by Itchi
As the document is now too big for a simple post. I will open this new thread with all the issues I found (they are many and some are quite strange and extremely rare), and so separate them in 2 posts...
I'm not saying this are how the game should be played, but this can help you to go faster in your game if you are confronted to particular issues.
Still, remember that the document is avaliable in the file section (the last one, same as this post, is coming).
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 amazing work on the bible from which I picked a lot of issues. I also thank everyone who helped me to find these issues (mainly by playing PBF with them ^^), and to discuss them.
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 simply propose you to follow them as they will maybe be faqed this way. Most of these points are ambiguities or omissions. These points are the
Unofficial part of this document. Points mentioned without "*" or "**" are
Official points.
Points mentioned with a “**” at the end of the document are proposed
Variants. They do not follow the main rule from the rulebooks or Faqs. We simply propose them if you want to try them out.
This document is still on construction. Some points can be changed, especially points with a "*" and "**".
Turn order1. Start of turn, City Management and Movement are strictly played in turn order.
2. You can only act during your turn (meaning during your Start of Turn, your City Management phase and your Movement Phase), except when explicitly written that you can cancel an action or interrupt another player.
Exceptions are :
-Resource abilities on these technologies : Writing, Civil Service, 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, Knowledge Shared, Think Tank), 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. But if you already did your Start of Turn actions (meaning the Culture card is played by someone that plays after you in the turn order), you cannot use the start of turn’s benefit of the government you changed to, meaning you cannot build a City with an Army with Republic, harvest a Resource with Feudalism, gain 2 trades with Democracy, gain +x Culture with Fundamentalism, because you already took your Start of Turn action. The exception allows you to change of government (except if you are in Anarchy, cf. 284*) even if you already took your Start of Turn actions, but not to benefit of this government start of turn ability.
4. Growing your capital into Metropolis (and also replace any friendly figures that could stand on the growing square) if you learn Agriculture during another player Start of Turn due to an Exchange of Ideas, Knowledge Shared, Think Tank culture card played by another player on you (cf.104).
Advanced tie-breaker5. This is an official optional ruling from the designer. Although it is optional, it is much recommended.
6. The game ends immediately with a military victory, like in the normal game.
7. But, if a player completes a culture, economic or technology victory, the rest of the turn is played out.
8. After the end of the turn, every player who has completed a non-military victory calculates their victory score.
9. 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, meaning once you reach 15 coins you trigger an economic victory, even if you reached 15 coins for only a short period of time. But if your 15th coin came from a resource ability (for example Pottery) that was canceled, or from a Scout (also Army for English) that moved on a printed coin on the board but was “immediately” killed with a Defection card, you don’t trigger an economic victory.
10. Victory score = techs learned + culture spaces advanced + coins + wonders (even obsoleted wonders, but not destroyed wonders).
11. 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.
(Also see "5**-11**" at the end of the document for a variant)
Resource ability12. 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.), for example the Healing ability of Animal Husbandry and Biology technologies that can be used once per battle.
13. When a resource ability is canceled (Primetime TV, Mass Media, Mark Twain), the resource(s) used are wasted and that resource ability is now used up, and the player can’t use it again this turn even if he haves other resource(s) to fill it.
Trade14*. The Trade phase is played simultaneously by all players. This means the turn order doesn’t matter. For example, a player who plays after you in turn order can give you a Silk and you can still spend it on Horseback Riding. You can also use a Silk on Horseback Riding, even if you said that you are done with the Trade phase, because another player finally gives you a Silk.
15*. A trade of stuffs (Trades points, Culture tokens, Resources, Huts, Villages, Culture card) between players is considered as simultaneous. Meaning you give and receive the stuffs at the same moment. So, 2 players already at their maximum culture hand size can trade a Culture card to each other without having one player forced to discard (like if he received a card before giving his). This said you cannot look at the card before giving yours (same with huts and villages), and so even if the player said that the card is, for example a defection, he can bluff by giving you another card and you won’t be able to take back what you have exchanged for the card. Still, it’s allowed to show to all players (you cannot only show the card to the player you are trading with) the content of a Culture card, a hut or a village before doing the exchange, and so prove your honesty. Still remember that promises are no simultaneous, even if the promises is about stuffs (meaning you promise to do or give something but not during this trade phase), and that’s why promises are not bidden, because they refer to future actions.
City Management16. Culture tokens spent to move on the Culture Track may only be spent during your City Management phase. You don't have to devote a City to the arts in order to spend culture tokens. Spending culture tokens is not a City action but a player action.
17. Resources and culture tokens may be spent in the same City Management phase as when they are gathered.
18. City Wall is like a building. Egypt can build it using their ability. Gunpowder and Combustion technologies can destroy it. Sabotage, Catastrophe and Disaster Culture Cards can destroy it. City Walls also count for the purpose of Frank Lloyd Wright ability.
19. A battle can occur during City Management, if you build an Army (or two Armies with Engineering, cf. 131*), on a square in the outskirts of one of your Cities where stand a or more enemy Army(ies). In this case, a battle will immediately occur (even if it’s during your City Management phase) where you are considered as the attacker. All classic rules of battle will also apply, the winner gets loot, etc. If the square only contains a or more enemy Scout(s), they are immediately destroyed and you get loot as usual. This said you cannot build a Scout on a square where stands enemy figures (in order to give loot to this player) because Scout can never attack.
Buildings, Wonders and Great Person MarkersGeneral Rules20. You cannot build a Building or a Wonder, or place a Great Person Marker, on a square where stands an enemy figure.
