Board game Sid Meier's Civilization: New Dawn. Board game Sid Meier's civilization

Unlike the vast majority of computer games, all three masterpieces in the Civilization series are distinguished by their unique ability to provoke creativity and creativity in the soul of the gamer.

« Civilization"is a gaming encyclopedia of historically recognizable images.
In short, a textbook of recognition. The graphic design of the units ensures that a pacifist player will never confuse a tank with motorized infantry, or a multi-gun battleship with an ironclad. Moving closer to the modern era, the detail on combat units becomes frighteningly real. A motorized infantry unit moves its turret in search of a potential target. The slight shaking of modern armored vehicles evokes a feeling of respect for the inner power of the steel giant. After a salvo from one of the sides, the battleships sway so much that you feel an attack of seasickness.
To put it more clearly, Civilization is an encyclopedia of wonder.

I don’t know about the whole world, but in Russia and the CIS “Civilization” spread simultaneously with the fashion for alternative history. Did the Japanese take over Rome? A spearman defeated a knocked out tank? Hanging Gardens Built by the Aztecs? For a normal person, these theses will be perceived as complete nonsense, but who said that we - the army of fans of the programmer Sid Meier - are normal people? Sorry, but for us the theory of Academician Fomenko is not a bold enough refutation of the official history textbooks!

In Civilization-3, artificial intelligence is manifested not only in the equal ability of a computer to resist along all lines of civilizational development. First of all, in an impeccably designed system of diplomatic contacts. Of course, the computer has perfect memory. Therefore, if you are counting on a diplomatic victory, do not deceive anyone from the very beginning of the game, observe the letter of the agreement. The downside of this behavior is that you have to wait until war is declared on you. But no one will ever blame you for a mistake. And you are almost promised the position of chairman of the UN. The best examples of a gamer's confrontation with artificial intelligence: let's say your country divides the continent into two parts, then the warriors of one state will always strive to pass through your lands in order to besiege a foreign city on the other end of the continent. The Japanese are especially intrusive, regularly making excuses by saying that they “came for a bowl of rice.” Second example: if you control almost all the lands, then by some miracle the enemy will be able to drop a settler into the tiniest free piece of space. Here, be prepared for the fact that in violation of restrictions and rules, an enemy trireme with a settler will be able to swim across the dark ocean, inaccessible to your naval units.

By the way, about cards. Whenever you visit the negotiation window on any issue, demand gold for each turn. This is triggered when someone is interested in exchanging world cards or begins peace negotiations. If you are not given gold per turn, agree to one-time payments. Make it a rule to agree to any exchange of cards. We must assume that your card is not a secret to the computer. In this game, this is an option for “left” earnings. It's funny, but you can trade world cards without building a single trireme and without sailing far from your only island.

It's fun to build a lonely world as a learning game to familiarize yourself with the capabilities of units. And it’s even more interesting to choose the “ferocious barbarians” option and measure your strength with the computer, which since the days of the first Civilization has shown demonic ingenuity in supporting aggressive savages.

The landscape, units and cities are presented significantly better than in previous Civilization games. Units are represented not by square icons, but by entire cartoon frames. Instead of an awkward shield, a mercury column of the unit’s “health” appeared. Units have an individual style of movement and, more importantly, each unit rests differently. It's funny when shooters on vacation spit towards an imaginary target. The attack is represented by a sequence of pictures. For example, the visual representation of the impact of a shot from musketeers, riflemen and infantry is impressive. The only solid C is for the palace. Is it needed at all?

More about the differences. In the first two games, it was a hassle to deal with caravans. Especially if a large map was chosen. The gamer barely had time to keep track of the engineering workers or military personnel, and then another dozen caravans asked to go to the most distant city. heard the prayers of gamers. From now on, in Civilization-3, trading begins and ends by clicking on the product icon in the trading advisor window. Almost every dialog box asks you to start trading. Accordingly, the convenience of the interface is ensured by the removal of the “diplomat” unit (I remember there were such graceful men in tails and prim top hats.

The cult of trade colonies is the most important feature of Civilization-3. Remember that enemy units treat colonies as independent cities without a sphere of influence. Therefore, in the initial stage of a military conflict, artificial intelligence will show an unreasonably great interest in your colonies. The sign “Colonies must be protected” will be a well-deserved reproach to the player. Here you need to remember that no matter how wonderful your relationship with your neighbor is, no matter what compliments he says to you, no matter how much he swears eternal friendship for 20 turns, the nearest resource near the borders of your city will definitely be covered by a neighboring colony. And later, a detachment of a military unit and a settler will land near the enemy colony, looking for a piece of land to found a new city. Why deliver spices from a distant colony if the resource can end up within the boundaries of a new city?

On the other hand, the disappearance of civilian units from the game (caravanners on camels and diplomats with canes) predetermined the greater militaristic orientation of the game. Instead of city building and diplomacy, from now on you are required to become a military politician. Because you can try to play the game without declaring war on your neighbors, but then sooner or later you will definitely find yourself a victim. You will be attacked or have a trade embargo imposed on you. Or you will be drawn into an alliance against a third party under the threat of a break in relations. It is this distinct presence of a “third player” that distinguishes the third game from the first two options. For the first time in the history of strategy games, the computer offers the player dramatic intrigue.

With the new gameplay, the development of tactics involves some balance between mandatory militaristic expansion, cultural onslaught and delicacy in diplomacy. What good are diplomatic victories or cultural recognition if you don't control strategic defense resources? In any version of the game, resources such as saltpeter, oil and aluminum play a major role. If you control most of the land or your cities span the mountain ranges of the planet, the trading system loses any appeal for you.

In Civilization-3, the capture of an enemy capital is accompanied by its automatic transfer to another city. This is a fundamental difference from the first “Civilization,” where the loss of the capital was equated with a planetary catastrophe. Therefore, the player had an incentive to select paths and keys to the enemy’s capital. Alas, in the third version, capturing an enemy city does not bring you new technologies. But in negotiations, you have the right to demand whatever you want. This is the case if the enemy is tired of the war and comes out to negotiate with you.

