tza Military Academy immediately provides its owner with two free medieval infantry units, Angela immediately receives them, as if she acquired them in the purchase phase.

Brad buys Construction. He immediately receives the wonder of the world "Great Wall". Since the Great Wall rewards its owner with a +2 bonus when defending settlements instead of the usual +1, he receives this bonus until the end of the Ancient Era and the beginning of the Middle Ages. When the Middle Ages begin, Brad will lose his +2 bonus and be left with the normal +1 bonus.

Loss of settlements:

When you lose a settlement after being captured by another player, that player receives your city card, but not any city upgrade cards or wonders of the world you have assigned to that city.

If you lose your last settlement, your civilization will fall and you will leave the game. If this happens:

  • The player who destroyed you gets all your gold and wonders of the world.
  • Your technologies go to the bank. Even if no one owns them, they can still be used to build units, city upgrades, and as prerequisites.

arrangement

Game length:

Before setting up the game board, decide how long the game you want to play is.

  1. Short game: The short game lasts between two and three hours.
  2. Medium game: An average game lasts between three and four hours.
  3. Long Game: The long game lasts between four and six hours.

The short game ends in the Middle Ages. When a player purchases medieval technology, roll one die. If the rolled result is equal to or less than the number of medieval technologies of all players, then the game ends on that turn.

The middle game ends in the Gunpowder/Industrial Era. When a player purchases Gunpowder/Industrial Era technology, roll one die. If the result is equal to or less than the number of technologies of the Gunpowder/Industrial Era of all players, then the game ends on the same turn.

The long game ends when one of the following events occurs:

  1. total conquest.
  2. Diplomatic victory.
  3. Military victory.
  4. Technological/space victory.

Diplomatic, Military and Technological/Space Victories each award a different number of victory points in addition to the normal victory points earned at the end of the game (see “Winning the Game” below)

Total Conquest:

If at the end of the turn there is only one player with settlements left on the map, that player is declared the winner.

Diplomatic victory:

If you own the wonder of the world "United Nations" ("United Nation"), you can declare the game over at any time. At the end of the turn in which you made your claim, all players score victory points and the winner is declared.

Military victory:

If you own the wonder of the world "Program Apollo", you can at any time declare that the game is over. At the end of the turn in which you made your claim, all players score victory points and the winner is declared.

Tech/Space Victory:

When any player purchases the Alpha Centauri Colony Ship World Wonder, the game ends immediately on the same turn.

Note: The Alpha Centauri Colonization Ship wonder is the only wonder of the world that can be purchased. Once the appropriate technology (making the Alpha Centauri Colonization Ship available) has been purchased, any player can purchase a colonization ship for 200 gold.

Preparing for the game:

Once you have decided on the length of the game, shuffle all exploration markers, placing one face down on each named region on the map. Regardless of them, collect all the markers and put them back in the game box.

(Note: If you want to play in a world with a lot of resources, remove two "useless" markers for each player in the game before placing research markers)

Give each player twenty (20) gold, two villages, two swordsmen, and two settlers of the chosen color.

Now each player rolls two dice. The one who rolls the maximum result will choose first. In case of a tie, flip the result.

The first player chooses one starting region. On your turn, you do the same. Simply place a village, swordsman, and settler in the area of ​​your choice. When all players have chosen one starting region, the last player to choose chooses a second region and places their second village, swordsman, and settler. Deployment now continues counter-clockwise until each player has chosen two starting regions.

Each player starts the game with one ancient technology. Collect all ancient technologies that do not have prerequisites. Shuffle them and give one to each player.

Example: Angela is the first player. She exposes a village, a swordsman, and a settler in Mississippi. Brad is the second player. He places his village, swordsman and settler in Stippy. Chris is the third and last player. She places her village, swordsman and settler in the Gran Chaco. Now the order of placement is reversed. Chrisa places her remaining village, swordsman and settler in the Orinoco. Brad is next and chooses Yunnan to place his remaining chips. Angela is last and choose Mexico as your second starting region.

