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(Added tie-breaker quick reference)
m ('Power' and 'Ability' were used interchangeably, so all were changed to 'ability. Added clarification for what happens if you have multiple turn end abilities. Minor punctuation edits.)
 
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===Overview===
===Overview===


The game lasts 6 rounds where you will be building the greatest Civilization you can to earn the most points
The game lasts 6 rounds where you will be building the greatest Civilization you can to earn the most points.
 
 
===Turn 1===
===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
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.
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
Finally, activate any turn end abilities, if you have them. If you have more than 1 turn end ability, you may activate them in any order.
 
 
===Turn 2-6===
===Turn 2-6===


The second and third steps are the same as turn 1, with a difference to step 1
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.
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 take a new civilization, you can either choose for it to be active (Rise) or passive (Annex). If it is active, it covers your previous civilization (which then loses its active ability but retains its passive one). If it is passive, it tucks under your previous civilization (which retains both abilities), and the new one adds only its passive ability.


If you make it active, it also gives you workers equal to its worker stats.
If you make it active, it replaces your current worker supply with workers equal to its worker stats.


If you make it passive, it adds one worker to a maximum of 4.
If you make it passive, it adds one worker to your current worker supply (with a max of 4 workers).
 
'''Important: You can only have 3 civilization cards in total. If you already own 3 you can only pass this step!'''


'''Important: You can only have a maximum of 3 civilization cards. If you already own 3 you can only pass this step!'''
===Round End===
===Round End===


At end of a round, three things happen
At end of a round, three things happen:


Firstly, first player marker is shifted
Firstly, the first player marker is shifted clockwise.


Secondly, the action options will shift, gaining one and losing another
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
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


War: The player(s) with the least shields lose 1 worker.


Plague: Everyone loses 1 worker.
===Final Round===
===Final Round===


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===
===Tie-Breakers===


Most workers. Then Most coins. If still tied, share victory.
Most workers. Then Most coins. If still tied, share victory.

Latest revision as of 06:30, 21 September 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. If you have more than 1 turn end ability, you may activate them in any order.

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, it covers your previous civilization (which then loses its active ability but retains its passive one). If it is passive, it tucks under your previous civilization (which retains both abilities), and the new one adds only its passive ability.

If you make it active, it replaces your current worker supply with workers equal to its worker stats.

If you make it passive, it adds one worker to your current worker supply (with a max of 4 workers).

Important: You can only have 3 civilization cards in total. If you already own 3 you can only pass this step!

Round End

At end of a round, three things happen:

Firstly, the first player marker is shifted clockwise.

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.