<<

ANCIENT ● 5 sets of 28 cubes in player colors COLONIES Board game for 2-5 players aged 10 and up Introduction The thrill of exploration, the drama of an ● 72 cards – 32 Arts (H), 12 History/Explor- unknown opportunity and a chance to develop ation (I), 14 Science (J), 13 Acts of a new civilization. (K), 1 of (L) Pilot your fleet of colonists to an unknown ● 5 Fleet tokens Mediterranean shore and establish colonies in ● 84 Talent round counters fortuitous locations. Land immediately or take ● 10 Strife/Act of Zeus rings time to find the ideal location. Benefit from ● 1 Start player token (I) proximity to others or stay more safely away. ● 1 Die Re-invest to grow your colonies or conquer Setting Up those of others. Create more colonies or thrive 1. Deal a Home Country safely behind strong walls. Pursue speedy tile to each player ran- growth or avoid disrupting the citizenry. domly. Give each their You can play the tyrannical Corinthians, the corresponding tokens belligerent Spartans, the Euboean explorers, or and a fleet. the thrifty Phocaeans, founders of ancient 2. Place 5 sea tiles face up Marseilles and famed as the best seafarers of all in a column, as at right. Map Setup the Greeks. Or you can even play the 3. Shuffle 2 shallows tiles Phoenicians, whose seafaring and trading and 3 random, non-shallows tiles and lay abilities are still legend to this day. them out face down in a column to the Components right of this. 4. Repeat with five more such tiles to form a ● 27 tiles – 9 Plains (A) with (G) or third column. Oracle, 5 Sea (B), 5 Shallows (C), 5 Home 5. Shuffle the rest of the tiles to form a fourth Countries (D), 2 Player Aides (double- face down column to the right of the third. sided) (E), 1 Mountains (F) 6. Assign the Start player token to a player per the instructions on the Home Country tiles. Starting with this player, in clockwise order each places a fleet in a vacant sea space with 2 of their tokens on it, one for ownership, the second a colony. Goal of the Game The game ends at the end of the first turn when either of the following occur: Note: the corner of one plains tile is the oracle ● At least one player has all of their tokens symbol. The first to create a colony on this site placed on map land tiles. receives the Sibyl of Cumae card. Should this ● All tiles have been revealed and each colony change hands, ownership of the card player has been start player the same changes with it. Should the colony be des- number of times. troyed, place the card aside until a new colony At that time each player counts their points. For is built on the site. all of the details see Victory Points Schedule b) Move fleet. (at end). The player with the most Points wins. The player can move the fleet up to 3 orthog- Playing the Game onally- or diagonally-connected water spaces. Or, if it makes no other moves, the fleet can Play according to the following sequence. move from anywhere to the player' Home When players take actions sequentially, the Country tile. If already at the Home Country, it player holding the Start Card always goes first can as its entire move (embarkations okay) be and play proceeds clockwise. picked up and moved to any face up sea or 1. Activities. (Each player performs (a)-(e), then shallows tile that can trace a water path to a sea the next player does them, etc.) tile (and then disembark contents if desired). a) Flip tile. An unlimited number of fleets can occupy the b) Move fleet. same space. There is no fleet combat. c) Move armies. d) Resolve Combat. At any time during its movement, a fleet can e) Convert armies to Colonies. embark once and disembark once. Place dis- 2. Mercantile. (simultaneous) embarked contents on a vacant tile intersection a) Army Maintenance. that forms any one of the four corners of its tile, b) All Colonies receive income. so long as the corner is, or is touching, a land 3. Investment. (in player order) tile (including diagonally). The top, rightmost a) Colonies invest. and bottom edges of the map are considered 4. Civilization. (in player order) adjacent to mountains tiles, which can accom- a) Acquire Achievement Cards. modate colonies. If a colony is disembarked 5. Time Passes. into an unoccupied area, this now becomes one a) Remove Strife rings. of the player's Settlements. You cannot disem- b) Pass the Start Player token to the next player bark a colony onto a colony. to the left. You can disembark armies onto a colony. If you Phases in detail: don't own the colony this might become a 1. Activities. (in player order) Combat. a) Flip tile. If a fleet is on a tile with friendly armies, the A player may, without checking its type first, player can embark up to two of these. flip a tile face up if it is adjacent, orthogonally A fleet on its Home Country can embark either or diagonally, to his fleet or one of his armies. a colony or