Angela now shuffles Wheel, Masonry, Bronze Working, Alphabet/Writing, Pottery/Specialization, and Cerimonial Burial tech cards. She gives each one one. Angela gets the Masonry technology. Brad gets Bronze Crafting and Chris gets Pottery/Specialization.

Now everyone flips the research marker on their starting regions. They take action immediately. However, if you find a local tribe, desert, and/or plague, put the research marker back in the game box. These events are ignored and have no effect when opened during the deployment.

Once everyone has played their game pieces on the map, roll two dice again. The one with the highest roll will go first. In case of a tie, reroll the dice. The game will continue clockwise around the table. Now you are ready to start playing!

Game progress process

The game turn is divided into game phases. During each phase, all players, starting with the first one and going clockwise, can take all the actions of that phase of the game. When all phases are completed, the turn is considered completed. The player to the left of the first player of that turn becomes the first player and the game sequence is repeated.

Example: Angela rolled an eleven after setting up and becomes the first player. Brad sits to her left, and Chris sits to Brad's left and Angela's right.

After the first game turn, Brad becomes the first player. When the second turn is completed, Chris becomes the first player. After the third turn, Angela becomes the first player again.

Note: Since the first player will constantly change during the game, you may want to give the current first player a marker to indicate that he/she is the first player.

Phases of the game turn:

The game turn is divided into four phases:

1. Movement and Combat Phase

2. Trading phase

3.Phase of production

4. Purchase phase

Each of these phases is described in more detail below.

Movement and Combat Phase:

Movement:

During the Movement Phase and the Combat Phase, you may move some or all of your military units and settlers. They can be moved up to as many regions as they have Movement Points (TP). You can move units to regions or seas with tokens owned by another player. Units of more than one player can be in the same region and not fight each other. Battles begin when any of the players with military units in the region want to fight in battle. Once you have started to fight in battle, you can no longer move fighting units! Make sure you complete all moves before you fight. Also, after looking at the research marker, you can no longer move your settler to another region!

To move armies and/or settlers across the seas, you need to have a fleet in the sea adjacent to them. Your armies and settlers must spend one movement point to get in or out of the fleet. Thus, armies always spend at least one turn loading/unloading from a fleet, but it is possible for settlers to load and unload from a fleet in the same turn.

Example: Angela begins her movement and battle phase with two settlers and a catapult in the Mekong region. She moves her caravel one sea zone between the Mekong and the Tans. Now she places her catapult and settlers in the sea zone on the caravel, Angela can:

  • Move your settlers to Tanami and look at the research marker there,
  • Move one of your settlers to Tanami, look at the research marker there, and move another of your settlers to Tasmania.
  • Move your settler to Tanami, look at the research marker there, and move your caravel and catapult to the sea adjacent to Java and Tasmania.
  • Move the caravel, settler, and catapult to a sea zone adjacent to Java and Tasmania and then move your settler to Tasmania and look at the research marker there.
  • Move your caravel, settler, and catapult to another sea zone and leave them all in that new sea zone.

Note that if Angela's settler started the phase in the Himalayas, she would first have to move the settler to the Mekong and then to the sea with the caravel. She will not be able to then drop the settler into another region after being loaded onto the caravel, because she has already made two moves with her settler during this phase.

Important! Each fleet unit can carry up to three armies and/or settlers! Place the fleet and units closer to each other to indicate which fleet is lucky.

Note: The world map is connected by the left and right edges. In this regard, it is possible to move from the seas near the right edge to the seas near the left, and vice versa.

Air travel:

You can move fighters up to three adjacent regions or seas. Fighters must end their movement in a region with a military unit or a settler, or at sea with one of your carriers.

Battles:

When you complete your movements, you fight announced battles. Battles in the game can happen in two cases:

1. When you have completed your movements, you may declare battle anywhere you have military units.

2. When you move any game pieces to a space where one or more players already have military units, either of those players may declare battle. Place your play pieces on your side to indicate that the battle has been announced.

