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Thread: Sid Meier's Civilization: The Board Game:: Rules:: Defection order

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by Itchi

Here is the point :

2 players having each other a defection.
Player A is moving an army and when he reachs the distance (let's say 4 squares) from the player B army, both of them play the defection card. How do you handle that case ?

The first one to play the card -> Ok.
But what if they both played it at the same time, like both throwed their card on the board at the same moment.
Turn order ? As it was player A moving, he haves the priority ?

Thread: Sid Meier's Civilization: The Board Game:: Rules:: Luther King question

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by Itchi

Here is my question :

Luther king text : Your city actions cannot be canceled.
GP revealating rules. You can reveal a GP whenever you want.

So for example, Player A have Martin Luther King and do a City action. Player B spend a Spy on Writing or use Mark Twain to cancel this City action. Then Player A reveal Luther King.

-> My question :
Is the Spy on writting or Mark Twain waisted ? (Also meaning that Writting cannot be used again this turn if the player haves another Spy).
Or
Does Luther King only Prevent for being targeted (like United Nation) ? And so player B can choose another target or simply change his mind and don't play the Spy or Mark Twain ?

Personaly i would vote for the second option, the preventing one, even if it's allow a little retroactive action.

Thread: Sid Meier's Civilization: The Board Game:: Rules:: Question on Engineering

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by royalrook2013

Engineering split one of your city action to two with shared hammer pool. Can I get more hammers for my second action by boosting the hammer count with my first action via a new building?

For example, the city has 7 hammers originally, first action building using 5 hammers, 2 left, to build a shipyard. Does the shipyard instantly boost 2 more hammers into the hammer pool, which leaves my 2nd action with 4 hammers to spend?

Thread: Sid Meier's Civilization: The Board Game:: Rules:: Does Hanging Garden synergize with Shipyards?

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by royalrook2013

Can I place the hanging garden produced army figure in the outskirt of any city with a shipyard?

Thread: Sid Meier's Civilization: The Board Game:: Rules:: Is Exchange of Ideas mandatory?

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by kjamma4

I play Exhange of Ideas on my opponent and gain a tech. The only tech I have that he does not have is Agriculture.

He does not want Agriculture because he does not want to grow his capital into a metropolis.

Is he required to learn a tech?

Thread: Sid Meier's Civilization: The Board Game:: Rules:: More culture cards after cultural victory

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by PauloSantoro

The new faq says (about playing with tiebreaker variant):

When a player reaches the “Cultural
Victory” space on the culture track, he gains one culture event
card from the third deck.


But is he able to keep spending culture tokens + trades to gain further culture event cards?

Thread: Sid Meier's Civilization: The Board Game:: Rules:: Please help me to update the Bible of Rulings and Clarifications

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by PauloSantoro

Hello!

I am updating the Bible of Rulings and Clarifications. The new expansion and new faq have added some problems. Please help me with information!

1) Itchi wrote in ufaq: “You cannot harvest during Cm the resource (the same square) you already harvested this turn during SoT with Feudalism (even with Angkor Vat).”
Really? Where did you find this? And why Angkor Vat couldn’t allow this?

2) “Monarchy : You can make a second city action with your capital if your first action was cancelled by Writing, but you cannot make the same city action that the one cancelled.”
This makes sense to me. Anyone?

3) Urban Development: Scouts, armies for English and city-states don’t send “tiles” for the purpose of this social policy.

4) Also from Itchi: “39) Migrants, Colonists & Immigrants : You cannot interrupt the move of your figure with these cards. You play the card before or after the normal move of the figure.”
In which case this matters?

5) And: “42) Migrants, Colonists & Immigrants : You can cross friendly figures regarding your stacking limit.”
Why? I really don’t think so.

6) “43) Migrants, Colonists & Immigrants : You cannot end the move of the figure on friendly figures (Still the problem of empty square...), buildings, wonders, GP, cities, and city-states.”
I don’t think so. It requires a clarification, yes, because of the “empty square”, but I’m almost sure that the designer intent is avoid battle and grouping. Of course, the card can help us battle a far army: first we use the card, then we do the normal move. In this case, the text makes things harder if there are other figures in the path, but avoid the maneuver just because there are a building there seems silly to me.

7) What about double-dip government? I would rule a very simple thing: in the Start of Turn, you can use the power of only one government, even with Pyramids. So, if I’m changing from Democracy to Feudalism, I can choose first get 2 trades, change and not harvest, or I can choose not get the trades, change and do harvest. Very easy.
Imagine this case. I’m in Democracy, not changing. I get 2 trades. Than it’s another player turn. He plays a culture card on me, allowing me to copy his Chivalry. I can now change to Feudalism, but it’s not my turn anymore and I already got the trades, so I can’t change the trades for the harvesting.

Thank you!

Thread: Sid Meier's Civilization: The Board Game:: Rules:: saving trade?

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by drummergraham1

My boys and I just started playing the base game and I think I have found answers to all our questions but one. Can you save trade from turn to turn? I know production must be spent but I can't find a definitive answer on trade. Thanks.

Thread: Sid Meier's Civilization: The Board Game:: Rules:: City management question

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by John Hag

Do the city management actions that you take on culture cards and technologies count against the number of city management actions you are allowed to take?

For example, if I use the city management ability on Animal Husbandry, does that one of my cities actions, or is it independent of what I do with my cities?

Thread: Sid Meier's Civilization: The Board Game:: Rules:: Technology Question

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by John Hag

Are you able to build outside of the normal tech pyramid. For example, could I build more than 5 level 1 techs if I wanted to, or are you limited to the pyramid?

Thread: Sid Meier's Civilization: The Board Game:: Rules:: Rules clarification: Aftermath of a battle, faceup?

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by cjm3407

Why does the rules say faceup(see below), does it mean facedown or is something supposed to happen (like shuffle when you hit the faceup card)? Or does the game continue with the knowledge of the type of unit you are buying?

"Any killed units are placed faceup on the bottom of their
respective unit decks."

Thread: Sid Meier's Civilization: The Board Game:: Rules:: Brandebourg Gate

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by royalrook2013

Itchi wrote:



The text is clear :
"Ennemy figures cannot end their movement in your cities' outskirts. Any enemies already in your city outskirts must move out when able."

-> You have to move during the movement phase. You can move where you want (crossing the outskirts) but cannot end your move in the outskirts.

The only exception is if a Spy is played on Communism. But this Faqed rule brings another one, we issued like this.

The most annoying case with Brandebourg was this one :
What if the Spy on Communism would be canceled ? ^^.
-> Paulo and I finaly came to this solution : You can only use a Spy on communism to end your move in the outskirts of a City belonging to the player that haves the Brandebourg gate, if you have at least 1 more move to spend if ever the Spy is canceled. Kind of strange but without this, canceling the Spy would be useless if the player haves no more move to quit the outskirts.
Still I'm not full happy with this ruling, I think something else can be found.
Anyway this case is that much rare but who knows ^^.