Overbuild21. When you overbuild a Building, a Wonder or a Great Person Marker (by placing another marker on the square where it stands), by a Building that haves a terrain restriction (for example a Library that can only be placed on a grassland square), you first have to look under the overbuilt marker to see if the terrain is valid for the building you want to place. If a (or more) Disaster token(s) are under the overbuilt building, you first have to look at the Disaster token just under the overbuilt building, meaning you only consider the last modification of the square to know what type of terrain this square is. For example a forest square in the outskirts of your City was turned into grassland with a Deforestation culture card, and then the grassland was turned into desert with a Drought culture card, meaning they are 2 disasters tokens on this square. You can build a Trading Post on it as you only consider the last modification of the square. You cannot build a Library on this square or overbuilt the Trading Post with a Library, because the square is a desert square.
22. When you overbuild a Building or a Great Person Marker (by placing another marker on the square where it stands), you benefit of the production given by the overbuilt Building or Great Person Marker to produce the Building or Wonder you will place on the square. The production occurs first and then the overbuild takes place. For example, a City with 2 forests and a Great Humanitarian on a grassland in its outskirts (Total : 5 hammers) produces a Library on the grassland and so overbuild the Great Humanitarian. The City will benefit of the 1 hammer given by the Great Humanitarian before replacing it by the Library, so the player haves just enough hammers to build the Library.
23. When you overbuild a Building (by placing another marker on the square where it stands), the Building is destroyed and sent back to the market. Therefore, the Building is anew available to be built by each player. For example, all 5 Barracks have been built. A player overbuilds one Barracks he owns with a Workshop (meaning the Barracks was built on a mountain square cf. 21). The Barracks is directly sent back to the market and is now anew available to be built by each player. For example, the player that just haves overbuilt his Barracks, can directly build it again with another City, as the Barracks is directly anew available to be built.
24. When you overbuild a Wonder (by placing another marker on the square where it stands), the Wonder is destroyed and sent back to game box. Therefore, the Wonder’s marker and the Wonder’s card are definitively removed from the game and cannot be built or used anymore.
25. When you overbuild a Great Person Marker (by placing another marker on the square where it stands), the Great Person Marker is not destroyed but sent back the Civilization sheet of the owning player. If he desires, the player can place anew the Great Person Marker (and any other Great Person Marker he haves on his Civilization sheet) in any non-blockaded square of his City outskirts during his Start of Turn (cf. 256).
26. When you overbuild a Great Person Marker (by placing another marker on the square where it stands) during your Start of Turn (by a free Building with Taj Mahal, A.P. Giannini, Plastics, or by a Great Person you get during Start of Turn with Arabia or by a Great Person you have kept on your Civilization sheet), you can directly place the overbuilt Great Person Marker again in any of your City outskirts because you are still in your Start of Turn. For example, if you have one Great Person Marker on the board and one on your Civilization sheet, you can replace during your Start of Turn the one on the board with the one on your Civilization sheet, and then do the same move again and again to infinity (which is totally stupid but allowed).
Starred Building and Wonder Restrictions27*. You can replace starred building (or wonder) by building another starred building (or wonder) anywhere in your City outskirts (as a City can only haves one starred Building and one Wonder in its outskirts). The old starred Building (or Wonder) is removed. The old starred Building marker goes back to the market (meaning it can be rebuilt cf. 23), the old Wonder marker and card goes back in the game box (meaning it cannot be rebuilt cf. 24).
28*. You cannot replace a starred Building (or Wonder) blockaded by an enemy figure, even if you build the new starred Building or Wonder on another square than the blockaded square.
Building Programs29. The production bonuses given by Military Sciences (+1 hammer for each 3 coins) and by Urban Development Social Policy are calculated after doubling the production. So these bonuses will never be doubled.
30. Caravan markers are not doubled as they are not considered as being a part of the outskirt.
31. Production bonus given by Investments on Infrastructure are not doubled as they are not considered as being part of the outskirts.
32. 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, Despotism government, Friendly Workers, are not doubled as they are not considered as being part of the outskirts.
33. 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.
34. The Building Program is used for the next production of the City, whatever the production. Meaning that you cannot keep a Building Program on your City and build, for example, an army without using the Building Program, because you want to keep the Building Program to build a Wonder next turn. The only way to keep Building Program is by not taking any producing actions with this City, meaning you have to devote to the arts or harvest a resource.
City-StatesGeneral Rules35. Each City-state 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 (you cannot place a Building, Wonder, Great Person, on the City-state square). Still, remember that 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 of the square to a City, it doesn’t make the square belonging to this City outskirts for the purpose of placing Buildings, Wonders, Great Persons, Figures. So you cannot build a figure on the “normal” square gathered by the Scout.
36. 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.
37. If a Scout (also Army for the English) is sending the City-state 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. The City-state square is still considered as being in the outskirts of the Capital.
38. If your Capital haves a Shipyard and you control a City-state, you can build Army(ies) with your other Cities and place it (them) on the City-state square (respecting your stacking limit), as the City-state is considered as part of your Capital outskirts (cf. 152).
Random Resource City-State39. The “?” resource on this City-State means you can harvest any available resource from the market (Incense, Iron, Silk, Wheat).
Miscellaneous40. Harbors and Shipyards still count as water square regarding movement of figures. This said, you need Navigation to cross them, and at least Sailing to stay on them.
41. A flight unit costs 12 (there were a misprint in the base game).
42*. If you build a City on a square where stands a group of friendly figures (meaning you have at least a stacking limit of 3), you move all the figures from the group to the same adjacent square. You cannot split the group and place one figure on an adjacent square and another figure on another adjacent square of the City. Still, remember that the figures have to be placed on a legal square, meaning you cannot place them on a water square if you don’t the ability to stand on water.