When another player declares a battle against you, the game pieces that have entered the area where the battle was declared stop moving. However, you may move any game pieces that you have not yet moved until you run out of legal moves. All battles take place after you finish moving.

Once the battle is announced, all other players with military units at that location can join either side. However, during the battle, these players transfer control of their units to the original defender or attacker. If more than one player in an area wants to fight against the player who moved military units into that area, then the player with the most units will control the battle. If two or more players have the same number of military units, then roll two dice. The player with the highest score will lead the battle.

How battles take place:

Each attacker and defender must:

  1. Remove all military units from the area where the battle is taking place.
  2. Place a screen between you and your opponent (a checklist is fine for this).
  3. You and your opponent must each choose one military unit to fight and put them in front of the rest.
  4. Remove screen.
  5. Roll the appropriate number of dice for the chosen military unit, and add modifiers to the result.
  6. The player with the highest score wins the battle. In case of a tie, both units are considered destroyed.

Once the battle has begun, neither side can retreat! Repeat steps two through six (one round of combat) until one of you runs out of units. If you are fighting in fleets at sea, any military unit and/or settler carried by the fleet that is destroyed is also considered destroyed. Non-naval units at sea cannot fight against enemy fleets (they are considered worthless cargo).

Note: Aviation is an exception. She can fight and support warships in combat (see below).

Note: Cities can only be captured when their owner has no military units left in that region.

Dice and modifiers:

In each combat for the selected military unit, each player rolls the appropriate number of dice and adds the appropriate modifier before comparing the result.

Cubes:

For military units from the ancient era, one die is rolled.

  • Medieval military units roll two dice.
  • For gunpowder/industrial era military units, roll three dice.
  • For military units from the modern era, roll four dice.

Modifiers:

Three types of modifiers can be added to the result of a dice roll.

Defending Settlements:

  • When an army is defending in a region with one of your settlements, add one to the dice roll.

Dominance on the battlefield:

Each type of army (infantry, cavalry, artillery) is superior to one of the other types and inferior to the other. If the unit you have chosen is superior to the type your opponent has chosen, you may add the current era number to the dice result (from 1 to 4).

  • When cavalry fights infantry, add the current era number to the cavalry die roll.
  • When infantry fights artillery, add the current era number to the infantry die roll.
  • When artillery fights cavalry, add the current era number to the artillery die roll.

(Current era: Ancient era - 1, Middle Ages - 2, Gunpowder era - 3, Modern era - 4).

Note: You can easily remember which army has superiority by remembering the three letters KPA: K(cavalry) superior: P(retro) superior: A(artillery) superior cavalry.

Unit Modifiers:

Some unit types have special modifiers. This is shown after the plus sign (+) in the unit description on the technology card and in the table below.

Modernization of military units:

Military units cannot be upgraded for the next era (to a different figure) with the exception of Catapults which all upgrade to Trebuchets as soon as the Medieval Engineering technology is purchased (because the same figure is used for both units).

Military units are automatically upgraded to the best type available in their era. As soon as a new technology is bought that allows you to build a new, better type of a given era, all old types from the same era are automatically upgraded.

Example: Brad has 2 Swordsmen (ancient infantry), 1 Chariot (ancient cavalry), and 1 Catapult (ancient artillery)

  • Chris buys Horse Riding. Brad's Chariot is automatically upgraded to Rider.
  • Later, Angela buys Feudalism, which makes Pikemen (medieval infantry) available. Brad's swordsmen are not upgradeable, as Pikemen are infantry units from a different era that uses a different figure.
  • Brad soon buys Engineering, which allows him to build Trebuchets. His catapult is automatically upgraded to Trebuchet. (Different era, same figurine).