The choice of Wonders of the World has become noticeably more complicated. If you decide to win the capture, you need the Military Academy, the Pentagon and Leonardo's Workshop. If you're on the path of cultural expansion, you can't do without scientific wonders (the Great Library, Newton College, etc.). A diplomatic victory is impossible without possession of the UN building. Etc. The exchange of technologies that promises a breakthrough in the field of weapons remains problematic. Why give up tanks for sewerage? Here we can see some advantage of the gamer over artificial intelligence: your opponents are not able to grasp your benefit in the exchange. Be sure to agree if someone offers you “iron processing” in exchange for the alphabet. Unfortunately, the graphic embodiment of the Wonders of the World is presented extremely fadedly. The heroic poem of the Lilliputians, written in the city of the Gullivers, does not cause delight. A city in a foggy haze is beautiful, but why are all the buildings so small and inconspicuous? Sometimes they are difficult to notice at first glance. The Hoover Dam has some grace, but it is the exception to the rule.

In Civilization 3 you will be amused by the change of clothes of the heads of state that appear in the dialog box. For the benefit of teenagers, cynicism has been added to the dialogue on the “deal board”. But the widely advertised military units with a national link (Russian Cossacks, Indian elephants, Chinese horsemen and American fighters) in fact turned out to be a “soap” bubble. An unsuccessful repetition of a marketing trick that was first tested on exotic units from fantasy worlds that came with Civilization 2. Perhaps the Indian elephant should be recognized as the most beautiful unit, but nothing more. The advantage in weapons turns out to be too insignificant. For example, the difference between a Cossack and cavalry in defense is 4 instead of 3. But in an open confrontation, a veteran Cossack will definitely lose to an elite Chinese horseman. Therefore, you should not believe stories about some kind of unit comparable to a magic wand. Like, I will reach the “military traditions” and conquer the whole world with a Cossack horde. Victory is achieved by clever strategy and tactical cunning, not by Persian swordsmen or Greek spearmen.

The naval units, which previously almost wiped out cities from the face of the earth, have lost their former power. Now “the failure of the artillery bombardment” is announced almost every two or three salvos. But the greatest difficulty for a beginner mastering the art of battles is to understand how difficult it was to transport an army across the sea before the invention of transport. There are tough “scissors” in the proportionality of sea vessels and the size of your army. A regular army consists of four units (three soldiers are led by a leader with a flag in his hands and urged on the enemy). Therefore, the army does not end up in a trireme, a caravel or a galleon. Advice: when a leader appears, do not put any troops under his arm. It is advisable to wait for a more progressive unit (for example, shooters) to appear. This is how armies made up of horsemen become obsolete very quickly.

Civilization-3 starts with several units: the settler, scout and worker can only acquire a military unit by visiting an accessible village. But useful villages became a rare blessing for expansionist civilizations (Russian or American). For other nations, hunting for knowledge and gold in villages became a waste of time. Those who have a scout moving two squares have some advantage. I find it very useful to mark the boundaries of the future city around the moving settler. For this, the creators of the game need to say a special “thank you.” Previously, real borders of states could only be seen in color in the final report. For the first time in Civilization 3, the boundaries around your cities increase not only depending on the number of citizens, but also the presence of cultural buildings (the most important are the temple, library and university).

With minimal boundaries, there is a high probability that someday the townspeople will betray you in favor of a prosperous neighbor. A relevant question is: how can you quickly achieve the predominance of citizens of your nationality in the city you just conquered? Create settlers in other cities and send them to the rebellious city! When merging, a settler turns into two citizens of your nationality. These guys will work silently and will not cause you any trouble as you continue hostilities against other cities on the warring side.

It should be remembered that when captured, an enemy settler turns into two workers. You can destroy the city (I do not recommend doing this). In every city you destroy, the townspeople are reincarnated as workers with enviable work enthusiasm. Is war a profitable business? The impasse in the national differences between units is most clearly manifested in the helplessness of the workers. There is such a pattern of the program. Before your decisive assault on the last enemy city of an almost defeated country, enemy horsemen and ships become nervous. They will run and swim through all your lands where workers of their nationality may remain. Groups of these workers in orderly columns are rushing to get into the doomed city. The fun begins when you are ready to capture the last city and destroy civilization before the workers are brought home. So their nation was almost destroyed. What fate awaits the workers? Moments before death, they lose the incentive to work. They will stand in droves under the walls of your cities. They will wait until you agree to take them prisoner! Not captivating them means showing yourself to be a sadistic gamer.

A strict tie between most of the 60 types of military units and natural resources can initially make your civilization an outsider. This happens with the largest number of countries (16) and a very large map. In the case where all your cities are built on plains without access to potentially rich mountains and hills. For example, all other nations divided the continent and built roads, and you had to develop the green island. In such an area, you can count on horses (with the invention of horse riding) or oil deposits (refining). Other important strategic resources gravitate towards mountainous areas.

Until now, Sid loves the cumbersome and primitive so much that after it he seems to have lost interest in scientific knowledge. IN Civilization-3 true breakthroughs in scientific technology are impossible due to the block system of knowledge distribution. Until you discover the latest invention of the ancient world, you will not jump into the Middle Ages. Until you achieve the “knighthood” you don’t need at all, the industrial age will not come. Therefore, the enthusiasm for new technologies is not entirely understandable. Of course, I am ready to give credit to the author of the game for the “Heroic Poem”. It can be built after the emergence of the next leader and on the wave of a successful military campaign. On the other hand, you may have five leaders, but you still won’t receive an offer to write a “Heroic Poem”. This is a neat playing combination. But in general, the phenomenon of new technologies is limited to “Miniaturization”, which allows the construction of a “floating platform”. That is, without your participation, the townspeople will learn to “irrigate” the sea squares near the city. When we talk further about the shortcomings of Civilization-3, there is a feeling that Sid Meier will delight us with the perfect product in Alpha Centauri-2!

It is customary to say about the entire Civilization game that it provides the opportunity to “build an empire.” I have always believed that the game gives an illusory opportunity to feel like a genius. A player obsessed with Civilization meets minimally any formal definition of a “genius.” The phenomenon of the demiurge. You are not so much creating a new world as you are making those adjustments in your toy world that, in your opinion, are lacking in the surrounding reality. The planetary original is bad, but you have the opportunity to edit it to your whim. So I've often wondered: Why was Civilization invented by Sid Meier? Either he played enough with tin soldiers as a child, or, on the contrary, he didn’t have any at all. Bringing the world of tin soldiers to the monitor is an innovative solution.