It's a bit similar to this one.
Can you take Atlantis with Navigation if you use a Spy on communism when you are on the Square ?
-> We know Communism can stop figure in water even if the player only haves Navigation.
But again what if the Spy would be canceled ?
-> We rules that you can try to take Atlantis this way, but only if you have enough move to land somewhere in case of a canceling.

The problem with this issue is that every moves with Navigation if a player haves Communism could be analysed this way...

Maybe another solution would be that if the Spy is canceled, then the figure(s) are removed like if they drawned (like in Civ II when you try to move your trireme in the ocean ^^). -> You can also say that the figure(s) that stand in the outskirts of a City belonging to the owner of the Brandebourg Gate, because of a Spy played on Communism, would be destroyed (killed, trapped, whatever ^^) if the Spy on Communism is canceled and if the figure(s) don't have enough move to leave the outskirts.


First of all I think you are able to blockade the Brandebourg out right by ending your movement on the wonder according to the core rule. The reason is simple, your end your army movement on the wonder which immediately render the wonder powerless. It's the simple concept of blockade.

Regarding to Communism. You definitely don't need an extra movement to end at the desired spot. Especially, if the reason for the opposite view is that you need to be able to move out in case of a cancel. When the tech ability is canceled, you have to reconsider the movement immediately because the movement is no longer possible.

Finally, this interpretation of the rule solves all scenarios, including the case stated by itchi regarding to Atlantis.

Thread: Sid Meier's Civilization: The Board Game:: Rules:: Feudalism

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by cash1981

If you harvest resource SOT.
Can you then harvest same square in City Management?

Thread: Sid Meier's Civilization: The Board Game:: Rules:: Trading for First Captured Hut

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by jhport12

I apologize if this has been asked and answered before.

So... if I make a trade where someone promises me their first hut, I know the following:

A Friendly Barbarian (free unit/figure), Native Art (culture tokens), Great Person, or Wealth (coin token) are redeemed immediately. This means that hut isn't really the "first hut" for the purposes of the trade.

However:

What happens with Teacher huts and Friendly Worker huts? My impression is that since those aren't used immediately, my opponent is required to give them to me during the next Trade Phase. How have other people dealt with this issue if/when is has occurred?

Is one solution to state for the trade "you will give me your first resource-containing hut"?

Thread: Sid Meier's Civilization: The Board Game:: Rules:: Collecting reduces from great people

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by Plgamer

The monarch has a coin and two culture icons: I am assuming you can collect wither the coin- increasing your economy dial by one or you can devote to the arts and collect three culture tokens. But not both. Am I correct. Thanks in advance ye humble sages!

Thread: Sid Meier's Civilization: The Board Game:: Rules:: Another Communism case

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by Itchi

I just thougth about this possiblity :

What if a player uses communism on a figure (or more... I will consider the case with multiple figure because it covers more issues) that is (are) moving trough a City center -> 2 possible questions.

A) The figures are moving trough their own city (main case).

B) The figures are moving trough an ennemy city (the player haves Flight).

Possible answers to A :

1) Not allowed to use communism on a city center square.

2) The figures are disbanded (fortification or caravan. In case of a group of figures with Scout and Army, the player that owns the figures decide which marker he want).

3) The figures stay on the square and must leave it as soon as possible. But in this case, what if the city is attacked ? Of course, I think we will all agree that the player will not benefit of more units because of an army standing on the center... Second issue here : if the city is destroyed ? -> The figures are also destroyed.

Possible answer to B :

1) Not allowed to use communism on a city center square.

2) The figures are considered attacking the city.


Personaly, the answer B2 seems good to me and seems like a nice use of Communism, but A2 can be too much painfull, if ever the player needs to cross his own City with a group of figures, meaning the figures will be destroyed...
So maybe a simple not allowed (A1, B1) would be easier to handle...
Still this will need to stand in a Faq.

Thread: Sid Meier's Civilization: The Board Game:: Rules:: New Bible of Rulings and Clarifications

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by Itchi

This document contains all the main issues of the game with both extensions, Fame and Fortune, and Wisdom and Warfare. A big thank to Paulo Santoro for his first version and for his help about some new issues.

You can refer to the item number in order to contest. I also happily accept language fixes, as English is not my native language.
Important: where you find discrepancies between this document and the original rulebook, this document replaces the original rulebook, because there you can find ambiguities (solved here), omissions (showed here), mistakes (fixed here) and rules that were changed afterwards (updated here).

Points mentioned with a “*” are still debated points that need to be faqed. But we suggest you to follow them as they will probably be faqed this way.

Points mentioned with a “**” are modified points. They do not follow the main rule from the rulebooks or Faqs. We also suggest you to follow them as they are considered to be fairer and/or will be faqed this way.

Turn order

1. Start of turn, City Management and Movement are strictly played in turn order.
2. You can only act in your turn, except when explicitly written that you can cancel an action or interrupt another player.
Exceptions are :
-Resource abilities on these technologies : Writing, Communism and Mass Media.
-Culture cards : Defection, Mass Defection, Wholesale Defection, Bread and Circuses, Jousting Tourney, Primetime TV.
-Revealing a Great Person.
3. Special case: during Start of Turn, if you unlock a new form of government (a player using upon you an “Exchange of ideas” type of card), you can switch to that government immediately, without Anarchy, even if you already had previously done your Start of Turn actions and even if you already changed your government.

Advanced tie-breaker

4. This is an official optional ruling from the designer. Although it is optional, it is much recommended.
5. The game ends immediately with a military victory, like in the normal game.
6. But, if a player completes a culture, economic or technology victory, the rest of the turn is played out.
7. After the end of the turn, every player who has completed a non-military victory calculates their victory score.
8. If a player completes an economic victory at any moment during the turn, he still applies for a victory even if he loses coins afterwards.
9. Victory score = techs learned + culture spaces advanced + coins + wonders (even obsoleted wonders, but not destroyed wonders).
10. You count all the techs you have, without any exception. You count all the coins you have, even beyond 15. You count only up to the “Culture victory” space.
11. **You can also decide to use this tie-breaker variant :
Military victory doesn't outmatch other kind of victories. It goes like other kinds to tie-break, so the turn needs to be achieved. The point is that a player that haves lost his capital will not take part to the tie-break (even if he achieved a kind of victory and even a military victory). A player that haves lost his Capital can still play normally until the end of the turn, and destroy for example another player’s Capital, but he will not go for tie-break as he doesn't have his capital anymore.
The score of the tie-break is calculated like this :
+1 point for each tech
+1 point for each step on the culture track
+1 point for each coin
+0.5 point for each Combat Bonus points (Buildings, Great Persons, Investments)
+1 per Level 1 units x 0.25
+1 per level 2 units x 0.5
+1 per level 3 units x 0.75
+1 per Level 4 units x 1
+1 per airplane x 1.25
+1 point for each non-blockaded and non-destroyed wonder (so, only obsoleted and non-obsoleted wonders)
A total of points finished by 0.25 or 0.5 will be rounded down.
A total of points finished by 0.75 will be rounded up.

