Summary of rule changes between Civilization and Advanced Civilization

Determination of Winner Changes:

Total point value calculation (NOT highest AST position, as before), as follows:

    • Total face value of Civilization Cards, plus
    • Total value of trade cards (including sets), plus
    • Treasury (1 per token)
    • AST position (100 per space)
    • Cities (50 per city)

Card Setup Changes

  1. trade card stacks are shuffled (all cards, minus calamities)
  2. from each stack, put aside a number equal to number of players
  3. each of the 8 tradable calamity cards is shuffled into the remaining stacks (of the same numeric value)
  4. place each #2 stack on corresponding #3 stack.
  5. non-tradables are placed on the bottom of each stack
  6. place card stacks onto AST sheet in proper place

Sequence of Play Changes:

  • Steps 11 and 12 are reversed (Resolve calamities BEFORE acquisition of Civ. cards)
  • Acquisition of Civ. Cards is done in AST order (was reverse AST order before)

Ship construction: same, except:

  • Players who hold Military always build & maintain after players who do not.
  • Movement:
    Players who hold Military always move after those who do not.
  • Barbarians only move during the calamity phase in which they appear
  • Players who hold Roadbuilding can move tokens through one land area into a second during a movement turn. The land area through which the tokens are being moved may not contain units belonging to another player, barbarians, or a pirate city. Roadbuilding can't be used to board a ship.

Conflict: same, except:

  • When a pirate city is attacked by a player, the pirate city is replaced by 6 'pirate' tokens for the purpose of combat only. When combat is over, these tokens are removed.
  • Attackers holding engineering require only 6 tokens to attack a city, and in this case the defender replaces his city with 5 (versus 6).
  • If a city defender hold engineering, 8 tokens are required to attack the city, and replaces the city with 7 (versus 6)
  • If both a defender and attacker hold engineering, the previous two effects are cancelled.
  • Pillage : For each city is succesfully attacked, pillage occurs:
    • attacker draws random trade card from defender
    • attacker may transfer up to 1-3 of his own stock to treasury
    • No pillage occurs as a result of monotheism conversion, capturing by pirates, elimination by barbarians, or lost by any other reason than by attack by another player.

     

City construction: same, except:

  • Players who hold Architecture may use tokens from treasury to assist in building of ONE city per turn. At least half of the tokens used to construct the city must consist of on-board tokens. The remainder may come from the treasury.
  • Usage of architecture in this manner is not allowed in areas that contain tokens belonging to other players or barbarians.

Removal of surplus population: same, except:

  • When reducing unsupported cities, must first reduce newly-built cities first (i.e. cities built on this turn)
  • City support checked ONLY at: removal of surplus population step, and at the resolution of calamities step. (except slave revolt)

Buying Gold/Ivory:

purchased immediately after a player has been given his trade cards and BEFORE any other players collect their trade cards.

Trade: same, except:

  • Trades must be at least of size 3
  • Trades must state truthfully:
    • total number of cards in trade
    • identity of two of the cards in the trade
  • traded calamities can be re-traded to other players
  • traded calamities are only revealed at end of trading round.
  • non-traded tradable calamities affect the holder at the end of the trading round.
  • recommended time limit : 5 minutes
  • The Mining civilization card increases, by one card, the value of sets of Iron, Bronze, Silver, Gems, and gold. (maximum set size allowed is not changed, however, for any particular set).
  • May hold 8 cards at end of each turn (was 6 before)

Resolving Calamities: same, except:

  • if player holds more than two calamities, the two which affect the player are selected at random.
  • tradable calamities, once resolved, are shuffled in with trade cards being returned to a particular stack.
  • a shuffled set of trade cards goes to the bottom of its stack when being returned. non-tradable calamities being returned are then placed at the very bottom of the stack.

Click here to see the calamity differences