It is known that since 1991, just under five million boxes featuring blue skyscrapers and a girl with flowing hair have been officially sold under the Civilization brand. Moreover, at first it was so ahead of its time that it lingered on store shelves for a long time. The game sold with difficulty, not in the quantities its creators had hoped for, and only in the last two years before the release of the third version did the buyer suddenly appreciate the high-quality product with a delay. All of the above characterizes the “inhibition” of consumers of the official product. But we will never know how many “pirated” copies were distributed among gamers in Russia, the CIS, China and Eastern Europe. In these circles, Sid Meier's authority is unquestionable. Although we remained indifferent to “Pirates!”, forgave him for the failure with “Alpha Centauri”, felt sorry for the Indians in “Colonization” and smiled skeptically at the sight of the patriotic smoke from the guns of “Gettysburg”, we recognize Meyer’s kind of Balzacian approach to creating the best computer games of our time.

It seemed to me that in the history of computer games 's will not be included in the third part of the long-running “Civilization.” No, such a perception requires historical associations and artistic reminiscences of the times of “vegas” graphics and five-inch floppy disks. For us intellectuals of the early 90s, the name of Sid Meier stood somewhere between Vladimir Propp and Carl Jung. In 2002, some kind of cultural revelation is likely to happen for teenagers who grew up in the age of home MS. Because it is called to become an outpost of intelligence.

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

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

  • The most logical and common path to superiority in games is to win military victory;
  • A longer method that requires careful planning is economic miracle;
  • For those who like to develop their civilization by conducting scientific research - technological breakthrough;
  • And finally, for convinced pacifists - 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 an enemy whose troops have advanced weapons. If you want science to develop at a rapid pace, please support 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 strengthen 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 as priorities and achieve superiority with all your might.

The big advantage 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 plot consists of 16 landscape squares. Imagine how many different combinations can be formed! Depending on the location of your civilization, by the way, it also depends on what tactics you choose. In one of the games, we had a case in which a player found himself cut off from the others by water and, while the others were sorting things out on land, he quietly developed, accumulated resources and military power. Then, having researched “Navigation”, this player sent his armies across the water, and on the other side everyone else didn’t find it enough.

By the way, about the units presented in the game (combat and civilian units). Compared to the computer version, the desktop version, of course, has a more sparse visual component, 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, and damage were calculated automatically by a computer, but on a cardboard map with plastic flags indicating armies, take the trouble to do all the calculations yourself in your head 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 unnoticeablyThere is essentially only one civilian unit - the scout. It performs several important functions: reconnaissance - necessary at the very beginning of the game (it is the scout who opens unexplored areas, determining how the landscape squares on the site will be located); scouts found new cities; The scout also has access to the function of transporting resources from squares remote from the city. In general, a scout is a very necessary and useful unit. No less important, and during active hostilities and even more, are army formations whose function is only to fight, restrain enemy armies, plunder 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 branch of the military (except aviation) has an advantage over one and receives penalties over another branch (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 research into new technologies can be upgraded. In addition to the level of modification of units, individual buildings in cities (barracks, academies, etc.) also influence the overall power of the army.

Scientific discoveries carried out by civilizations are independent. That is, even if all your rivals 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 conducted blindly. That is, having accumulated a sufficient number of trade points and passed one of the Roman numeral marks (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 after accumulating trade points to the point of being able to research level III technology, you will not be able to do this until this technology has a “foundation” of at least two technologies of the previous levelSo it’s up to you to choose: either thoroughly explore the entire technology tree, leaving no gaps, or speed up some stages of research in order to be the first to obtain the Level V “Space Flight” technology and thus win a scientific 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, ensure profitable trade, and even change the existing form of government (republic, monarchy, communism, etc.). The game has the ability to “mitigate” the effect of the costs required to conduct research. In this case, be prepared to provide part of the accumulated gold to research funds so that each subsequent technology can be discovered with a slight (or impressive) advance.

The economic system is represented in the game by a disk with an economy level indicator and coin tokens. It seems that everything is simple - bring the level of economic development to 15 and victory is ours. But experienced rivals, having noticed that one of the players has proclaimed feudalism, regularly takes coins from the trade in resources, saves on technology and, instead of devoting their cities to the arts, pumps out the maximum from the gold mines available to him, 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 decided to save money, then do it with the confident support of military, scientific, and even better, cultural principles.

And now cultural news. In Civilization, from the point of view of cultural development, there are definitely 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 a resource that you can’t have too much of. After all, as players progress along the culture track, they pick up cultural event cards, which sometimes make life much easier, providing civilization with free resources, accelerating 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 located in cities and bring tangible benefits. To achieve a cultural victory, collecting only culture points is not enough, because the further the player moves along the culture track, the greater the contribution of resources required with the next step. And in addition to culture points, trade points will be needed. So this method of achieving victory cannot be called easy either.

In conclusion, I would like to say that, even having described the possible methods and conditions of victory, resources and types of troops, I have only touched the tip of the iceberg, because the possibilities provided by the game are truly limitless. 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, seeking and honing new tactics and strategies for achieving victory.

From Sid Meier

Civilization: Board game

Based on a well-known computer game

EAGLE GAMES ã 2003

Introduction.

Welcome, O Great One!

You are going to lead your people through 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 prosper. Get it wrong, and your civilization will be hidden under the dust of time.

Sid Meier's Civilization: Board game is based on the famous series of computer games. This board game can be played at your 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 medieval era, the gunpowder/industrial era, and finally the modern era. Each era has its own unique military forces, city buildings, technologies, and wonders of the world, and each subsequent era surpasses 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 play:

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

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

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

Content

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

  • One 36" x 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 forms for 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 to indicate troop movements and divide industry. Areas on earth such as the Orinoco or Gobi are called regions. The blue areas are oceans and are broken into seas.

Game chips:

There are four types of playing 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 as their cultural level increases, so do the settlements. The settlement can be of four different levels:

  • Village (single size settlement)
  • City (second size settlement)
  • Big city (third size settlement)
  • Megapolis (fourth size settlement)

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

Military units:

A military unit is any army or equipment. 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 categorizes them by type and era.

Military units table

Army

Technique

Infantry

Cavalry

Artillery

Fleet

Aircraft

Ancient era

Swordsman

Horseman

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 Move Point)
  • Aircraft can travel a distance of three contiguous regions and/or seas. (3 OP)
  • Galleys can move to any adjacent sea (1 VP)
  • Caravels and frigates can move a distance of two adjacent seas (2 VP)
  • Battleships can move a distance of three contiguous seas (3 XP)

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

Note: A fleet cannot attack an army, nor be attacked by one.