Resource ability

12. You can use a resource ability only once per turn. Attention: there are several tech abilities that are not resource abilities, and those always state clearly when they can be used (once per turn, once per battle, etc.)
13. When a resource ability is canceled (by a culture card, or tech for example), that resource ability is now used up, and the player can’t use it again this turn even having another resource to fuel it.

City Management

14. You don't have to devote to the arts in order to spend culture.
15. Resources and culture tokens may be spent in the same City Management phase as when they are gathered.
16. City Wall is like a building. Egypt can build it using their ability, Gunpowder can destroy it, etc.

Starred Building and Wonder Restrictions

17. You can replace starred building (or wonder) by building another starred building (or wonder) anywhere in your City outskirts. The old starred building (or wonder) is removed. The old starred building marker goes back to the market (meaning it can be rebuilt), the old wonder marker and card goes back in the game box (it cannot be rebuilt).
18. *You cannot replace a starred building (or wonder) blockaded by an enemy figure.

Building Programs

19. The production bonus given by Military Sciences (+1 hammer for each 3 coins) is calculated after doubling the production. So this bonus will never be doubled.
20. Caravan markers are not doubled as they are not considered as being a part of the outskirt.
21. Production bonus given by investments on Infrastructure are not doubled as they are not considered as being part of the outskirts.
22. Production bonus given by Culture cards (ex. We Love the Despot Day), Resources (ex. Wheat on Construction), Great Persons (Susan B. Anthony, Michelangelo), Trades converted in Hammers, are not doubled as they are not considered as being part of the outskirts.
23. Squares gathered by Scouts (Armies for the English) and City-States count as being in the outskirt of the city. This said these square’s productions are doubled.

City-States

General Rules
24. You can send the content of the City-state square to another City than the Capital if you have a Scout (also Army for the English) on it and assign this Scout to the City.
25. If a Scout (also Army for the English) is sending the City-states square to another City than the Capital, this City still cannot build a figure on this square. The Capital can still build a figure on this square, because only the icons of the City-states are sent and the square is still considered as being in the outskirts of the Capital.
26. The City-states square under your control is considered as part as your capital outskirts, meaning you can build a figure on this square respecting your stacking limit. Still you cannot consider it’s the same with a Scout (also Army for English) sending a “normal” square (a non-City-state square) to a City. The scout only sends the icons on the square. So you cannot build a figure on the “normal” square gathered by the Scout.

Random Resource City-State
27. The “?” resource on this City-State means you can harvest any available resource from the market (Incense, Iron, Silk, Wheat).

Miscellaneous

28. A flight unit costs 12 (there were a misprint in the base game).
29. Stacking limit is absolute. A player can’t, for example, use a culture card to move an opponent’s figure with the result being a square with more figures than that opponent can afford.
30. Investments can only be made with Coin tokens, not with Printed Coins.
31. Coin tokens are those you can put on some technologies (Pottery, Code of Laws, Democracy, Printing Press, Education), those you can find in a Wealth Village, those you can get with A Gift from Afar Culture card played upon you, those you get with the Panama Canal Wonder.
32. Printed Coins are those that stand on some technologies (Bureaucracy, Civil Service, Railroad, Computers), on some markers (Great Persons, Banks), on the board (square with a Coin on it, like on the Aztecs starting tile), on Adam Smith Great Person card.

Icons on a square
33. Icons on a square are Trades, Hammers, Cultures, Resources, Coins.
34. If several markers stand on the same square (for example a Disaster desert marker with a Trading Post on it), you only consider icons that stand on the last marker putted on the square, meaning only the visible icons (so 2 Trades and 1 Culture in the example). Still remember that even if Wonder’s markers don’t cover the whole square (because of a different design than other markers), you only consider the icons standing on the Wonder marker.
35. Hammers, Cultures and Resources icons on squares can only be used once per turn, except with Atomic Theory resource ability, Supply Drop, Ada Lovelace (cf. 74, 152 & 163).
36. Trades icons on squares can only be used once per turn, meaning they are collected once per turn during the Trade phase.
37. Coins icons on squares (printed Coins on some markers like Great Persons and Banks and printed Coins on the board, like on the Aztecs starting tile) don’t follow the same rule as other icons. You cannot harvest it, or use it. You simply have the coin (immediately increase your economic dial by 1) if it stands in your outskirts or if you have a Scout (Army for English) on it. In the same way, you lose the coin (immediately decrease you economic dial by 1) if it doesn’t stand anymore in your outskirts or if you don’t own the square anymore because you moved your Scout (Army for English) or the Scout (Army for English) has been destroyed (Also see 213 for a specific rule).
38. A square with different icons on it can be used several times if the different actions don’t use the same icons on this square. For example, a square with 2 hammers, a Silk, and 1 culture can be used 3 times in the same turn if City first action is a production, second City action (Monarchy) is an harvest, and third City action (ex. Ada Lovelace) is a devote to the arts. Still if the square in the outskirts of the City is gathered by a Scout and sent to another City, the City that haves this square in its outskirts cannot use any icons standing on this square (even icons unused by the other City). For example, a 2 hammers/Silk square in the outskirts of your Capital is gathered by a Scout and sent to another City. This City produces a building, and so, it only uses the hammers, but you cannot harvest the Silk with your Capital as the Silk icon is only available for the other City (cf. 211).

Empty Squares
39. *An empty square is a square with no Figure (friend or foe), Building, Great Person, Wonder, City-state, City, Hut token or Village token, on it.
40. Squares with only a Disaster marker on it are considered as an empty square. If the square haves a Disaster marker on it but also another marker (Building, Wonder, Great Person, City-States, Hut or Village token) or a (or more) Figure(s) (friend or foe) on the Disaster token, then the square is no more considered as an Empty square.
41. Hut and Village pics on a square (meaning the token has already been taken) are considered as an empty square.

Civilizations

China
42. When Chinese win a battle, check first for loss of figures due to loss of units, and then use the Chinese ability to save a unit.
43. When taking a village, you must first use the ability to save an unit before looking at the content of the village.

