2 Preface

CIVlLlZA110N is an outstanding game, ADVANCED CNlLlZA1TON" (p.17), which sets which has been played by many who could not out the differences between CIVlLIZA110N and be considered by any stretch of the imagination ADVANCED CIVlLIZA110N. Readers who arc to be ~wargamers". Articles suggesting rule unfamiliar with either game will still find Gar) changes for CIVlL1ZA110N have occasionally Rapanos' article interesting for historical reas­ been published, and house rules abound, but no ons, but CIVILlZAllON players will fUld ill systemic revision of CJVJUZAI10N has been invaluable in helping them know what to remem­ attempted. Until now. ber and what to forget. WEST T¥IO articles which should be of genenJ "Advanced" CIVILIZATION interest are -The Wrath of the Gods· (p.26) and -Civilization Cards" (p.31), which discuss EXTENSION The term ~advanced- is likely Il misnomer. "Enhanced" might have been more accurate, but several essential aspects of the game. The ADVANCED CNTUZAI10N follows a tradition insights in these articles are definitely not which is already established at . exhaustive, but provide food for thought. MAP A somewbat different approach to the game is When a product is based on an existing game, found in -Through the Labyrinth - (p .20) and • A but goes beyond it, it is appropriate to use the For some time players of the popular Study in Contrasts- (p.28), which discuss the term "advanced-, as in ADVANCED SQUAD CIV1LfZATIONhave been looking for ways LEADER or ADVANCED TlURD RETCH. This pili)' of Crete, Egypt and Africa. ADVANCED to impro'Ve this already~classic game. Back CIVILIZATION is not susceptible to exact does not necessarily imply that the -advanced­ in 1982, the "Expansion Trade Cards" were analysis, but these articles contain many useful version is more complex or difficult to play, introduced-and were an immediate hit. Now although it might be, but rather that it represents ideas, and offer examples of the applications of comes a new map, extending the world of general principles familiar to many players. what the designers see as the next step in the CWJlIZA710N to the Straits of Hercules and -The Wisdom of the Ages?- (p.39) is an development of the original game concept. adding all Gaul, southern England . and attempt to gather some of these principles ADVANCED CNlLlZATTON is almost cer­ western North Africa. Printed on heavy, together for the benefit of the reader. They look tainly no more difficult to play than the original glossy stock. the West Extension Map may great on paper, but I suspect that once the exc ite,.. game. The addition of civilization, commodity be added to any standard or ADVANCED ment ofa game takes over, I would be lucky if I and calamity cards does not make the game CIVlllZATION game to produce a greatly paid attention to more than half of them. harder to understand. ADVANCED ClVILIZA~ improved four-pl2yer scenario and a chal­ -The Road to Civilization~ (p.23) discusses TION is really just CIVIliZATION, only more lenging five-, six- or seven-player version. the A.S.T. , which is no longer determinative in so. Some may fecI that a change such as allow­ Iberia now starts from any of the three areas ing the purchase of more than 11 civilization ADVANCED CNlLlZATTON, but is still on the western edge of the peninsula (replac­ important. The requirements of the A.S. T. have cards hurts the game, by eliminating a key ing Italy as a player-race); African openings element of the classic game. Those who reach all sorts of effects on other areas of the game. are also expanded. Both make use of a such conclusions should continue to play CIVlLI­ Another crucial aspect of the game is ana· revised AST Table printed directly upon the ZAllON. which will still be published and sold lyzed in -Diplomacy- (p.38), which may cause new map section. Other than these intriguing by Avalon Hill. the reader to look at this familiar subject from a changes. all standard rules remain in force. different perspective. Experienced players, perhaps suffering A complete package ·Season to Taste" (p.46) offers experienced ennui after yet another thraShing as Africa, players some optional rules. Certainly it is best will fmd their games considerably livelier as ADVANCED CIVILIZATION is presented in a to become familiar with the standard new approaches are debated. Novice players. somewhat unique form . It was decided to offer ADVANCED CNlLIZAT10N rules before with more room for expansion of their peoples. the public both the rules and a Gamer's Guide, experimenting with the intriguing suggestions all an relied will find tile pt:llalli~ for mh:takes less in one package. Sueh approach found in that article. daunting. Whether with four or seven. the heavily on the designers and play testers, and FuU-fledged variants are contained in extended-map version of CIVILIZATION is only time will tell if it is well-received. It is -Imperial Civilizations- (42) and ~Civilization sure to be seen at morc than a few Saturday­ hoped that the articles included in this publica­ and Trade" (p.44), and it will bc interesting to night gaming sessions. tion will ease the transition from CIVILIZAT10N see if these ideas achieve popularity. A variant to ADVANCED CNlLlZATTON, as well as on a somewhat smaller scale is contained in The West Extension Map is now avail­ giving players insights into how the new game "Atlantis" (PAl). able for $8.00 from The Avalon HiU Game works. Much of the expertise gained from Company (4517 Harford Road, Baltimore, playing CIVTLfZATION will still apply, but Conclusion MD 21214). Please add $3.00 shipping and much will not, and players who do not develop handling for domestic orders; $6.00 for If I were to find fault with the Gamer's strategies which suit the new game will quickly Guide, it would be that too much of it reflects Canadian; $9.00 for overseas. Maryland find themselves in trouble. residents please add 5% state sales tax. For easy my own views of ADVANCED CIVJUZATION, credit card ordering. can 1-800-999·3222. although the final product represents a consider­ Rules able effort from a large number of contributors, To some extent, the organization of the rules to whom I express my appreciation. follO'NS those in the original game. A number of To a lesser extent, I suppose, the same can be MIl improvements have been made, especially in said aboutthe rules themselves, but again it must numbering, and players should be able to quick­ be emphasized that many CIVILIZA110N players

IUlc. .... £ .. o. ly find applicable rules during play. An index contributed important and innovative ideas STRATEC.Y was not thought to be necessary. which appear in this publication. All those who participated in the development of ADVANCED The Avalon Hill Gamer's Guide CIVILTZAT10N and the production of the The Gamer's Guide consists of a number of Gamer's Guide hope that both will provide Game Company garners with many hours of challenge and Division of Monarch Avalon, Inc. articles on a variety of topics. The "Designer's Notes" (p.16) may interest some, but all CIVILI­ enjoyment. ZATION players should read -Learni ng Bruce Harper 3 ADVANCED CIVILIZATION Table of Contents

31. ACQUISITION OF CIVILIZATION CARDS ...... 13 Preface ...... 2 32. CIVILIZATION CARD ATTRIBUTES ...... 13 Table of Contents •..•...•••••..•••••••.• 3 33 . MOVEMENT OF MARKERS ON THE A.S.T...... 15 Design Credits ••••••...••.•.....••..•.• 3 VI. WINNING THE GAME 34. THE END OF THE GAME...... • • • • • . • ...... 15 35. VICTORY DETERMINATION ...•• .• •••••••... 15

RULES GAl\1ER'S GUIDE I. OVERVIEW 1. INTRODUCTION ...... 4 DESIGNER'S NOTES •..••.•••••••.••..•. 16 2. DESCRIPTION OF PLAY ...... 4 Is CNlLlZATlON Advancing? By Bruce Harper II. GAME COMPONENTS LEARNING ADVANCED CIVILIZATION .•..•.• 17 3. COMPONENTS ...... 4 A Guide for ClVlLlZATlONPlayers By Gary Rapanos 4. THE MAPBOARD ...... 5 5. PLAYING PIECES ...... 5 THROUGH THE LABYRINTH •.•••..•..•••• 20 6. CIVILIZATION CARDS ...... •...• .... 5 Playing Crete in ADVANCED CIVlLlZA.110N By Eric Hunter 7. TRADE CARDS ...... 5 8. COMMODITY CARDS ...... 5 THE ROAD TO CIVILIZATION ••••••••.••.. 23 9 . . CALAMITY CARDS ...... 6 The A.S.T. in ADVANCED CIVIUZAI10N . By Michael Roos 10. ARCHAEOLOGICAL SUCCESSION CARD ...... 6 11. PLAYER MATS ...... 6 CONFERENCE MAP ••...•••..••..•..•.•. 24 12. PLACE CARDS ...... 6 13 . CALAMITY EFFECTS SUMMARY ...... 6 THE WRATH OF THE GODS .•••••••••••.•• 26 14. CIVILIZATION CARD CREDIT AND GAME RECORD Calamities in ADVANCED CIVILIZATION By Jennifer Schlickbernd SHEET ...... 6 A STUDY IN CONTRASTS ••.•.••..•..•..•• 28 ill. GETTING STARTED Egypt and Africa in ADVANCED CIVILIZATION By Lauren Banerd 15. SETTING UP THE GAME ...... 6 16. THE NUMBER OF PLAYERS ...... 7 CIVILIZATION CARDS •••••••.••••...•... 31 The Options in ADVANCED CIVILIZATION By Bruce Harper IV. TURN BY TURN PROCEDURE DIPLOMACY •.••...•.••••.•••••.•.•... 38 17. THE GAME TURN ...... 7 A Civilized Approach By Lauren Banerd 18. SEQUENCE OF PLAY ...... 7 THE WISDOM OF THE AGES? •.•••••.••• .. 39 V. THE PHASES Advancing your Civilization By Lauren Banerd and others 19. TAXATION ...... 8 20. POPULATION EXPANSION ...... 8 ATLANTIS •.•.••. •..••• .••..•••••.••. 41 21. CENSUS ...... 8 The Lost Civilization By Bruce Harper 22. SHIP CONSTRUCTION ...... 8 23. MOVEMENT ...... • ••. .... 8 IMPERIAL CIVILIZATIONS .•..•...... •.•. 42 24. CONFLICT ...... 9 An ADVANCED CNlLlZAI10NVariant By Bruce Harper 25. CITY CONSTRUCTION ...... 9 26. REMOVAL OF SURPLUS POPULATION ...••• •. ... 9 CIVILIZATION AND TRADE .••••••.....•.. 44 27. ACQUISITION OF TRADE CARDS ...... 10 An ADVANCED ClVlLlZAI10NVariant By Peter Robbins 28. TRADE...... •••• ... 10 29. RESOLUTION OF CALAMITIES...... 10 SEASON TO TASTE . . • . . • • • • • • • • . • . . • • . . 46 30. CALAMITIES...... 11 Optional Rules fo r ADVANCED CIVILIZA110N By Bruce Harper

Credits

PrQject Director: Bruce Harper Playtesters: Dave Barnes, Roger Braafbart, Dan Corrin, Steve Cuyler, Design Team: Lauren Banerd, Bruce Harper, Jim Eliason. Jeff Bill Davidson. Richard Edwards. Jim Eliason, Jeff Groteboer, Paul Groteboer. Eric Hunter. Steven Padgett, Gary Rapanos. Micbael Roos. Harper, Elizabeth Harris, Rob Hichman, Eric Hunter, Gwen Johnson, Jennifer Schlickbernd, Jeff Suchard Chris McGee, Mike McGee, Kevin O'Donnell, Steven Padgett, Aron Vancouver PIaytest Group: Tor Abrahamsen, Lauren Banerd, Judith Porter, Michael Roos, Tim Rueger. Rusty Sawyer, LuAnne Schetky, Bowers, Paul Geddes, Bruce Harper, Gary Rnpano8, Kevin Ray, Peter Rob Schetky. Bruce Schlickbernd, Jennifer Schtickbernd, Chris Shaw, Robbins Edson Smith. Jeff Suchard, Arvin Van Zante Production & Layout: Bruce Haxper. CbBIles Kibler ProoCreading: Lauren Banerd, Gary Rapanos, Pcter Robbins Printing: Monarch Services, Inc. Final Proofreading: Don Greenwood, Jennifer Schlickbernd 16 DESIGNER'S NOTES Is CIVILIZATION Advancing? by Bruce Harper

I have played CNlLIZAT10N since its initial rogue Civic (Military). Roadbuilding and Mili­ ities have been exposed. The rule that a player release, and for the last few years played the tary were originally conceived by Jim Eliason who fails to trade a tradable calamity becomes game regularly. Everyone in our group enjoyed and described in his article" Advanced Civiliza­ the primary victim of the calamity ensures that the game, but we all had the feeling that tions - Beyond the Eleventh Card~. I apologize calamities continually circulate, as they cannot improvements could be made. to Jim for any violence I may have done to his be discarded or held for future turns. There were no complaints about the essential original ideas. Once players are accustomed to these structure of the game. As a multi-player game, It is now possible to develop a civilization in changes, they quickly accept calamities as norm­ CIVIliZATION has few, if any, equals. The one of a number of different directions without ai, and learn to endure the temporary setbacks most important reason for this is that in CIVIL­ reaching a dead end. Allowing players to buy as associated with them. IZATION players are never eliminated from the many different civilization cards of whatever game, in contrast to games such as RISK and type as they wish encourages this trend. The Aggression in CIVILIZATION DIPLOMACY. CNlLlZAT10N is also easier to civilizations in ADVANCED CIVILIZATION are CIVILIZATION is not a , we are told. learn and play than many strategy games. C/V­ wonderfully diverse, without any artificial rules There is no doubt that one of its best features is ILIZA110N was a refreshing change from being required to push players in different that many people play CIVILIZATION who do wargaming, and our games contained some directions. not play . There are several reasons memorable moments. for this. One is that the overall Objective of the To its credit, Avalon Hill did not rest on its Victory conditions game is the more or less commendable goal of laurels, and we found the additional trade cards Thc revised victory conditions take into advancing a civilization out of the Stone Age. A and Western Extension Mapboard revitalized the account five different factors: Civilization card second, related, reason is that the game is essen­ game, but only for a while. Problems arose. values, trade card values, treasury, A.S.T. tially constructive, rather than destructive, in position (100 points per space) and cities (50 nature. Even the last place finisher creates The problems points per city). This change arose out of the something of enduring value. Finally, the game Our CNlLIZATlON games were interesting, belief that the previous rules, under which the is social in nature, especia1ly when it comes to but they all started to look the same, as Democ­ first player to reach the end of the A.S. T. was trading. racy and Philosophy were inevitably the ultimate the winner, placed too much emphasis on the In the original rules, aggression was more or achievements of civilization. Another serious A.S.T. less discouraged, and the result was a somewhat concern was that the games were too long, and The new victory conditions recognize not only unnatural fossilization of the positions of the could never be properly finished. Finally, there the rate of development of each civil ization (the various players. Without wanting to convert was no stopping a player who got ahead on the A.S.T.), but also its overall achievements CIVILlZAT10N into ADVANCED TlURD Archaeological Succession Track (A.S.T.), (civilization cards) and its potential for future REICH, several changes have been made to although almost every game ended with a fer­ development (cities, trade cards and treasury). make aggressive behavior a reasonable, although ocious attack against the front runner. Another advantage to the new victory condi­ not compulsory, option for players who are so ADVANCED CIVILIZATION is an attempt tions is that they allow a game to be played in a inclined. to solve these problems, and allow the game to set time. This is a distinct improvement over the The two changes which most affect this aspect fully realize its potential. The game is still old idea of playing to an earlier point in the of the game are the provisions which allow a clearly recognizable, and can still be learned A.S. T. It's always best to take the whole day player who successfully attacks another player's easily, especially by those who are already and playa game to conclusion, but in the real city to take one of the victim's trade cards and familiar with CIVILIZATION, but the changes world this isn't always possible. transfer up to three tokens from stock to treasury make the game much more interesting and chal­ to reflect pillage of the destroyed city. This does lenging to play. New calamities and trade rules not make constant aggression a paying proposi­ In the folICM'ing, I will briefly set out the key Another aspect of the original version of tion, as the tokens used in attacks against enemy changes to CIVILIZATION, and share with you CNlUZATIONthat always intrigued me was the cities can often be more profitably employed in the thinking which triggered them. impact of calamities on the game, especially in city construction. These changes do create a trading. Unfortunately this part of the game balance between attack and defence, by making New civilization cards only came into its own once trade cards were aggression a viable, albeit costly, option in some One of the most important features of being drawn from the higher value trade stacks. situations, such as where another player is ADVANCED CIVILIZATION is the creation of Players also would hold onto tradablecalamities, known to hold a single Gold card. a new category of civilization card. The Relig­ removing them from play. It is open to a player to go mad and ion category consists of Mysticism (50), Deism Several changes,all related, were made in this only aggressive civilization cards, such as (80), Enlightenment (150), Monotheism (220) area. Four'new calamities were added, all of Metalworking, Military, Roadbuilding and and Theology (250). Mysticism previously was which can be traded: Treachery, Superstition, Astronomy, but it is difficult to see how such a an Arts/Science card worth 30. Slave Revolt and Barbarian Hordes. These are ~strategy~ could succeed, as richer and more The introduction of the Religion category of stacked in the two, three, four and five value soundly governed nations could acquire the same civilization cards is not a statement as to the trade stacks, respectively. civilization cards. In any event, the game sys­ importance of religion in human development. The trade rules themselves were also changed. tem now accommodates a variety of styles, and The primary reason for this new category of Each player involved in A trade must trade at players will be free to devise strategies as they cards was that the game required diversity. least three trade cards, but the cumbersome wish. With every civilization going down the same formula in the original game has been replaced path, the main question in the game became not by the simple rule that two of the trade cards for Conclusion what types of civilizations would develop, but each side must be honestly revealed. The other Most of the other changes to the rules can be rather how fast they would develop. This card(s) in a trade might well be calamities, but understood in relation to the goals described appeared to be the main reason the game was each player knows two ofthe trade cards he will above. Generally, artificial rules which forced becoming stale. The same logic lies behind the receive. civilizations to develop in certain directions have addition of four other higher civilization cards. A third change, allowing the unlimited trading been abolished, although players ignore the Two are Crafts cards (Roadbuilding and Min­ of tradable calamities, makes every trade dang­ constraints of the game system at their peril, but ing), one an esoteric and practically useless erous. The intention of this rule is to prevent are otherwise free to mould a civilization in their Science!Arts card (Mathematics) and the other a Msafe~ trades, which might occur after all calam- own image. 17 Learning ADVANCED CIVILIZATION A Guide for CIVILIZATION Players by Gary Rapanos