Settlers:

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

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

When your settler ends his movement in a region with a research marker flipped over, you can pick up the research marker and look at it. A research marker shows whether a region contains resources, a special terrain type, a local tribe, or other special locations. All of 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 complicated 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 the same color. Standard bearers are used to identify the affiliation of military units. When you move your military units to a region (sea) that does not contain one of your cities, place a standard bearer with them to show that these units belong to you. Used only in this capacity, standard bearers have no other purpose in the game.

Game markers:

IN There are two different types of markers:

Research Markers: Coins:

Research markers:

Research 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 a 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 upside down until a settlement is built in the region. When a 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 that resource's icon 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, local 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 receive technology from the current era for free. If you play according to complicated rules, then you can only choose from those technologies for which there are 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 may 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 with the most money gains control over the local tribe. He immediately establishes a new village and a new military unit in that region (he can choose any unit currently available).

Plague: Plague is an outbreak of 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 affected the region where the marker was found, as well as all neighboring regions. In the Gunpowder/Industrial Era, the plague affects the region where the marker was found, as well as two regions deep in 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 region affected by the plague are eliminated. The level of plague-prone settlements is reduced by one, if it is not a village (settlement of a single size). Villages cannot be destroyed by plague. The plague effect cannot penetrate or cross seas.

Example: Gunpowder/Industrial Era. Angela has a town in Taganyika, 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. Chrysa has a settler, a cannon, and a city in Ephrata.

Angela decided to look at the research marker in Funa and discovered the plague. Angela announces this to all players. Angela's settler in Funa and two dragoons in the Kalahari are destroyed by plague, as are Breda's musketeer and cannon in Atlantia. The settler and cannon of Chryse in Ephrata are three regions away from Funa and therefore survived.

Angela's town in Taganyika was reduced to a village, but her village in Eretria survived because villages cannot be reduced/destroyed by plague. The large city of Brada in Nigeria has also been reduced by one level to a city. Just like Chrysa's settler and cannon in Ephrata, her city is located in three regions and therefore survived.

Locality:

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

Desert: This area 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 the city. Once you develop a village into a city, you can no longer develop the 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 it as if your settlement is one size larger than the standard rules.
  • Use the value in parentheses (the following one, with the gear symbol on the city card) when using advanced rules. Place the Productivity card next below the city map to indicate extra productivity.

No event: A research marker with a dot on it does not carry any discoveries. You can choose to remove the marker or not.

Note: The number of “No Event” markers in a given game may be reduced to provide more resources and events. Before starting the game, 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 discovered in one of the player's starting regions. Just remove them.

Coins:

Just like in a computer game, the currency in the game 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 tradable products, you receive additional gold. During the purchasing phase of a game turn, you can use your coins to purchase 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.

Cards of wonders of the world:

Wonder cards represent some of the various achievements your civilization can accomplish.

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 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. Each time you establish a new settlement, you receive 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: improve happiness or improve productivity. These cards are only used in advanced rules.

Reminder card:

IN Sid Meier's Civilizations: The Board Game There are two reminder 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 moves, 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 only used in advanced rules.

Notes:

  • If you run out of settlements, settlers, or standard bearers you can use those of an 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 during the game.
  • Negotiations at the table are allowed and encouraged. However, you are not obligated 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 have the opportunity to move your troops, fight in battles, trade, discover new technologies, and create new military units, settlers and settlements. By skillfully combining economic development, military power, diplomacy, and profitable trade, you can create a great civilization and win the game!

Note: Proper use of military forces 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 it too much.

In addition, constant troop movements will significantly slow down the game. Technological development will decrease as gold is spent on the needs of the army.

Eras:

  • Ancient era
  • Middle Ages
  • Gunpowder/Industrial Era
  • Modern era

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

Any player purchases their third technology from the current era, or

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

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

Technologies:

In 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 the main thing needed for success in a standard game. Technologies help your troops fight better, increase the productivity of your civilization, and provide 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 amount of technology you own by the total amount of unique resources you have.
  • Each technology you own will earn you two victory points at the end of the game.

Wonders of the world:

In 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 point is not enough - you must also make an announcement. If another player makes an announcement before you, that player gets the Wonder of the World, even if you reached the key point before them!

Each wonder of the world can belong to only 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. The player with the highest amount receives a wonder of the world.

Remember! Once an era ends, any wonders of the world from that era become unavailable.

Key points:

Ancient era

Middle Ages

Gunpowder/

industrial era

Modern era

6 villages

2 medieval technologies

2 powder 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 the research markers and place one, face down, on each region of the playing field. Regardless of them, collect all the markers that were laid out 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.

Each player now rolls two dice. The one who rolls the highest result goes first. If there is a draw, roll the dice again.

The first player chooses his starting region. The other players also take turns choosing a starting region in a clockwise direction around the table. Each one 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 there. Placement now continues in the opposite direction, counterclockwise, until each player has chosen two starting regions.

Example: Angela is the first player. She sets up 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 final player. She places her village, swordsman and settler in the Gran Chaco. Now the order of placement is reversed. Chris places his remaining village, swordsman and settler in the Orinoco. Brad is next and chooses Yunnan to place his remaining chips. Angela is last and chooses Mexico as her second starting region.

Now everyone flips the research marker on their starting regions. They begin to act 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 they were opened during deployment.

After everyone has placed their starting pieces on the map, two dice are rolled again. The one who rolls the highest result goes first. If there is a draw, roll again. Play continues clockwise around the table.

Now you are ready to start the game!

Sequence of moves.

The game turn is divided into game phases. During each phase, all players, starting with the first and continuing clockwise, can perform all actions of that phase of the game. When all phases are completed, the turn is considered over. The player to the left of the first player of a given turn becomes the first player and the game sequence repeats.

Example: Angela rolls eleven after the setup and becomes the first player. Brad sits to her left, and Chrysa sits to Brad's left and Angela's right.

Note: Since the starting player will constantly change throughout the game, you may want to give the current starting player some kind of token to indicate that he/she is the starting player.

Game turn phases:

1. Movement and combat phase

2. Trade phase

3. Production phase

4. Buying phase

Movement and Combat Phase:

Military units:

Military units include armies and equipment. Each era has its own specific armies and equipment. Armies are divided into infantry, cavalry and artillery. Equipment is also divided into navy and air force.