Germany
44. Germans always get the free unit by researching a tech that unlocks a level of unit, even when they unlock a level below another previously unlocked.
45. Their national ability applies even if they acquire the tech by other means, for example with an Knowledge Shared Culture card, Atlantis, loot, etc.
46. Germans get 3 resources and 3 units by taking Logistics if they didn’t already unlock these levels of units. For example, if they already had Democracy and research Logistics, they will get 2 resources and 2 free units (Mounted and Artillery).

Russia
47. They can rebuild the white army.

Spain
48. They can rebuild the white scout.

America
49. Place the starting Great Person before collecting setup trades.
50. If you take Organized Religion as first Social Policy, you can choose 2 Great Persons and keep one as the starting Great Person. Choosing Social Policy is step 2 of the Setup while drawing the Great Person is step 5 of the Setup. The Great Person you chose to discard must be discarded face up, meaning other players can see the Great Person you discard.
51. When spending 3 trades for 2 Hammers, you can’t split these Hammers in 2 different cities. Example: You have 5 Hammers in a city and build there a Scout, by spending 3 trades and reaching 7 Hammers there. The scout is built with 6 Hammers, and one hammer is lost.

Egypt
52. You cannot combine the Egyptian ability with Engineering in the same city action (cf. 84).
53. You can use their ability to build a city wall.
54. Their wonders cannot be obsoleted. Still the Egyptian player can build another wonder and so replace the old one.

Aztecs
55. The square with a Coin on their starting tile is considered as water square.
56. They gain culture for every units killed in a battle they are involved in, meaning also their own units and barbarian units.

Zulu
57. They cannot decide to fight barbarian villages.
58. Their scouts cannot explore barbarian villages with Pacifism.
59. You cannot place the free figure you can take in a Friendly Barbarian hut when you build a city adjacent to this hut in the outskirt of another city that haves a Shipyard. The figure must be placed on the hut square.
60. You can expand your capital into Metropolis with Agriculture with a (or more) hut(s) in the outskirt. The hut(s) are considered to be explored.
61. If they build a city adjacent to a hut and the hut reveals itself as a City-states, the City-states is immediately destroyed and Zulu gain 3 Culture tokens.

Greek
62. If they have Organized Religion as Social policy, they draw 3 Great Persons and keep 1. The 2 Great Persons you chose to discard must be discarded face up, meaning other players can see the 2 Great Persons you discard.
63. **If they have Organized religion as Social Policy and get Confucius, they draw 4 Great Persons and keep 1. The 3 Great Persons you chose to discard must be discarded face up, meaning other players can see the 3 Great Persons you discard (cf. 201).
64. Change the “trade keeping” ability for this one :
“After the Greeks research or learn a tech, gain 1 culture for each player who does not currently know or is researching that tech”
65. They gain 1 culture token by researching and learning techs for each player who don’t know this tech or is researching it whatever how they learn them (Exchange of Ideas, Rationalism, Atlantis, Teacher, Statue of Liberty, Thomas Edison, Loot, etc.).

Mongols
66. *The square with a Culture token on their Starting tile is considered as water square.

Arabia
67. They gain 1 culture for every resource they use.
68. Resources granted by Culture cards (A Gift from Afar, A Generous Gift, A Princely Gift) also give +1 culture (cf. 131).
69. They move twice on the Culture Track by investing with the Seven Cities of Gold (cf. 203).

Technologies

General Rules
70. When you research a tech that grants you a coin, you gain it immediately for the sake of paying trades for that research.
71. When you invest a coin that was over a tech, you can freely refill the tech. For example, if you have 4 Coin tokens on Pottery and invest one of these 4 Coin tokens, meaning you will have 3 Coin tokens on Pottery, you can refill Pottery tech to its maximum (4 Coin tokens, or 6 Coin tokens if you have the Internet Wonder).

Atomic Theory
72. You don’t get loot for nuking a City.
73. You can nuke your own cities (if ever you want to destroy enemy figures that stand in the outskirts).
74. You can reuse icons on squares/tiles of your cities, because you are in fact having a second turn. It’s an exception to the fact that icons on squares can only be used once per turn (cf. 35).
75. If you have two nuclear resources, you can use both abilities in the same turn, as the restriction is about resource ability, not about the technology.

Code of laws
76. You don’t get a coin here when you defeat an enemy Scout without battle (although you do get loot for doing this).

Combustion
77. You cannot destroy an enemy building if you just entered there for a battle. You must first win the battle. But you destroy first the walls of a city when attacking it, as stated in the technology text.
78. You can destroy your own building.

Communism
79. You can target a square with no figure on it.
80. *You cannot use communism on a City center square.
81. You can use Communism on your own figures.
82. If you stop a player while he is crossing water using Navigation, the figure stops in the water even if he doesn’t have a tech for doing so (cf. 93).
83. *You cannot make illegal moves because of having the intention to use Communism on your own figures. Same for another player, he cannot make illegal moves by knowing someone will play Communism on his figures. By illegal moves, we mean such cases : going in water with Navigation but without having enough movement to leave water (to land somewhere), or moving through the outskirts of a player that haves the Brandenburg gate without having enough move to leave the outskirts (cf. 120 & 204).

Engineering
84. You cannot combine the Egyptian ability with Engineering in the same city action (cf. 52).
85. *You can build 2 armies at the same time in a square with enemy figures, in order to battle with a hand of up to 5 battle cards. This means that the double production of Engineering is considered to be simultaneous.
86. *You cannot build a building combined with an army if the only valid square to place the building is blockaded by an enemy figure, even if you build the army on this square and win the battle. This because the production is considered to be simultaneous

Mass Media
87. When you cancel a resource ability, the affected player can’t use that ability for this turn, even if he has another of the same resource to spend.
88. You cannot use a culture card to target a player who haves United Nations against his will.

Metalworking
89. The resource ability of Metalworking gives +3 strength to an unit until the end of the battle. It doesn’t give +3 health to the unit.

Mysticism
90. The card you choose to discard must be discarded face up, meaning other player see the card you discard.
91. The Spy ability on Mysticism can only be played during your City Management phase, not during other players City Management phase.
92. The Spy ability on Mysticism only affects Coin tokens, so only those you can put on some technologies (Pottery, Code of Laws, Democracy, Printing Press, Education), those you can find in a Wealth Village, those you can get with A Gift from Afar Culture card played upon you, those you get with the Panama Canal Wonder.

Navigation
93. If you are stopped by Communism while crossing water, your figure stops in the water even if you don’t have a tech for doing so (cf. 82).

Writing
94. It cancels a city action (some tech cards mistakenly word “an action”). So it cancels a Production, an Harvest, a Devote to the arts, a Building Program, nothing more.
95. The affected player can’t take an action in that city, but he can take back resources and abilities that he eventually used. For example, if the action was a production, the player takes back any resource used (ex. Wheat on construction), any culture card used (ex. We Love the Despot Day), any trade converted into hammer, any Building Program. If the action was a double harvest with Angkor Vat, the player gets back Angkor Vat ability, meaning he can double harvest with Angkor Vat with another City.

