Turn structure: 1. Play a political card (if you have one) 2. Spend your military actions to build military units, and civil actions to:
- pick cards from the card rows (if you have room in your hand)
- play cards to your tableau
- increase your population
- build/upgrade farms, mines, or urban buildings
Yellow counters represent your population. They can be in one of three places:
- on your farms, mines, urban buildings (grey-backed cards, such as philosophy), or military units (representing workers)
- on your available population, which are available to place on your cards
- on your "yellow bank" -- when this is empty, you can no longer increase your available population
Blue counters represent food or resources. They can be in two places:
- on your farms or mines
- on your "blue bank" -- when this is empty, you can no longer produce
Building or upgrading farms will help you increase your population.
Building or upgrading mines will help you build more farms, mines, urban buildings, or military.
Producing more science (light bulbs) will let you play technologies for better farms, mines, urban buildings, or military.
When your population grows, you will need to produce more happiness or your workers will stop working.
Producing culture will earn you victory points.
Producing more military strength will protect you from raids or wars.
There are 3 versions:
- simple plays through Age I
- advanced plays through Age II, and introduces colonies, raids, unhappiness, and corruption
- complete plays through Age III, and introduces wars