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

Military units table

Army

Technique

Infantry

Cavalry

Artillery

Fleet

Aviation

Ancient era

Swordsman

Horseman

Catapult

Galley

Middle Ages

Pikeman

Knight

Catapult

Caravel

Gunpowder/

Industrial era

Musketeer

Dragoon

A gun

Frigate

Modern era

Submachine gunner

Tank

Howitzer

Battleship

Fighter

Please note that the Ancient and Medieval eras have the same figure for the artillery unit. Ancient artillery (catapult) is the only unit that moves into the next era.

Movement:

During the movement phase and the combat phase, you can move some or all of your military units and settlers. They can be moved to as many regions as they have movement points (MP). You can move units to regions or seas with pieces belonging to 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 start fighting in battle, you can no longer move the fighting figures! Make sure you finish all your movements before fighting. Also, after looking at the research marker, you can no longer move your settler to another region!

To move armies and/or settlers across seas, you need to have a fleet on the sea adjacent to them. Your armies and settlers must spend one movement point to enter or leave 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 phase of moving and fighting two settlers and a catapult in the Mekong region. She moves her caravel one sea zone to the area between the Mekong and Tanami. Now she 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 over a distance of three contiguous regions or seas. Fighters must end their move in a region with a military unit or settler, or at sea with one of your warships.

Battles:

1. When you have completed your movements, you can declare a battle in any place where you have military units.

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

When another player declares a battle against you, game pieces that entered the area where the battle was declared stop moving. However, you can move any game pieces that you haven't already moved until you run out of legal moves.

Once a battle is declared, all other players with military units at that location can join either side. However, during the course of 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 has 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, roll two dice. The player with the highest score will lead the battle.

How battles happen:

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 battle) until one of you runs out of units. If you are fighting with 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 dice roll.

Superiority 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 choose is superior to the type your opponent chose, you can add the current era number to the result rolled on the dice (1 to 4).

Scientific Excellence:

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

Aviation:

Aviation, unlike armies and navies, does not fight directly against other military units. Instead, you can order an air force and a military unit to fight together. Aviation adds one die to the military unit roll. All other modifiers continue to apply. If you lose the battle, both the army and air force are considered destroyed!

Aircraft can move to three regions/seas per turn. Although you can move your air forces across both land regions and seas, you must end your movement 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 your warships.

Aircraft cannot be stopped or attacked by another player's units while moving. This means that she can fly over 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 Orinoco. Chrysa has a musketeer (infantry), one tank (cavalry), one cannon (artillery), three settlers, and a metropolis. Brad decided to fight Chrysa.

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

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

Chrysa rolls three dice because the gun is Gunpowder/Industrial Era, and adds four to the result because her Gunpowder/Industrial Age artillery is fighting cavalry (the tank is modern cavalry). Chrysa rolls a sixteen, when she adds her bonus four (the current era is Modern) to the 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 a seventeen. Chris rolls a twelve. Chrysa's tank is considered destroyed.

Brad can now choose between the remaining tank or howitzer. Since he knows that Chrysa only has 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. Chrysa has only one hope - to roll eighteen on three dice, but she rolls twelve. Brad wins the battle!

Since Brad now controls Orinoco, he destroys Chrysa's three settlers and exchanges her metropolis for his own.

Example: Chrysa moves two battleships into the sea zone where Brad has a frigate and a caravel. Brad also has a machine gunner and a howitzer on his caravel; it is believed that the caravel is transporting them.

Chrysa chooses one of her battleships. Brad chooses a frigate. After this, the screen is removed. Chrysa rolls four dice and rolls seven! Brad rolls three dice and rolls six. The frigate Breda is destroyed.

Now Brad chooses a caravel to fight one of Chrysa's battleships. Brad rolls two dice and rolls twelve! Chris rolls four dice and rolls sixteen. Breda's caravel and his machine gunner with howitzer were destroyed.

Trading phase:

During the trade 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 to another. This deal lasts until the production phase ends. The main reason for entering into resource trading is to gain production advantages. Players who control three, four or five identical resource cards receive additional gold during the production phase. You also have the opportunity to trade resources that may 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 be used in trade. Deals do not have to be equal, and any promises made do not have to be kept. However, any agreement that can be fulfilled in this phase (trading gold and/or cards, for example) must be fulfilled. Resource cards must be returned to the owner at the end of the production phase.

Production phase:

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

  1. Urban production and critical resource.
  2. Technologies 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 counts as if it were one level higher! Thus, a metropolis in a fertile region will produce five units of gold.

Sum up the income from all cities. The player who started the turn now rolls two dice and checks the critical resource table below. The critical resource for this turn will be the one whose number appears 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 dice roll

9-10

11-12

Ancient era

Wine

Horses

Iron

Gems

Spices

Middle Ages

Wine

Gems

Spices

Iron

Horses

Gunpowder/Industrial Age

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 research marker containing wine.

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

Breda has one village in the region with a research marker for wine, a city in the region with a research marker for spices, and a city in the region with a research marker for fertility.

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

Chrysa has two cities, one in a region with no resources and another in a region with an oil exploration marker.

Chrysa adds up the production of her cities, which yield two gold each, and ends up with four gold.

Now Angela rolls two dice, rolls eight, and looks at the critical resource table above. Eight corresponds to spice. Brad is the only player with a spice city 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 with the previous example, Angela has three city wine cards. Since Angela has three identical resources (wine), she only has one type of resource. She also has two technologies (one from the ancient era and one from the middle ages). She multiplies one (her unique resource) by two (her technology) and as a result gets two, 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 medieval era). He multiplies two unique resources by four technologies and the result is how much extra 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 will receive: four units of gold.

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

Monopolies:

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

If you have...

  • Three identical cards, you get an additional twenty (20) gold.
  • Four identical cards, you receive 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 type. Her three wine resource cards mean she gets another twenty gold on top of her total. So Angela now has twenty-five gold, while Brad and Chrysa still have twelve and eight respectively.

Minimum gold production:

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

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

Angela: twenty-five gold

Brad: twenty gold

Chrysa: ten gold

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

Shopping phase:

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

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

Shopping table

Ancient era

Middle Ages

Gunpowder/Industrial Age

Modern era

Army

Fleet

Aviation

Settlers

Villages

Expansion to the next level of settlements

5 (from village to city)

10 (city to big city)

20(from a big city to a metropolis)

Technologies

10 + 10 for each technology you have

Purchasing military units:

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

Purchasing 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.