two armies. When flipping, the player must continue through the flip without any rotation. No one Note: if you leave your Home Country carrying can rotate the tile subsequently. just one token you can decide upon arrival whether it represents a colony or an army. If armies enter another player's colony the Example 1 – Sailing a Fleet: Below, the fleet at colony owner can declare an intercept. If A could sail as far as D, or to J, where it could armies enter a tile center containing another's disembark a colony at any of 1-4. armies, those armies can intercept them there. Intercepted armies must stop moving this turn. Alliances. Players can permit other player armies to pass through or be housed in their colonies. They can revoke permission only on their own turns. In this case such armies are ejected to an adjacent tile center or friendly, adjacent fleet having capacity. If such armies have no place to go, they return to the Home Country. Housed armies count in defense if armies attack the colony. Draw any losses randomly. If a player initiates combat against a player housing one or more of their armies, the defen- der can revoke permission immediately. The active player must attack such colonies or c) Move Armies. depart. Note that the defender in such attacks An army can make 3 moves per turn. The first still receives the wall bonus, if any. move of an Army at a colony is to the center of d) Resolve Combat. a touching land tile. Combat occurs in the following situations: Armies at the center of a tile move either to the ● Armies are in another's colony and wish to center of an adjacent land tile (it can be diago- attack. nally adjacent) or to a colony at any one of the ● Armies end movement with another tile corners. player's armies and wish to attack. Armies moving by land can never enter the To resolve Combat each player adds up his center of a mountains or water tile or travel off features (see the Combat Table at end) and the map edge. adds the roll of 1 die. Compare the Attacker's total to the Defender's and resolve according to Up to 2 Armies which start the turn in a the case that applies. friendly colony can embark onto a friendly fleet in a water tile which is adjacent (orthogonally Army Capacity. Each level of colony can only or diagonally) to the colony. house a number of armies equal to its Capacity (see box back). If there are more armies in a Example 2 – Moving an Army: Using the same colony than permitted, or if armies end the illustration, an army at 2 could reach the center phase in an unfriendly colony, they are instead of tile F. Its first move would be to the center of moved to the center of the tile from which they tile H, its second to the center of G and its third entered the colony. (Armies which entered a and last to the center of F. colony from a fleet can, as a special exception, retire to an adjoining tile center.) If there is no if it is possible to trace a path of connected adjacent land tile center available, place them water tiles between them. If this is not possible, in the Home Country instead. the colonies are reachable by land, except that Acropolis. A colony located on at least one an adjacent colony which is only adjacent by acropolis receives a +1 defensive bonus, after diagonally tracing across mountains does not doubling. (A player can not reveal tiles out of qualify as a neighbor. If there is the possibility turn just to see if an acropolis is present.) that a colony is reachable by water, but is e) Convert armies to colonies. otherwise not so because of unknown tiles, the If a player has a pair of armies at a vacant tile colony is considered only reachable by land. intersection, he convert them to a Settlement. Taxation. (Simply move one of the armies to the Home Players can attempt to extract tax income. Tax Country and leave the other to represent the colonies in any order. Announce the type of colony). Henceforth, the new settlement is no taxation to exact for a colony just before rolling longer an army, but a normal colony in every any dice. Players can only apply one tax policy way, which will collect income in the ensuing per colony per turn. phase, can make purchases, etc. 1. If the player chooses Wise Administration, 2. Mercantile. (simultaneous, but in player the colony collects 1 Talent automatically. order if any player demands it) 2. With Heavy Taxation, roll a die and receive a) Army Maintenance. income equal to the result halved.* But on a Each player pays 1 Talent per Army it cur- 6, due to unrest caused by the overzealous rently has on the board. Payment can come activities of the ruler's tax farmers, the from any of the player's colonies, and more colony receives no taxes (other income is as than one. Any Army not maintained is placed normal), and this colony can not invest or on the Home Country. buy cards this turn. Place a Strife ring to b) All Colonies receive income. indicate it. Place each colony's income as coins on it where 3. With Radical Taxation, roll and sum two the four tile corners join. Players should agree dice; the colony receives income equal to the on face up or face down. Colonies collect sum halved.