Military unit strength table

Era

Unit type

Level 1

Level 2

Level 3

Level 4

Ancient

Infantry

Spearman

(1 cu.)

swordsman

(1 cube +1)

-

-

Cavalry

Chariot

(1 cu.)

Rider

(1 cube +1)

-

-

Artillery

Catapult

(1 cube +1)

-

-

-

Fleet

Gallera

(1 cu.)

-

-

-

Middle Ages

Infantry

pikeman

(2 cu.)

-

-

-

Cavalry

Knight

(2 cu.)

-

-

-

Artillery

trebuchet

(2 cu.)

-

-

-

Fleet

Caravel

(2 cu.)

Galleon

(2 cube +2)

-

-

Powder / Industrial

Infantry

Musketeer

(3 cu.)

shooter

(3 cube +2)

-

-

Cavalry

Dragoon

(3 cu.)

-

-

-

Artillery

A gun

(3 cubes +1)

Artillery

(3 cube +3)

-

-

Fleet

Frigate

(3 cu.)

Battleship

(3 cube +2)

-

-

Modern

Infantry

submachine gunner

(4 cu.)

mechanized infantry

(4 cube +2)

-

-

Cavalry

Tank

(4 cu.)

Modern tank

(4 cube +3)

-

-

Artillery

rocket artillery

(4 cube +2)

cruise missile

(4 cube +4)

-

-

Fleet

Battleship

(4 cubes +1)

Aircraft carrier

(4 cu.)

-

-

Aviation

Biplane

(adds 1 cube)

Monoplane

(adds 2 cube)

Reactive

Sid Meier's Civilization- What is it? If you dig a little in Wikipedia articles, on fan sites, or just ask some gamers you know, you can get a fairly uniform answer.Civilizationis a turn-based strategy that offers the player the choice of leading one of the many nations to victory. This was and is the computer version of the game, which has already released five official parts, with various additions and modifications. Let's try to figure out which components and aspects of a computer game are reflected and migrated to the desktop version.

Firstly, I would like to immediately note that in the electronic and paper versions there are more similarities than differences. For example, victory conditions:

  • The most logical and common path to dominance in games is to win military victory;
  • A longer and more carefully planned way - economic miracle;
  • For those who like to develop their civilization by conducting scientific research - technological breakthrough;
  • And, finally, for convinced pacifists, it will do - cultural dominance.

All four presented methods can (and most often will have to) be combined, because it is almost impossible to conquer the territory of the enemy, whose troops have advanced weapons. If you want science to develop at a rapid pace, be so kind as to back up such research economically. If you want to have an ace up your sleeve, devote more time to the development of culture and over time, bonuses will appear in your civilization that enhance both the economy and science, and some will also help to harm your opponent on the sly. In "Civilization" all aspects of development are important, but you need to choose one or two priorities and achieve superiority with all your might.

The big plus of this game is the generated map, which is laid out blindly before each game and can consist of 2-4 (according to the number of players) home sites of civilizations, plus 14 neutral sites. Each lot consists of 16 landscaped squares. Imagine how many possible combinations can be formed! Depending on the location of your civilization, by the way, it also depends on what tactics to choose. In one of the games, we had a case in which the player was cut off from the rest of the body of water and while the rest were sorting things out on land, he calmly developed, accumulated resources and military power. Then, after researching "Navigation", this player sent his armies across the water, and on the other side it seemed to everyone else.