43*. It can result when you build a City, that the friendly figure(s) on this square cannot be replaced on a legal square. The only case where this can happen (extremely rare) is if all adjacent squares are water squares and/or squares with a group of figures already at your maximum stacking limit, and you don’t have the ability to stay on water. In this case, the figures are simply disbanded in the City (you gain a fortification/caravan maker). If the only square where they can be replaced contains friendly figures but your stacking limit only forbids some of the replaced figures to go on the square, you have to replace on this square as many figure figures as your stacking limit allows it, the other figures, those that can’t be replaced are disbanded. If there is more than one valid square with already a or more figures on it, the same case applies, except you must, after having placed as many figures as you can on a square, place as many figures as you can on another valid square, etc. until no more figure stands on the City center or no more valid square is available (if some figures remain on the City center square and there is no more valid square, they are disbanded as usual). This is an exception to the rule 42* that forces a player to replace on only one square all the figures that stand on the just built City.
44. When you start to move a figure (or a group of figures), you have to finish the move of this (these) figure(s) before starting to move another figure (or group of figures).
45. Stacking limit is absolute. You can
never exceed it. A player can’t, for example, use a Lost culture card to move an opponent’s figure with the result being (or even crossing) a square with more figures than that opponent can afford. For example, if you have a stacking limit of 3 and have 3 figures standing on a square, you cannot move another figure trough this square, even if the figure doesn’t end its move on this square (because during a moment you exceeded your stacking limit of 3 by having 4 figures on a square).
46. Stacking limit only concerns each figure of a single player, not the figures of 2 different players. For example, if you have a stacking limit of 2 and decide to attack with 2 Armies stacking together a single army of another player, this move is totally legal, and you don’t care about having on the same square 3 figures (your 2 figures and the one of the other player), because stacking limit only concerns your own figures. Same if you cross enemy figure(s) with Flight ability.
47. Investments can only be made with Coin tokens, not with Printed Coins.
48. Coin tokens are those you can put on these technologies (Pottery, Code of Laws, Democracy, Printing Press, Education), those you put on your Civilization sheet (Wealth Village, A Gift from Afar, Mother Teresa), those you put on the Panama Canal Wonder.
49. Printed Coins are those that stand on these technologies (Bureaucracy, Civil Service, Railroad, Computers), on these 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 square50. Icons on a square are Trades, Hammers, Cultures, Resources, Coins, Military bonus.
51. 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.
52*. Hammers, Cultures and Resources icons on squares can only be used once per turn, except with Atomic Theory resource ability, Supply Drop, Ada Lovelace, and except if different players gather the same square. This can only happen with a Steam Power Silk ability, Galileo Galilei, Hannibal, Disoriented, Lost, Out of Position (cf. 108, 252* & 266*, 349*).
53. Trades icons on squares can only be used once per turn, meaning they are collected once per turn during the Trade phase. You can
never benefit of these icons a second time in a turn.
54. 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 (for example if you overbuild a Great Merchant, meaning the Great Merchant will stand on your Civilization Sheet), if you don’t own the square anymore because you left the square with your Scout (Army for English) or the Scout (Army for English) has been destroyed (Also see 353 for a specific rule), or if a Drought has been played on the square of the board with a printed coin on it that lays in your City outskirts.
55. 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 and a Silk can be used 2 times in the same turn if City first action is a production and second City action (Monarchy) is an harvest. 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, because all the icons are sent to the other City and are only available for it. For example, the 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. 351).
Empty Squares56*. An empty square is a square with no Figure (friend or foe), Building, Great Person, Wonder, City-state, City, Hut token or Village token, Relics token, on it.
57. 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.
58. Hut, Village and Relics pics on a square (meaning the token has already been taken) are considered as an empty square.
CivilizationsAmerica59. Place the starting Great Person before collecting setup trades.
60. If you take Organized Religion as first Social Policy, you can choose 2 Great Persons and keep one as the starting Great Person. Choosing the starting Social Policy is step 2 of the Player Setup while drawing the Great Person is step 5 of the Player Setup. The Great Person you chose to discard must be discarded face up, meaning other players can see the Great Person you discard.
61. When spending 3 trades for 2 Hammers, you cannot 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.
Arabia62. They gain 1 culture for every resource they use.
63. Resources granted by Culture cards (A Gift from Afar, A Generous Gift, A Princely Gift) also give +1 culture (cf. 203).
64. They move twice on the Culture Track by investing with the Seven Cities of Gold (cf. 342).
Aztecs65. The square with a Coin on their starting tile is considered as water square.
66. They gain culture for every units killed in a battle they are involved in, meaning also their own units and barbarian units.
China67. 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.
68. When taking a village, you must first use the ability to save an unit before looking at the content of the village.
Egypt69. You cannot combine the Egyptian ability with Engineering in the same city action (cf. 128).
70. Egypt draws an ancient Wonder before placing their Capital. Drawing the Wonders, and so the Egyptian Wonder, is step 3 of the General Setup, while placing the capital is step 1 of the Player setup. General Setup is made before Player setup. Therefore you also know the Wonder you drawn before choosing your starting Social Policy, as choosing your starting Social Policy is step 2 of the Player Setup.
71. You can use their ability to build a city wall.
72. Their wonders cannot be obsoleted. Still the Egyptian player can build another wonder and so replace the old one.
Germany73. 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.
74. Their national ability applies even if they acquire the tech by other means, for example with a Knowledge Shared Culture card, Atlantis, loot, etc.
75. Germans get 3 resources and 3 units by taking Logistics if they haven’t already unlocked 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).
Greece/COLOR]76. 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 Person’s cards you discard.
77. 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”
78. 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.).
Japanese79. They can research a level 1 technology for 0 trade if they have the Porcelain Tower. Still this is considered as a Research (cf. 192).
80. The trade discount ability of Japanese only works for the “normal” research you make, not for the extra 6 trades you can spend for a second research with Notre-Dame. For example, if you have 21 trades, you can research a level 3 technology for 13 trades (Japanese ability) and so spend 6 remaining trades for a second technology of the same or lower level. But if you research a level 4 technology for 18 trades (Japanese ability), you only have 3 trade left, meaning you cannot use Notre-Dame ability as Japanese ability cannot be used on this second research. Alike, if you have Notre-Dame and Porcelain Wonders, the total discount of 8 trades you get only works for the “normal” research you make (cf. 187 & 194).