The following article is directed at those who The sequence of play changes do not make war itself profitable, but are familiar with CIVILIZATION. It explains the The overall sequence of play is unchanged the occasional raid, especially if the victim can main differences between CN1LIZATION and from ClVlLlZAT10N, e)(cept that calamities are not or does not retaliate, can be quite rewarding. ADVANCED CIVILIZATION, and is intended to resolved before the acquisition of civilization Engineering now aids in the attack, as well as ease the transition from the old game to the new. cards. This prevents players from purchasing a the defense, of cities. A player who holds The organization format of the ADVANCED civilization card in order to reduce or avoid the Engineering may attack a city with only six ClVlLlZA.T10N rules has been used, as it essen­ effects of a yet to be resolved calamity. tokens, while if the defender holds Engineering tially follows the sequence of play for each game The sequence of play, and the important eight tokens are required. If both players hold turn. changes in play during each phase, are set out Engineering, the effects cancel. below. The components City construction ADVANCED CNTUZATTON uses the CIVlU­ Taxation Players who hold Architecture may use tokens ZA110N mapboard, including. if available, the Cities belonging to players who hold Demo­ from treasury to assist in the construction of one Western Expansion Mapboard. Similarly, the cracy never revolt. This change is not particu­ city each turn. At least half the cost of construc­ nine sets of players tokens from the original larly Significant, as city revolt is rarc in W1y tion mllst be paid with on-hoard tokens. game are used. Many of the other game compo­ case. nents have been redone, although their general Removal of surplus popUlation design and intent is unchanged. Population expansion No changes. Eight new civil ization cards have been added, Here there are no changes. Population expan­ and all the civilization cards have been Reduction of unsupported cities reprinted, with their attributes appearing on the sion occurs in A.S.T. order if any player wishes, back of each card. The sixteen civilization cards although it will usually take place simultaneously No changes. from the original game are used in ADVANCED in order to speed play, especially when players CIVILIZAT10N, although some costs, credits have enough tokens in stock to allow for maxi­ Acquisition of trade cards and groupings have been changed. mum expansion. Here there are no changes, although the There are also four new calamity cards, to be increased number of trade cards makes for used with the eight calamities from the original Census greater variety in this phase. game. The four red-backed calamities have No changes. been reprinted with brown backs. Trading This gives a total of 24 civilization cards and Ship construction The rules for trading have been simplified and 12 calamities. Players now build ships in census order, so improved. Each player involved in a trade must The total number of commodity cards has that the largest nations build their ships first. trade at least three cards, truthfully stating the been increased from 66 to 114. Players who This makes ship construction consistent with number of cards traded. In addition, each player have used the expansion trade cards will be movement. Players with Military build their must honestly name two of the trade cards being familiar with timber, oil, wine, silver, resin, dye ships last. traded. There is no requirement to state the total and ivory. In ADVANCED ClVTLlZATTON. the point value of the cards being traded. number of each commodity is generally greater, Movement This means that in every trade two cards from in part to balance the new calamities. each player will be known, although at least one One important new component is the Civiliza­ Movement still occurs in census order, card will be unknown. This change not only tion Card Credit Sheet, which is meant to be although players who hold Military move after makes trading simpler and faster, it encourages photocopied and used by players during every players who do not. Census order applies as the trading of calamities. At the same time, a game. This handy table shows the credits given between all players who hold Military. player who risks getting a calamity can be cer­ by each civilization card, as well as the cost and Players who hold Roadbuilding may move tain of getting something of value. prerequisites, if any, of each civilization card. their tokens through two land areas, provided the Another major change in trading involves A player can thus sce at a glance the credits he first area does not contain units belonging to tradable calamities. No calamities are revealed has amassed towards the purchase of new civili­ anyone else. until trading has concluded, and thus the eight zation cards. Space is also provided so players tradable calamities may be traded repeatedly can keep track of the civilization cards they have Conflict until the trading session ends. Whoever holds a acquired and their cumulative point totals, which City su~render has been abolished. If the calamity at that time becomes its primary victim. are so important for A.S.T. advancement. defender does not have the normal six tokens to This change makes every trade exciting and Finally, the attributes of the various civiliza­ substitute for a city, he uses what tokens he has dangerous. tion cards and the effects of caJamities are set and combat is resolved normally. out on separate player aids for easy reference. A significant change involves the pillaging of Resolving calamities destroyed cities. A player who eliminates a city Again, it is important to notethechangein the Starting the game in combat may pillage it by transferring up to sequence of play. Calamities are resolved Few changes have been made in setting up the three tokens from stock to treasury. The before the acquisition of civil ization cards. game, other than in the preparation of the trade defender's treasury is unaffected, as he has At the end of each trading session, all calam­ card stacks. Simply put, the tradable calamities already lost the city. In addition, the attacker ity cards are revealed and acted upon. Calam­ are shuffled into the bottom portion of each trade draws one commodity card from the defender's ities may not be discarded or held for the next card stack, so they won't be drawn right away. hand and retains it for his own use. turn. A player who failed to trade a tradable At least as many commOdity cards as there are These changes not only make aggression calamity card himself becomes the primary players are placed at the top of each stack. Non­ profitable in some circumstances, but add an victim of the calamity. tradable calamities are placed at the bottom of element of uncertainty in the handling of trade The only exception to these Draconian rules is each stack. This method has generally met with cards. A player who tries to corner a market by that a player may not be the primary victim of approval, although there are many optional rules holding a large number of valuable commodity more thWl two calamities. The two which take permitting different approaches to calamities cards for a turn may find his precious hoard effect are selected randomly. Stoics may play (see ·Season to Taste", p.46). under attack from jealous neighbors. These without this rule. 18

Calamities are still resolved in ascending 1. Civilization cards vaJues Flood order, after which they are put to one side until 2. Commodity cards If the primary victim has units on a flood shuffled back into their trade card stacks. 3. Tokens in treasury plain, the effects are unchanged. If the primary There are four new calamities: Treachery, 4. A.S.T. position (100 points per square) victim has no units on a flood plain, one of his Superstition, Slave Revolt and Barbarian 5. Cities in play (50 points per city) coastal cities is eliminated. If the primary victim Hordes. In addition, changes have been made in holds Engineering, the coastal city is reduced the other eight calamities. These are examined Calamities rather than eliminated. in greater detail later. This article would not be complete without a more detailed discussion of the new calamities Acquisition of civilization cards Barbarian Hordes and civilization cards. With twelve calamities, Once you've played a game with this calami­ Apart from various changes in credits, civili­ ADVANCED ClVlUZA110N can be brutal at ty, you'll wonder how you ever played without zation cards are acquired as before. A very times, but the challenge of guiding a nation it. Fifteen Barbarian tokens begin in one of the important change is that there is no limit to the through dark ages makes the game a true test of primary victim's starting areas, and flow number o[ civilization cards 8. player may leadership and resilience. through the richest areas of his empire until they acquire, nor is there a limit to the number of Because many of the original calamities have comply with population limits. The Barbarians each type of civilization card. A player may been modified, it is worth looking at all twelve then remain in the areas they have occupied until thus acquire all 24 civilization cards, and in fact calamities. attacked and eliminated. Crete, which has no it is theoretically possible for every player to start areas on the edge of the board, is immune acquire every civilization card. VolcanolEarthquake from this calamity. Because of this change, the order in which This calamity is more or less the same, Optional rules allow the number of Barbarians civilization cards are acquired is usually not although the location selected by the victim must to be increased. Use at your own risk. important. If a player wishes to see what a maximize the total damage. Engineering is neighbor acquires before making his own civili­ powerless against volcanoes, but reduces the Epidemic zation cards purchases, A.S. T. order is used. effects of earthquakes. Once civilization cards have been acquired, Epidemic is essentially unchanged. Medicine all commodity cards used to pay for civilization reduces the primary victim's losses from 16 to cards, excess commodity cards and tradable Treachery eight unit points, and reduces secondary victims' calamities are shuffled together and returned to The primary victim loses one city to the losses by five unit points. Roadbuilding the bottom of their respective trade cards stacks. player who traded him the card. If Treachery is increases losses by both primary and secondary Non-tradable calamities are then returned to the not traded, the player who drew it has one city victims by five units points. As with Famine, bottom of the appropriate trade card stacks. reduced. the secondary effects are not optional - the pri­ mary victim must designate secondary victims A.S.T. movement Famine until the epidemic has run its course. Movement along the A.S.T. takes place as The primary victim loses ten unit points, and Civil Disorder before, but the requirements for the various must instruct other players to lose 20 unit points, epochs have been changed. no more than eight of which may come from any All but three of the primary victim's cities are Two cities are required to enter the Early one player. With Pottery, each Grain card held reduced. Possession of each of Drama and Bronze Age. by a victim reduces the effect of Famine by four Poetry, Music, Law and Democracy saves one Three cities and civilization cards in three of unit points, although Grain cards used for this city, but Military and RoadbuiJdingeach cost an the five groups are required to enter the Late purpose may not be used to acquire civilization additional city. Bronze Age. cards until the follOWing turn. Four cities and nineciviJizationcards, includ­ Iconoclasm and Heresy ing one card from each of the five groups, are Superstition Here the calamity is the same, although the required to enter the Early Iron Age. effects of civilization cards on its effects are The primary victim has three cities reduced . Five cities and a specific number of points in different. The primary victim has four cities The effects of Superstition are reduced by Myst­ civilization cards, depending on the nation, are reduced, but saves one city for each of Law and icism, Deism and Enlightenment. required to enter the Late Iron Age. Philosophy, and three cities for Theology. One Each square in the Late Iron Age has a point additional city is reduced for each of Mono­ value. To advance further in that epoch, a Civil War theism and Roadbuilding. Two cities are lost by nation must have that point value in civilization Civil War is still potentially the most devnstnt­ secondary victims, with Philosophy and Theol­ cards. ing Calamity, but victims now have some chance ogy providing protection for secondary victims. Another change in the A.S. T. is that a nation of control over its effects. As before, the which has entered an epoch, but no longer can victim's nation is divided into two factions. Piracy meet the entry requirements, remains frozen on Normally the first faction will consist of 35 unit Piracy has been completely revamped. The the A.S.T. Since civilization cards, once points, although this is increased by five for each primary victim replaces two of his cow;tal cities acquired, can never be lost, this rule only of Drama and Poetry and Music, and increased with pirate cities, which remain on the board applies to the city requirements. It gives players by ten if Democracy is held. A nation with all until attacked and destroyed. The primary vic­ an opportunity to catch up to the leader, as well three civil iution cards would thus retain 50 unit tim selects two secondary victims, each of whom as justly causing difficulties for nations which points, making the civil war bearable. has one coastal city replaced by a pirate city. As barely meet the city requirements when entering Philosophy still ensures the loss of at least 15 usual, the player who traded the calamity to the a new epoch. unit points, while Military has the effect of primary victim may not be selected as a second­ eliminating five unit points from both factions ary victim. Ships play no part in the resolution Victory determination once the civil war is resolved. of Piracy. In contrast to the original game, ADVANCED Another very important change is that the CNlLIZA110N can be played to a time limit. beneficiary of the civil War is now the nation Civilization cards This time limit, which can be anywhere from with the most units in stock. This seemingly An entire new category of civilization cards three to seven or eight hours, should be set small change has a tremendous positive effect on has been added to the game, with a correspon­ play, because the nation which needs help the before the game begins. This allows a game to ding increase in the possibilities open to the be completed within a set time, without the most usually benefits. This means that no player players. The Religion category consists of nagging feeling that the best was yet to come. is ever completely out of the running. Mysticism (also an Arts), Deism, Enlighten­ This rule change is probably the one most ment, Monotheism and Theology. appreciated by people who do not play the game. Slave Revolt In addition, there ace two new Crafts cards This improvement is a result of a. new formula Fifteen tokens belonging to the primary victim (Roadbuilding and Mining), one new for determining the winner of the game. The may not be used for city support until the follow­ Science/Arts card (Mathematics) and one new winner is determined by adding the following ing turn. This number is increased by five by Civic (Military). This gives a total of24 civili­ values once play is completed: Mining and decreased by five by Enlightenment. zation ctlnls, four of which belong to two groups 19

(Engineering: Crafts/Science; Mathematics: able raids for piUageand trade cards. In theory, with the nations to an alarming degree. In the Science/Arts; Literacy: Arts/Civic; Mysticism: it is also useful for defense. games I have played, passions have been Rei igion/Arts). The eight new civilization cards Even so, Military is very expensive because aroused, tensions have been high and holy wars are worth a closer examination, as are a few there are almost no credits available towards its of revenge have been launched. Only a truly familiar cards with different attributes. The purchase, and also because it provides no credits classic game can bring out the best (and worst) civilization cards are analyzed in detail else­ to other cards. in people. where in this publication. In short, there is something for everyone. Architecture (Arts - 120) Both "non-gamers" and hard-core wargamers Mysticism (Religion! Arts - 50) Architecture is virtually a new card. It can enjoy themselves. Every player's Mysticism reduces the effects of Superstition, belongs to only one group, is more expensive pcrsonality will be reflected in his or her and otherwise is valuable for its credits and and has a powerful attribute - the construction of civil ization. You will always have fun playing because it belongs to two groups. cities using tokens from treasury, as described ADVANCED CIVILIZATION, but of course above. whether your nation develops an advanced civili­ Deism (Religion - 80) zation is another question. Deism saves two cities from Superstition. The effects of the new civilization cards The civilizations which are possible in the Enlightenment (Religion - 150) game are now more diverse and complex than Enl ightenment completely nullifies the effects was ever the case in CNILIZAI10N. The per­ of Superstition, and reduces the effects of Slave sonalities of the players and the requirements of Putting It All Together Revolt. In addition, it is a prerequisite for both the various nations ensure unique patterns of development for each culture. Monotheism and Theology, and therefore its The ADVANCED CIVILlZAT70N This would not have been possibJewithout the acquisition always is a cause for comment and expansion kit consists of the following introduction of the new Religion category, concern. components: together with the creation of several highcr level 1. 24 civilization cards, eight of each Monotheism (Religion - 220) Crafts and Science cards. While it is theoretical· Iy possible for a playcr to acquire every civiliza­ type. Monotheism is expensive and aggravates tion card, most games will end long before this 2. A deck of 80 trade cards, as follows : Iconoclasm and Heresy, but has a unique prop­ happens. When the v ictor is determined, each cight Iron, seven Papyrus, eight erty which inspires dread out of proportion to its civilization will be different. In the meantime, Timber, seven Oil, six Wine, five real value. The holder may convert one area players have the satisfaction of creating some­ Silver, six Spices, five Resin, five each turn , by replacing the units in the area with thing original, rather than marching down a Gems, four Dye, five Gold, four his own. Players with Monotheism or Theology predetermined path. Ivory, one each of Volcano/Earthqu­ are immune from such conversion. ake, Treachery, Famine, Superstit­ Because only one area may be converted each Conclusion ion, Civil War, Slave Revolt, Aood, turn, the effects of Monotheism are not as dras­ Barbarian Hordes, and two blanks. tic as they may seem. Even so, when several Few players who play ADVANCED CIVILI­ 3. An Archaeological Succession Card , players have Monotheism near the end of the Z4TIONwill ever go back to the original game. game, it is unpleasant to be one of the few The overall effect of the rule changes is to make 4. Summary of Calamity Effects. nations open to conversion. ADVANCED CIVILIZATION more challenging 5. Rulebook and Gamer's Guide. and interesting, although no more difficult, to The ADVANCED CIVILlZAT70N expan­ play. Theology (Religion - 250) sion kit must be used with a C[V1UZA­ The increased number of calamities make nON game. The mapboard, playing The most expensive of the new Religion them a constant th reat to evcry nation's civiliza­ pieces, player mats and place cards from cards, Theology is benign and protects its holder tion. Far from introducing more luck into the the original game arc used. against both Monotheism and Iconoclasm and game, the new calamitics fo rce players to be Heresy. more attentive to external dangers, and the In addition. the Ochre, Hides. Salt, skilful player will always "somehow· be lucky Grain, Cloth and Bronze commodity cards Roadbuilding (Craft - 140) when it comes to calamity effects. The balanc­ from CIVILIZA110N are used, together Roadbuilding allows land movement through ing effects of Civil War, one of the best new Wilh the Epidemic, Civil Disorder, Icono­ two areas , provided the first does not contain rules, ensure that no nation is ever really out of clasm and Heresy and Piracy calamity enemy units. Roadbuilding aggravates the the game because of calamities. cards. The remaining trade cards from the effects of Epidemic, Civil Disorder and Icono­ The new rules relating to city elimination Original game, including the four red­ clasm and Heresy, but provides enormous flexi· make aggression more profitable, without turn­ backed calamities, are not used in bility during play. Enginecring is required fo r ing ADVANCED CIVILIZ4T10N into a ADVANCED CIVILlZAT70N. the acquisition of Roadbuilding. wargame. Aggression is now a more reasonable In short, the expansion kit is combined policy, and this forces players to pay attention to with the original CIVILIZATION game to Mining (Craft - 180) threats from othcr nations. Again, the ovcrall create ADVANCED CIVILIZAT70N. Mining allows the holder to increase the value effect of the changes is to make the players Virtually all components which have of a set of Iron, Bronze, Silver, Gems or Go ld aware of jast how many things the ancients had changed have been redone, but the original by olle card. Four Bronze are thus treated as to worry about. mllpboard and units are still used, and for five when used for the acquisition of civilization Finally, the new method of victory determina­ this reason it was decided not to simply cards. This ability may only be used. once each tion allows games to be played in a reasonable issue ADVANCED CfVlLIZAT70N as a turn, but M ining still pays its way, especially if time, which means that relatives and friends who complete, but more expensive, game. acquired early. Engineering is required for the previously couldn't afford to spend twelve or The expansion trade card deck, which acquisition of Mining. fourteen hours playing. a game can now be introduced a number of ncw commodities, enticed into an afternoon of ADVANCED CIVI· has been incorporated into ADVANCED Mathematics (Science! Arts - 230) LIZAI10N. This is one of the great attractions CIVlLlZAI10N, and is thus no longer of ADVANCED CIVILIZATION - because it is required. Mathematics doesn't do anything, but it pro­ not a wargame and every player engages in a The Western Expansion Mapboard, on vides a uscful outlet for the credits accumulated creative activity, it is suitable for a much wider by a scientific and artistic civilization. the other hand, is not included in the range of players. It is , in fact, the epitome of a ADVANCED CfVlLIZAT70N expansion "social game," so much so that true enthusiasts Military (Civic - 180) kit. The Western Expansion Mapboard is sometimes find that they don't really care not strictly necessary for ADVANCED Military allows the holder to build ships and whether or not they win the game. CNILlZA TION, but it is highly recom· move after other players. This attribute is On the other hand, the sense of history gener­ mended and can be purchased separately extremely powerful, as it lets a large nation ated by ADVANCED ClVlLlZAT70N can be so from Avalon Hi11 . wage war effectively or embark upon unanswer- great that players find themselves identifying 20 Through the Labyrinth Playing Crete in ADVANCED CIVILIZATION by Eric Hunter