Settlements Improvement:

You can upgrade any number of settlements each purchase phase, but you can only upgrade each settlement 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 acquire 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 (see Eras, above) you can purchase new era technologies during the purchase phase of the next game turn. Old era technologies can be purchased until the end of the turn.

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

End and Win the game:

Sid Meier's Civilization: The Board Game ends at the end of the game turn when any player owns three Modern Era technologies. When all players have completed their shopping phase, count how many victory points you have accumulated. The player with the most victory points wins the game.

Victory Points:

You receive 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 available to you.
  1. Size of settlements

You receive 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 receive two victory points for each technology you have.

  3. Wonders of the world

You receive three victory points for each Wonder of the World you own.

Example: Brad has two technologies of the modern era. During the purchasing phase, he purchases a third modern technology, ending the game. Once Chrysa has completed her shopping phase, all players count 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 large cities
  • Four victory points for the metropolis
  • Sixteen victory points for eight technologies
  • Three victory points for a world wonder

Her total points are thirty-three (33) victory points.

Breda has no villages or towns, but there are 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.

Chrysa improved all her settlements and bought new technologies in order to increase her results. It has no villages, but 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 metropolises
  • Twenty-two victory points for eleven technologies
  • Fifteen victory points for five wonders of the world

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

Chrysa has the most victory points and wins the game!

This is the end of the standard rules.

Complicated rules

Game Review

The goal is Sid Meier's Civilizations: The Board Game is the creation of the largest, most developed, and most powerful civilization. During a game turn, you get the opportunity to move your game pieces, fight in battles, trade, discover new technologies, and build new military units, settlers and settlements. With more complex rules, you gain 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.

Eras:

The game is divided into four eras:

  • Ancient
  • Middle Ages
  • Powder/industrial
  • Modern

The game starts in the 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 beginning of the next turn.

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

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

Each city card is square and has four sides. Each edge corresponds to the size of the settlement. When you build a village you receive a new city card. Place the card in front of you with the words “size one” on the top edge. When you increase a settlement to size two (city), turn the card so that the side labeled “size two” is on top.

Each city card also has two surfaces. One surface 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 the Court) or a wonder of the world (such as the “Sistine Chapel” or “Universal Suffrage”).

Happiness:

All settlements start as “unlucky” and can be made happy (with the exception of settlements with wine or precious stones - 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 civilization receives one “free” happy settlement in addition to settlements with wine and gems.
  2. Prescribe something that makes you happy city ​​improvement or wonder of the world to one of the unlucky settlements. Simply place a city improvement or wonder of the world next to the selected city card and flip the city card from its unlucky side to its lucky side.
  • These assignments are not permanent and can be changed at any time.
  • If an improvement or wonder has two happy faces on it, it can be used to turn two settlements into happy ones.

Note: Technology cards cannot be used to turn settlements into happy ones. 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 the 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 settlement is automatically happy. She chooses her oil producing city as her “free” lucky settlement and flips its card over to the lucky surface. The last village without resources remains miserable. Thus she has two happy and one unhappy settlements. 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 capable of producing 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 improvements or Wonders of the World have a small gear drawn on them.)

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

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

(except for 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 corresponds to the settlement on the map. (The one that corresponds to the fertile land marker on the map)

City improvements:

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 city cards, each face of city improvement cards bears the name of the improvement. When you purchase a city improvement, take the card with that city improvement printed on it and place it in front of you, with the city improvement you just purchased on the top edge of the card. The other three facets have no power. Only the upgrade on the top edge 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 buy one city improvement of each type. 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 settlement making happy improvement allows you to flip the city card to which it is assigned to the happy side. The productivity improvement allows you to use the greater productivity value on the city card it was assigned to (the black number in parentheses). A city upgrade with two happy 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 complex rules, technologies have different costs and different effects. The cost of purchasing each technology is shown on the right side of the technology card inside the image of a bronze coin. Once 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:

Each military unit or city improvement in the game corresponds to a technology. When any player purchases a corresponding technology, each player can purchase a military unit or city improvement 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 technology. The amount (or fee) is 5 gold in the Ancient and Medieval Era, and 10 gold in the Gunpowder/Industrial and Modern Era. This fee is part of the regular cost and is not an added cost. Note: The technology owner does not pay a 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 necessary technologies that are previously available are 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's 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 purchasing the technology.

Key discovery:

Four technologies labeled “key discovery” (asterisk). These technologies, in addition to the benefits they can provide, 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 receive a wonder of the world when you acquire a specific technology during the purchase phase of a game turn. If you purchased a technology with a Wonder of the World, take the corresponding Wonder of the World card and place it in front of you.

All effects of the wonder of the world take effect immediately. If you buy a technology that gives you a wonder of the world and the effect of this wonder of the world is new game chips, you receive these chips as soon as you receive the wonder of the world. In contrast, if technology rewards you with a gaming 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 Tzu Military Academy” immediately provides its owner with two free medieval infantry units, Angela immediately receives them as if she purchased them during 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 protecting 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 begins, Delirium will lose its +2 bonus and will remain with the normal +1 bonus.

Loss of settlements:

When you lose settlements after they are captured by another player, that player receives your city card, but not any city improvement or wonder cards you 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 improvements and as prerequisites.

Arrangement

Game length:

Before placing on the game board, decide how long the game you want to play.

  1. Short Game: The short game lasts between two and three hours.
  2. Average Game: The average game lasts between three and four hours.
  3. Long Game: A 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 average game ends in the Gunpowder/Industrial Age. When a player purchases Gunpowder/Industrial Age technology, roll one die. If the result is equal to or less than the number of Gunpowder/Industrial Age technologies 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 Tech/Space victories each award a different number of victory points in addition to the normal victory points awarded 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 who has settlements left on the map, that player is declared the winner.

Diplomatic victory:

If you own the “United Nation” wonder of the world, you can declare the game over at any time. At the end of the turn in which you made a declaration, all players count the victory points and the winner is declared.

Military victory:

If you own the wonder of the world “Program Apollo”, you can declare the game over at any time. At the end of the turn in which you made a declaration, all players count the victory points and the winner is declared.

Technological/space victory:

When any player purchases the wonder of the world, “Alpha Centauri Colony Ship,” the game ends immediately that same turn.