* But should the roll total 10 or income based on higher the colony receives no taxes (other ● size (see Income Calculation at end) income is as normal), and can not invest or ● trade, i.e. neighbor colonies, friendly or buy cards this turn. Place a Strife ring to otherwise indicate this. ● taxation Rolling a 10 or higher also means the colony loses the first available item in this list: A neighboring colony is just one intersection a. an army at the colony (drawn at random) away from the colony, either along a tile edge, b. its walls or diagonally across a face up tile, even by c. either a colony level or a card other than water. (Example below.) A colony can thus have the Sibyl (If a Settlement goes out of up to eight neighbors. existence, any of its funds are also lost. If The amount of income earned depends on the colony now has more armies than its whether the neighboring colony is reachable by Capacity, the excess move to any legal, water. A pair of colonies are reachable by water adjacent tile center.) 3 for a total of 10 to 12 talents on that turn. (*)If due to an odd number of inland colonies 3. Investment. (in player order) or odd die roll you generate any half Talents of a) Colonies Invest. (cf. Investments Table) income save the halves and add them all up, Each colony pays its own expenses and can not then discard any leftover half. borrow or receive funds from other colonies. Example 4 – Certain items require that the colony have a Neighbors: Imagine a minimum level as detailed in the Notes section colony at each of the of the Costs chart. It is not required that this numbered intersec- state exist at turn start tions. The colony at 8 Example 6 – Upgrades: A Village begins a turn would neighbor the with 17 Talents. It spends 12 to upgrade to a colonies in the circled Town and then on the same turn creates an numbers. Normally 5 army (cost 5) since creation of an army only would not count as a requires that the colony be a Town at the time neighbor because the of investment. connection goes diag- New Settlements onally over mountains, An existing town or city can establish another but the fact that both colony if an eligible location is available. The colonies are on a con- prerequisites are nected coast supersedes ● The new location must be vacant. the mountains rule. ● The location must be adjacent, either For coastal taxation orthogonally or diagonally, to the existing purposes (see certain colony's location. Intervening water or cards), colonies 5, 7, 9 Neighbors mountains do not inhibit eligibility. and 10 reach 8 by sea and are therefore coastal, but colony 6 is only A new colony always begins at the Settlement reachable by land (at least so far). A colony at 7 level. Place a token from the Home Country at could not benefit from trade with 6 at all. the new location to represent it. A second token on another corner of the intersection makes the Example 5 – Taxation: colony a Village. Indicate a Town by placing a Continuing with the same board, suppose the token on a third corner. Finally, denote a City Phoenician player has a walled City level by placing a token on all four corners of the colony at 3 that has 5 neighboring colonies at intersection. locations 1, 5, 2, 4 and 6 (two by sea, three by land). Calculate the City's income as follows: Denote walls for a Village, Town or City by ● 4 (base rate for being a City) placing two tokens where before you had one. ● 4 (four sea neighbors @ 1 each) A Village, Town or City must be completely ● 0.5 (one land neighbor at 0.5 each) walled or not have any walls at all – partial ● 1 (for being the Phoenicians) walls are not permitted. ● 0.5-3 (Heavy Taxation: die roll halved) When armies are at a colony, group them all on The City would earn 4 + 4 + 0.5 + 1 = 9.5 plus the same tile so that their type is clear. the result of the tax die roll ranging from 0.5 to Upgrading a Walled Colony. If a colony pos- sesses Walls, then any upgrade of the colony's the player chooses one of the cards to auction off, or status must also include an upgrade of the col- clears them. Acts of Zeus get special handling. ony's walls. If the colony owner cannot or will Beginning with the start player each player has not upgrade the walls, the colony can be upgra- one opportunity to auction an Achievement ded only if the walls are first removed (there is card using the following procedure. no cost to remove). A) If no cards are showing at the start of the Example 7: A Village purchases Walls, paying player's opportunity: 6. Next turn, the Village wishes to upgrade to