By the way, about the units presented in the game (combat and civilian units). Compared to the computer version, in the desktop version, of course, the visual component is more meager, but this in no way affects the interestingness of the gameplay. You just have to be more careful. After all, the same infantry unit can, depending on the level of technology development and other combat bonuses, be a less or more dangerous enemy in battle. In the electronic version, all calculations of attack power, defense, damage were calculated automatically by the computer, but on a cardboard map with plastic flags denoting armies, take the trouble to do all the calculations yourself in your mind or stock up on a piece of paper with a pencil. In fact, all this arithmetic may seem complicated only at first glance. After one or two training games, all these calculations will take place quickly and imperceptibly.There is essentially only one civilian unit - the scout. It performs several important functions: reconnaissance - is necessary at the very beginning of the game (it is the scout who opens unexplored areas, determining how the landscape squares will be located on the site); Scouts found new cities; and the function of transporting resources from squares remote from the city is also available to the scout. In general, the scout is a very necessary and useful unit. No less, but during active hostilities and more, army formations are important, the function of which is only to fight, hold back enemy armies, rob warlike villages in search of rare resources, and ultimately keep the enemy capital under siegeThere are only four types of troops in the game: infantry, cavalry, artillery, and in the last stages of the game, after researching "Flight", - aviation. Each of the military branches (except aviation) has an advantage over one and receives penalties over the other (for example, artillery is stronger than infantry, but weaker than cavalry, which is quite logical), this determines the sequence of moves in battle. Military units with new technology research can be upgraded. In addition to the level of modification of units, individual buildings in cities (barracks, academies, etc.) also affect the overall power of the army.

Scientific discoveries carried out by civilizations are independent. That is, even if all your rivals have discovered "Pottery", it is not a fact that this technology will take a place in your scientific hierarchy. All studies, unlike the computer version, are blind. That is, having accumulated a sufficient number of trade points and exceeded one of the marks with a Roman numeral (I - V), you simply draw one technology card from the pile corresponding to the value of the accumulated points. But there is one trick here - let's say, even having accumulated trade points to the point of being able to research a Tier III technology, you will not be able to do this until there is a "foundation" for this technology from at least two technologies of the previous levelSo it's up to you to choose: either thoroughly research the entire technology tree without leaving gaps, or force some stages of research in order to be the first to get the Tier V "Space Flight" technology and thus win the science victory in the game. Needless to say, scientific discoveries affect all aspects of the game and are directly related to them. Research allows you to build certain types of buildings in cities, improve existing ones, modernize troops, increase the limit on the number of units in the army, provide profitable trade, and even change the existing form of government (republic, monarchy, communism, etc.). The game has the ability to "soften" the effect of the costs required to conduct research. In this case, be prepared to give some of the accumulated gold to research funds so that each subsequent technology can be discovered with a small (or impressive) lead.

The economic system is represented in the game by a disk with an indicator of the level of the economy and coin tokens. It seems that everything is simple - to bring the level of economic development to 15 and victory is ours. But experienced rivals, noticing that one of the players has proclaimed feudalism, regularly takes coins from resource trading, saves on technologies and, instead of devoting their cities to the arts, pumps out the maximum from the gold mines available to him, they will certainly unite and go to war against such monopolist. They will blockade the mines, overtake them technologically and the result will be sad. Therefore, if you have already decided to save money, then do it with the confident support of the military, scientific, and even better, cultural principles.

And now the cultural news. In Civilization, from the point of view of cultural development, there are clearly cheating states: China and Rome. If the superiority of the former continues as long as there are unexplored huts and villages on the map, then the latter receive precious culture points on almost every occasion. And this is such a resource, which does not happen much. Indeed, with the advancement along the culture track, players take cultural event cards for themselves, which sometimes make life much easier, providing civilization with free resources, speeding up research, etc.With a more thorough development of the culture of their people, so-called great people (merchants, engineers, artists, generals, scientists) will appear on the horizon, who can be placed in cities and bring tangible benefits. To achieve a cultural victory, collecting only culture points is not enough, because the further the player advances on the culture track, the more resources are required for a further step. And in addition to culture points, trade points will be needed. So this way of achieving victory cannot be called easy either.

In conclusion, I would like to say that even having described the possible methods and conditions for victory, resources and types of troops, I have only touched the tip of the iceberg, because the possibilities provided by the game are truly endless. And having gathered a company of like-minded people, lovers of global historical strategies, you are guaranteed to spend more than one evening playing this game and will return to it constantly, finding and honing new tactics and strategies for achieving victory.



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