Bureaucracy
96. You can switch of Social Policy during the Research phase you just researched Bureaucracy.

Agriculture
97. You immediately grow your capital in a Metropolis, so during the research phase if you get Agriculture during the research phase, or during the Start of turn if you get Agriculture during the Start of turn.
98. If you cannot grow your capital (Village, Hut, other cities outskirts, enemy figure), you must grow it during any of your next Start of Turn where there is a valid spot to grow.
99. You cannot grow your capital if this action has for result that Huts, Villages or another city outskirts will stand in the outskirts of your capital.
100. *You cannot grow your capital if an enemy figure is standing in the outskirts of your capital. You also cannot grow your capital if this action has for result that an enemy figure will stand in the outskirts of the capital.
101. *If the grow of your capital makes you get or lose a (or more) coin(s), you count or discount them immediately, meaning the trade you will keep after researching Agriculture will be increased or decreased.

Navy
102. Only armies being produced as a city action can be placed in the outskirts of a City that haves a Shipyard.
103. The army doesn’t need to be placed on the Shipyard but anywhere in the outskirts of the City that haves a Shipyard.
104. You can start a battle during City Management by building an army with a City and place it on a square in the outskirts of another City with a Shipyard where stands an enemy figure.

Metal Casting
105. There is no printed coin on this tech.

Railroad
106. There is a printed coin on this tech.

Gunpowder
107. *You can destroy your own building and obsolete your own wonders.
108. You can obsolete wonders at market.

Monarchy
109. *You can obsolete your own wonders.
110. You can obsolete wonders at market.
111. You cannot kill your own units.

Wonders

General Rules
112. You open a new wonder to purchase immediately after someone builds one.
113. When you obsolete a wonder, you can choose to obsolete one still available in the market. In this case, discard the obsoleted wonder and immediately draw a new one.
114. You can have only 1 Wonder in each city.
115. Even an obsolete Wonder must be replaced if you want to build a new Wonder in a city that already has one.
116. An obsolete Wonder still generates culture tokens when devoting the City to the arts.
117. Wonders cover up everything in the square they are on, just like buildings and great people (cf. 34).

Himeji Samurai Castle
118. Himeji Samurai Castle upgrades the strength of all your units, not their health.

Brandenburg Gate
119. The city center is not considered as part of the outskirts.
120. *The only way to stand in the outskirts of player that have the Brandenburg gate is by using a Spy on Communism. Still remember that the player cannot decide to make an illegal move because of his intention to use Communism. The player must leave the outskirts as soon as possible except if he’s blockading the Brandenburg Gate (cf. 83).

Panama Canal
119. Coin tokens gained go on the wonder card, where they can be blockaded by any enemy figure standing on the wonder marker, but not stolen.
120. If the Panama Canal is destroyed (with Atomic Theory), you lose all the Coin tokens that stand on the wonder card.

United Nations
121. Your units and buildings are also protected.
122. If a player uses a culture card that acts as a resource to do an action (a resource ability) against the player with the UN, it cannot be stopped by the UNs ability, because the culture card is fueling the resource ability, it’s not targeting the player with the UN.

Porcelain Tower
113. The player who owns the Porcelain Tower can research a level 1 tech with only 1 or more trades, a level 2 tech with 6 or more trades, etc.
114. Japanese can research a level 1 tech for 0 trades if they have the Porcelain Tower. Still this is considered as a Research.

Pyramids
115. Pyramids. If Pyramids are obsoleted or blockaded and the player’s current government is unlocked by normal means, then nothing happens. But if the player does not have his current government unlocked by other means, then he immediately enters Anarchy. During the Start of Turn phase of the next turn, the player may switch to any government he has unlocked by normal means if the Pyramids wonder was obsoleted or remains blockaded.
116. *As Pyramids make the owning player knowing every kind of Governments, you cannot change of government more than once per turn even if you just researched or learned a tech that normally unlocks a new form of Government.

Great Wall
117. Great Wall. If the city with the Great Wall is attacked and destroyed, the winner gets only 1 Loot, because assigning the loot is part of resolving the defeat (the owner of the GW is deprived of it only after the resolving).

The Great Lighthouse
118. Harbors and Shipyards do not count as water square for the purpose of trade bonus.
119. Water squares gathered by scout count for the purpose of trade bonus (as the square gathered is considered as being in the outskirt of the city).

Hanging Garden
120. The free unit given by Military Tradition is given when the first army figure is built during the whole turn. The free unit is given during Start of Turn if the player haves Hanging Garden and build a free army figure on it (cf. 196).
121. You cannot place the free figure in the outskirt of another city that haves a Shipyard. The free figure must be placed on the Hanging Garden square.
122. You can decide to aboard Hanging Garden ability, meaning you can decide not to take a free figure.

Internet
123. If the wonder is blockaded, every 5th and 6th coin token on any technology is uncounted for the purpose of economic victory, bonus for having X coins (Ecology, Computers, Military Sciences), and trade keeping after research, since the wonder remains blockaded. You get these coin tokens back when the wonder is no more blockaded.
124. If the wonder is destroyed, every 5th and 6th coins on any technology are lost.

Notre-dame
125. *You can research a tech even you don’t have a valid spot by taking another tech that will fill the condition for the valid spot, because the double research is considered to be simultaneous. For example, if you have 3 level 1 techs and 1 level 2 tech, you can research for 22 trades a level 3 tech and a level 2 tech (this level 2 tech will fill the needed spot to place the level 3 tech).

Culture Cards

General Rules
126. You can draw a culture card even if you already have the max amount of cards already in your hand, but, in this case, you must immediately choose one of them to discard, face up, this way returning to the max amount. Example: you can handle 2 cards. You draw a third one. You look at all the 3 cards and choose one to discard.
127. When moving onto (but not further) the “Culture victory” space on the culture track, you gain a level 3 culture card.

Bread and Circuses, Jousting Tourney, Primetime TV
128. You can cancel a cancelling.

Bread and Circuses
129. Bread and circuses is a card that you can use to cancel any culture event that affects you, including cards that affect your units (even whether the card says to affect “a square”), and also including a Bread and circuses played to cancel a culture event you just played. You cannot cancel, for example, an Exchange of ideas or A gift from afar played among other players. But note that you could cancel them if the player tries to use them with you: in A gift from afar, for example, if the player decides to give you the coin, you can cancel the card and so the player can’t use the resource in the card, but you also won’t gain the coin. The designer explained that the intent is that you cannot mess with an event if it’s not affecting you.