a ● If the top deck card is an Act of Zeus, the Town. It pays 18 to upgrade the Walls. Alter- player reveals and resolves it immedi- natively, it could have removed the Walls and ately as described in the card's Unowned paid only 12. and Effects sections and then removes it Placing Armies. In addition to colony compo- from play. Return to (A). nents, a token can represent an army. A colony ● Otherwise, if the card is of another type, at Town level or above can create one army per place it face up on the table. Proceed to turn. A colony can only contain a number of (B). armies equal to its Capacity (see back of the B) When there are face up cards showing from box). the previous player or turn at the start of the player's opportunity: Place newly-built armies in one of the quad- ● If the card atop the deck is an Act of rants of the colony, where the player already Zeus, the player must now either Pass, has tokens, up to the colony's Capacity. Place Start an Auction or Clear the Cards (see any armies in excess of Capacity in the center below). of one of any non-mountains land tile of the ● If the top card is of a different type (the colony. three types being Arts, History/Explora- Token Limit. The number of tokens available to tion and Science) than the cards already each player for all purposes is strictly limited. showing, reveal it and return to (B). You can never dismantle them, but can cease ● If the top card is of the same type as one maintain armies. If a player no longer wishes to of the cards already showing the player use their fleet, he can claim its token for chooses one of the following options: another use. The fleet remains where it is when Pass, Start an Auction or Clear the the token is removed. A fleet on the Home Cards. Country tile can be reclaimed by placing a Pass: token on it should one become available. If a player does not wish to Start an Auction or 4. Civilization. (in player order) Clear the Cards, he simply announces that he is This phase does not occur until the first turn passing and the Achievement Cards phase in which any colony reaches Town level. At moves to the next player. this time shuffle the cards thoroughly (except Start an Auction: for the Sibyl) to form a deck. The current player names one of the face up a) Acquire Achievement Cards. cards. He must have at least the card's mini- Overview: Each player reveals cards so long as each mum bid amount – the number in red at the is of a new type. When that is no longer possible, top left corner – in Talents in at least one of his colonies. card. After resolution remove it from play. Starting with the player to the current player's Note: Some Act of Zeus cards require left and continuing in clockwise order, each determining the most Piety. This is the player player either makes just one bid to exceed the who owns the most cards that previous bid or passes. The first bid must equal display the Gods symbol. The or exceed this number of Talents. The winning Phocaean player wins any Piety tie Gods bidder pays the final amount bid, all of the he is in. If the Phocaean is not in the funds coming from a single colony, and places tie, select the tied player who acted earliest in the card face up in front of him, accruing to his the round. benefit for the remainder of the game. 5. Time Passes. If no one has bid by the time of the current ● Remove Strife rings. player's bid, he pays the minimum bid from a ● Pass the Start token to the next player to the colony and takes the card. left, who then starts the next turn. If the card at the top of the deck is an Act of Optional Rules Zeus, the purchaser also takes this card. Tournament Rules In a tournament setting, some players might Card Effects feel that some sides and turn positions are Some cards state "-1 to tax roll in a colony each more valuable than others. In this case, employ turn". This means that before making a tax roll the following rules: in a colony, the player can assign the card to 1. Turn face up the 5 tiles that border sea this colony for this turn, giving the right to spaces. subtract 1 from the result prior to applying the 2. Instead of assigning the Home Country tiles results. The card permits the player to do this randomly, shuffle them and turn up a single in only one colony per turn. This effect is card. cumulative with the Corinthian special ability 3. Players bid victory points in an auction to and other cards, except that no more than one take the tile. The winner of the tile deducts COIN ART card can apply to a single colony. the amount bid from his victory point total (Hint: turn over each card as used to as not to at the end of the game. After this, turn up accidentally use more than once. Then turn all the next tile and auction it among remai- face up at the end of the phase.) ning players who lack tiles. Continue this Clear the Cards process