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Synopsis spelregels Civilization
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(0) START remove two no encounter markers per player place 1 exploration marker (face down) on each land region each player: 20 gold + 2 settlers + 2 villages + 2 swordsmen start player: roll 2D6 place 1 settler + 1 village + 1 swordsman in land region (1st c.w.; 2nd c.c.w.) each player: 1 ancient technology (without PREQ; at random) flip markers at settlements --> remove minor civilisation, desert, plague Four era; new era after purchase of first technology of that era. Four phases per turn; all players per phase. At end of turn: check for new era; shift start player c.w. End of game: short: at purchase of medieval technology if 1D6 <= # all medieval technologies in play. medium: at purchase of industrial/gunpowder technology if 1D6 <= # all ind./g.p. technologies. long: 1) total conquest; 2) diplomatic vict.; 3) military vict.; 4) technological vict. (pg. 18) VPs: Settlements/size + Wonders o/t World x 2 + Seminal discoveries x 4 + Bonus (pg. 25) (1a) MOVEMENT move any settlers (2 MPs) and/or military units (1 MP) sea movement (1/2/2/3 MPs): ship must be adjacent to land; enter/exit ship = 1 MP; max. 3 units/ship air movement (3 MPs): end in region with own mil.unit or settlement or on carrier (max. 2 aircraft) stop: 1) if you look at exploration marker; 2) if battle battle: 1) if entering region containing mil.units and owner declares battle; 2) if you declare battle (1b) BATTLE other players may join either side (initial defender = player with most mil.units) no retreat; units on ships = just cargo each player: choose 1 unit (+ 1 aircraft) and roll appropriate # D6 loser: remove unit(s); city lost? --> city card to winner (2) TRADE (if within range: table pg. 22) 1 resource city card against 1 resource city card (return after Production phase) any settlers, military units, cities, gold, technologies or wonders (3) PRODUCTION calculate income (gold): 1. city production: see card (size + happiness / productivity improvement + wonder + terrain) --> change assignment of improvement and wonder cards to settlements; 1 to choose freely as happy 2. critical resources (roll 2 D6 on table pg. 23): +15 if appropriate resource city card 3. unique resources: +3 per resource city card type 4. monopolies: +20 if 3 resource city cards of same type; +40 if 4; +80 if 5 if income < 10: receive 10 return traded resource city cards to owners (4) PURCHASE (table pg. 24) 1. military units: appropriate technology must be available; pay partly to owner of techn.; max. # new units in [ships: adjacent to] region = settlement size; sell mil.units bank for 1/5th of original price 2. city improvements (of current era only): appropriate technology must be available; pay partly to owner of techn.; max. 1 kind of improvement allowed per player; optional: if improvement build for 1st time: declare 1 improvement of previous era obsolete --> all players return that improvement to discard pile 3. upgrade settlements: appropriate technology must be available 4. settlements: exchange settler for village; get resource city card --> happy if resource = wine or gems 5. settlers 6. technologies: PREQ must be in play (see flow chart); old technologies = half price; take effect immediately; enable purchase of improvements and military units to all players; seminal discovery = 4 VPs; 1st techn. of new era --> next turn starts in new era --> old Wonders o/t World lose effect |
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