Note: The Alpha Centauri Colonization Ship 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 colony ship for 200 gold.

Preparing for the game:

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

(Note: If you want to play in a world with more 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.

Each player now rolls two dice. The one who rolls the maximum result will choose first. In case of a draw, reroll the result.

The first player chooses one starting region. On your turn you will 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 selects a second region and places his second village, swordsman, and settler. Placement now continues counterclockwise 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 distribute one to each player.

Example: Angela is the first player. She sets up 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 final player. She places her village, swordsman and settler in the Gran Chaco. Now the order of placement is reversed. Chris places his remaining village, swordsman and settler in the Orinoco. Brad is next and chooses Yunnan to place his remaining chips. Angela is last and chooses Mexico as her second starting region.

Angela now shuffles the Wheel, Masonry, Bronze Working, Alphabet/Writing, Pottery/Specialization, and Ceremonial Burial technology cards. She gives one to everyone. Angela gets the Masonry technology. Brad gets Bronze Crafting and Chrysa gets Pottery/Specialization.

Now everyone flips the research marker on their starting regions. They begin to act 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 placed their game pieces on the map, roll two dice again. Whoever rolls the highest will go first. In case of a tie, reroll the dice. Play will continue clockwise around the table. Now you are ready to start the game!

Game turn process

The game turn is divided into game phases. During each phase, all players from player one onwards, clockwise, can perform all actions for that phase of the game. When all phases are completed, the turn is considered over. The player to the left of the first player of a given turn becomes the first player and the game sequence repeats.

Example: Angela rolls eleven after setting up and becomes the first player. Brad sits to her left, and Chrysa 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, Chrysa becomes the first player. After the third turn, Angela becomes the first player again.

Note: Since the starting player will constantly change throughout the game, you may want to give the current starting player some kind of marker to indicate that he/she is the starting player.

Game turn phases:

The game turn is divided into four phases:

1.Movement and combat phase

2. Trade phase

3.Production phase

4.Purchasing 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 can move some or all of your military units and settlers. They can be moved to as many regions as they have movement points (MP). You can move units to regions or seas with pieces belonging to 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 start fighting in battle, you can no longer move the fighting pieces! Make sure you finish all your movements before fighting. Also, after looking at the research marker, you can no longer move your settler to another region!

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

Example: Angela begins her phase of moving and fighting two settlers and a catapult in the Mekong region. She moves her caravel one sea zone to the area between the Mekong and Tanami. 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 the 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 have to first move the settler to the Mekong and then to the sea with the caravel. She will not be able to then land the settler in another region after loading 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 your fleet and units closer to each other to indicate which fleet is carrying what.

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

Air travel:

You can move fighters over a distance of three contiguous regions or seas. Fighters must end their move in a region with a military unit or settler, or at sea with one of your aircraft carriers.

Battles:

When you finish your moves, you fight declared battles. Battles in the game can happen in two cases:

1. When you have completed your movements, you can declare a battle in any place where you have military units.

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

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

Once a battle is declared, all other players with military units at that location can join either side. However, during the course of 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 has 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, roll two dice. The player with the highest score will lead the battle.

How battles happen:

Everyone, both attacking and defending, must:

  1. Remove all military units from the area where the battle is taking place.
  2. Put a screen between you and your opponent (a memo card works well for this).
  3. You and your opponent must each choose one military unit to fight and place them in front of the others.
  4. Remove screen.
  5. Roll the appropriate number of dice for the selected military unit, and add modifiers to the resulting 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 battle) until one of you runs out of units. If you are fighting with 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 useless cargo).

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

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

Dice and modifiers:

In each battle 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.

  • For military units from the Middle Ages, two dice are rolled.
  • For military units from the Gunpowder/Industrial Era, roll three dice.
  • For military units from the modern era, four dice are rolled.

Modifiers:

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

Defending Settlements:

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

Superiority 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 chose is superior to the type your opponent chose, you can add the current era number to the result rolled on the dice (1 to 4).

  • When cavalry fights infantry, add the current era number to the cavalry dice roll.
  • When infantry fights artillery, add the current era number to the infantry dice roll.
  • When artillery fights cavalry, add the current era number to the result of the artillery dice.

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

Note: You can easily remember which army has superiority by memorizing the three letters of the CPA: C(valry) superior: P(chase) superior: A(artillery) superior cavalry.

Unit Modifiers:

Some unit types have special modifiers. This is shown after the plus (+) icon 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 figurine) with the exception of the catapult, which all upgrade to trebuchets as soon as the medieval “Engineering” technology is purchased (because the same figurine 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 purchased that allows the construction of 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 a Horse Riding. Brad's Chariot automatically upgrades to the Horseman.
  • Later, Angela buys Feudalism, which makes Pikemen (medieval infantry) available. Breda's Swordsmen are not being upgraded, as the Pikemen are infantry units from a different era that uses a different figure.
  • Brad soon purchases Engineering, which allows him to build Trebuchets. His catapult automatically upgrades to a Trebuchet. (different era, but same figure).

Military unit strength table

Era

Unit type

Level 1

Level 2

Level 3

Level 4

Ancient

Infantry

Spearman

(1 cu.)

Swordsman

(1 cu. +1)

-

-

Cavalry

Chariot

(1 cu.)

Rider

(1 cu. +1)

-

-

Artillery

Catapult

(1 cu. +1)

-

-

-

Fleet

Hallera

(1 cu.)

-

-

-

Middle Ages

Infantry

Pikeman

(2 cu.)

-

-

-

Cavalry

Knight

(2 cu.)

-

-

-

Artillery

Trebuchet

(2 cu.)

-

-

-

Fleet

Caravel

(2 cu.)

Galleon

(2 cu. +2)

-

-

Powder/Industrial

Infantry

Musketeer

(3 cu.)

Shooter

(3 cu. +2)

-

-

Cavalry

Dragoon

(3 cu.)

-

-

-

Artillery

A gun

(3 cu. +1)

Artillery

(3 cu. +3)

-

-

Fleet

Frigate

(3 cu.)

Armadillo

(3 cu. +2)

-

-

Modern

Infantry

Submachine gunner

(4 cu.)

Mechanized infantry

(4 cu. +2)

-

-

Cavalry

Tank

(4 cu.)