until no unturned tiles remain. Put The player picks up all of the face up cards any tiles for which there is no bid aside and places them face down at the bottom of the until all tiles have had a chance at an auc- deck. It is now the opportunity of the next tion. At this point shuffle the set aside tiles player to start an auction. and assign one to each player lacking one at Act of Zeus Cards (i.e. disasters) random. A player who receives an Act of Zeus card in No Long Distance Settlement auction can play it, either immediately, or if The ability to create non-adjacent daughter col- not, at any time during any of his own onies was created for players who found them- Activities phases. Play an owned Act of Zeus selves overly frustrated by tile layout situations card according to the "Player" section of the that created expansion dead ends (especially in landlocked maps). Players can drop this rule, some of their names – (), Syr- i.e. eliminate the phase "Convert armies to acuse – are still familiar today. Colonies", if they prefer a more positional game. In particular, players will more often have the dilemma of whether to load a colony or armies when departing their home country. Background “They went forth, urged by love of adventure, by the passion for discovery, by the desire for a freer life in new countries. Wherever they went, they carried with them the traditions, the habits, the ideals of their Mother Country. Wherever they settled they planted a new homeland. And, though mountains and the waste of seas divided them, they never lost that golden thread of the spirit which drew their thoughts back to the land of their birth.” – Stanley Baldwin Colonists could be chosen by lot, for example This was written of British colonization, but the one son from every house having more than words could as readily refer to the ancient one. Just as with the Olympics, sacred fire was Greeks who left their cities on the Aegean to taken from the city hearth and used to kindle found new cities (poleis), farm new lands and the public hearth of the new city. They also tend livestock in and along the coasts of maintained worship of the domestic gods and southern . As with the Phoenician colony sent annual gifts back to the mother city for of and the British colonies in America, festivals. these efforts introduced a new vigor that resul- Each colony was founded by a specific mother- ted in great wealth and power, prized art and city, but while bonds between and architecture, and some of the most famous colony remained close, the colonies were minds of history – , and almost always self-governing. Although rela- included. In the 8th and 7th centuries tions between the city and were almost BCE so many landed in these areas that the always characterized by mutual affection, a Romans termed it Magna Graecia ("Great dispute between Corinth and its colony Cor- Greece"). They went for demographic reasons – cyra (), was one of the triggers of the Pel- famine, over- crowding – to escape internecine oponnesian War. Colonies often later created battles, to find new commercial outlets and their own colonies, but usually only in consul- ports or in some cases because they had been tation with the mother city, from whom they expelled from their homeland, whether via often requested an expedition leader for the or other causes. purpose. More than thirty city-states had multiple col- But Greeks were not the only people creating onies around the Mediterranean world. They colonies around the Mediterranean. The Phoe- brought all the advances of Greek civilization. nicians, the major trading power of the era, Many of them became rich and powerful, and established colonies as far west as Gadir rhenian Seas, and to Spain. Herodotus relates (Cádiz, Spain). The most successful of their that they so impressed the king of Tartessus in colonies was founded by Tyre and called Kart- Spain, that he invited them to settle there. Hadasht (Carthage). Carthage later founded When they declined, he gave them a great sum their own colonies as well, including locations of money to build a wall around their city. Pho- in Sicily that came into conflict with their Greek caea founded Massalia (Marseille), Emporion neighbors. and Rhoda in Spain, Alalia in Corsica and Elea Corinth's colonies: in Italy. Corinth founded several colonies on the wes- 's colonies tern Greek coast, but its greatest one was on While Greeks colonized most of the eastern Sicily – the most powerful of them all: Syra- part of Sicily – probably because it was closer to cuse. This polis was so powerful that it rivaled the motherland – it made sense for Phoenicians and and eventually managed to to found colonies on the western end, which attract the famous, disastrous Athenian inva- served as useful ports for the trip to the Italian sion during the Peloponnesian War. Syracuse