Each nation in ADVANCED CNlLIZA110N mind and stick to it, while being flexible when turn 5, it will be able to advance on theA.S.T., has its own set of advantages and difficulties. carrying it out. but with a smaller population And slower future Crete's advantages in CJVlUZA110N, a forgiv­ expansion than if city construction is deferred ing AST trad. and a 1,200 point finishing total, Turns 1 - 3: until turn 5. are now less important because of the changes to The first few turns are easy. On turns 1 and The initial Cretan migration should be to Asia the victory conditions in ADVANCED CIVIUZ­ 2, Crete's population expands to two, then four, Minor, unless lIIyria is moving into southern ATlON. Even so, Crete is an interesting and tokens. By turn 3, Crete will haveeighttokens. Greece, because of the agricultural areas in Asia challenging nation to play. and has as good a At this point Crete has a choiceofbuildinga city Minor which Crete requires. Crete should build chance of finishing first as any other nation. or converting two tokens into a ship. As Albert 8. ship in Knossus, and move the two remaining Parker demonstrated convincingly in his article tokens from Knossus to Lycia and Galatia. To The fundamentals "How Ya Gonna Keep 'em Down on the Farm" avoid a popUlation surplus, of course, two of the Crete must establish a presence on both the (The GENERAL. Vol. 23. No.6). building cities four tokens in Phaestos move to Knossus. Greek mainland and in Asia Minor, then lay too early results in slower population growth and claim to as many islands as possible. Accor­ a weaker board position. Crete should therefore Turn 4 dingly. the keys to Cretan success are diplom­ delay city con~ truc t ion Rnd use two tokens to In turn 4, Crete should continue its policy of acy. together with naval and military power. construct a ship. staking a claim to the areas most essential to its It is obvious that Crete needs to be a naval This view is confirmed by the analysis long-term prospects. The four tokens in Asia power. If Crete is to expand from its start areas, summarized in the tables set out below. Crete Minor should spread out, occupyingMiletus and it must build ships, and since ten of the areas needs to have two cities built by the end of turn Ionia. A new ship, built in Knossus, takes five within easy reach of Crete's start areas are 5 to advance into the Early Bronze Age. Table tokens to Greece, leaving one in Argos, two in divided among seven islands, Crete must main­ I shows that if Crete builds a city on tum 3, it Athens and two in Thessaly. If Thessaly has tain ships in order to transfcr tokens to these cannot build a second city until turn 6 and will been occupied by lIlyrians or Thraeians, it is areas. There are twenty-five areas that may be be held back on the A.S.T. Delays on the even more important for Crete to occupy south­ reached by ship from Crete in one turn. Sixteen A.S.T. are not fatal. butthey should be avoided ern Greece in force. Most Illyrians and of these areas contain city sites, and the remain­ if possible. Tables 2 and 3 show that if Crete Thracians, faced with ten Cretan tokens pre­ ing nine areas CM support eighteen tokens. builds one city on turn 4, and a second city on pared to occupy all four of the southern Greek: Unfortunately, it is impossible for Crete to occupy the key agricultural areas to which it has access, much less all twenty-five areas, before some of them arc occupied by other nations. For this reason, I rank diplomatic skill as the Table 1 - First City on Turn 3 most important key to Cretan victory. Crete New Total New Total Remaining must acquire and hold enough fertile areas in the Turn Population Treasury early game to allow for city construction and Cities Cities Ships Ships Population support. The most important territories are 3 8 1 1 - - 2 - Ionia, Sardes and Miletus. in southern Asia Minor, and Delphi and Thessaly, north of 4 4 - 1 1 1 4 - Athens, in Greece. 5 8 1 - 1 8 1 Thessaly. the more northern of the two areas - in Greece. can be occupied by IIlyriaon tum 4 if 6 16 - 2 1 2 10 - that nation moves into southern Greece as rapid­ ly as possible. If IlIyria is not in the game, or moves into Italy rather than southern Greece, Thessaly will not be occupied until turn 5 or Table 2 - First City on Turn 4 later. Crete. on the other hand, can occupy New Total New Total Remaining Thessalyon turn 3. Turn Population Treasury The key to successful diplomacy in the early Cities aties Ships Ships Population game is to occupy critical areas before your 3 8 - - I I 6 - opponents can get there, then, if necessary, explain away your actions. Crete can point to 4 12 I I -- 6 - the fertile areas which lIlyria, Thrace and 5 12 1 2 1 I 6 - Assyria have near their start areas, and can allow other nations possession of a few city sites 6 12 - 2 I 2 12 I in return for more fertile areas. Most players will be willing to reach an accommodation this early in the game, rather than begin a fruitless war against a nation which really has no where Table 3 - First Cities on Turn 5 else to go. New Total New Total Remaining Turn PopulatioD Treasury The first six turns Cities Cities Ships Ships Population Here, then, are my recommendations for 3 8 - - 1 1 6 - Crete's first six turns. The exact details of movement will naturally depend to some extent 4 12 - - 1 I 10 - on the actions of neighboring players, but a 5 20 2 2 - 8 - general approach for Crete can be described . In - ADVANCED ClVlLIZA110N, as in most games 6 16 1 3 2 2 10 - of strategy, it is important hoth to have a plan in 21

With the new method of determining victory, the first nation to reach the end of the A.S.T. not only does not necessarily win the game, it may be at a disadvantage if it deliberately acquires inexpensive civilization cards simply to avoid delays on the A.S.T. It must always be kept in mind when deciding which civilization cards to purchase that the A.S. T. is only one of a number of factors to be taken into consideration. Subjectto the qualification that diplomatic and military developments in the game can alter any nation's priorities, it is possible to advance some general principles as to Crete's strategy when acquiring civilization cards. The first civilization card Crete should buy is Cloth Making (Crafts - 45), to give its ships extra movement This gives Crete an important flexibility while it tries to make the most of its limited number of tokens. The second and third civilization cards should be chosen from Mysti­ cism (Religion/Arts- 50). Drama & Poetry (Arts - 60), Astronomy (Sciences - 80), and literacy (Arts/Civic - 110), depending on Crete's trade card total, so as to obtain civilization cards from three groups and meet the entry requirements for :astern Mediterranean the Late Bronze Age. Keep in mind that Crete has an extra turn in the Early Bronze Age, and thus can afford to defer its civilization card I Mediterranean purchases for one turn in order to collect larger trade card sets and buy several or more expens­ ive civilization cards. To advance into the Early Iron Age, a nation must have nine civilization cards, including at least one civilization card from each ofthe five Cyrenaica groups (Crafts, Sciences, Arts, Civics, and 2 Religion). The other requirement, having four cities, is relatively easy to meet.

The nine cards I would suggest are: Agriculture (Crafts - 110) is the most important card for Crete (and Africa) to obtain. In the territory Crete can normally occupy, it is city sites, will be willing to compromise, giving as alternatives. At the same time, Crete should Crete the areas it seeks, perhaps in return for proclaim its desperate need of the Greek islands, impossible to support nine cities without Agric­ Corinth and Sparta. and not shrink from using force to expel ulture. At the end of turn 4, while Crete will not yet intruders, provided this can be accomplished Cloth Making (Crafts - 45) allows ships to have constructed 8 city, it will have tcn tokens in without losing more than a few tokens. move five spaces, an attribute no naval power Asia Minor and Greece, as well as in Crete Crete should construct a city in Athens on should be without. itself. turn 6, and use Thera as agricultural land rather Astronomy (Sciences - 80) makes it possible to than as a city site. This allows Crete to share the move tokens to virtually any coastal area on the TurnS adverse effects of an Earthquake. The fertile board. areas in Crete itself should be kept free of cities While consolidating its position in Asia Minor Mysticism (Religion/Arts - 50) is the first card until Crete has acquired Agriculture, since they and Greece, Crete should build cities in Argos to buy for almost any nation - except Crete. are more valuable as a source of tokens for city and Miletus. Ionia and Galatia should be With four turns in the Early Bronze Age, Crete support than as city sites. Once Agriculture has occupied by the remaining two Cretan tokens. will normally be able to buy three civilization been acquired, a city should be built on that site, Neither city will be particularly exposed to cards to meet the late Bronze Age entry require­ so that it can be reduced if required by a attack from other nations, while Crete itself will ment of holding civilization cards belonging to continue to act as a reservoir for additional calamity. Four tokens will remain, and after three groups. Even so, Mysticism is still worth population expansion, the city can immediately tokens. considering. because it reduces the effect of At the end of turn 5, Crete will have two be rebuilt. Superstition, the tradable calamity in the cities and eight tokens. Saltllimber (3) trade stack. Mysticism also Civilization cards gives a credit toward nine other civilization Turn 6 The strategies for acqUlrmg civilization cards, and belongs to two groups, which can be useful in getting out of the Early Bronze Age. Because of the need to build a ship early in cards have changed dramatically in ADVANCED the game, Crete will almost certainly have the CJV1LlZATlON. The eleven card limiton civili­ Drama & Poetry (Arts - 60) gives a 20 point smallest population as the opening stages of the zation cards has been aboiished, and the victory credit towards Literacy, a 10 point credit game come to an end. This means Crete will conditions have also been changed, so that the towards Democracy and Enlightenment, and a 5 move last as the board fills up, and it is imposs­ first nation to reach the finish square is no point credit towards the other Arts cards, but the ible to give more than guidelines for further longer automatically the winner. the winner is real reason to purchase Drama & Poetry is that it action. now determined by totalling the values of the helps to protect Crete's fragile civilization from Crete's goal at this point is to occupy as many following for each nation: Civil War and Civil Disorder. islands as possible. Cretan diplomacy will play 1. Civilization cards; Literacy (Arts/Civics - 110) is the least expens­ a major role in dissuading other nations from 2. Trade cards; ive Civics card available now that Architecture interfering with this strategy. If another nation 3. Treasury; is a pure Arts card. Literacy's 25 point credit builds ships and starts moving into the Aegean 4. A.S.T. position (100 points per space); towards Law, Democracy, and Philosophy is Sea, Crete should suggest mainland landing sites 5. Cities (50 points per city). also more important, since Architecture's former 22

15 point credit towards any Civics card now Military is the strategic counterpart to Civil War. For another, other nations may lag counts only towards Law. Metalworking. A nation which holds Military behind Crete as a result of war or calamities. Engineering(Crafts/Sciences- 140) reduces the moves after all nations which do not hold Milit­ The benefits oj the Civil War may also be slight effect ofFload and Earthquake, makes your own ary, rather than in census order. This allows a ifit is drawn by a smaller nation. cities stronger on defense and an opponent's nation which holds Military to build a large Leaving all this aside, a real possibility exists cities weaker when you attack them. Engineer­ popUlation and attack his opponents after they thai Crere may suddenly find ilseljwith a second ing is required for Mining and Roadbuilding, have moved. empire in an unexpected location. Keeping this and gives credits towards 14 civilization cards. The fourth civilization card that has a direct in mind, Crete may wish to defer itsfirstciviliza­ benefit for the aggressive player is Monotheism lion card purchase so as co acquire the card Architecture (Arts - 120) has changed consider­ (Religion - 220). At the end of the calamity ably from CIVILIZATION. A nation which which is most helpJul in maintaining its new phase, a player with Monotheism may convert empire. In the test game, Crete was infactlhe holds Architecture can use tokens from treasury tokens belonging to an opponent in any area that instead of from the board to construct onc city beneficiary oJthe first Civil War, and decided 10 is adjacent by land to one of his own areas, acquire Astronomy. simply because iI found irselj per turn. replacing the opponent's units with his own. wilh several cities and a number of tokens in Ihe Enlightenment(Rciigion - 150) grants immunity Other nations which hold Monotheism or Theol­ Nile Delta and the Levant. fro m Superstition and is required for Mono­ ogy are immune. theism and Theology. Metalworking, Engineering, Military and Another inTeresting aspect oj Eric's article is Monotheism are the only civilization cards his suggestion that Crete should considerbecom­ ing a military power. Whelher players take this Other civilization cards which deserve con­ which have direct offensive benefits, but there are other cards which Crete needs to be a mili­ 10 irs logical extreme and turn Crete into an sideration for the first nine arc Metalworking oullaw nation is more a question ofpersonaliTy (Crafts - 80). Mining (Crafts - 180), which tary power. Cloth Making and Astronomy are Ihan of straregy. In addilion 10 the factors he increases the value of one set of Iron, Silver, needed to get the tokens to the areas which need to be attacked. Agriculture allows popUlation discusses, players will find thaI civilizalion cards Bronze, Gems or Gold per turn by one card, such as Military and Astronomy are essential to Coinage (Sciences - 110), Medicine (Sciences- expansion to replace combat losses, despite Crete's restricted space. Finally, Coinage holding together an empire which does nm have 140), Music (Arts - 60) which reduces the effect a coherent, central core. Coastal ciries are of Civil War and Civil Disorder and Law (Civics allows tokens to be kept in stock rather than being transferred to treasury, so that tokens are almosI always more exposed to auack than - 170). The only civilization cards that I would inland cities, and Crete needs Ihe abiliTy to move recommend not buying as early as possible arc available for population expansion. Being peaceful and coming to mutually bene­ tokens quickly in order to deler allacks on its Roadbuilding (Crafts - 160), and Military cities. (Civics - 180). Roadbuilding allows a player to ficial understandingswitlt your neighbors is still move tokens two areas, which is very useful for the strategy most likely to lead to victory in It was with this in mind thaI Crete acquired most nations, but not for island bound Crete. ADVANCED CIVlLlZATTON, but there are Milirary on lurn 10 of the test game referred to The primary reason, however, for not buying circumstances where it becomes necessary to above, only 10 be deslroyed by Civil War IWO Roadbuilding in the early, or middle game is that take offensive action. If another player has turns lara. Drama & Poetry and Music then it aggravates the effects of Epidemic, Civil more cities, more civilization card points and is looked pretty good, whereas Mililary jusI made Disorder and Iconoclasm & Heresy. Military with the leaders on the A.S .T ., then he is clearly things worse, but such hindsighl is Ihe norm in aggravates the effects of Civil War and Civil the leader and as such is liable to attack by a ADVANCED CIVlLlZATTON. coalition of less advanced nations. For Crete, Disorder, so I would recommend buying Crete enthusiasts may wish to use the rule cities which appear in its sphere of influence by Democracy before Military. modifications set out in "ATLANTIS, The Lost Treachery, Civil War or because another nation Civilizarion ", at page 41 . Making a virtue of a necessity is unwilling to recognize Crete's interests in the areas discussed above, are also open to attack. 2nd Edition Questions & Answers: CNIUZATION is not, in reality, a wargame. But one of the best reasons to develop an offen­ There are rules for conflict and city elimination, sive capability is deterrence. A nation which is 3OA2: SLnre Re"ol(!l1· Can IJr; 15 toh:ns in ltvo.lt I:e l.IiCd lOupportcities !aledo tk same calanrity phase? but any attempt to model a civilization on able to strike back at an aggressor is less likely ancient Rome is doomed to fail. In A: No. It's possiWc Ihal.Ibc effect ri a Slave Revolt could b: magnified to be attacked, except perhaps pre-emptively, . by a Illh&cquenl calamity, but in practice: idle siavel are usually tm fUll! CIVILIZATION, war is too costly to contemp­ but that's another story. late. 10 fall to an Epidemic and olbcrhighcr·rmkcd calitnities. In ADVANCED CIVILIZATTON, on the other 30.521: What hawens if Dele bolds the Batharian Hordes calamity card hand, an aggressive strategy is at least conceiv­ Conclusion a1 tbcend of a trading5C$5ioo? able, and Crete is ideally positioned to be Crete is not the easiest nation to play in A: If Ciet holds !'110m !han two ot1I:r calamities am rule 295 u being aggressive. As an island natio-n, Crete is diffi­ ADVANCED CNlLlZAI10N. It docs, however, used, ~ :Barbarian Hordes am &hufficd in ,,-jib the otber calaJ:nities. If drawn (or if Crete had no or 0Qt other calamity), the Barlwian 110m cult to attack. Crete will typically have up to six possess a very interesting combination of ~ ignOlCd and RlIWllcd to the lIfIP'OPiatc II'8de ~mi pile. cities on islands, which means twelve ships are strengths and weaknesses, and is therefore a 30.818: For Icmoclasm and Jlcte,;y, who dtlermineJ which ri!he sec­ required to eliminate all of Crete's cities. Given worthwhile challenge. With the proper mix of ondary victim(I)' cities are Itduccd? this extremely strong defensive position, attack­ planning, luck, caution and daring, it is possible to win a game of ADVANCED CIVILIZATION A:1btJCCMdaryviclitn(l~ 1'bi&:cOOtmlS with Pinl:y, w1:tJe IJr; prima­ ing is much less risky for Crete than for many ry Yktim not only 5elects tbc so=ondary viclims:, but also which ri!heir other nations. playing Crete. So, if you are bored with Egypt, cilits are affectd In ADVANCED CIVILIZATION, whenever an Thrace and Italy, take a trip to the islands! 33.25: Wha!. point values me rcquiItd tor Arm and Iberia to cJlItf 1m attacker eliminates an opponent's city, the Lalt Irtm AF when lliing tbc WeslCro ExICllSiml Mapboard'l attacker draws a trade card at random from the Editor's note A: The A.S.T. included with ADVANCED ClVIUlATJON u alwaY' victim's hand, and also may move up to three II was interesting for me to compare Eric used,even when !he WeslUo Encnsion Mapbood is: U5Cd. Dis.tegard ~ tokens from stock to treasury, to reflect pillage A,S.T. printedontbe Wcslm: fu:1enJion Mapboard from the destroyed city. This makes aggression Hunter's discussion of Crete wiTh thenwst recenl lese game played by our group. In that game, Q: In lilt Ctvillution aM Trade varianl Cp.44), are the cffccl5 cC pol- profitable in some situations. 5mion of I trade city (such. !be otte fOi Silver) cumulative with \be which was played withol4t reference 10 En'c's Several civilization cards are also well suited effeclS ofMini.ng? article, the opening adopted by Crete was to aggression, if their holder is so inclined. If a A: Yes, lubjccllo Ihc qualification !hat !he valle of a sct of tradt cards player who holds Engineering attacks a city, the reT1UIrkably close to Ihal advoca1ed by Eric. tilly not clCccd the tIlWmum .... alue printed 011 !be trade cards (2853, victim's city is replaced by five tokens instead of One inTeresting possibility open to Crete 31261~ 'Ibis appcm illlhcruies io~lalion 10 Mining, andi& incorpoo:a1- the normal six, which means that the attacker which was no! discussed by Eric occurred in the cd into !he variant by the ~ ~ia the 5IUl'It way as: Minio&". may attack the cities of players who do not hold lest game. As Cre1e is aimoslinevirably destined Q: When using Iht Civilization l11d Trade variant (p.44), docs tIz pos­ Enginceringwith six rather than seven, tokens. to a slow start because of its need to construcl a scss.ioo of Tyxu, !be Grain c:ily, bdp cifsct Famim Iosse& ",beD com­ Mcta100rking has not changed. In a conflict ship early in the game, ir will often have the most bined wilh Pouery'! between tokens belonging to a player with units in stock when Ihe first Civil War occurs. . A: Yes, although !he benefits of the Grain city could DOl be used toW$k Metalworking and a player without, the player Only Ihe most daring Cretan would deliberalely !he pUlt:Mse of &II}' civiliutiOll csds. untillht following tum (30.312). without Metahvorking removes a token first, play for this possibility, as many Ihings can go Page 20: Tum 4: ~ tefetence to '1'bessaly" in the Ihi.rd &eolcnce even if he has the larger force. wrong. For one Ihing, Crete itself may draw oh"'" ""' "IJo~bi". 23 THE ROAD TO CIVILIZATION The A.S.T. in ADVANCED CIVILIZATION by MiChael Koos