Modern tank

(4 cu. +3)

-

-

Artillery

Rocket artillery

(4 cu. +2)

Cruise missile

(4 cu. +4)

-

-

Fleet

Battleship

(4 cu. +1)

Aircraft carrier

(4 cu.)

-

-

Aviation

Biplane

(adds 1 cu.)

Monoplane

(adds 2 cu.)

Reactive

Board game

Number of players
From 3 to 6

Party time
From 2 hours

Game difficulty
Complex

Sid Meier's Civilization is a strategy board game created by Drover Glen in 2002. The board game was developed based on the computer game "Sid Meir's Civilization".

The goal in the board game Sid Meier's Civilization

The player with the most points wins.

Sid Meier's Civilization: Rules of the Game

The essence of the game is managing your own empire. In the board game you will go through the path from antiquity to our time. You will explore territories, build buildings and entire cities, invent new technologies, develop, make peace and fight. There are many options for an enjoyable time, from diplomacy to epic battles and space wars.

In the game you have to go through 4 eras:

  • ancient
  • middle ages
  • industrial
  • modern

Each of these eras has its own characteristics and unique fighting forces. And of course, each subsequent era surpasses the previous one.

  • The playing field is divided into regions.
  • The game has military units - army and equipment. In each era, a unit is classified by era and type. The army is divided into infantry, artillery and cavalry. Equipment, in turn, is divided into aircraft and fleet.
  • Settlers are very similar to an army, but they cannot fight. But they are very important for exploring new territories and building cities.
  • Standard bearers - are deployed along with military units to territory that you have not conquered to confirm that this is your army. It is only used for this purpose in a board game.

Research markers are your settlers in regions with the same marker. There are 4 types of markers in the game:

  • events
  • resources
  • uselessness
  • terrain

Resources. There are 8 types of resources on research markers:

  • horses
  • gems
  • rare materials
  • coal
  • iron
  • oil
  • spices

Events. In the board game Sid Mair's Civilization, there are 4 types of events that appear on research markers:

  • Free technology. Your inventors have made a discovery! You get new technology from the current era.
  • Plague. Depending on the era, a region is affected by mass disease. In ancient times, the disease spread to the region where the marker was found. In the Middle Ages, the disease affected where the marker was found and all neighboring ones. In the industrial era, where the marker was found and to a depth of 2 regions and all adjacent regions. In the modern era, it extends to the region where the marker was found and to a depth of 3 regions and all adjacent regions.
  • Hidden treasures. You get ten gold coins!
  • Local tribe. A new settlement has been discovered. You and all other players roll 2 dice and add the number on the die to your settlement total. Whoever has the highest number on the die controls the local settlement.




I became acquainted with the “Civilization” series of games by Sid Meier back in the late 90s, having caught the first part, and even then I fell in love with this turn-based strategy, which gives the opportunity to control the historical process, changing it in my own way. The beauty of this game is not only in the possibilities "change the past", defeating fascism in its infancy 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, although certainly simplified, simulator of managing humanity.

Needless to say, the tabletop version of Civilization has been tempting me for a long time? 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 the pros and cons, tried to convince himself that for the same money you could 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 thing
The tabletop "Civilization" models the development of world powers, their cultural and scientific achievements. There was also a place for wars, great people and wonders of the world. Accordingly, you can win in several ways. 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, the Russians from the start have an additional army, a bonus to production and the ability to obtain enemy technology by invading their cities, which makes them strong in both military and scientific aspects.

The main game elements are cities, armies and scouts. Cities bring profit: points of production, trade, culture and resources. Manufacturing 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 necessary to obtain cards of cultural events that have a strong impact on gameplay, and great people. Armies conquer enemy cities and fight the natives, while scouts work to provide their homeland 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 one, 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 the 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 towards it, almost completely ignoring other paths. True, this is fraught with attacks from opponents. And, what’s 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 from the middle of the game.

The rules of the game are not too complicated, but have many nuances. And knowledge of the game mechanics 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 expansions have already been released for the game, adding the ability to play with five players, new civilizations, wonders and cultural events, as well as optionally changing the combat system.

Combat system
The combat mechanics are implemented in an unusual way. Colored flags of the players' armies move across the map, and the troops themselves are presented not as individual figures, but as unit cards in the hands of the participants. Moreover, it doesn’t matter where each of the armies available to you is located, the reserve of units will be the same for everyone. The battles themselves take place according to the “rock-paper-scissors” principle, where a unit of one type prevails over another. Infantry is more effective 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 does not have bonuses when fighting with 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, strength 2 means that the warrior will inflict 2 units of damage on the enemy, but he himself will die, receiving the same amount. Opponents' attacks are played simultaneously, but the trump bonus allows you to deal damage before the opponent responds. All units in the game can be improved with the development of technology. Antique spearmen turn into medieval pikemen, riflemen of the 17th-19th centuries and modern motorized infantry. Moreover, unlike the computer version, 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've heard a lot of complaints about this, boiling down to the typical "Your catapult defeated my superior cannon!". But such accidents have always existed in “Civilization” and, as a rule, reflect such historical realities as cohesion, fortitude or skillful command of a commander. Although, as Sid Meier himself says "Realism is something that should be sacrificed without hesitation if in a game realism hinders playability".

Randomness and replayability
Randomness in the game is represented not only by the parameters of military units, as described above, but also by maps of cultural events, parameters of great people, and finds in aboriginal huts and villages. The playing field is also formed from random fields that open during the game. Territories differ in the presence of certain resources and the presence of indigenous people.
As culture develops, each player will receive cultural event cards, which 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.
There are also two types of resources in the game that can only be obtained from the natives. This is uranium and, oddly enough, spies. Spies are supposed to allow you to sabotage the actions of your opponents. And uranium has enormous potential, but is extremely rare. With the discovery of the necessary technology, uranium can be used both to double the production of all one's cities, and to launch a nuclear strike that completely destroys another city, the buildings located in it, troops, great people and even miracles. So finding uranium could 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.

  • Fairly accessible rules for this type of game.

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

  • Excellent design and quality components.

Flaws:

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

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

  • Impossibility of changing the path of development. If you initially 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 turns, ultimately leaving you behind.

  • 3-4 hours per batch.

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

In rendering my verdict, I want to note that I liked the game not only as an avid Civilomaniac who has played hundreds of hours in the PC version, but also as a fan of board games. And while the experience of the PC version provides a distinct advantage for novice players, there are several significant differences between the desktop and computer 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.