A Gift from Afar, A Generous Gift, A princely Gift
130. The virtual resource you get with these cards is discarded immediately when using these cards. You cannot trade the resulting virtual resource and you cannot keep it for later.
131. Arabs gain 1 culture token when they use a resource from these cards (cf. 68).

Drought
132. You can play a desert in a water square.

Drought and Deforestation
133. The disaster tokens used with these cards may be put on squares with a Great People on it. Put the token under the Great Person token.
134. The disaster tokens used with these cards may be put in squares with a hut or a village in it. Put the token under the token.
135. The disaster token is now a terrain as any other : for example, you can build a Trading Post over a desert disaster token.

Defection and Mass Defection
136. *You can use Defection and Mass Defection at their maximum range to avoid a battle, a taking of a Hut, Relic, etc. For example, player A is at 4 squares of player B City, and player C army is at 2 squares of player B City but at 6 squares of player A army. Player C moves his army and attack the City of player B. Player A can use a level 1 Defection to kill the army before the battle occurs.
Here is a simplified diagram where x = squares, A = player A Army, B = player B City, and C = player C Army : xxCxBxxxAxx

Roaming Horde
137. You gain a coin token with code of laws if you win the fight against the Roaming horde.
138. A revealed village is a square with a village token or a village pics with no markers (Building, Wonder, Great Person) on it. This said, you can choose a village pics with a (or more) figure(s) on it. You can even target a (or a group of) figure(s) standing on the village pics square.
139. You cannot target a scout or a group of scouts.
140. It can only be played during your movement phase, not during other players movement phase.

Migrants, Colonists & Immigrants
141. You cannot use both ability of the culture card. So if you use it during City Management to change of Social Policy, the card will be used and you may not use the Movement ability of the card.
142. You can only move your figure during your movement phase, not during other players movement phase.
143. You cannot interrupt the move of your figure with these cards. You play the card before or after the normal move of the figure.
144. You cannot choose to not disband your figure by playing these cards after the normal move of the figure if the figure ended his normal move on one of your city.
145. You can cross water and/or end your move in water if your figure has that capacity (Navigation, Sailing, etc.).
146. You can cross enemy figures and/or Cities if you have Flight technology. But you cannot end your movement on enemy figures or Cities.
147. You can cross friendly figures regarding your stacking limit.
148. You cannot end the move of the figure on a square where stand friendly figures, buildings, wonders, great person, cities, hut, village, relics, and city-states.
149. You can move your unit after its normal move, even if its normal move ended on a hut, a village, a relic (you still get the relic), an (or more) enemy figure(s), or an enemy city.

Colonists & Immigrants
150. When you change Social Policies, you only get the benefits of the new policies chosen when the culture card is returned in the deck. This rule is made to forbid tricky actions like : I use Colonists, change Organized Religion to Urban Development, devote to the arts with my city, then use the second change of Social Policy given by Colonists card to change Urban Development back to Organized Religion and spend my culture tokens earned to draw 2 GP and keep one.

Supply Drop
151. You cannot use both ability of the culture card. So if you use it during Start of turn to gain 7 trades, the card will be used and you may not use the City Management ability of the card.
152. You can reuse icons on squares/tiles of the chosen City. It’s an exception to the fact that icons on squares can only be used once per turn (cf. 35).

Great Persons

General Rules
153. *You need at least one Great Person marker (not blockaded) of the good type on the board to use a Great Person card of that type.
154. If you have 2 (or more) Great Person markers and cards of the same type (for example, 2 Great Artist markers and cards) on the board and one (or more) of these markers is blockaded, then depending on how these Great Persons act (one time use, permanent use revealed, permanent use unrevealed), several cases can happen :
-If you only have disposable (one time use) Great Person (like Mark Twain) cards of that type, a single Marker will be enough to fill every Great Person cards of that type one by one.
-But having a permanent Great Person card (like Akira Kurosawa) of that type already revealed, will forbid any use of other Great Person cards of that type, if you only have one Great Person marker of that type that is not blockaded.
-If you have more permanent Great Person cards of that type already revealed, you decide which one you cannot use as long as the marker remains blockaded.
155. *You can reveal a Great Person whenever you want, even during other player turns.
156. *When you reveal a Great Person, this can have an impact on an action being performed.

Leonidas
157. Leonidas only works as defender.
158. *You can reveal Leonidas when you are attacked. The attack cannot be avoided.

Martin Luther King
159. *You can reveal Martin Luther King when a player uses a card Citizen are Revolting upon you. You don’t run into Anarchy and the player who used the culture card gets the card back and can decide to target another player.
160. *You can reveal Martin Luther King when a player uses a Spy on Writing or Mark Twain to cancel one of your city actions. The city action is not canceled and the other player gets his Spy or Mark Twain back. He can decide to target another player.

Mark Twain
161. *If used to cancel a City action, Mark Twain works like Writing’s Spy ability. So if the player was producing something, he gets back any Resource, Culture Card, Trade converted in Hammer, and Building Program he used to produce. If the player was harvesting with Angkor Vat, Angkor Vat ability will still be available to be used with another City.
162. You can cancel a canceling.

Ada Lovelace
163. *You can reuse icons on squares/tiles of your cities. It’s an exception to the fact that icons on squares can only be used once per turn (cf. 35).

Shakespeare
164. *Shakespeare ability doesn’t trigger when you move on the last step of the Culture Track (the cultural victory step) if another player’s marker stands on this step. You are not considered to be 1 step farer for the purpose of calculating points in case of tie-break.