In CIVILIZATION, the Archaeological Suc­ back on theA.S. T. is sometimes a viable option. This situation often occurs at the transition cession Table (A.S.T.) was the most important By delaying the construction of a city, a player into the Early Iron Age, where players are held factor in the game, since reaching the end of the will have a larger population on the next turn. back for one or two turns before they can A.S.T. first meant victory. In ADVANCED By holding onto commodity cards, a player acquire the required nine cards and five groups. CIVILIZATION, additional factors besides increases the possibility of creating a larger The first nine cards are worth about 600 points. A.S.T. position are taken into account when commodity card set in the future. IlIyria and Thrace then have only two turns to determining the winner. The A.S.T. is still Since in ADVANCED CIV1UZA110N there meet the 1,200 point requirement for the Late important, however, since each space is worth are an unlimited number of each type of civiliza­ Iron Age, so they are likely to be further delayed 100 points towards victory, and A.S.T. position tion card, and since each player may hold an on the A.S. T. It is sometimes best not to be is often crucial in dcciding the outcome of a unlimited number of civilization cards, the need obsessed with A.S.T. movement on every turn . game. to purchase civilization cards while they are available is no longer a consideration. Fast but steady Selecting a nation In general, if two players have similar posi­ My feeling is that it is possible, with a little The first decision each player must make is to tions on the board and on the A.S.T., the civili­ luck and good trading, to advance into each choose a nation. The advantage enjoyed by zation cards held will decide the winner. The epoch without delay. An optimal level of diffi­ nations occupying lower positions on the A.S. T. value of civilizationcftrds held is directly related culty for the A.S.T. is one in which the winner is reduced in ADVANCED CIVILIZATION, since to a player's proficien~ in trading. The rela­ of a complete game is delayed an average of there arc now unlimited numbers of each type of tionship between A.S.T. movement and trading once or twice. Advancing on the A.S. T. every civilization card. However, the A.S.T. is still makes a discussion of the latter appropriate. turn makes the game too easy, while too many used as a tiebreaker for determining order of delays lengthens the game and frustrates the movement, and therefore selection of an eastern Trading players. To create the optimal level of A.S.T. diffi­ nation such as Babylon or Egypt can sometimes Several general principles may be set out yield a strategic advantage later in the game. culty in a three or four-player game, players concerning commodity cards. may wish to draw two trade cards per city. Similarly, in a three or four player game using Firstly, always try to hold as many commod­ the Western Extension Map, selecting Crete or In five and six-player gamcs, the nine-card, ity cards as possible at the end of each turn. five-group requirement for entry into the Early Illyria confers the same tiebreaking benefits. Players with more cards can usually make better Another consideration in choosing a nation is Iron Age may be found to be too difficult. deals than players with fewc r cards. An excep­ Players with this view may either reduce the the length of the game. If the game is to be tion arises when a player corners the market for played to completion, Egypt and Babylon have requirement for entry into the Early Iron Age to a commodity. Such a set should be used eight cards and four groups, and reduce the more time to recover from the construction of immediately, not only to gain the benefits of a two cities on the fourth turn to meet their earlier requirement for entry into the Late Iron Age to civilization card, but also to prevent the loss of 1,100 points and all five groups, or allow the transitions into the Early Iron Age. This factor one of the commodity cards to an opponent on is less important in a full length game, since purchase of a trade card from any trade stack, in the next turn. the same manner as Gold and Ivory. This latter every nation is likely to be stopped on the Secondly, try to have three commodity cards A.S.T. at least once. option allows players to build sets faster and buy of the same type at the end of each turn, as a more civilization cards. Time limit games, however, may last only basis for trading during the next turn. Again, nine or ten turns. If the game is likely to end exceptions arise when a player corners the mar­ The length of the A.S. T. before everyone can enter the Early Iron Age, ket or must use every commodity card to entcr a selection of a western nation may be advantage­ new epoch. To shorten the length of a full game, several ous, since the western nations have an extra turn Thirdly, if it is not possible to advance on the optional rules may be used. Players may wish to to enter the Early Iron Age. At this point in the A.S.T., save commodity cards in the hope of use the last square with a printed total as the game, the 100 points from an extra space on the cornering a market on the next turn. This gain finish line. Since the point requirement for A.S.T. are likely to outweigh any advantages in purchasing power can more than offset the moving onto the finish box is the same as for the associated with the eastern nations. 100 points lost on the A.S.T. This situation last printed total, this change can be imple­ Finally, factors unrelated to the A.S. T. enter oftcn arises in ADVANCED CNIUZAI10N, mented with little or no loss to the strategic into a player's choice of nation. The first is because calamities may cause the loss of cities elements of the game. By saving an hour or space on the board and availability of city sites. and result in an A.S. T. delay. more of playing time, full-length games should If a player has a chance to choose a nation iso­ Fourthly, try not to purchase two civilization be encouraged. lated from the other players and with many city cards from the same group in the same turn, as At the other extreme, some players may wish sites, this consideration may well outweigh the this results in the loss of credits. This principle to continue a game beyond the current finish importance of A.S.T. position. Experience has may be sacrificed where civilization cards are square. This may be accomplished as follows: shown that it is possible to win the game with needed to enter the Early Iron Age. I. Each square beyond the finish line requires any nation, if played properly, despite the Fifthly, try to dcfer the purchase of at least the accumulation of 200 points in civilization A.S.T. differences. one inexpensive card, such as Music, Pottery or card values more than was required for the Another important consideration is the tem­ Cloth Making, both to allow a later purchase to previous square. Movement off the end of the perament of the players who have already be made without using alilhe commodity cards A.S. T. may be tracked by replacing the marker selected their nations. It is almost always best to in your hand, and to permit acquisition of an at the start position and moving forward from be next to a weak player, as his mistakes will additional civilization card when ·spare changeM there. benefit you. Conversely, being next to an oppo­ from a big purchase is left over. 2. A player must have at least five cities to nent who is aggressive or who is a good player Finally, when considering whether to volun­ advr.nce past the finish square. will make the road to victory more difficult. tarily delay A.S.T. movement, remember that 3. The game ends when one player has This consideration may be more important than each square on the A .S.T. is worth 100 points. acquired al1 24 civilization cards. The winner is the A.S.T. when selecting a nation. If other players will also be held back, or if determined by the total value of civilization exhausting your hand in order to advance on the cards, trade cards, treasury, A.S.T. position and Full speed ahead? A.S.T. will inevitably result in a future delay, it cities. Since theA.S.T. is no longer the prime deter­ might be better to ignore the A.S.T. for a turn If your games are falling into predictable minant of victory, deliberately holding oneself rather than distort your nation's development. pattern, these variations might be worth a try. 26 THE WRATH OF THE GODS Calamities in ADVANCED CIVILIZATION by Jennifer Schlickbernd

Calamities ... those wonderful cards that for ing 8. city to resolve the Earthquake. A player ion cards to offset it. I realize that this card can some were just a nuisance in ClVlLlZA110N, who holds Engineering may not be 8. secondary wipe you down to no cities if you receive it at and for others, they could make or break their victim of Earthquake. the beginning of the game, but the best way to game. Welcome to ADVANCED CNlLlZA· avoid that is to not build three cities to start with. nON, where there are more calamities, and a Build two, and then four. Even if you get much morc noticeable effect on the game. In Superstition after you build the four cities, you 'n ClVlI.JZATlON, if you didn't get Civil War, you have six trading cards, and probably someone could avoid the really terrible effects of calam­ else to tracle with. If you have a chance to buy ities as long as you either threatened to suicide Mysticism before Superstition shows up, do it. against someone who traded you a calamity, or with proper planning (including the invisible counting of the stacks) minimized the effects of calamities. Not anymore. If someone doesn't trade you the calamity, she is stuck playing it on herself, so threatening to suicide is mostly use­ less. With the incr~ number of cards, it's very difficult to count to see where the non­ tradable calamities arc, and since the tradable calamities get shuffled in, you can't count the Treachery stacks for those. Planning fortunately is still This card causes another player to replace a helpful, but the nature of that planning has city in your territory with one of her own. If the changed from the original game. player owning the city has Monotheism, you could be in real trouble. Calamities The calamities themselves have changed. Civil War Piracy is much more I ikely to strike fear into the Because of the changes to this calamity, hearts of many players no matter who passed it Music and Drama and Poetry now beeome one to you, while Civil War doesn't have to be the of the best sets of cards to have. Civil War in devastating calamity it was in the previous game. ClVIUZAI10N could literally kill 8 nation, and A major difference too is that now all calamities even in this game, Civil War combined with in play during the trading session must be another city-reducing calamity is pretty lethal . resolved; no more returning the calamities to the Avoid being taken out of the game by purchas­ deck unplayed. All calamities are brown­ ing at least Music as soon as possible. backed. This way, you can't tell if someone is A great deal could also be said about how to going to be the victim of a calamity until the end select the factions if you do get hit by Civil War, of the trading session. [n the following para­ although this will often depend on the position of graphs, I'm going to point out effects of the the beneficiary. In a major change from CIVILI­ calamities that may not be obvious on first read­ ZA110N, the beneficiary is always the player ing. Famine with the most units in stock, which tends to Keep in mind, the selection of secondary mean that the beneficiary needs the additional victims is no longer optional - secondary victims units he obtains in the Civil War and is willing to must be chosen. Since you can be a secondary fight to hold them. Sometimes the lost areas can victim any number of times during a calamity be quickly reconquered, but sometimes it is best phase, this is a good one with which to get the just to write them off and concentrate on other leader. Any Grain used to offset the Famine things. cannot be used to buy civil ization cards until the follOY.'ing turn.

Volcano/Earthquake In case a volcano touches more than one area, damage from the volcano is now applied to the area that would cause the greatest damage. The damage must be a city now too, so you can no longer put one sacrificial token on a volcano site and resolve the calamity by loss of that token. Slave Revolt The site of an Earthquake (assuming no Vol­ Try not to hold Mining without cano) is now the one that would cause the Superstition Enlightenment. Again, since your Cltles are greatest damage. Engineering reduces a city This card is usually no big deal unless you are reduced and not eliminated, this calamity is not affected by Earthquake instead of destroying it. Crete with no Agriculture. Reduced cities can a catastrophe, particularly since you can use the Because of this, don't build cities on Volcanos if usually be rebuilt pretty quickly in ADVANCED tokens from the reduced cities to support the rest you have Engineering. You are better off reduc- CNJUZATlON. You can buy one of the Relig- of your cities. 27

Trading strategies In trading, make sure you are on the receiving " end of the -I'm desperate to get rid of this calamity- trade, not on the giving end. About the only calamity that it might be worth giving up a little extra is Civil Disorder and even then, don't give away four Silver for three Hides and a Gold. You cannot win with bad trades, but I have seen winners (including and especially myself) who took their lumps in calamities and re<:overed. Be wary of continuing to trade when you already have a decent hand and a low level calamity. There is not much worse than trading Superstition for Piracy. Don't try to stick a particular person with a specific calamity; it's Flood Civil Disorder too easy for them to trade it away. Nastiness with coastal cities now. It is very This calamity can be pretty bad. By the time In "WISDOM OF THE AGES", at page 39, difficult not to own either a coastal city or a city it comes up in the game, you usually have gone the authors suggest multiple trades if you have on a flood plain (Assyria is about the only one I past the Late Bronze Age where three cities more than two commodity cards you want to can think of that may not have either). You would allow you to still advance; if you are in trade. In other words if you wanted to trade want Engineering even more than in the Early Iron Age or further, you won't four Silver for three Cloth and an Ivory, you'd ClVlUZAT70N. since you woo't lose the coastal advance this turn. The same civilization cards fi rst trade two Silver for two Cloth, then two city entirely. that help with Civil War help with this too, so more Silver for one Cloth and one Ivory. This hopefully you 've acquired some by now. What­ will guarantee your trade, and will min imize ever you do, don't hold Military and your exposure to calamities. You can only trade Roadbuilding without some other protective one calamity using this method though. Remem­ cards. Going down to one city just isn't worth ber if you trade a calamity in the first trade, the it. best thing that'll happen is that it'll get traded back to you in the second. The trader is not obligated to complete other trades, so the last trade is the one in which to put the calamity. Be alert to the givemvay trades. Always have an open ear, particularly if you know certain high level calamities are out there. They usually make people panic. and you can get good trades. Sure, you may not advance on the A.S.T. because of the effects of the calamities, but you should get better civilization cards, probably translating into victory points, than the player Barbarian Hordes who avoided the calamity and gave away half Engineering and Metahwrking can go a long her hand. You do need to apply judgement way toward reducing the effects of this nasty though. Remember each space on the A.S. T. is calamity. Build cities on your starting sites or worth 100 points. If you don't think you'll get along the edges of the board last, so that the more than 100 points of trade or civilization Hordes woo't take them right out of the game. Iconoclasm and Heresy cards from the trade, don't make the trade. On the other hand, cities closer to the middle of Similar to Civil Disorder, but with a much the board are more vulnerable to attacks from greater potential for resisting any effects. Theol­ Calamity resolution other players. There is really no defense to the ogy by itself will just about negate the effe<:ts. The important concept in resolving calamities Barbarian Hordes, other than to be prepared to The only problem with this calamity is that the is to reduce or eliminate the appropriate cities. quickly eliminate them and begin rebuilding. resisting civilization cards tend to come late in Reduce/eliminateisolated cities first. then cities Crete is immune to this calamity, which is a the gtLIflc. Keep in mind, hit the leader with along the starting edge of the board. Remember significant advantage. Africa, on the other those secondary effe<:ts if you can. that if you have a city surrounded by another hand, is very vulnerable to the Hordes, and player's units, she'll probably want to attack and should try to take whatever steps it can to avoid destroy that city as soon as possible. This means its effects. you'll lose the city and a trade card. If you reduce or eliminate the city to resolve a calami­ ty, you won't lose the trade card. The Barbarian Hordes enter on your starting border. Be aware that with 15 un its they will always take out any city on that border. When you have two calamities to resolve, try to resolve the first one so that the second one is lessened in effect. For example, if you get Famine and Piracy, eliminate as many coastal cities as possible in resolving the Famine. This way, when you resolve Piracy, hopefully your losses will be less. Piracy When you have been unlucky enough to have Having two coastal cities replaced by two drawn several serious non-tradablecalarnities, it neutral cities is nearly as bad as losing two cities is possible to trade for additional calamities, so Epidemic to other players. In fact, in a way it is worse, as to try to take advantage of the rule which Not much changed from CNILlZATION, since other calamities cannot affect the neutral limits each nation to two calamities in a single although avoid having Roadbuilding with no cities. Engineering and Metalworking are about turn. The risk is that you may wind up with Medicine. Another calamity with extensive the best civilization cards to have in relation to calamities which are even more devastating. secondary effects, so it's again a good ~gct the Piracy. Again, remember to hit the leaders with leader- calamity. the secondary effects if possible. Continued on Pag~ 30, Column 3 28 A STUDY IN CONTRASTS Egypt and Africa in ADVANCED CIVILIZATION by Lauren Banerd

