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At the end of the 6th round, you also activate any end game bonuses you may have collected | At the end of the 6th round, you also activate any end game bonuses you may have collected | ||
===Tie-Breakers=== | |||
Most workers. Then Most coins. If still tied, share victory. |
Revision as of 05:02, 5 February 2023
Overview
The game lasts 6 rounds where you will be building the greatest Civilization you can to earn the most points
Turn 1
First pick a civilization which has both an active (yellow) and passive (grey) ability along with the number of meeples it earns you on the side, any not picked gain 1 coin
Secondly, you can take actions or rest. If you Rest, you gain 2 coins and 1 worker, but may only have a max of 4 workers in your supply. If you take actions, you pick the spaces you wish to go to, which generally come in 4 types: white space which only requires a number of workers, white space which requires workers and money, red space which will require a worker sacrifice, red space which require a sacrifice and money. White spaces give you your workers back at the end, red spaces do not.
Finally, activate any turn end abilities, if you have them
Turn 2-6
The second and third steps are the same as turn 1, with a difference to step 1
You can either take a new civilization or not.
If you take a new civilization, you can either choose for it to be active (Rise) or passive (Annex). If it is active, your previous civilization loses its active ability but retains its passive one. If it is passive, your previous civilization retains everything, and the new one adds only its passive power.
If you make it active, it also gives you workers equal to its worker stats.
If you make it passive, it adds one worker to a maximum of 4.
Important: You can only have a maximum of 3 civilization cards. If you already own 3 you can only pass this step!
Round End
At end of a round, three things happen
Firstly, first player marker is shifted
Secondly, the action options will shift, gaining one and losing another
Thirdly, check the new card for top left symbols: If no symbol, nothing happens, if sword then a war will happen, if meeple then a plague will happen
War: The player(s) with the least shields lose 1 worker
Plague: Everyone loses 1 worker
Final Round
At the end of the 6th round, you also activate any end game bonuses you may have collected
Tie-Breakers
Most workers. Then Most coins. If still tied, share victory.