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