Surprisingly. considering their proximity. resources, but they cannot afford to squander the central front. Africa needs Astronomy as Africa and Egypt have little in common. their riches. soon as possibleto facilitate communication with Geography keeps their territorial ambitions Africa's natural boundaries are less forgiving. the areas in Europe it has already, or intends to, separate and dictates differing development In an area that stretches as far west as West colonize. paths. Where Egypt is rich, Africa is lean; Mauretania, east to Libya, and north as far as Egypt can afford to be conservative, while Afri­ Milazzo, there is room for only 12 tokens and Diplomacy ca must be bold to survive; Egypt has great six cities - the minimum needed to survive an The diplomatic game is important to both expectations, but Africa can steal a low-budget average game. Consequently, Africa must be Egypt and Africa in one important respect: they victory. aggressiveand use their tokens efficiently if they need to make a deal with each other. Because So why examine these two opposites in the hope to win. Egypt and Africa are so close together, each is same article? Because, by examining the two the other's greatest potential enemy, but neither nations' differing strengths and weaknesses, it Core territories will find it easy to attack the other and there is can be shown that a nation should be handled Most nations have a core territory consisting little to gain as a result. The winner will find according to its needs, rather than the needs of of the richest and most easily defended part of a itself over-stretched and the conquered coastal the player who controls it. Instead of using the nation's empire. In some cases, Babylon and territory will be difficult to hold. For this reas­ same style regardless of the nation being played, Egypt in particular, the only way for an oppo­ on, Egypl WId Africii should do everything buying civilization cards in a particular vein just nent to get at this core is by a calamity. possible to make a deal early on. Draw a line in because you feel like it and steering a nation Egypt's core is the Nile; it is everything to the sand in the area of Cyrene, thus securing the solely in reaction to opponents' moves, a good Egypt. If Egypt loses control of the Nile valley. flank, and start the real business of facing down player will play with the special requirements it loses the game, period. Fortunately, the Nile the northern nations. and tendencies of the nation they have chosen in is easy to defend against invaders. The overland With the western flank secure, and the protec­ mind. It is possible to win using the same style attack routes from the east and west are narrow tion of the sea to the north, the Egyptians can every time, but not as easily and as often as you and have low population limits. The large concentrate on their stomping ground in the would like. amphibious invasion necessary to threaten Middle East. It is a big mistake for Egypt to Throughout this article, it is assumed that the Egypt's survival is possible only well into the agree to a deal that limits its right to any part of Western Extension Mapboard is being used. game (when Astronomy has been purchased and the Middle East. Such a deal would cut off a lot of surplus population has becn generated) Egypt's potential and its influence on the out­ Geographical position and it can be anticipated. come of the game. Many factors influence how a nation should Africa's core is less easily defined and The Africans must deal to survive. In addi­ be played - the tendencies of immediate neigh­ defended; consequently it is less important to tion to securing their eastern flank, the Africans bors, the time limit, space available for expan­ Africa's success. The coastal cities of Carthage, should look for an early guarantee from the sion, and so on - but geography is the most Thapsus, and Cirta are exposed to attack from Iberians that they will stay on their sid~ of the important. Even in the most volatile game, several directions, especially later in the game Mediterranean. This should be easy because the nations stay close to their origins; if they do not when most nations have Astronomy. Africa Iberians have much more to gain in the north­ they usually lose. When seven or eight nations cannot hold its core territory against a deter­ east, but latcr in the game, the Iberians may are in play, each have natural boundaries and mined attack. become a threat as they search for living space. core territories - regions of the board to which With both flanks secure, Africa can concentrate they gravitate- which change little from game to Areas of influence its power on the many city sites to the northeast game. The nature of these areas greatly influ­ To win, most nations need more than the in Sicily, Italy and Greece. Without deals with ences the course each nation must follow in the resources inside their natural boundaries. The Egypt and Iberia, the Africans will remain on game. search for extra city sites and population support the defensive. takes each nation into adjacent areas. Egypt's Cultural evolution Natural boundaries choices are straight forward. The more of the Since conflict in the first few turns of the Middle East (Petra, Jerusalem, Tyre, Sidon, Civilization cards are a means as well as an game is folly, nations tend to restrict their early Jericho, Damascus) Egypt can take and hold, the end. Towards the end of the game, a nation's and middle-game expansion to well-defined better its chance of winning. Whatever part of choice of civilization cards is not critical; by this corridors. By the middle of the game, most the MiddleEast that Egypt cannot take should be time most nations have civil ization cards in most nations can average at least six cities a turn. The denied to its rivals in the area - Assyria, of the categories and the powcrful cards such as nations that can manage more get the edge and, Babylon. Asia and possibly Crete. Egypt has no Monotheism and Military begin to offset one if they manage it over enough turns, they have a need to be a sea power. Any gains they can another. In the early and middle game, how­ chance to win. Few nations lose their core make on the shores of the eastern Mediterranean ever, a nation's purchases can compensate for territories, because the game is designed to help will likely be untenable and raiding for plunder critical weaknesses and give an edge over nations bounce back, but many lose parts of their will only create extra enemies. aggressive neighbors. Strategic position is a key natural boundaries. Most conflict occurs where Cyrene is a city key in the relationship factor in a nation's choice of civilization cards. natural boundaries coincide or overlap. between Africa and Egypt. For both it is a Egypt's natural boundaries are clearer than defensive city site. Also, if one or the other Essential civilization cards Africa's, but the boundaries of both are much takes Cyrene and does not build a city, it can be Both Egypt and Africa need Agriculture, better defined than the nations that start on the a provocation. The Africans, who can reach although for different reasons. Africa's areas of northern part of the board (Illyrta, Asia, Cyrene early in the game more easily than the influence have low popUlation limits but many Assyria, and Thrace). Egypt's power is con­ Egyptians, may do well to use it as a bargaining city sites. To generate the surplus tokens centrated along the Nile valley, as far west as chip. required for attack, defense and city support, Cyrene, and as far east as Gaza. With seven city Unlike Egypt, Africa has many possible Africa must have Agriculture. While the Nile sites and areas for 16 tokens, this zone provides expansion areas but few easy choices. Once valley can hold a large population, Egypt needs almost enough resources for Egypt to cruise to Sicily is acquired, Italy is an obvious choice but Agriculture to help its attack into the Middle victory. Once their natural boundaries are it can be hard to hold the Adriatic coast. Iberia East. Agriculture is as much an offensive securely in hand, the Egyptian can afford to be is questionable because the Iberians will fight weapon in a war against Babylon as complacent, as their homeland has sufficient and it could turn into a wasteful diversion from Metalworking. - 29

w•• e.., Mlul1llanla llauratanis

West ExtensIon Map The map iUes shown \0 the lett 01 the above 8"OW i$ from the West ExtenSDn Map. See page 2 of this mal'lUat for details and .tw. ordaring inlom'1alion. 'oIw, TrIpolitania

Africa needs Astronomy to survive. Africa is least one city built per turn. It is also useful for Egypt often build at least one ·wilderness city~ second only to Crete in its need for this card. building the ~wilderness cities~ that Africa often and the best locations are right in the Barbarians' Virtually every potential African acquisition is is forced to build, due to its shortage of city path. coastal and, like Crete, African territory sites. There are few effective defenses against the becomes a crossroads later in the game. To Late in the game, Africa must look hard at Barbarians. Metalworking helps in combat but defend its territory, Africa needs the ability to Monotheism, or possibly Theology, if only for not enough to stem the flood tide. Neither move its scattered tokens quickly. defensive purposes. Being at the crossroads of nation can afford to forego the benefits of oneor Egypt needs Engineering to survive. The the western part of the board, ·missionaries~ are two "wilderness cities ~ near the edge of the Nile is the largest flood plain on the board and is bound to show up. Conversely, when Africa board - aggressive neighbors intent on plunder Egypt's heart and soul. With Engineering. becomes evangelical, they have potential con­ are more common than Barbarian Hordes. In Flood becomes an inconvenience rather than a verts all around, and may wish to acquire Mono­ the absence of effective defense, both Africa and serious threat to the survival of its civilization. theism for aggressive purposes. Egypt might take the precaution of keeping a Egypt should. without exception, buy Engineer­ Egypt should consider the road to Democracy reserve of tokens in their core areas, ready to ing as soon as possible. Engineering also helps early in the game. Civil war is a serious threat counterattack a Barbarian invasion. in city defence, which is valuable to a defensive and anything which reduces its effects is Flood is potentially the most devastating nation such as Egypt. worthwhile. calamity for Egypt. No other region has a flood Roadbuilding is a useful Egyptian acquisition plain as large as the Nile's, and no nation on the heels of Engineering. Engineering gives Dangerous calamities depends as much on flood-prone areas as Egypt. a credit toward Roadbuilding and is a prerequis­ Civilization has been called a game of crisis A Nile flood in the early or middle part of the ite for its purchase. Egypt is primarily a land management. To an extent, nations can try to game could reduce the Egyptian nation to one power and its lines of communication are usually limit the effects of calamities by crafting their city and a few tokens - a set-back from which internal . Roadbuilding makes it much easier for on-board position, buying civilization cards and they might never recover. Worse, since Aood is the Egyptian to deal efficiently with its two main diplomacy. Since they have limited resources, a calamity from the fifth trade card stack, it will strategic concerns: the conquest of the Middle each nation should concentrate on reducing the Iikely make its first appearance when Egypt is East (and a stand-off with Babylon), and the potential effects of the calamities most dangerous most vulnerable, just when Egypt has filled up defense of the Nile against either Barbarians or to them. the Nile plain but hasn't yet been able to buy amphibious assault. Barbarian Hordes are a serious threat to both Enginecring. Architecture is useful to Africa. Africa Egypt and Africa. Neither nation usually ven­ Civil War is a serious set-back for any nation always runs a tight city-support budget with few tures far from the edge of the board, and each (it is estimated that it takes at least three turns to tokens to spare for reconstructing cities lost to has several key city sites in core areas which are fully recover). But, given the right conditions, war and calamities. Architecture guarantees at sure to fall to the Barbarians. Worse, Africa and Civil War can knock the Egyptians right out of 30

the running. Egypt relies on the narrow inland possible and hang on. Because it often finds area of the Nile plain for its prosperity. If a itself the clear leader at this stage, Egypt should Civil War results in a rival nation acquiring watch for impending amphibious invasions. If more tokens than the EgyptiansaJongthe Nile, it Egypt cannot make peace with Africa, it should could take Egypt many turns to regain control of not press an attack too far down the coast. Calamities .. _ Continuedfrom Page 27 its core area, if it ever docs. To avoid this disa~ There is J iule to be gained and Astronomy gives steT, Egypt should take great care when selecting the Africans a good counterattack. If Egypt has Civilization card acquisitions its faction during Civil War resolution. Enough acquired Astronomy, it can consider plundering In acquiring civilization cards, try to acquire tokens should be left along the Nile to defeat the raids across the Mediterranean. Such raids two calamity-oriented civilization cards for enemy faction quickly. Keep only those cities might divert an impending attack on the Nile or every non-calamity oriented civilization card, at that can be defended with tokens and be pre­ backfire by disturbing a hornet's nest of capable least into the mid-game. by calamity oriented, I pared to give up outlying possessions such as the opponents. mean civiliation cards that can help you directly Middle East or Cyrene. In addition, Egypt Tanis and Alexandria are important to the or indirectly recover from calamities. For should consider buying the civilization cards that Egyptian defence and attack. In attack, it may example, if you use 180 points to acquire Mili­ lead to Democracy. which significantly reduce be useful to use one or both of these city sites to tary as your first civilization card, you'll be the effects of Civil War. generate tokens. These tokens could be moved vulnerable to all of the calamities, and won't Conversely. Africa can rebound relatively quickly by ship to the Middle East or Africa. even be able to use the benefit of Military to its But, with only tokens in either Tanis or Alex­ quickly from a Civil War. African territory is fullest extent because of the loss of cities from usually coastal and therefore accessible, with andria, an enemy could more easily gain a foot­ calamities. Your first few calamity oriented hold, forcing Egypt to reduce inland cities to Astronomy, from almost any painton the board. acquisitionsshouJd be from the follO'Ning group: As long as the Africans retain a faction domi­ generate enough tokens to drive it out. A pair of Mysticism or Deism, Engineering, Music, cities in Tanis and A1exandria with tokens in nated by coast-based tokens, they will be able to Drama and Poetry, and Metal¥JOrking. Agricul­ retake areas lost to an enemy faction with a Memphis ready to move in for added strength is ture and Architecture are good acquisitions too, reasonable cost in time and efforl. 4 strong defence. An invader would need at since Agriculture helps by increasing the number Africa is particularly vulnerable to Slave least ten or more tokens to take just one of the of tokens to which your cities arc reduced, and Revolt. Because of the low population limits two cities. Architecture helps in rebuilding lost cities. within Africa's natural boundaries, African cities In the middle game, Africa will have to fight are usually supported by close to the minimum to hold almost every city site. Each turn is a Some final words number of tokens in the field. As a result, a new battle, against calamities, plunderers, and Slave Revolt could destroy several cities. opponents in search of city sitcs. If the African The calamities have changed the game sig­ Moreover, it would take time for player can keep the number of cities at five or nificantly. Because of victory points, you can sparsely-populated Africa to rebuild. To Egypt, more (even if it is a different five each turn), now tell who the leader is at any given time in which often has a surplus of tokens on the board, they have a chance to win . But if Africa sees the game. I cannot over-emphasize the necessity Slave Revolt is not a serious threat. As a result, four or five consecutive turns with less than five of using the calamities against the leaders of the Mining is as useful a card to the Egyptians as it cities, it will be tough. As a result, Africa's game when you can. This doesn't necessarily is dangerous to the Africans. forcign pOlicy is very much "a city for a city. ~ mean trading them the calamities, but make sure With such a scattered empire, few tokens, and those secondary effects are applied to the right The flow of the game many city sites, Africa might consider using the people. If you are the leader, smart civilization card acquisitions can still offset many of the When assessing each nation's strategic -hard shell- technique. This means building cities around the outer areas of the empire (such secondary effects, so keep that in mind. options, a broad perspective is important. While In the game, you'll see civilizations built up an average CIVILlZAT10N game has its times of as Corcyra, Rome, Cyrene) and defcnding thcm and destroyed much more often than in CIVIL­ prosperity and its "dark ages, · these do not with tokens generated in central areas (such as Sicily, Carthage, and Tarentum). This is a IZATION. You'll also reali7.ethough,that smart affect strategic goals. It is more important for a planning and play will go a long way toward nation to keep its eyes on the finish line and to viable strategy if Africa has Astronomy and negating the effccts of calamitics. Don't get manage each stage of the game with the end in keeps its population low in order to move last. overly consumed with thcm, and don't let them mind. Attackers would have to concentrate a lot of tokens to be sure of success. significantly altcr your plans. I've played tcn The early game games of ADVANCED CIVILIZATION with at The late game least five players in each game, and by follOY/ing Egypt's early goals are simple - take the Nile this advice (while others were panicking and Egypt will need tu defend, defend, defend, valley and start collecting the riches. Even the throwing away victory points left and right) 1 while Africa must attack, attack, attack. With slowest Egyptian player should jump out to a camc in first, second or third in all the games. Astronomy, a ccntral position, and a shoe-string quick lead in points. Egypt should not squander Eventually players will become more experi­ economy, Africa will find riches in others' its early advantage by building two cities sooner enced with ADVANCED CIVILIZATION and the territory rather than its own. A sharp African than necessary (to get past the first A.S.T. bar­ advice in this article will be obvious, but until rier) or by getting into a fight with Africa over can pick up a valuable trade card or two with a then, take advantage of your knowledge and be well-timed sack of a coastal city. The Cyrene. The Nile contains all Egypt needs until a winner. the middle game. Egyptian's and the Iberian's coastal cities arc Africa's start is complex. It must expand ripe targets, especially if they have been allies to Note on Trade Cards: Some ADVANCED quickly and efficiently, staking out territory in this point. CIVIUZATION players have been puuled why several directions. Africa must immediately the entire trade card deck was not reprinted. The reason is simple: cost The cards in ADVANCED open negotiations with Iberia on one side and Conclusion Egypt and Africa have little in common; each CIVIilZATION are the most expensive compo­ Egypt on the other. Africa can take Cyrene, but nent in the game, and if the Commodity and it is hard to hold. There is something to be said has its own set of requirements and tendencies. Calamity cards from the original game were for not building a city in Carthage in order to ADVANCED CIVTLlZA170N players should reprinted, the price of ADYANCED CIVILIZA­ have a central token-generating area. Instead of tailor their strategy to their nation's needs. If TION would have been considerably higher. Carthage, Africa could also use the Sicilian you ignore them in your play, you will find One difficulty which can arise concerns the areas prone to volcanic eruption as token yourself swimming against the current - while 7th and 8th trade card stacks. Because all the Spices and Resin cards are new, the old Civil generators. There may be something to gain in you may reach your destination through sheer determination and brute strength, you will likely Disorder card tends to stand out (the same is trying for all of Italy before the Illyrians and true of the Gems, Dye and Iconoclasm and find a more efficient swimmer has reached it Iberians can get there. Africa's only obvious Heresy cards). It doesn't take too much inge~ choices are lot, of ships and Astronomy as soon first. nuily to solve this problem--either use some as possible. of the old trade cards in each stack (so an old card need not be a calamity) or use a blank new card as the calamity (so every card in the The middle game stacks is new). Either solution will SlOp card Egypt's middle and late game is, once again, watchers in their tracks. Eventually, of course, simple ~ grab as much of the Middle East as the problem will solve itself, since the new cards won't look so new as time goes by. 31 CIVILIZATION CARDS The Options in ADVANCED CIVILIZATION by Bruce Harper