Governments

General Rules
165. *A player can change of government only once per turn during his Start of Turn. But if the player unlocked a (or more) new form of government during last turn City Management, Movement and/or Research and/or unlocks a (or more) new form of government during this Start of Turn, he can change once to this (or these) just being unlocked government(s), meaning you can change of government several times during a single Start of Turn, and get benefit of several governments in the same turn (cf. 168, 169, 170 & 171).
166. Being immune to anarchy (Pyramids, Martin Luther King) allows a player to change directly to a new form of government without running into anarchy this turn.
167. *If you are in Anarchy and get immune to it after during the turn, you immediately get back to a Government you have unlocked. This case only happens if you build Pyramids during City Management, or get Martin Luther King during any phase of a turn. With Pyramids you can immediately change to any government, and with Martin Luther King to any government you have unlocked. You can directly use the benefit of the government you get back to. You also immediately get back all your Social Policies.
168. When a player obtains a tech that unlocks a new form of government during the City Management Phase (Loot with Mongols) or during Movement Phase (Loot, Steal with Russia), he can switch to that government during the next Start of Turn, as if it was obtained by research, meaning the government is considered as just being unlocked (cf. 165).
169. When a player obtains a tech that unlocks a new form of government during the Start of Turn, he can switch to that government during this Start of Turn, as if it was obtained by research, meaning the government is considered as just being unlocked (cf. 165).
170. *A player can use the benefit of several governments during the same turn.
171. *A player can use the benefit of a government then change to another one and uses the benefit of this new government, meaning you can double-dip, triple-dip, or even more by unlocking several governments for the same Start of Turn’s possibility to change to them.
172. *When forced into Anarchy by a Culture card, the player cannot switch to any other government in the same turn: it does not matter if he obtained a tech that unlocks a new form of government during the City Management Phase, Movement Phase and/or Research Phase of the previous turn and/or if he obtained a tech that unlocks a new form of government during this Start of Turn. The player will be able to change of government during his next Start of Turn but these new governments that have been unlocked will not be considered as just being unlocked (so if ever the player researched and/or learned several techs that unlock new form of government, the player may only change to one of these governments at next Start of Turn, not to all of them one by one like in the normal case).
173. *Here are some examples to understand how these rules work :
Mongols player is in Despotism, during City Management, he builds an army on another player’s Scout that was standing in the city outskirt. The Mongols decide to take Chivalry as loot (Mongols ability). At next Start of turn, Mongols can change Government to Feudalism and harvest a resource (cf. 165 & 168).
Same situation as above but the Mongols also researched democracy. At next Start of Turn, Mongols change government to Democracy, gain 2 trades, and then change to Feudalism and harvest a resource (cf. 165, 168, 170).
Same situation as above, but the player that plays before Mongols in turn order, uses a culture card “Citizen are Revolting” on Mongols during Start of turn. Mongols run into anarchy and cannot change to any other kind of government this turn (turn 3). At next start of Turn (turn 4), Mongols can change anarchy to another government, for example democracy and gain 2 trades, but cannot change after to Feudalism, because the government is no more considered as just being unlocked (same if he decides to change to Feudalism, he cannot change after to Democracy) (cf. 172).
Mongols are in despotism, they research Democracy, at the next Start of Turn (turn 3), a player uses an Exchange of Ideas upon them, Mongols decide to Learn Code of Laws. The same player also plays Citizen are Revolting on Mongols. The result will be the same as the case above. At next start of Turn (turn 4), Republic and Democracy will no more be considered as government just being unlocked (cf. 172).
Same case as above, except Mongols research Monarchy at turn 3. Next Start of Turn (turn 4), Mongols can change Anarchy to Democracy and gain 2 trades or to Republic and build a City (but he cannot change to both), and then change to Monarchy because Monarchy is considered as just being Unlocked (cf. 170, 171 & 172).
Mongols build Pyramids during turn 2. At next Start of turn (turn 3), Mongols change their Government to Democracy and gain 2 trades. They cannot change again because they already know all kind of governments and already made their “one change of government per turn”. Mongols research Chivalry at turn 3. At next Start of Turn (turn 4), Mongols gain 2 trades with Democracy and then change to Republic and build a City. They cannot change again to any other kind of governments because they already made their “one change of government per turn” even to Feudalism (even if they just researched Chivalry) because they already know this kind of government due to Pyramids (cf. 116, 165, 166, 170 & 171).
Mongols get Martin Luther King. They research Democracy. Next Start of Turn (turn 3) they change to Democracy and gain 2 trades. Next Start of Turn (turn 4), they use Rationalism to learn Code of Laws. They use democracy to gain 2 trades and then change to Republic. Next Start of Turn (turn 5), they use Rationalism to learn Chivalry. They change Republic to Democracy (allowed because immune to anarchy due to Martin Luther King), gain 2 trades, and then change to Feudalism and harvest a resource. But they cannot change Republic to Feudalism and then to Democracy, because Democracy is an already known kind of government and Mongols already made their “one change of government per turn” by changing to Feudalism before (cf. 165, 166, 169, 170 & 171).

Monarchy
174. You don’t have to take the 2 actions of your capital in a row. You can make an action with your capital, then make an action with another city and then make your second capital action.
175. Monarchy bonus only works once per turn. This means that if you get an extra turn or action for your capital (Atomic Theory, Ada Lovelace) you will only have the opportunity to make one more city action and not 2 more city action, except if you didn’t already used Monarchy extra action.
176. You can start a Building Program as you first city action, and use it with your second city action in the same turn.
177. You can make a second city action with your capital if your first action was cancelled by Writing, but you cannot make the same city action that the one cancelled.
178. You cannot make your 2 capital city actions if you are in Anarchy (as you are not anymore in Monarchy).

Feudalism
179. You can harvest a resource gathered by scouts (or by armies for the English)
180. You can harvest a resource on a City-State square under your control.
181. You cannot harvest during City Management the same resource (the same square) you already harvested this turn during the Start of Turn with Feudalism (even with Angkor Vat). The square can only be harvested again if you use Uranium Atomic Theory ability, Ada Lovelace, Supply drop.

Communism
182. If a city uses a Building Program, the other cities do not benefit of the double production.
183. If a city uses a Building Program, the city will produce the double production value of the best production value of all 3 cities.
184. Square gathered by scouts (or by armies for the English) and city-states do count for the purpose of calculating the most producing city.
185. If the city that produces the most builds something (f.e. a workshop) that makes it produce even more, other cities benefit of the new production value.
186. If a city that haves less production than another city builds something that makes it become the most producing city, other cities will now use the production value of this city.
187. The production bonus given by Urban Development is counted after determining which city produces the most. A city will only benefit of the 3 hammers bonus if it answers to the Urban Development conditions (Communism just looks at the production in the outskirt, considering squares gathered by scouts and city-states as part of the outskirt).
188. The production bonus given by Culture cards (ex. We Love the Despot Day), Resources (ex. Wheat on Construction), Great Persons (Susan B. Anthony, Michelangelo), Trades converted in Hammers, are not taken in consideration for the purpose of calculating the most producing City.

Social Policies

General Rules
189. You can change your Social Policy(ies) with a culture card or with bureaucracy while you are in anarchy. The chosen Policy(ies) still have(s) no effect.

Natural Religion
190. Only Army moving alone gets +1 travel speed. This means that Scouts do not benefit of Natural religion, and Armies moving as part of a group do not benefit of Natural Religion.
191. If you move an Army and a Scout together (as part of a group), the Army will not benefit of Natural Religion.
192. If you move 2 or more Armies that stand on the same square one by one, they will benefit of Natural Religion because they are not moving as part of a group.

Urban Development
193. City-states don’t count for the purpose of having 2 different tiles.
194. Building or Wonders gathered by Scout (Armies for the English) don’t count for the purpose of having 2 different tiles (gathering only sends icons on the square, not the square itself).

Rationalism
195. The two abilities of Rationalism can both be used once per Start of Turn.