81. The trade discount ability of Japanese doesn’t work when learning technology(ies) with Rationalism. It only works when researching technology(ies), meaning only during the Research phase. Learning and researching are 2 different ways to get technologies (cf. 327).
Mongols82*. The square with a Culture token on their Starting tile is considered as water square.
Russia83. They can rebuild the white army.
84. Scouts can also steal a technology.
Spain85. They can rebuild the white scout.
Zulu86. They cannot decide to fight barbarian villages.
87. Their scouts cannot explore barbarian villages with Pacifism.
88. 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.
89. You can expand your capital into Metropolis with Agriculture with a (or more) hut(s) in the new outskirts. The hut(s) are considered to be explored. This only works with Huts, you cannot expand if at least a village token, a relic token, a square from other City outskirts will be part of the new Capital outskirts, if a or more enemy figure(s) already stand in the outskirts of the capital, or if this action haves for result that a or more enemy figure(s) will stand in the new outskirts of the capital.
90. 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.
TechnologiesGeneral Rules91. When you research a technology that grants you a coin, this coin will count for the purpose of the trade you keep after researching that technology. For example, a player with 1 coin on his economic dial that researches Bureaucracy, will immediately increase his economic dial by 1, and so will retain 2 trades.
92. When you invest a coin token that was over a technology, you can freely refill this technology. 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 technology to its maximum (4 Coin tokens, or 6 Coin tokens if you have the Internet Wonder).
Agriculture93. Your capital immediately grows into Metropolis, so during the Research phase if you get Agriculture during the research phase, during the Start of turn if you learn Agriculture during the Start of turn, during City Management if you learn Agriculture during City Management, during Movement Phase if you learn it during Movement Phase.
94. You can research or learn Agriculture even if your capital cannot grow.
95. Your capital cannot grow if this action has for result that Huts (except for Zulu, cf. 89), Villages, City-States, another city outskirts, will stand in the new outskirts of your capital.
96. If you cannot grow your capital (Village, Hut, other cities outskirts, City-state), you
must grow it during any of your next Start of Turn where there is a valid spot to grow.
97*. Your capital cannot grow if one or more enemy figures are standing in the outskirts of your capital. Your capital also cannot grow if this action haves for result that a or more enemy figure(s) will stand in the new outskirts of the capital.
98*. Your Capital can grow on a friendly figure. In this case the figure is moved, like when you build a City on a friendly figure, to an adjacent valid square of the growing square (the square where figure was), not to an adjacent square of the entire Metropolis, meaning there are 8 possible squares where the figure could be placed, 7 “normal” squares and the old City center square. Same if there were a group of figures on the growing square, except that all the figures must be moved to the same adjacent valid square, meaning you cannot move one figure to an adjacent valid square and another one to another adjacent valid square (cf. 42*).
99*. It can result when your capital grows, that the friendly figure(s) on this square can only be replaced on the old City center square. The only case where this can happen (extremely rare) is if all adjacent squares (except the old City center) are water squares and/or squares with a group of figures already at your maximum stacking limit, and you don’t have the ability to stay on water. In this case, the figures have to move on the only valid square remaining, the old City center square, meaning the figures will be disbanded in the City (you gain a fortification/caravan maker). If the only “normal” valid square where they can be replaced contains friendly figures but your stacking limit forbids some of the replaced figures to go on this square, you can decide to replace as many figures as your stacking limit allows on this square (if you decided to do so, you have to place the maximum figures possible on this square). The other figures (those that can’t be replaced) are disbanded in the old City center. If there is more than one “normal” valid square with already a or more figures on it, the same case applies, except you can decide, after having placed as many figures as you can on a square, place as many figures as you can on another “normal” valid square, etc. until no more figures stand on the growing square or no more “normal” valid square is available (if some figures remains on the growing square but there is no more “normal” valid square, they must be replaced on the old City center square, meaning they will be disbanded). This is an exception to the rule 42* that forces a player to replace all the figures that stand on the just built City to only one square.
100*. If the growing square contains a Building, a Wonder or a Great Person marker, you simply apply the overbuild rules, meaning you can grow on a Building (the Building is destroyed and sent back to the Market), on a Wonder (the Wonder is destroyed and both marker and card are sent back to the game box), on a Great person (the Great Person goes on your Civilization sheet). If you grow your capital during your Start of Turn on a Great Person, you can directly replace this Great Person as you are still in your Start of Turn.
101*. If the growing square contains a combination of a Building, a Wonder, or a Great person, with friendly figures on it, you simply apply the both relative rules (cf. 98*, 99* & 100*).
102*. If you research or learn Agriculture and it reveals that the only valid square where it can grow contains a Building, a Wonder, or a Great Person, you still
have to grow on this square, and so apply the classic overbuild rules.
103*. If you already took your Start of Turn orders and a player who plays after you uses an Exchange of Ideas, Knowledge Shared, Think Tank, Culture card on you and you decide to learn Agriculture to immediately grow your Capital on a square where stands a Great Person, you cannot replace on the board this Great Person during this Start of Turn, because you already made your Start of Turn actions. The Great Person marker will stay on your Civilization sheet and can be replaced during any of your next Starts of Turn.
104. If you learn Agriculture during another player Start of Turn due to an Exchange of Ideas, Knowledge Shared, Think Tank Culture card played by another player on you, you immediately grow your capital. You also immediately replace any friendly figures that could stand on the growing square, destroy any Building or Wonder that could stand on the growing square, and put on your Civilization sheet any Great Person marker that could stand on the growing square. This is an exception to the fact you can only act during your turn (cf. 4).
105*. If the grow of your capital makes you win 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.
Atomic Theory106. You don’t get loot for nuking a City.