in peninsula, and to , Corsica (both of turn created colonies at Adria, , Akrillai, which they owned) and beyond. These inclu- Ancona, , , Issa, Kamarina, ded Emery, , Lilybaion, Mazar, Ziz , Pharos and . The ancient Greeks () and , several of which spelled Corinth (Korinthos) with a "K"– hence Greeks later conquered. That the location was the letter they placed on their shields. vital to the Phoenicians is proven by the fact 's colonies: that after each takeover, they founded a new Euboea, near Athens, was/is the second-largest colony in the area, generally retreating further Greek island, after . A narrow strait sepa- and further west. True to their trading nature, rates it from in mainland Greece. Their the Phoenicians tended to found lightly-settled colonies included , , Cumae (in colonies right on the coast, or even on a nearby an area of volcanic vapors where a prophetic island, which were more trading centers than Sibyl was consulted by all Greeks), , agricultural endeavors. Of course colonies like Leontini, , (the Sicilian one), Carthage and Gadir were major exceptions. In Palmi, and . Cumae the Phoenician alphabet the letter "P" that in turn created the colonies Messina, Naples, begins their name resembles a "7". Palmi, , and Reggio Calabria. Sparta's colonies Naxos created Katane and helped create Sparta founded Taras (, at the instep of Leontini and Taormina. the Italian boot) in 706 BCE, after a peculiar ser- Phocaea's colonies: ies of events. During the Messenian Wars Phocaea was an Ionian Greek city on the wes- (revolts of Sparta's helots), to generate more tern coast of Anatolia, itself founded by people soldiers Sparta permitted out-of-wedlock from Phocis in central Greece under Athenian unions between unmarried Spartan women leadership. According to Herodotus, the Father and free non-citizens. However, the city fathers of History, the Phocaeans were the first Greeks later had a change of heart and decided all sons to make long sea voyages. They were the first of such unions had to leave Greece forever. to venture to the coasts of the Adriatic and Tyr- Sparta tended to rely on conquest and domina- tion rather than colonization. Taras became a that really inspires you. commercial power and a sovereign city of Mag- Of course the map does not show an actual na Graecia, ruling over the Greek colonies in coastline, but this variable, modular approach southern Italy. In the Sabine country of the Ital- makes every match something new to figure ian mainland Spartans who thought the laws of out. More importantly, only in this way can the Lycurgus too severe founded Foronia. Spartan players experience in some way something akin shields sported a lambda for Lacedaemonia, to what the real settlers had in those days the region by which they were usually known. before satellite maps. Lacedaemonians also founded on the You might object to part of the way that the Act Italian toe. of Zeus cards work, i.e. that you can buy them. Design Notes Besides providing some balancing effect, this The original flash of inspiration for the game represents making sacrifices and propitiating came from Colin McEvedy's The Penguin Atlas the gods as most people of that time believed of Ancient History. It proposes a novel theory was vital – even a hardened, objective writer of the significance of location and redundant like discusses it extensively. You coast line in creation of vibrant ecospheres in could easily devise a variant to remove this Mediterranean colonization. I don't know if Mr. aspect, but I encourage you to try at least once McEvedy enjoyed board games, but have a look to see life as the ancients did. at his diagram below and see if it doesn't make you start thinking Bibliography of one. This was ● The Greeks in the West by A.G. Woodhead just a starting idea covers the historical outline and achievements. of course. From ● Aspects of Greek History 750-323 BC: A there I figured out Source-Based Approach by Terry Buckley who the players ● A to 322 B.C. by Nicholas would be, how G. Hammond they could dis- ● The Penguin Atlas of Ancient History by cover and develop Colin McEvedy their colonies, ● The Greeks Overseas: The Early Colonies interfere with one and Trade by John Boardman for the player another – it was at order, taken from the historical order in which that point that the the various peoples undertook colonizations. combat system ● The Greek World: Art and Civilization in debuted – and, finally, achieve victory . To Magna Graecia and Sicily by Giovanni Pugliese increase player desire to try the game again Carratelli (Editor) and again, I added variable powers and ● From Sumer to : The Military achievement cards –only a subset of which Capabilities of Ancient Armies by Richard A. appear each match – that could change unpre- Gabriel and Karen S. Metz for the various dictably the conditions