This article will discuss the relative advan­ or at least should, feel threatened by a player opening, which is a reasonable objective for tages and disadvantages of the 24 civilization who buys Pottery. But by no stretch of the many players. cards which may be acquired in the second imagination could Pottery ever be considered to edition of CIVTLlZAT10N. Such a discussion be in the glamour category of civilization cards. will necessarily be in general terms, as the value For one thing, it doesn't do anything. CLOTH MAKING of a civilization card, like the value of a chess Actually, this last sentence is something of an picce, ultimately depends on the position on the overstatement. Pottery allows a player to use board. In some situations, a civilization card Grain cards to reduce the effects of Famine. It will be more valuable than in others. Becauseof is easy to dismiss this function of Pottery as the credits from civilization cards which have insignificant, and consider the card to be of use already been purchased, even the cost of civili­ only to generate credits and to comply with zation cards can vary. certain epoch requirements, but this would be a Even so, some general principles can be mistake. established, and a rough picture of the relative Each Grain card held saves four unit points. values of the civilization cards can be drawn. A pair of Grain cards is enough to prevent a Fortunately, it is difficult to go beyond this, and player who holds Pottery from being affected Ships allowed players are rarely compelled to acquire spccific when selected as a secondary victim of Famine, an extra move. civilization cards. The result is a diversity of and limits primary effects to the loss of two unit competing civilizations in virtually every game. points. Grain cards used to combat Famine are retained, although they cannot be used to pur­ 1m 45 TenninoIogy chase civilization cards until the following turn. In the following analysis, the name of each There is therefore no cost associated with the use of Pottery to eliminate the effects of Famine, civilization card is given, followed, in parenthe­ Cloth Making (45 - Crafts) ses, by its cost and grouping. "Prerequisite" other than the possible opportunity cost of hav­ means another civil ization card must be acquired ing to hold Grain cards for an additional turn. Credits: 10 point Craft credit; 10 points to before the card in question may be purchased. Because it is so inexpensive, the question Denwcracy and Monolheism. ·Credits" refers to credits which may be used which arises with respect to Pottery, as with CreditJcost ratio: 80145 = 1. 77. many other civilization cards, is not if you will towards the purchase of other civilization cards. Anribules: Increases ship movemem by one · Credit/cost ratio· refers to the ratio of total buy it, but rather when you will buy it. If the area. purchase of Pottery is deferred, it can be credits obtained by possession of the card to the Calamity effects: None. cost of the card. "Attributes" refers to each obtained literally for nothing. When considering card's effect on play. "Calamity effects· refers the question of timing, it is important to keep in Many of the comments made above in relation to a card's aggravating and mitigating effects on mind that Famine is found in the third trade to Pottery apply equally to Cloth Making. The calamities. stack, and will thus be drawn early in the game only differences between the two cards are their and will recur frequently. Pottery does not attributes and calamity effects. Cloth Making provide a defence to an unlikely, esoteric calam­ has no effects on calamities, but has the virtue of ity • it assists against a calamity which appears allowing ships to move through five, rather than POTTERY soon after the game begins and is seen every four. areas. To this extent, Cloth Making is three or four turns after that. offensive, rather than defensive, in nature. An early calamity can mean a slow start and a If a neighbor attacks you because you acquire fight to catch up to the leaders for the rest of the Cloth Making, however, you were going to be game. Many games have proved that such attacked anyway. The card can hardly be con­ recoveries are possible, but most players prefer sidered a threat, although coupled with Astrono­ to avoid this situation if possible. Acquiring my, it can make a naval strategy (if there is such Pottery as insurance against Famine is one way a th ing) more effective. to stay in the pack, and since, other than in the The question which must be considered in "friendly gamesM one somehow only reads about decidingwhethcr to acquire Cloth Making early, (but never gets to play in), a primary victim of especially in place of Pottery, is the usefulness With Grain, reduces Famine will usually direct the secondary effects of the extra area for naval movement. The the effects of FAMINE. of Famine to·players who don't hold Pottery, a importance ofbcing able to move ships into one player who holds Pottery may escape the sec­ extra area shouldn't be overestimated, although 1m 45 ondary effects of Famine even if he doesn't there is no doubt that Cloth Making can come in happen to have any Grain CMOS. handy in certa·m s·ltuat"lons . Acquiring Pottery early is a safe, conservative It is possibl e to be more specific. Nations approach which increases the chance that you such as Babylon and Egypt have no real need for wm emerge from {he openmg stages of tbe game Cloth Making, as naval movement docs not play w~\~ :aii :acceptaI.~epos~l~im. The achievemenkof any rea) part In their strategies untl) later in the thi.!: goaJ i.!: nor . to be taken for 5alno. At the other end of the iSpoctrum, Crete granted, nor is it an which should be ~eneraJly seeks to dominate the Ae~ean Sea. ... and "'" ~ ",. c:::. ..:. •..- :::~.~;,::.:t _~~-;,;..:;=--:--< ·~·'.,;·.,. 0_;,--;::~:,_ · ~J ..". 32 to the Black and Aegean Seas and the overall that calamity, as it ensures that the invading invasions more difficult and costly, but in many strategy they have adopted. hordes will always lose as many tokens as the cases it may well be that a nation will obtain All things considered, except for Crete, Cloth victim. Even so, no one goes out of his way to greater advantages by obtaining a different civi­ Making is best acquired later on in the game, acquire Metal1Mlrking just to reduce the effects lization card. The utility of Agriculture very perhaps when the purchase of another card with of this one calamity. Anyone who buys much depends on the circumstances and the a large set of commodity cards leaves a small Metal'\o\rUrking must be prepared to use it, and priority accorded to it often reflects the strategy surplus of points. not just against Barbarians. of the nation in question and personality of its ruler.

METALWORKING AGRICULTURE

Gives an Idv.nlege Penn its an Inc.... Allows extra mc'~~,,,,,,,"~ In baHI •• in POPUlailon. Aggravates the effects of EPIDEMIC, CIVIL DISORDER Il!I 80 Il!I 110 ancllCONoctASM" HERESY. Il!I 140 ~

Metalworking (80 - Crafts) Agriculture (110 - Crafts) Roadbuilding (140 - Crafts) Credits: 10 point Craft credit; 10 points 10 Credits: 10 point Craft credil; 10 poinls 10 Democracy and MonOTheism; 20 point credit ro Democracy and MonOlheism. Prerequisite: Engineering. Military. Credit/cost ratio: 801110 = .73. Credits: 10 poinl Craft credit; 10 poinls 10 Democracy and Monotheism. Credit/coslratio: 100/80 = 1.25. Allributes: Increases population limilS of areas Attributes: Increased combat effectiveness. by one. Credit/cost ratio: 701140 = .5. Colamity effects: None. Calamity effects: No direcl effecls - ciry reduc­ Attributes: Allowsmovemenllhrough two areas. The firsl area may no! contain unils belonging 10 A player can argue that Meta1\\Qrking has tion is mitigated by one loken. anolher player, Barbarian lokens or a Pirate strong defensive characteristics and his Agriculture is a difficult card to assess. It is city. acquisition of it is intended solely as insurance undoubtedly valuable, as it effectively expands a against unprovoked attacks. but no one will player's territory by somewhere between one­ CiJIamfty effects: Aggravates Epidemic. Civil believe him. Metahwrking is one of a group of third to one-half. Indirectly, Agriculture miti­ Disorder and Iconoclasm and Heresy. cards which cannot be acquired without provok­ gates many calamities. as the number of tokens With Roadbuilding, we enter into the upper ing comment and reaction from other players, remaining after city reduction is also increased levels of the Crafts. This is evident both from especially those next to the player who buys it. by one. the high cost of Roadbuilding, and by the low Metalworking costs more than Pottery or The difficulty arises from the relatively low credit/cost ratio. The effects of three calamities Cloth Making, and yields only one additional credit/cost ratio, compared to the cheaper are aggravated, so the question is simply credit - 20 points towards Military. Players do Crafts, and from the fact that for some nations whether the advantages given by Roadbuilding not buy Metah\Qrking to obtain credits or the benefits of Agriculture are almost essential, are worthwhile. acquire a Crafts card. Metalworking is bought whereas for others Agriculture is helpful at best. The additional mobility conferred by for fighting. Assuming that each nation occupies its natural Roadbuilding has many benefits. A player who In view of this common, and reasonable, area, Crete and Africa must give Agriculture a is inel ined to aggression will nnd that movement perception, any player considering the acquisi­ higher priority than Egypt or Babylon. The through two areas allows the sort of concentra­ tion of Metal\\Qrking ought to be ready for the reason is obvious. Both Greece and North Afri­ tion of force in critical locations discussed in the consequences. Whether such political risks are ca have a number of areas which are relatively better military textbooks. Equally, Roadbuilding warranted will depend completely on the nature infertile. Agriculture increases the population has considerable defensive value because it of the game, as ultimately Metahwrking may limits of such areas, allowing Crete and Africa facilitates the rapid movement of reserves to a well not give the possessor an advantage over to develop fully without fighting for additional threatened area, and can thus be used to repel other nations (although it is always effective territory. invasions. City construction is easier, because against Barbarians), because once all players Egypt and Babylon, on the other hand, have a tokens can be concentrated in the desired loca­ have it everyone is back where they started number of areas with high population limits, and tion without effort. from. Of course, in a world where every other should be more concerned about the danger of In short, the main virtue of Roadbuilding is its nation has MetallM>rking, it is most unpleasant flooding than with increasing their population flexibility. It is valuable in almost any situation, to be the only one without it. density further. There certainly are advantages because it permits a player to move his tokens Metal\\Qrking is unlikely to decide the out­ to being able to have as many as six tokens in a more freely. Even reconstruction after acalam­ come of a war, but the small edge it gives in single area, but these have to be weighed against ity is easier with Roadbuilding. battle is significant, especially since it applies the cost of Agriculture and the importance of The benefits of Roadbuilding, while varied, repeatedly until the other side also acquires the other civil ization cards. naturally are of greater significance to nations card. The number of tokens saved by The other nations tend to be somewhere in occupying large land areas. Crete and Africa Metal\Wrking over the course of a game can be between as far as habitablearcas are concerned. are likely to have less use for Roadbuilding, substantial, although some players tend to over­ For these nations, their relationship with their unless they are able to firmly establish them­ estimate its strategic significance. The pos­ neighbors may be the key factor in determining selves in areas usually occupied by other session of Metal\\Qrking may deter enemy whether gradual expansion is a bettcr solution to nations. attacks, because it increases the cost to the the problem of population pressures than the A significant negative feature of Roadbuilding aggressor, if it doesn't provoke them first. acquisition of Agriculture. is the loss of five additional tokens in an Epid­ Having said all this, it is worth noting that Agriculture will always benefit a society, both emic, and an extra city in both Civil Disorder Meta!\wrking is always effective against Barb­ by providing flexibility as to the location of and Iconoclasm & Heresy. The spread of dis­ arians, and considerably lessens the effects of population concentrations and by making enemy ease and dangerous ideas is ftu;ilitatcd by 33

Roadbuilding. These effects, which mayor may The only real reason a player would not buy not materialize in the course of the game, should Engineering is that he wishes to buy something not deter players from acquiring Roadbuilding. ENGINEERING else instead. Almost every time a civilization Roadbuilding is expensive and is acquired card is purchased. other cards are passed by , and solely for its attributes, as it yields little in the the choice becomes a matter of judgment. But way of additional credits and does not lead to Engineering is one of the few civilization cards additional civilization cards. Roadbuilding is an which can be considered to always be a good end in itself. Whether Roadbuilding should be buy. acquired therefore depends on the type of game being played. In a tactical game with aggressive opponents, the tactical advantages of ASTRONOMY Roadbuilding are more pronounced. In a quiet game, it may be that other cards will enrich your civilization more rapidly. Strengthens city defenses/assauns and reduces the effects of FLOOD and EARTHQUAKE. 1m 140 e

Engineering (140 - Crafts/Sciences) Pennita voyages Credits: 10 point Craft credit; 20 point Science across open 98a. credit,' 10 points 10 Democracy andMonOlheism; 20 points to Philosophy and Theology. 80 e Credilleoslrado: 2001140 ~ 1.43. Increases value of sets of Iron, Bronze, Silver, Attributes: Increases the effectiveness oj attack Gems or Gold. against and defense oj cities. Allows the pur­ Aggravates the effects of chase ofRoadbuilding and Mining. Astronomy (80 - Sciences) SLAVE REVOLT. Calamity effects: Reduces the effecls of Earth­ Credits: 20 point Science credit; 20 points to 1m 180 ~ quakes and Flood. Philosophy and Theology. Engineering has something for everyone. It is Credit!costrado: 120/80 = 1.5. one of the most frequently purchased civilization Attributes: Allows movement across open sea Mining (180 - Crafts) cards, in all types of games. It is a card you areas. can't really do without. Prerequisite: Engineering. First of all, any card which belongs to two Calamityeffects: None. Credits: 10 point Craft credit; 10 points to categorics is inherently attractive, because it Astronomy is one of those civilization cards Democracy and Monotheism. gives more credits than a single catcgory card. whose importance is directly related to the type Credilleostrado: 701180 ~ .39. This accounts for Engineering's high credit/cost of game being played. Attributes: Increases the value oj a set consist­ ratio. Of course, this works in reverse as well­ In a quiet, friendly game, it is unlikely that ing oj anyone ojlron, Silver. Bronze. Gems or if a player already has a number of Craft Wid Astronomy would be a particularly desirable Golds Science civilization cards, Engineering will be card. As the least expensive Scicnce, its cheap. The two-category aspect of Engineering credit/cost ratio is high, but a player may Calamity effects: Aggravates Slave Revolt. also makes it useful to comply with certain acquire Coinage for an extra 30 points and Just as a player considering the purchase of epoch cntry requirements. although usually these Engineering for an extra 60 points. It would be Pottery must weigh the benefits of Cloth Mak­ requirements can be met in othcr ways as wcll. more reasonable to expect Astronomy to be ing. a player interested in Roadbuilding must As with many other civilization cards, the picked up latcr in the game, aftcr other Sciences carefully look at Mining. Both require Engin­ qucstion is not whether Engineering is worth have been acquired. Eventually Astronomy can eering as a prerequisite, both are fairly expen­ buying, but how high a priority it should be be acquired for nothing. sive. and both stand or fall on their merits, as given. The answer, not surprisingly, depends on But things change in more violent games. It neither leads directly to additional civilization circumstances, Egypt and Babylon traditionally is irritating enough to have a fleet of enemy cards. acquire Engineering as soon as possible, because ships appear on the horizon and descend on your The negative effects of Mining are less their civilizations rest on large flood plains. A coast, laying waste to prosperous and important pronounced than those of Roadbuilding, flood without Engineering is a devastating cities. It is even worse if the invaders bring with although Slave Revolt will come into play sooner calamity, and players who find themselves on them Metalworking, Military or Monotheism. than the higher level calamities. The benefits of flood plains must govern thcmsclves according­ But this dcpressing scenario is much worse if Mining are more easily measured, although not ly. you have no way of retaliating. necessarily greater, thWi those of Roadbuilding, Apart from its unique defensive value against A player with Astronomy is often able to and are likely to apply on every tum. flood, there'is no one attribute of Engineering attack a player without Astronomy without fear All in all, the choice between Mining and which stands out. Engineering saves a token in of a counterattack against his heartl~d. The Roadbuilding may well dcpend upon the nature combat involving cities, both on attack and temptation to carry out such a raid, or even a full of the game being played and the character of defense. Over a number of turns, these military scale invasion . may be too great to resist. If the the players themselves. Mining may make you features make a difference, but this attribute in unwritten rules of a game permit anti-social rich, especially if you draw the right commodity itself isn't enough to justify the purchase of behavior of this nature, players with exposed cards or are able to acquirc them in tradc. Engineering, nor is the hahdy, but hardly cruc­ coastal citics are well advised to acquire Astron­ Indeed, the only reason to acquire Mining is for ial, reduction of earthquake effects. omy early, even if their own intentions are profit. The wealth dcrived from Mining may be The fact that Engineering is also a prerequisite peaceful. The deterrent effect of Astronomy used to acquire other civilization cards which to Roadbuilding and Mining is more significant. should not be underestimated. have greater tactical value, but it is difficult to Even if a player has no immediate plans to Astronomy also prepares a nation for other determine how quickly these secondary effects acquire either of the higher Craft cards, it is contingencies. Desirable as it is to build up a of Mining will occur. Roadbuilding, on the always useful to have the option to do so. If a secure core of cities, it is not always possible to other hand, is more useful in a violent game than player adopts a strategy in which Roadbuilding do so, especially for nations such as Africa and in a friendly, introspective game. Each player or Mining is essential, then of course Engineer­ Crete. In any event, the threat of barbariwt can best judge whether the potential profit from ing must be acquired first, Either way, the invasions makes complete security an illusion for Mining can hope to be realized in the game in prospcct of buying the highcr Craft cards is every nation. Civilizations come in different which they are playing. another reason why Engineering is so popUlar. shapes and sizes. and occasionally you may find 34 yourselfwith tokens and cities allover the map. general mismanagement usually is necessary for If you are in a game where secondary losses The beneficiary of a civil war often will have matters to get to such a serious stage. are distributed in this manner, the acquisition of both tokens and cities in completely different Coinage's versatility makes it an attractive both Pottery and Epidemic makes considerable areas. acquisition. The absence of adverse effects sense, as otherwise you may become the dump­ Resourceful players will find ways to hold makes it a safe, solid choice for almost any ing ground for secondary effects of Famine and even fragmented civilizations together, and nation. Once again, only the need to obtain Epidemic. These secondary effects, when com· Astronomy, together with Cloth Making, is an other civilization cards first will prevent most bined with one or tvvo other calamities, can ruin essential card in these situations. Astronomy players from a relatively early purchase of a fl ourishing civilization. allows the beleaguered player to shift tokens to Coinage. Another factor in dccidingwhether to acquire almost any locations, making island cities tena­ a defensive civilization card such as Medicine is ble. If a player also holds Military, he can whether your civilization is in fact flourishing. forestall anything short of a coordinated attack If you are struggling to catch up, you may need by several players. MEDICINE a more assertive civilization card. In this sort of The purpose of this digression is to point out situation, all you can do is hope you don't run that Astronomy has defensive value, and should into anything contagious. not be considered to be purely aggressive in Finally, if a player holds Roadbuilding, his nature. But this should not disguise the fact that losses from Epidemic are increased by five, and the usual. effect of Astronomy is to allow you to Medicine then becomes a more attractlve insur· do something that someone else can't - and it is &nce policy against a truly devastating calamity. common for this to be taken as meaning that you Medicine, despite its cost, is a civilization can do something to someone who can't do it to card which is worth having, although it often you. must be considered a lUXUry until the later stages of the game. Reduces the effects of EPIDEMIC. COINAGE 140 G MATHEMATICS