107*. You can nuke your own cities (if ever you want to destroy enemy figures that stand in the outskirts, or simply if you are mad).
108. You can reuse icons of your cities, because you are in fact having a second turn. City-States under your control and Scout gathered do also count. It’s an exception to the fact that icons on squares can only be used once per turn (cf. 52).
109. Production bonuses given by resource abilities of Animal Husbandry, Construction, Banking, Plastics, by Culture cards We Love the Despot Day, We Love the Queen Day, We Love the President Day, by Trades converted in Hammers, by Caravan Markers, by Michelangelo, by Building Program, by Friendly Workers, can only be used for one production action. You do not benefit of it for a second (or a third, etc.) production action of the same City. So even if the text and/or the rule of the Culture cards, Resource abilities, Caravan Marker, Friendly Workers, say that the chosen City produces x hammers more this turn, the City will only produce x hammers more for a single production action, not for every production actions the City can make this turn with Atomic Theory, Ada Lovelace, Supply Drop. On the other side, Investment in Infrastructure, production bonus from Military Sciences, Urban Development production bonus, Despotism government, will work for every production actions you can make during a whole turn, even with the same City (cf. 253 & 267).
110. Culture bonus given by Urban Development Social Policy, Metropolis will count for every devote to the arts actions you can make during the turn with Atomic Theory, Ada Lovelace, Supply Drop. Still remember that the culture bonus of Urban Development only works for Cities that fill the Social Policy condition (cf. 253 & 267).
111. If you have two Uranium resources, you can use both abilities in the same turn, as the restriction is about each resource ability, not about the technology.
Bureaucracy112. You can switch of Social Policy during the Research phase you just researched Bureaucracy.
113*. If one or several player(s) have Bureaucracy, you have to split the Research phase in 3 parts. The first part respects the turn order and concerns the possible use of Bureaucracy ability. The second part is the classic research phase where all players reveal at the same time their research. The third part respects the turn order and concerns again the possible use of Bureaucracy ability.
114*. If you switch your Social Policy to Organized Religion during the research phase you just researched Bureaucracy, you will immediately increase your economic dial by 1 but you cannot consider this coin for the purpose of trade keeping, because you first research Bureaucracy (part 2 of research phase) and so decrease your trade to the amount of Coins you have (including the coin on Bureaucracy), and then you use Bureaucracy ability to change of Social Policy (part 3 of research phase).
115*. You can switch of Social Policy before revealing your research with Bureaucracy (meaning you researched or learned Bureaucracy before this research phase, part 1 of research phase). If you decide to switch to Organized Religion before revealing your research, then the coin on the Social Policy will count for the purpose of trade keeping.
Code of Laws116. You don’t get a coin here when you defeat an enemy Scout without battle (although you do get loot for doing this).
Combustion117*. You can decide to not destroy a Building, meaning that the first army that ends its move on a Building will not necessary trigger Combustion ability. Same if you attack a walled City, you can decide to not destroy the wall. The player decides when he wants to use the ability.
118*. Combustion ability can only be used once per turn, meaning you can only destroy a single building per turn (City wall included). Even if the text is not precise about it, if you already destroyed a building with Combustion and then decide to attack a walled City, you cannot destroy the City wall. Still remember that you can decide to use Combustion ability or not, meaning you can attack a walled City and decide to not destroy the wall (because you prefer to destroy another building after).
119. You cannot destroy an enemy building if you just entered there for a battle. You must first win the battle. But you can destroy first the walls of a city when attacking it, as stated in the technology text.
120*. You can destroy your own building by ending the move an Army on one of your building and decide to destroy the building. You cannot destroy your own City wall, as the ability of destroying City wall only triggers when attacking a City. If you decide to destroy your own building, remember you won’t be able to destroy another player building, because Combustion ability can only be used once per turn.
Communism121. You can target a square with no figure on it.
122*. You cannot use communism on a City center square.
123*. You cannot use Communism Spy ability on a square where stand figures belonging to different players. The only case where this can happen is if the figure(s) of a player are crossing another player’s figure(s) with Flight ability.
124. You can use Communism on your own figures.
125*. You can stop with a Spy on Communism a figure or a group of figures that are crossing water on a water square, even if these figures don’t have the ability to stay on water. These figures must leave water, meaning they
must land, during any Movement phase of the player who owns the blocked figures (except if you unlock the ability to stand on water). If it appears that leaving water with the normal move of the figures is impossible (which is extremely rare), the figures must stay where they are, they just don’t move, and so until the next Movement phase of the player. You don’t have to use special abilities if it’s the only way to make these figures leave water (James Cook, Hannibal, Galilei, Drought, Ecology). You also don’t have to move all your figures in a particular order. For example, if there is only one square where these figures can land, but you decide to move first another group of figures to this square, resulting that the figures on the water square cannot move to the valid square because the group of figures that stands on it is already at your maximum stacking limit. On the other side, if the only square where they can land contains friendly figures but your stacking limit only forbids some of the blocked figures to land, you have to move at least the maximum number of figures to the square (your maximum stacking limit), meaning other figures will stay on the water square. You are not forced to move a or more blocked figures farer than the valid square if they still have movement to spend and there are still blocked figures on the water square (because the valid square is at your maximum stacking limit now), because the figures that just landed don’t have any more obligations of movement as they stand on a legal square now. Just remember only the blocked figures have an obligation of movement. If ever the only square where these figures can land contains an enemy figure or City, or a village, they must attack this square as it’s the only one where they can land. Same if the only square where these figures can land is a City belonging to the player, meaning these figures must disband themselves on the City (cf. 148*).
126*. 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. You also cannot consider that you would have enough movement because of having a (or more) Migrants, Colonists, and/or Immigrants Culture card(s) (cf. 174, 175*, 229, 230, 231 & 338*).