Military Tradition
196. The free unit given by Military Tradition is given when the first army figure is built during the whole turn. The free unit is given during the Start of Turn if the player haves Hanging Garden and build a free army figure on it. The free unit is given during movement phase if the first army figure the player "builds" this turn is a free army given by Friendly Barbarian Hut (cf. 120 & 198).

Huts and Villages

Friendly Barbarian
197. If a player decides to take a figure in a Friendly Barbarian Hut, this figure cannot move until the next turn.
198. If a player that haves Military Tradition builds a free Army by taking a Friendly Barbarian Hut and this Army is the first Army this player builds this turn, then the player gains a free unit according to Military Tradition ability (cf. 196).

Friendly Workers and Teacher
199. *Friendly Workers and Teacher can be traded like resource.
200. *Friendly Workers and Teacher cannot be used as random resource (Pottery, Philosophy, Gunpowder, Kremlin, etc.).

Relics

Confucius
201. **Draw 2 Great Persons and keep 1. The Great Person you chose to discard must be discarded face up, meaning other players can see the Great Person you discard.

Seven Cities of Gold
202. *You can invest a coin the same Start of Turn you invest with the Seven Cities of Gold. Meaning you can invest 3 times in a single Start of Turn.
203. Arabia moves twice on the Culture Track by investing with the Seven Cities of Gold (cf. 69).

Atlantis
204. *You can take Atlantis with Navigation by using a Spy on Communism only if you do a legal move, meaning you must hypothetically have enough move to reach a non-water square (cf. 82, 83 & 93).

Disbanding, Fortification and Caravan Markers

205. When disbanding a figure, you may put a marker (caravan for scout, fortification for army) on the City.
206. *You can still disband a figure in a city if it has already a marker. You can decide to replace or not to replace the old marker by the new one.
207. You can still move through your city centers choosing not to disband.

Scouts and Blocking

208. Scouts (also Armies for English) gather icons from squares containing buildings and wonders.
209. *The icons sent by Scouts (also Armies for English) are the ones that stand on the square when you use it. This means that if the square where stands a Scout is modified (Culture card, Building placed on it during City Management), the icons that will be sent will be the modified icons. For example a Scout standing on a mountain in the outskirts of your capital is sending to another City. The capital builds a workshop on this square. The City will now benefit of +3 hammers (instead of +1 hammer) if it decides to produces something.
210. Military bonuses and wonders abilities can be blockaded, even by a scout only, but it doesn’t send such abilities or bonus to the scout’s owner (same for English with Army). It does send the culture icons on the wonders.
211. A scout (or an Army for the English) in the outskirt of a city can transfer that square to another city, but the original city can’t use the icons at the same time, even if there are different kinds of icons on this square. The Scout sends all the icons on the square (cf. 38).
212. Two or more scouts (Two or more Armies/Scouts for English) in the same square can’t gather twice the resources, hammers, etc.
213. In the turn when the Scout (also Army for English) is built, it is unable to send a square to other city, because the Scout (also Army for English) is activated only at the Start of Turn, when linked to a city. Example: a Scout (also an Army for English) built in a previous turn can gather immediately a coin to where it moves in the Movement phase, while a Scout (also an Army for English) just built in the current turn cannot.
214. Immediately when the figure leaves a square, a blockade ends. This means, for example, that an Army blockading a Barracks that decides to attack the adjacent square (the City Center), will no more blockade the Barracks, meaning the opponent will benefit of the +2 combat bonus from the Barracks for the battle.

Battle

215. The defender plays first, except if defending a city with wall.
216. In order to engage to a battle with a stack of 2 or more armies, they must already stand on the same square at the beginning of your movement phase.
217. If both players want to use culture cards (Duty and Honor, Nationalism, Patriotism) to get unit cards just before the battle, the first player in the turn order can buy them first.
218. You can win a combat even if you have no units, because of the combat bonus.
219. If involved in a battle, you must draw and play unit cards.
220. Your turn in a battle is Ability > Card > Ability.
221. **The battle ends after 2 subsequent turns where no player plays neither a card neither an ability. This means that, if you are out of cards, you still can use an ability, like Mathematics, Animal Husbandry, etc. So, after the exhaustion of all cards from both players, they keep “playing” until both pass.
222. You can use an ability however you play the card (there is a misunderstanding about the rulebook saying that abilities “must be played before or after attacking an enemy front”). This is about Metalworking ability. By the way you simply consider you first use the ability, and then place your unit boosted with the Iron.
223. With the new battle system, you count the remaining health of your units + combat bonus, to determine the winner of the battle. The units don’t anymore get full healed before calculating the battle result.
224. With the new battle system, it’s possible to fill a front and have 2 units stuck together (for example, 2 units that have 1 strength and 3 health on the same front). In this case you cannot play another unit on this front, because the front is already filled. Still if one of these 2 units is killed afterward (for example with Mathematics), the front is considered to be open again, and so you can play an unit on this front.
225. *If a front is filled with 2 units stuck together, you can still use an Iron on Metalworking on your stuck unit even if it already dealt its damage. This unit will have +3 to its strength but will not deal these +3 extra damages to the unit it’s stuck with. But if ever the other unit is killed afterward (for example with Mathematics), any other units played on the same front will face your unit having +3 to its strength.
226. When a player gains 2 Loots, he can choose one of the “2 Loot” items, or he can choose two “1 Loot” items (different ones or twice the same).

Thread: Sid Meier's Civilization: The Board Game:: Rules:: Moving Great People

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by Markw2020

Can you move your great people around however you want, or whenever you want? What is the ruling on moving Great People?

Thread: Sid Meier's Civilization: The Board Game:: Rules:: (max 4) Democracy, Code of Law, or Pottery: Investiing to keep adding to tech card

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by Maarek Stele

FAQ v2.0 says:
Q: What exactly does "(max 4)" mean on techs such as
Democracy, Code of Laws, or Pottery?

A: It means that a player can only have four coin tokens on the
Tech card at one time. If a coin token is removed from the
card, the player can fulfill the condition on the card to add
another coin token to it.
*****************************************************************

If I invest a coin from one of these cards, can I keep a cycle of investing and adding coins to the same tech card?

Example:
Say I have "Code of Laws". I've had 6 battles, one per turn, over a time period of 6 turns. For 2 of those first 4 turns, could I invest a coin keeping my max below 4 in order to keep adding coins to the Code of Laws tech card?

I hope I'm clear enough in my example and question.

Thread: Sid Meier's Civilization: The Board Game:: Rules:: Question about Great Wall

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by web127

Hi! sry for bad english, because i from Russia

I have a question about great wall. Yesterday we played and after a fight in the open countryside opponent said that due to the great wall I get one trophy less. So whether it's a miracle or a property is valid only during the siege of the city in which it was built?

Thanks for answers!
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