Medicine (140 - Sciences) Credits: 20 poin! Science credit; 20 points to Philosophy and Theology. Credllleost ralio: 1201140 ~ .86. Attributes: None. Allowa for changes Calamity effects: Reduces lhe effects of Epid. In taxation. ernie. Counts 25 towards It is tempting to dismiss Medicine as being too PHILOSOPHY and 110 G expensive and insipid to justify the 140 points THEOLOGY. needed for its acquisition. Medicine should be bought only once credits from other Science G 230 A cards are available, and then mainly to build up Coinage (110 - Sciences) civilization card points. The effect on Epidemic Credits: 20 poin! Science credil; 20 poinrs to is nice, but hardly wordl the expense. Mathematics (230 - Sciences! Arts) Philosophy and Theology. There is some truth in this analysis, but Medi· Credits: 20 point Science credit; 5 point Arts Credillcoslralio: 1201110 ~ 1.09. cine shouldn't be sold short. Leaving aside the credit; 10 points to Enlightenment; 25 points to Attributes: Allows taxation rates to vary from aggravating effects of Roadbuilding, Medicine Philosophy and Theology. one to three tokens per city. reduces the effects of Epidemic by half, with a Credilleost ralio: 1701230 ~ .74. primary victim losing eight rather than 16 unit Attributes: None. Calami" effects: None. points, and a secondary victim losing up to five The effects of Coinage are simple, although rather than 10 unit points. Calamity effects: None. their implications are not. But it is necessary to go a step further. The One could engage in a profound debate about By increasing his nation's taxation rate to secondary effects of Epidemic arc serious, as the opinions of the designer on the utility of three tokens per city, a player can move more compared to the secondary effects of other mathematics, as evidenced by the fact that in the tokens from stock to treasury. One obvious calamities, especially when one recalls that game Mathematics is useless, other than for the result is an increase in the number of tokens in secondary effects may be incurred even if the credits it generates. Such a debate wouldn't lead treasury, which makes it easier to purchase trade unfortunate victim is also the primary victim of anywhere, as Mathematics would still have no cards from the Gold/Ivory stack or acquire two calamities in the same turn. Medicine practical benefits, and no drawbacks. Mathe­ civilization cards. reduces these effects to a tolerable level, but in matics is just there. But it is important to realize that an increase many games it may do more. In the same way The credit/cost ratio for Mathematics, as for in treasury necessarily implies a reduction in that the primary victim of Famine wilt often most expensive civilization cards, is low, which stock, which in turn may well limit population choose secondary victims who do not hold Pot· means that the early acquisition of Mathematics growth. Coinage may therefore be used to tcry, the possession of Medicine may well for its credits toward other civilization cards is conlrol popUlation growth, which in turn has an induce the primary victim of Epidemic to choose not particularly efficient. It is better to wait until important bearing on movement order. Coinage other nations as seconctary victims, in order to credits from other cards have accumulated, so has an indirect, but very real, military applicat. maximize the effect of the Epidemic. In a Mathematics may be purchased more easily. ion. "friendly" game, the opposite may happen, but Indeed, the acquisition of Mathematics is the Less commonly, Coinage may be used to the maxim "misery loves company" generally ultimate goal of a nation which rejects the world· reduce taxation rates to one token per city, applies in this situation. lincss of Crafts on the one hand, and the com· freeing other tokens in stock for use as populat. IftheacquisitionofMedicinehas the effect of plexities of Civics and Religion on the other. ion. A player may find it useful to reduce tax· diverting the secondary effects of Epidemic to Whether such a culture is viable is another ation in the aftermath of calamities or warfare other nations, the benefitsto the holder are much question, but a player who systematically which has reduced his popUlation, especially if greater. Rather than lose ten unit points, he acquires Science cards will find that he can buy he already has a substantial number of tokens in loses nothing, and in addition his potential or Mathematics for much less than its face value. treasury. A cut in taxes may also prevent a tax actual rivals incur losses from the Epidemic Mathematics is thus the objective of a certain revolt, although, as every taxpsyer knows, which he might well hHVe "uffered. type of civilization, rather than the means of 3S attaining the objective. By its very existence, it Attributes: None. cities to buy the civilization cards which will let allows a civilization to go down the path of pure Calamity effects: Reduces the effects of Civil them act out their violent fantasies harmlessly on science without finding itself cut off from every War and Civil Disorder. the board. high value civilization card. As pointed out Architecture is thus in the same category of above, whether such a course is wise is another Most of the observations made concerning civilization card as Mining and, to a lesser Drama and Poetry apply equally to Music. question. extent, Coinage. Architecture will make you Music's credit/cost ratio is higher, although rich. It won't directly contribute to the defense players may find the credit to Literacy associated of your empire, or provide you with the means with Drama and Poetry more useful than DRAMA & POETRY to conquer your neighbors, but it will help gen­ Music's credits to Mathematics and Philosophy. erate the wealth which will assist you in obtain­ The effect of Music on Civil War is its most ing these, or other, goals. For the price you pay significWlt feature, Wld the importance of civil for Architecture, other good civilization cards wars is so great that the beneficial effect on Civil can be acquired, so in the end the question of Disorder is almost a bonus. A player may priorities again becomes important. Neverthel­ ignore both Drama and Poetry and Music, but ess, Architecture is a very useful card and the fate of his civilization will depend largely on should be high on everyone's list. luck, as a civil war will be potentially devastat­ ing. LITERACY Reduces the effects of CIVIL WAR and ARCHITECTURE CIVIL DISORDER. A 60

Drama and Poetry (60 - Arts) Credits: 5 point Arts credit; 10 points 10 Democracy and Enlightenment; 20 points to Counts 2510wards Literacy. LAW, DEMOCRACY Allows treasury and PHILOSOPHY. Creditlcostratio: 65/60 = 1.08. to pay he" of the cost Attributes: None. of city construction. Calamity effects: Reduces the effects of Civil A 110 War and Civil Disorder. A 120 Drama and Poetry is a bcttcr civilization card than first appears. It has the high credit/cost Literacy (110 - Arts/Civic) ratio typical of an inexpensive civilization card, Credits: 5 point Arts credit; 10 points to and thus provides a good foundation for further Architecture (120 - Arts) Enlightenment; 25 points to Law, Democracy dcvelopment. It has no attributes, and thus lacks Credits: 5 point Arts credit; 10 poinrs 10 and Philosophy. the glamor of civilization cards such as Astron­ Democracy and Enlightenmenr; 15 poinrs to Credi//Cos/ ratio: 1101110 ~ l. omy or Metalworking, but it reduces the effects Law. Allributes: None. of what is probably the single most devastating Credillcostratio: 60/120 = .5. Calamity effects: None. calamity in the game - Civil War. Attributes: Up to halflhe cost of building one Any experienced player knows that a civil war With Literacy, one begins to enter the realm ciry each tum may be paid by tokens from treas­ at the wrong time can ruin any chance for vic­ ury. of the higher Civics. These civilization cards tory. Saving five tokens may not seem like will be familiar to CIVILIZATION players, as much, but this often also means five fewer Calamity effects: None. they are basically unchanged in ADVANCED tokens to reconquer, so the effect of Drama and Architecture has changed quite a bit from CIVILIZATION. Poetry on a civil war is very real. CIVILIZATION. It is more expensive, and is no Apart from the fact that it belongs to two longer an Arts/Civic, butthis is more thWl offset groups, Literacy does little other than pave the by its new attribute. way for Law, Democracy Wld Philosophy. MUSIC As usual, it is necessary to balance the low Literacy yields a 25 point credit towards each of credit/cost ratio of Architecture against its these Civics. In CIVILIZATION, Literacy lay on enhancement of city construction. Practically a path along which every nation had to tread. speaking, once a player has acquired Architec­ Now the options open to the various civilizations ture, he can build one extra city each turn. in the game are more varied, and Literacy is no Naturally this doesn't apply to a nation which longer a required civilization card. already has nine cities, but nine cities will gener­ It can safely be said that initially there will be ate such wealth that civilization cards probably two types of ADVANCED CIVIUZA110N don't matter much anyway. players - those who buy Literacy and those who In the real world, though, you CWl never have don't. By this I mean that some players will enough cities. Between calamities and friends, continue to buy Literacy out of habit, since it Reduces t he effects of cities vanish at a frightening rate. On average, a was an essential card in CIVIUZATION, while CIVil WAR and player can probably expc!ct to build about two others will react to the freedom in ADVANCED CIVil DISORDER. cities each turn, because tokens are required for CIVILIZATION and devote all their energies to city support, defense, Wld, dare it be said, buying the exciting, new civil ization cards. The A 60 occasional gratuitous aggression. With Archit­ real question is what happens after the excite­ ecture, a third city can be built, which increases ment dies down and players try to make an the rate of city construction by fifty percent. objective assessment of the value of a Civics Music (60 - Arts) It is hardly necessary to point out the import­ oricnted civilization. Wlce of cities. They are worth fifty points each The Wlswer to this question will determine the Credits: 5 point Arts credit; 10 points to at the end of the game, but, even more impor­ importance of Literacy. The Craft, Science and Democracy and Enlightenment; 20 points to tantly, they generate taxation and especially Religious options are only that - options - and in Matherruztics and Philosophy. trade cards, which are the basis for all wealth a game played to conclusion only a daring player Creditlcost ratio: 85/60 = 1.41. and progress. Even the Attilas in the group need will try to make do without the stabilizing prop- 36 erties of the higher Civics, not to mention their Civil Disorder, although the additional stability ary to consider the other ways in which a player point values. Literacy is a key ingredient of any provided by Democracy may be a life safer late may control his population and thus influencethe strategy based on the higher Civics. in the game. order of movement. Changing taxation rates The real purpose of acquiring Democracy is with Coinage is one obvious method. The con­ to make use of the credits obtained towards its struction of wilderness cities or the deliberate purchase as a result of the acquisition of other loss of tokens in combat or from overpopulation civilization cards. Near the end of the game, the is another. chances of victory are increased if existing Furthermore, moving last is not always credits are used to their utmost. A player may important. In a quiet game, where conflict is the exception rather than the rule, the order of Required for well have to make a choice between Democracy DEMOCRACY and"' and Philosophy at this point, or even between movement is not significant. Even in a violent .PHILOSOPHY. one of the higher Civics and civilization cards game, a player may deliberately strive for a such as Mathematics or Mining. large population by acquiring Agriculture, and rely on mass to ward off aggression. These factors must all be taken into account MILITARY when the acquisition of Military is being con­ sidered. It may be enough to purchaseMilitary when it is needed, rather than as a key part of your strategy. But all this is by way of caution. Military • 170 gives the holder an invaluable advantage in war. Coupled with civilization cards such as Astron­ omy and Metahwrking, a player may strike at his opponent's weak spots and overrun large Law (170 - Civic) areas in a surprisingly short time. A player with Credits: None. Military will almost always win a war against a Allows holder to move last player without it, and certainly is unlikely to Credil/cost ratio: 01170 Aggravates affects of CIVIL lose. Whether this means he will win the game Attributes: Allows the purchase of Democracy WAR and CIVIL DISORDER. is a different question. and Philosophy. Military also has immense defensive benefits. Calamity effecls: Reduces the effects oj Civil • 180 As long as a player has enough mobile tokens, War and Civil Disorder. Mil itary allows him to reinforce threatened areas With Law one truly commits to the higher and hold key positions. A player with Military Civics. Law yields no credits, but is a prerequi­ will thus seldom, if ever, lose a city to a player site for Democracy and Philosophy. The miti­ Military (180 - Civic) without Military. In fact, the defensive value of gating effects of Law on Civil War and Civil Credits: None. Military is so great that other; non-military, Disorder are realty just a bonus compared to its Creditlcost ratio: 0/180 nations are unlikely to even attempt aggression role as a gateway to the expensive and valuable against a player who holds Military. Attributes: Allows the holder to build ships and higher Civics. move last. For stable, cohesive nations such as Egypt or Many of the comments made about Literacy Babylon, Military is something of a lUXUry. For apply even more strongly to Law, which is more Calamity effects: Makes Civil Wars more nations which finds themselves spread out all expensive and provides no credits to other cards. destructive. Aggravates the eifects oj Civil over the board, with no easily defensible home­ The acquisition of Law is not quite the culmina­ Disorder. land, the defensive powers of Military may well tion ofa strategy, but is close to it. Military is undoubtedly one of the most diffi­ be the key to survival. Crete and Africa often cult civilization cards to assess. It worsens the find themselves in this sort of situation, although effects of Civil War. Economically, it is a dead the effects of civil war make the fate of every DEMOCRACY weight. Meta1\\Qrking is the only card which nation uncertain. gives a credit towards Military, so the player A player who buys Military will naturally who wants to acquire Military will have to pay at arouse suspicion and fear in his neighbors, just least 160 points. Military also yields no credits as with Mcta1\\rUrking. The pol itica1 towards other civilization cards. so its value repercussions of Military will vary from game to must be determined purely according to its game, but a player who acquires Military should attributes. not be surprised if other nations decide a The effect of Military is very simple and very preemptive attack against him i~ warranted. The powerful. A player who holds Military ignores reaction of other players is yet another compli­ the census and moves last, except in relation to cating factor in deciding whether Military is other players who hold Military, when census worth the expense. order still applies. An interesting and important Once again, the bottom line is the cost of Cities never revolt. effect of this rule is that Military is most valu­ Military, both in terms of points spent and lost able when no other player has it, and is least opportunities for the acquisition of other more valuable when everyone has it. If every nation economically or politically useful civilization .2000 has acquired Military, census order again pre­ cards. The atmosphere of the particular game vails. On the other hand, if everyone else has you are playing may well determine the quest­ Military, and you don't, you'll always move ion. If everyone buys Military, the points you Democracy (200 - Civic) first. "wasted" to buy it are also wasted by everyone This analysis, while crucial to determiningthe else, so some of the adverse economic effects Prerequisite: Law. value of Military, does not lead clearly to a cancel out. If the attributes of Military can't be Credits: None. single conclusion. One view is that if you intend usefully employed, there isn't any point to Creditlcost ratio: 0/200 to acquire Military, do it right away, not only acquiring the card. because credits can't be accumulated towards its Most games will be somewhere in between, Attributes: Prevents tax revoits. purchase, but also because its effectiveness and then the question becomes whether the Calamity effects: Reduces the effects oj Civil diminishes as other players acquire it. On the advantages given by Military outweigh the War and Civil Disorder. other hand, many other valuable civilization advantages which can be obtained by the acquisi­ First of all, no one should ever have a tax cards can be acquired with 160 or 180 points, tion of other cards. At the very least, a player revolt, so Democracy's attribute is not a real especially early in the game. who buys Military early and uses it freely will consideration. Nor, in fact, are its considerable Since the only effect of Military is to change make his mark on the game, although he may defensive values in relation to Civil War and the normal order of movement, it is also necess- not make any friends. 37

Religion, so Mysticism is a reasonable early Enlightenment renders its holder immune to acquisition for this reason alone. It also yields Superstition, and lessens the effects of Slave PHILOSOPHY substantial credits and belongs to two groups, so Revolt. but otherwise is expensive and does it must be considered an almost automatic early little, other than allow the acquisition of Mono­ purchase. theism and Theology. Balanced against this is the fact that it has no It is dangerous to lag too far behind in the attributes, and therefore does not directly con­ Religion category. If your neighbors have tribute to its holder's civilization. acquired Enlightenment, they may be only a tum away from Monotheism, and you would do well to purchase Monotheism yourself, even if YOll DEISM have no definite plans for going further in the Religion category. Reduces the effects of ICONOCLASM & HERESY and modlfle. CIVil WAR. MONOTHEISM • 2400

Philosophy (240 - Civic) Reduces the effects of Prerequ/sile: Law. SUPERSTITlON. Credits: None.