Ecology127*. The resource ability of Ecology can only be used on an empty non-mountain square. Meaning you cannot target a square with Figure (friend or foe), Building, Great Person, Wonder, City-state, City, Hut token or Village token, Relics token, on it. But you can target a square with a Disaster token on it or a square with a Hut, Village, or Relic pics (meaning the token has already been taken) (cf. 56*, 57, 58).
Engineering128. You cannot combine the Egyptian ability with Engineering in the same city action (cf. 69).
129. A City that uses Engineering ability to produce 2 things only makes a single City action, not two City actions. Meaning that if a Spy on Writing, or Mark Twain is played to cancel the City action, the 2 things produced will be canceled. Still the player gets back Engineering ability and can use it on another City action (cf. 162 & 285*).
130. You cannot use twice during a turn Engineering ability, even with Atomic Theory, Ada Lovelace, Supply Drop.
131*. 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 during City Management (cf. 19). This means that the double production of Engineering is considered to be simultaneous.
132*. 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.
Gunpowder133*. You can destroy your own building and obsolete your own wonders.
134. You can obsolete wonders at market.
Mass Media135. When you cancel a resource ability, the affected player loses the resource(s) used and can’t use that resource ability for the rest of the turn even if he haves other resource(s) to fill again the resource ability.
136. You cannot use a culture card to target a player who haves United Nations against his will.
137. The permanent ability of Mass Media means that Bread and Circuses, Jousting Tourney, Primetime TV, Mark Twain, Spy on Civil Service, cannot be used to cancel any Culture card you play.
Metal Casting138. There is no printed coin on this tech.
Metalworking139. 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.
Monarchy140*. You can obsolete your own wonders.
141. You can obsolete wonders at market.
142. You cannot kill your own units.
Mysticism143. The card you choose to discard must be discarded face up, meaning other player see the card you discard.
144. The Spy ability on Mysticism can only be played during your City Management phase, not during other players City Management phase.
145. 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 put on your Civilization sheet (Wealth Village, A Gift from Afar, Mother Teresa), those you put on the Panama Canal Wonder.
146*. You cannot decide not to take 2 Culture cards (for example if you know that there is a probability that the 2 cards next cards are the ones you want to keep).
147. When you have several Culture cards (or Culture card and Great Person) to draw (Cristo Redentor, moving several steps on the Culture track), you resolve each draw one by one. You cannot for example, if you move twice on the Culture track, draw 4 Culture cards and then discard 2 of them due to Mysticism. Same with Culture card and Great Person drawn : You cannot draw the 2 Culture cards and the Great Person at the same time and then decide which card to discard. You draw the 2 Culture cards, discard one and then draw the Great Person. Just remember that you have to resolve each draw of Culture card and/or Great Person one by one.
Navigation148*. If a figure or a group of figures are stopped by Communism while crossing water, they stop in the water even if you don’t have the ability to stay on water. They must leave water, meaning they
must land, during any Movement phase of the player who owns the blocked figures. If it appears that leaving water with the normal move of the figures is impossible (which is extremely rare), the figures must stay where they are, they just don’t move, and so until the next Movement phase of the player. You don’t have to use special abilities if it’s the only way to make these figures leave water (James Cook, Hannibal, Galilei, Drought, Ecology). You also don’t have to move all your figures in a particular order. For example, if there is only one square where these figures can land, but you decide to move first another group of figures to this square, resulting that the figure on the water square cannot move to the valid square because the group of figures that stands on it is already at your maximum stacking limit. On the other side, if the only square where they can land contains friendly figures but your stacking limit only forbids some of the blocked figures to land, you have to move at least the maximum number of figures to the square (your maximum stacking limit), meaning other figures will stay on the water square. You are not forced to move a or more blocked figures farer than the valid square if they still have movement to spend and there are still blocked figures on the water square (because the valid square is at your maximum stacking limit now), because the figures that just landed don’t have any more obligations of movement as they stand on a legal square now. Just remember only the blocked figures have an obligation of movement. If ever the only square where these figures can land contains an enemy figure or City, or a village, they must attack this square as it’s the only one where they can land. Same if the only square where these figures can land is a City belonging to the player, meaning these figures must disband themselves on the City (cf. 125*).
149*. You cannot end the normal move of a (or more) figure(s) in water because of having a (or more) Migrants, Colonists and/or Immigrants Culture card(s) that could hypothetically make this (these) figure(s) leave water (land somewhere). Same if you first use the Culture card to move the figure in the water and then use the normal move of the figure to leave water. This because the normal move of a figure (or a group of figures) and the move granted by these Culture cards are not considered as parts of one and homogenous movement, but as two (or more, if you use several of these Culture cards) different movements that have to respect the rule of legal movement (cf. 229, 231).
Navy150. Only armies being produced
as a city action can be placed in the outskirts of a City that haves a Shipyard.
151. The army doesn’t need to be placed on the Shipyard but anywhere in the outskirts of the City that haves a Shipyard.
152. If your Capital haves a Shipyard and you control a City-state, you can build Army(ies) with your other Cities and place it (them) on the City-state square (respecting your stacking limit), as the City-state is considered as part of your Capital outskirts (cf. 38).
153. 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, or a group of enemy figures.
Plastics154*. You can build for free during your Start of Turn an Army in the outskirts of one of your Cities where stand a or more enemy figure. If the square contains a or more enemy Army(ies), a battle will immediately occur (even if it’s during your Start of Turn) where you are considered as the attacker. All classic rules of battle will also apply, the winner gets loot, etc. If the square only contains a or more enemy Scout(s), they are immediately destroyed and you get loot as usual. This said you cannot build a Scout on a square where stands enemy figures (in order to give loot to this player) because Scout can never attack.
Raildroad155. There is a printed coin on this tech.
Steam Power156*. You cannot use during Movement phase a Migrants, Colonists, Immigrants Culture card on a figure that was moved during this City Management with Steam Power Silk ability (cf. 240*).