of play even as it pro- military advances during the period. ceeded. So if you like this one and you're look- Player Notes ing for game design ideas, try reading obscure Players might be strongly tempted to found historical books. You might just find something their first colony on the near edge – and return Colony Upgrade Costs the fleet as soon as possible – but such a colony (Bracketed price applies if colony has walls) can have at most five neighbors whereas a col- Settlement ➪ 6 ➪ ony that is one degree into the interior can ben- Village ➪ 12 [19] ➪ efit from up to eight neighbors. As for the Town ➪ 24 [37] ➪ player advantages, while those of the Spartans City may be obvious, note the implications of the In other words, the cost to upgrade from others. The Corinthians should try to make Settlement to Village is 6, from Village to Town liberal use of the more advanced tax policies. 12, or 19 if the Village has walls. Etc. The Euboeans are more free to build walls and may be able to avoid creating as many armies. Colony Information Summary The Phoenicians benefit from founding many Settlement Village Town City smaller colonies rather than just a few large Size 1 2 3 4 ones. The advantage of the Phocaeans may be a Income 1 2 3 4 bit trickier than others, but should make it Wall Cost N/A 5 10 20 possible for this player to pick out the best Capacity 1 2 3 4 settlement sites. Strength 2 4 6 8 Victory may not require combat, but it is a VP 1 2 4 8 VP if walls N/A 3 6 12 factor every player must take into account. Players who engage in nothing but war will probably find victory elusive; rather those who Victory Points Schedule know how to spot and exploit particular Item Victory Points opportunities may find success. Settlement 1 – Rick Heli, 2017 Village 2 Game Credits Walled Village 3 Thanks very much for all the help of the play- Town 4 testers, especially the many suggestions of Walled Town 6 Garry Haggerty. Others who helped include (in City 8 alphabetical order): Philip Apps, Jack Barnette, Eric Chang, Jeff DiCorpo, Matt Leacock, Philip Walled City 12 Vogt, Bernard Yeh. Special thanks to Kurt Heli Cards - add number in green [varies] for his excellent advice. For more about this Break end of game ties in the following order: and other games, visit upandawaygames.com 1. most City level colonies 2. most points from cards 3. most total Talents 4. most armies on the board 5. the tied side earlier on this list: (1) Corinthians (2) Phocaeans (3) Spartans (4) Phoenicians Found in southern Italy Income Calculation Investments Source Amt Notes Item Cost

Per colony level 1 For example, City Upgrade Settlement 6 (level 4) earns 4. Upgrade Village 12 Per Sea neighbor 1 Reachable by sea Upgrade Walled Village 18 from the current colony. Upgrade Town 24 Per Land neighbor 0.5 But zero if Upgrade Walled Town 37 diagonally across Walls for Village 5 mountains. Walls for Town 10 Carthage bonus 1 Every Walls for City 20 Carthaginian colony New Adjacent Settlement* 6 Tax Policies Amt Notes Army (max 1/colony/turn) 5 1. Wise 1 (no possibility for *Available to towns and cities only. Administration negative result) 2. Heavy 1 die 6=Unrest: no tax, Combat Taxation / 2 cards or invest- ● Army combat strength is 2. ments ● Colony strength is 2 per number of 3. Radical 2 dice 10+=Strife: no tokens, i.e. walls double its strength. Taxation / 2 tax, cards or ● Acropolis gives +1 to defending investments. Lose colony's value, after doubling. one of: colony ● Spartan +3 when his armies present. level, walls army ● Attacker and Defender each add 1 die roll. or card. Corinth may re-roll dice and subtract 1. Result Effect Army Maintenance cost is 1 Talent per army Attacker ≥ Effects on Defender: 2x Defender 1. Remove walls, all armies and on the board, including on ships. 8 talents. 2. Colony converts to attacker's Achievement Card Acquisition color (and claims remainder of A) No cards showing at start: the money) ● If top card Act of Zeus resolve as Unowned. Attacker > Defender removes one of his Return to (A). Defender, armies or 1 colony level or ● If top card another type, reveal. Go to (B). but < 2x colony's walls. Defender Defender removes 5 talents. B) Cards showing at start: If colony now only a settlement, ● If top card Act of Zeus, Pass, Start an converts to attacker's color Auction or Clear the Cards. Tied Attacker retreats to adjacent ● If the top card a new type reveal. Go to (B). tile center or ship. ● If the top card same type as an existing, Pass, Start an Auction or Clear the Cards. Defender > Attacker loses one 1 army. Auction is once around starting to left of Attacker, Rest retreat to adjacent tile current player. but < 2x center or ship or eliminated. Attacker Winning an auction also gains top card if an Act Defender ≥ All attacking armies eliminated. of Zeus. Save or use immediately. 2x Attacker