157*. You cannot use during City Management Disoriented, Lost, Out of Position, Culture cards on figure(s) that were moved during this City Management with Steam Power Silk ability (cf. 211*).
158*. You can use Steam Power Silk ability on figure(s) standing on a water square to “move” them exactly on the same square. These figures may not be able to move this turn. This in case you want to prevent your figures to be targeted by Disoriented, Lost, Out of Position, Culture cards.
159. You cannot use during City Management Steam Power Silk ability to move figure(s) in the outskirts of a player who haves the Brandenburg Gate (cf. 173).
160*. If you or another player move(s) during City Management with Steam Power Silk ability, Galileo Galilei, Hannibal, Disoriented, Lost, Out of position, your Scouts (or Armies for the English) that gathered a square during Start of Turn, you consider the square where the Scout was moved during City Management as a gathered square. Still remember that you send the icons that stand on a square when you use it, meaning the icons that stand on a square when you use them, so during Trade Phase (if there is trade icon(s) on the square) and/or during City Management (hammers and cultures icons). This can bring to situations where a Scout can give you benefits of different squares. For example, a Scout gathers a forest square to the Capital. A player after you in the turn order uses a Drought on this square during his Start of Turn. During trade phase, you gain 1 trade. During City Management, before taking your Capital’s action, you use Steam Power ability to teleport the Scout on a water square with an Incense icon on it. The Capital can harvest the Incense on the water square where now stands the Scout. The trade icon on this water square cannot be used as trade phase already had been done. This can also bring to situations where icons on a square can be used twice in the same turn by different player. For example a player harvests an Incense in the outskirts of his City. Then another player uses a Silk on Steam Power and moves his Scout on this square. He can also harvest this square (the Incense), even if it haves already been used by another player. This is an exception to the fact that icons on squares can only be used once per turn (cf. 347*, 348* & 349*).
Writing161. It cancels a city action, so it only cancels a Production, a Harvest, a Devote to the arts, a Building Program’s start, nothing more. So you cannot cancel technology ability (for example Democracy), or resource ability (for example Pottery).
162. The affected player can’t take an action with that city, but he takes back resources, resource abilities, Culture cards, trades converted in hammers, Michelangelo, Charles Darwin, Building Program marker, technology abilities, Wonder abilities, that he eventually used for this action. For example, if the canceled City action was a production, the player takes back any resource (f.e. Wheat spent on construction), any resource ability (Construction’s Wheat resource ability), any culture card (f.e. We Love the Despot Day or A Gift from Afar to fulfill a Wheat, of course in this case the chosen player doesn’t keep the coin), any trades converted into hammers, any Building Program marker (it stays on the City), any technology ability (Engineering), any Great Person (Michelangelo), any Friendly Workers, that have been used for this production. All these things, except the Building Program marker that haves to stay on the City, are again available (Culture and Great Person cards that were used for this action go back in the player hand, resources that were used for this action go back on the player Civilization sheet, trade dial is increased up to where it was, technologies abilities are considered as they haven’t been played), meaning they can be “anew” used for another City action. 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. If the canceled City action was a devoting to the arts and the player used Charles Darwin ability to convert the Culture into trade, the player gets back Charles Darwin ability, meaning he can use it with another City action, and of course the player didn’t get any culture or trade from the canceled action. If the action was a Building Program’s start, the player simply doesn’t put a Building Program marker on his City (cf. 285*).
WondersGeneral Rules163. You open a new wonder to purchase immediately after someone builds one.
164. 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.
165. You can only have 1 Wonder in each city.
166. Even an obsolete Wonder must be replaced if you want to build a new Wonder in a city that already has one.
167. An obsolete Wonder still generates culture tokens when devoting the City to the arts.
168. Wonders cover up everything in the square they are on, just like buildings and great people (cf. 51).
169. When a Wonder is blockaded, you lose the benefit of the marker (the culture you can get when devoting to the arts), but also the benefit of the Wonder’s card as long as the marker remains blockaded.
Brandenburg Gate170. The city center is not considered as part of the outskirts. Meaning you cross the outskirts and attack the City center.
171. City-States under control of a player that haves the Brandenburg Gate are also protected by the wonder as City-States are considered as part of the capital outskirts. Meaning you cannot attack any figure that stands on it.
172. You cannot attack a figure that stands in the outskirts. This is considered as an illegal move because your figure(s) will end their move in the outskirts.
173. You cannot use during City Management Steam Power Silk ability, Galileo Galilei, Hannibal, to move figure(s) in the outskirts of a player who haves the Brandenburg Gate. You also cannot use during City Management Disoriented, Lost, Out of Position, Culture cards, if you end the move of the chosen figure(s) in the outskirts of a player who haves the Brandenburg Gate (cf. 159, 212, 275 & 279).
174. You cannot make an illegal move to stand in the City outskirts of the player who haves the Brandenburg Gate, because of having a (or more) Migrants, Colonists, and/or Immigrants Culture cards. The move granted by these cards is considered as a new movement, not as a continuation of your normal move, and so each movement must follow the rule of legal move (cf. 229 & 230).
175*. The only way to stand in the outskirts of player who haves 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 itself. But the only way to blockade the Brandenburg Gate is by using a Spy on Communism. You cannot end a “normal” movement on it to avoid Brandenburg Gate ability as the ability is preventive like United Nation versus Mass Media (cf. 126*).
Great Lighthouse176. Harbors and Shipyards do not count as water square for the purpose of trade bonus.
177. Water squares gathered by scouts (also armies for English) count for the purpose of trade bonus (as the square gathered is considered as being in the outskirt of the city).
Great Wall178. If the city with the Great Wall is attacked and destroyed, the winner only gets 1 Loot, because assigning the loot is part of resolving the defeat (the owner of the Great Wall is deprived of it only after the resolving).
Hanging Garden179. 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. 320).
180. You cannot place the free figure in the outskirts of another city that haves a Shipyard. The free figure must be placed on the Hanging Garden square.
181. You can decide to aboard Hanging Garden ability, meaning you can decide not to take a free figure.
Himeji Samurai Castle182. Himeji Samurai Castle upgrades the strength of all your units, not their health.
Internet183. If the wonder is blockaded, every 5th and 6th coin tokens on any technology is uncounted. You don’t lose these coins but you immediately decrease your economic dial by the number of 5th and 6th coins that stand on any technology cards as long as the Wonder remains blockaded, meaning these coins are no more considered for things relative to coins (economic victory, trade keeping after research, Military Sciences, Ecology, Computers, Andrew Carnegie, Lorenzo de' Medici). You immediately get these coin tokens back when the wonder is no more blockaded. When the Wonder is no more blockaded, you immediately get these coins back, meaning you immediately increase your economic dial by the number of 5th and 6th coins that stand on any technology cards. This can result in an economic victory.
184. If the wonder is destroyed, every 5th and 6th coins on any technology are lost.
Notre-Dame185*. You can research a technology even you don’t have a valid spot by taking another technology 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 technologies and 1 level 2 technology, you can research for 22 trades a level 3 technology and a level 2 technology (this level 2 technology will fill the needed spot to place the level 3 technology).
186. If you have both Notre-Dame and Porcelain Tower Wonders, simply ignore the last part of the Porcelain Tower Wonder’s text that says you can still only make a single research per turn. This means you are allowed to make 2 researches if you have enough trades to use Notre-Dame ability.
187. If you have both Notre-Dame and Porcelain Tower Wonders, the trade discount granted by the Porcelain Tower only works for the “normal” research you make, not for the 6 extra trades you can spend for a second research. For example, if you have 17 trades, you can research a level 3 technology for 11 trades (Porcelain Tower discount) and so spend the 6 remaining trades for a second technology of the same or lower level. But if you research a level 4 technology for 16 trades (Porcelain Tower discount), you only have 1 trade left, meaning you cannot use Notre-Dame ability as Porcelain Tower discount cannot be used on this second research. Alike, if you have Japanese and both Wonders, the total discount of 8 trades you get only works for the “normal” research you make (cf. 80 & 194).
Panama Canal188. 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. If it’s the case, you don’t lose these coins but you immediately decrease your economic dial by the number of coins that stand on the Wonder’s card as long as the Wonder remains blockaded, meaning these coins are no more considered for things relative to coins (economic victory, trade keeping after research, Military Sciences, Ecology, Computers, Andrew Carnegie, Lorenzo de' Medici). These coins cannot be gathered or considered to be owned by the player who blocks the Wonder, meaning this player doesn’t increase his economic dial. When the Wonder is no more blockaded, you immediately get these coins back, meaning you immediately increase your economic dial by the number of coins that stand on the Wonder’s card. This can result in an economic victory.
189. If the Panama Canal is destroyed, you lose all the Coin tokens that stand on the wonder card, meaning you immediately decrease your economic dial by the number of coins that stand on the Wonder’s card.
Porcelain Tower190. The trade discount ability of the Porcelain Tower Wonder doesn’t work when learning technology(ies) with Rationalism. It only works when researching technology(ies), meaning only during the Research phase. Learning and researching are 2 different ways to get technologies (cf. 328).
191. 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.
192. Japanese can research a level 1 technology for 0 trade if they have the Porcelain Tower. Still this is considered as a Research (cf. 79).
193. If you have both Notre-Dame and Porcelain Tower Wonders, simply ignore the last part of the Porcelain Tower Wonder’s text that says you can still only make a single research per turn. This means you are allowed to make 2 researches if you have enough trades to use Notre-Dame ability.
194. If you have both Notre-Dame and Porcelain Tower Wonders, the trade discount granted by the Porcelain Tower only works for the “normal” research you make, not for the 6 extra trades you can spend for a second research. For example, if you have 17 trades, you can research a level 3 technology for 11 trades (Porcelain Tower discount) and so spend the 6 remaining trades for a second technology of the same or lower level. But if you research a level 4 technology for 16 trades (Porcelain Tower discount), you only have 1 trade left, meaning you cannot use Notre-Dame ability as Porcelain Tower discount cannot be used on this second research. Alike, if you have Japanese and both Wonders, the total discount of 8 trades you get only works for the “normal” research you make (cf. 80 & 187).
Pyramids195. If Pyramids are obsoleted or blockaded, 3 cases can happen :
- If the player’s current government is unlocked by normal means (meaning the player haves the technology that unlocks this government), then nothing happens.
- If the player does not have his current government unlocked by other means (meaning the player doesn’t have the technology that unlocks this government), 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. If whenever during the turn the Pyramids are no more blockaded, the player immediately get back to any government of his choice, as he’s immune to Anarchy (cf. 296* & 297*).
- If the player does not have his current government unlocked by other means (meaning the player doesn’t have the technology that unlocks this government) but decides to reveal or haves already revealed Martin Luther King, then he immediately gets back to a government he haves unlocked by normal means (meaning the player haves the technology that unlocks this government) as he’s immune to Anarchy. If during the turn the Pyramids are no more blockaded, nothing will change as he’s not in Anarchy and can only change of government during Start of turn. If the Pyramids are no more blockaded during your Start of Turn, by building an Army with Plastics on the Pyramids and winning the battle, then if you didn’t already used your “one change of government per turn”, you can change to any government due to Pyramids ability (cf. 296 & 297*).
196*. 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 (cf. 291*, 298 & 299).
United Nations197. Your figures, buildings, Great Person, are also protected.
198. 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.
199*. You are also protected against Drought, Deforestation and Flooding played in your City outskirts. Therefore you are also protected against these Culture cards if they are played on a square where your Scout (also Army for English) stands, as these squares are considered to be part of your outskirts.