Credllleost rotlo: 0/240 Allow. conversion of one Attributes: None. * 80 adjacent eraa each turn. AggravatH the effect. 01 Calamity effects: Allers lhe effects oj Civil War ICONOCLASM & HERESY. and reduces the eifeers aflconoclasm and Here­ sy. Deism (80 - Religion) 220 Almost everyone has trouble with Philosophy, Credits: 15 poinl credit to higher Religion * 1 especially in school. ADVANCED ClVIUZA­ cards. nON is no different. Philosophy is the ultimate Credilleostrotio: 45/80 = .56. Monotheism (220 - Religion) Civic, and can he purchased for as little as 90 points. On the other hand, it does very little, Attribu/es: None. Prerequisite: Enlightenment. and may even make a civil war more serious, as Calamity effects: Reduces 1M effects of Credits: None. it ensures that at least 15 unit points will be lost. Superstition. CredU!cost rado: 01220 Philosophy may therefore be considered the Deism is really the civilization card for the Attributes: Allows the conversion of one adjac­ Civic equivalent of Mathematics or Theology. player who does not intend to go further in the ent area, provided the victim does not hold A rich. well-developed civilization will likely Religion category. Deism limits the effects of Monolheism or Theology. purchase Philosophy near the end of the game, Superstition to the reduction of a single city, and Calamity effects: Aggravales the effects oj in order to make use of Science credits. therefore takes most of the sting out of what can Iconoclasm and Heresy. Acquisition of Philosophy at an earlier stage is otherwise be a serious calamity. Players with both difficult and unrewarding. other plans may be content with Deism, rather A great deal could be written about Mono­ than expend resources on the more expensive, theism. The reader should review the lengthy but more effective, higher Religion cards. analysis in this article relating to Military, as MYSTICISM almost all of the same considerations apply. Monotheism is a powerful card, but not as powerful as it looks. For one thing, it can be ENLIGHTENMENT used only once each turn, which minimizes its effect. It also makes Iconoclasm and Heresy more serious, which is an adverse effect which should not be ignored. Most importantly, Monotheism often ends up being completely ineffective, as other nations acquire Monotheism or Theology. Eventually, only its negative calamity effect remains, and Monotheism is only a liability. While one can Reducn the effect of SUPERSTITION. say the acquisition of Monotheism is defensive, Reduce. the effects of that is an argument better used on nervous SLAVE REVOLT. neighbors, because Theology accomplishes the Nullities the effect. of SUPERsnnON. same defensive objectives at comparable cost, A 50 without negative side effects. * As with Military. once the analysis of the 150 negative effects of Monotheism is completed. the Mysticism (SO - Religion! Arts) * fact remains that it is a powerful offensive card Credits: 5 pOinls Arls credil; 15 poinl Religion and can easily be integrated into a campaign of credil. Enlightenment (150 - Religion) conquest against a neighboring state. Mono­ Credllleosl ratio: 85.'50 = 1.7. Credits: 15 point credil to Monotheism and thei .. m can be used to annex enemy cities, or, A/tributes: None. Theology. less commonly, to convert large concentrations of enemy tokens. In either case, it gradually Calamity effects: Reduces Ihe eifeCIS of Credllleost rollo: 301150 = .2. pays its way. Superstition. Attributes: Allows Ihe purchase of Monotheism No discussion of Monotheism would be com­ With Mysticism, we enter the new world of and Theology. plete without a word on the likely reaction of Religion, but there isn't all that much that can be Calamity effects: Nullifies the e1fecls of religiously less developed neighboring nations. said about this new group. Certainly Supersti­ Superstition and reduces the effects of Slave Any nation which acquires Monotheism does so tion is a devastating calamity for nations without Revolt. purely for aggressive purposes, and it is only to 38 be expected that the potential victims of your new-found religious zeal will react, often vio­ lently. DIPLOMACY The best defense to Monotheism, other than the acquisition of Monotheism or Theology, is Military, which allows the holder to eliminate A Civilized Approach dangerous enemy tokens before they are able to make converts. This type of situation underlines by Laurcn Bancrd the limits of Monotheism. Without access to vulnerable units, Monotheism is much less powerful. As a multi-player game, ADVANCED with on-board effects (such as Military or Finally. the fate of a religiously bacbvard CIVlUZATTON is unique for a number of rea­ nation in a game where most other nations have Monotheism) are the ultimate weapon. The sons. Firstly, players playas much against the efficient player will more often use these tools as Monotheism is not even worth considering. system as against other players. Unlike the deterrents than as weapons. unfettered aggression of DIPLOMACY, Trading embargoes and calamities may be the ADVANCED CNILlZA110N players must bal· only way to reach a well-defended opponent. A THEOLOGY ance domestic concerns, such as city support, trade embargo seldom holds for more than one taxation and calamities with foreign policy, session and can cut both ways - use it selective­ especially defence, expansion of the empire and Iy. To hit an opponent with a calamity calcu­ plunder. A player who pays too much attention lated to inflict the most damage, you have to to one will have problems with the other. trade it just before the end of the session. It Secondly, and more importantly to the diplo­ takes nerve, but the risks may be worth it. matic game, no playcr can be completely When distributing the secondary effects of knocked out of the game. Civil War is the main calamities either do it as evenly as possibleor go balancing mechanism, supported by the limited after one opponent. Again, keep only one number of tokcns, and the potential victim's enemy at a time. Nullifies Monotheism. ability to fight back using off-board means like Reduces the effects 01 calamities (both primary and secondary effects), Keep your door open ICONOCLASM & HERESY. trade embargoes and diplomatic maneuvering. If you leave your conference room door open, Some of the follOYJing reminders could apply enemies as well as friends can come and go. If 250 . to most multi-player games Cmulti-polar~ may you close it, neither will come. Since fortunes * .1 be a better adjective, given that some two-sided can change dramatically from turn to turn, war games require more than two commanders), ADVANCED CIVILIZATION players must be but most reflect the characteristics which make flexible. Try to manage rather than confront. Theology (250 • Religion) ADVANCED CNlLlZA110N unique. Prerequisite: Enlightenment. Play today, not tomorrow For every action, make sure there is an M Threatening revenge in the ~next game for Credits: None. equal and opposing reaction Credltlcost ratio: 01250 diplomatic leverage will likely lose you the game Other players must understand the potential along with a fcw friends. Grudgcs are poor Attributes: Immunizes the holder to the eilects of consequences of their actions tpward you. If a technique and yield poor results anyv.ay. To MonOlheism. neighboring nation plunders your city, pay them deal with you properly, other players need to Calamity effects: Reduces rhe eifecrs of Icono­ back as soon as possible; do not be talked out of know that you will assess each diplomatic offer clasm and Heresy. it. A reputation as a soft touch will only invite based on its own merits. Theology is the benign equivalent to Mono­ more casual attacks: Conversely, if a nation theism. The holder's units cannot be converted helps you out, be sure to pay the debt. Break a deal only when the game is on by religiously aggressive neighbors, but rather This rule applies only to action, not to the the line than incurring adverse effects if hit by Icono­ threat of action. For example, a nation is not helping you if they make a show of dcclining to Once you make a deal, stick to it (which may clasm and Heresy, the holder is almost immune also mean pulling out according to your rules) from that calamity as well. give you the secondary effects of an Epidemic ­ that is a threat, not a pat on the back. unless you will either win by breaking it, or lose Theology is a very attractive civilization card. if you do not. The cost of casually breaking It yields no credits, but allows the utilization of deals is too great. Other players will hesitate to valuable Science credits, and thus is usually less Focus aggression seek agreements with you and any deal you expensive than Monotheism. In long games, a If you must fight, take on only one other make will be of little value. If you must break a nation may acquire both Monotheism and Theo­ nation at a time. Rcsist the temptation, especial­ deal for reasons other than a chance to win, you logy, but usually the choice is one or the other, ly when you have tokens to burn, to attack or made a bad deal. and as players gain expericnce, Theology begins plunder more than one nation at a time. More When you make a deal, do not make it to look better and bcttcr. than one declared enemy on the board at any open-ended- anticipate its demise by building in given moment invites trouble. cancellation mechanisms. For example, each Conclusion Weigh the consequences of your aggression. party must give the other a full turn's notice of The one idea which recurs throughout the It is better to keep the peace than to attack cancellation, or the deal holds until nation X previous discussions is that the Mcorrect Mchoice because ~I had nothing better to do with those does Y, or we have the option to renew the pact of civilization card is almost always related to tokens. ~ Casual aggression may result in costs after two turns. Pacts (and reputations) based on your position in the game you are playing. The out of proportion to the .gains. On the other this kind of realism tend to last longer. geographical location of your nation, level of hand, a well-timed plunder of a neighbor's city violence in the game and the ability and or a seaborne raid that leaves no opportunity to Keep the hammer counterattack can net a large profit at fairly low attributes of your immediate neighbors all should Diplomatic leverage in ADVANCED playa large part in your deliberations. cost. If you want to fight, hand your opponents CIVIUZATION is a combination of willpower a "fait accompli" rather than a Mcassus belli. ~ This is not to say that personal preferences are and means. You need not always have a huge not important. One of the most attractive fea­ number of tokens poised to strike to convince tures of ADVANCED CJVlLlZA110N is the way Use your weapons wisely opponents of your sincerity. But if you do not in which players can shape their civilizations in Political power may grow out of the barrel of have the on-board power, you must show that their own images, even if unsuccessfully. There a gun, but you need not pull the trigger. The you can raise an army where it is needed, so that are now so many viable paths for civilizations to number of on-board tokens is important, geo­ your diplomacy can be backed by force. follOYJ that every player should find ample scope graphic position is more important, seaborne for his or her own creativity. access is a critical threat, and civilization cards Continued on Page 43, Colwnn 3 39 THE WISDOM OF THE AGES? Advancing Your Civilization by lauren Banerd, Bruce Harper and Gary Rapanos

The comments and discussions which follow Watch your population a war. Come to think of it, you probably would may improve your play of ADVANCED ClVIU­ The subtle relationship between stock, treas­ already have started one. ZAT10Nby pointing out important aspects of the ury and tokens on the board is one of the most game or, more likely, by articulating ideas intriguing aspects of ADVANCED CNlLIZA­ Defend your cities which you already intuitively apply during play. nON. Each token must be in one of the three It is usually more efficient to defend a city Not all of the advice given below will apply in places, and an expert will be familiar with the than to build a new one, especially since you risk: every situation, and a successful player will various ways in which tokens can move from the loss of a trade card if another player success­ always consider the game as a whole, including one place to another. fully attacks one of your cities. The usual tech­ the personalities of the other players, in deter­ Some players tend to try to be too clever in nique for defending your cities against attack is mining his strategy. It is often impossible to handling this aspect of tlte game. It is usually to move tokens into the area containing the city. carry out several ideas at the same time, a prob­ enough to keep in mind that the player with the Attacking tokens must first eliminate the defend­ lem which serves to illustrate the essential chaI­ greatest number of tokens on the board moves ing tokens before attacking the city, and thus a lengeofthe game, which iste achieve and main­ first, with all the disadvantages which follow. greater number of tokens are needed to success­ tain an equilibrium for your nation, despite On the other hand, tokens are necessary to build fully attack the city. internal problems tuu.l cx.lcrnwlhrelils. cities, which are required to obtain trade cards, The drawback to this tactic is that the defend­ By its very nature, ADVANCED ClVIUZ­ which in turn are essential to purchase civiliza­ ing tokens are eliminated after combat even if A110N is not a game in wh ich winning is all tion cards. Without an adequate popUlation of they are not attacked. because they cannot important. Even so, it is more satisfying to tokens on the board, nothing can be accomp­ coexist with a city. It is less wasteful to defend develop a civilization which is competitive than lished. by holding Engineering, which increases the one which contributes nothing to human The good player will balance these competing number of attacking units required by one, or by advancement. ADVANCED ClVlLlZA.110N is requirements, by trying to limit his popUlation to moving after potentiaJ attackers. not a game which can be subject to exact anruy­ just what is needed. The catch is that it is never The best defense, of course, is not a good sis, since success may be determined as much by clear when a nation's population will prove offence, but rather the threat of one. If diplO­ who sits next to you as by your own play, but inadequate in the face of pressure from macy and threats of retaliation stop other players what follows will hopefully make the game more neighbors and calamities. from anackingyour cities, so much the better. interesting and enjoyable. Naturruly everything The most that can be said is to make some which follows is accompanied by the usual effort to keep your popuJation at a level which Keep a core of cities disclaimer protecting the authors from blame if fits in with the needs of your position, rather things go wrong. Cities are important. You can't always have than letting your population dictate your strate­ a flourishing civilization, but if you can keep gy. Avoid tax revolts two or three cities going at all times, you'll A final point is worth making. A nation almost always be able to build a few more and Tax revolts occur when a player doesn't have which possesses Military always moves after collect some trade cards from the cruciaJ middle enough tokens in stock to move into treasury nations which do not, and therefore this civiliza­ stacks. during the taxation phase, which takes place at tion card offers a simple, although expensiveand These cities should be built in the safest part the start of each turn. sometimes temporary, solution to the problems of your territory. They are the cities you will try Tax revolts should never happen. Tokens of popUlation. to save during a Civil War or Epidemic. They'll must be in one of three places - on the board, in be the first to be rebuilt if anything does happen treasury or in stock. The normal wear and tear Don't be afraid to fight to them. Egypt, for example, should have a few of combat and calamities usuaJly ensures that ADVANCED ClVlLIZA110N is not a cities on sites which are immune from flood and each turn a fair number of tokens are removed wargame - depending on who's next to you. It far enough away from both the edge of the board from the board and placed in stock. But you isn't necessary to acquire Metal\Wrking, Milit­ (Barbarians) and the coast (your spouse or shouldn't count on a calamity to rescue yourself ary, Engineering, Astronomy, Monotheism and neighbor) that they can survive most of the ups from your own mismanagement. Roadbuilding in order to bring the benefits of and downs of the game. You really have to work at being a bad ruler your civilization to new areas of the board, The formation of a core of cities is sufficiently to trigger a tax revolt. Tokens can be trans­ although it often helps. important that you may even want to build a city fe rred from the board to stock in a variety of ADVANCED ClVlLlZA110N games range in a wilderness, despite the extra cost. to form ways, such as levies for shipbuilding, combat, from friendly affairs where players would prefer such a core. deliberate overpopulation, c ity construction and not to inflict secondary calamity effects on their calamities. Tokens can be transferred from neighbors (although the rules require them to do Don't block yourself treasury to stock by buying and maintaining so) and where direct conflict is almost unthink­ In their haste to progress to higher levels of ships, city construction using Architecture, able to raucous contests full of back-stabbing, buying Gold cards and purchasing civilization vendettas and long dark ages. One would like to civilization, some players build cities in adjacent cards. think that most games lie somewhere in between. areas and wind up splitting their territory in half. What all this amounts to is that tax revolts can Objectively speaking, there are times when a Roadbuilding offers a way out of this dilemma, only occur by way of oversight. If you have a smaJl attack on another player's cities will yield but it is easier not to create problems for your­ tendency to overlook such mundane matters, buy healthy dividends. In addition to drawing a self - others will do it for you. Leave a corridor through which tokens may move. This also Coinage, so you can lower your tax rates and trade card from the victim, the attacker may avoid trouble. pillage the ruined city and transfer up to three helps when treacherous cities need to be recapt­ tokens from stock to treasury. These rules make ured. Keep some ships handy aggression a paying proposition in some situa­ You never know when you'lI need to respond tions. Use your fertile areas wisely to a sudden attack by a friend or loved one, or Of course, you will have to deal with the At first thought, it appears best to build your when an irresistibly tempting opportunity will consequences of your aggression. The victim cities on city sites in areas with a low population come up. A ship or two gives you the flexibility may accept excuses CI thought it was an Egyp­ limit, in order to save the more fertile areas for you will need in these situations. The extra tian city - sorry!-) or compensation CI feel your tokens. This allows your territory to burden on your treasury should be happily borne badly about it - I'll give you a good trade! -}, but remain more compact. and thus less exposed to by your grateful subjects. a more normal reaction is for the victim to start marauding neighbors. Whether this is truly 40 necessary will depend on how much space your modity cards) means that sets are increasingly related to the frequency of calamities, as well as nation is able to secure, which in turn will valuable as they get larger. Cornering the mar­ the level of violence of the players. depend on the number of players in the game ket in a given commodity is always desirable, In a turn where few calamities are drawn, and the propensities of your neighbors. but trading is not limited to such ambitious trade will flourish and few cities will be lost. However, it should be kept in mind that many goals. Civilization cards will be purchased, and every­ calamities call for the reduction of cities, and a In trading, players should not only focus on one will feel good. Inevitably, these happy city in a fertile area will have more survivors the one commodity which will result in a large times are followed by dark ages in which misery than a city in an infertile area, and will thus be and valuable set, but should also try to build up and destruction abound, empires are fractured easier to rebuild. Thus it may be that some secondary sets. For example, commodities such and virtually every civilization is damaged to cities arc best constructed in fertile areas, in as Hides, Ochre, Iron and Papyrus should be some degree. Dark ages can only be avoided if order to allow quick recovery from calamities. collected as carefully as Grain, Cloth, or even a game has one of those rare players who winds Gold. up with five or six calamities, as only two would Secure your frontiers The worst mistake a player can make is to take effect. Where possible, try to expand your territory ignore the second, known card in a trade. Astute players are aware of this and can to its natural boundaries. Not only does this Usually the other player involved in the trade sometimes even ride out dark ages by refraining give you an almost acceptable excuse for aggres~ will have a commodity card which is of no value from city construction, in order to avoid select­ sion, but it gives you a margin of safety against to him, but is worth something to you. The ing trade cards, and by not trading, for if you unreasonable and unprovoked attacks by your points gained by astute trading in low level cards are lucky enough not to draw a calamity, you neighbors. will often make a world of difference when the can be sure that there are quite a few in circula­ Boundaries often consist of straits or areas game ends and victory is determined. tion and trading will usually result in you ending with low popUlation limits, such as the Sinai up with one of them. desert, because even after population increases Trade in stages But be careful not to outsmart yourself - there will not be enough enemy tokens to mount Where a large trade involves more than two sometimes a player will think a dark age is an effective invasion. If there are no natural important cards on each side, it is often safer to coming and will miss by a card or two. frontiers to your territory, you may wish to build trade in stages. For example, you hold two a line of cities as a great wall to keep out Spice, but are willing to give them up for a Prepare for catastrophe invaders. This also makes it more difficult for Gems and two Grain. Another player is equally Some calamities are worse than others. A you to attack your neighbor, which might result happy to trade. The safe way to carry out this flourishing civil ization can collapse for a number in a more amiable relationship. exchange is to trade one Spice and two other of reasons, such as an attack by a coalition of Ships and Roadbuilding can be used to over­ trade cards, one of which will be unknQV.In, for jealous and vengeful neighbors, a combination come both man-made and geographical barriers. the Gems, another known trade card and an of minor calamities, both as a primary and sec­ unknown trade card. Once this is done, a sec­ ondary victim, and, worst of all, a singlecatast­ Don't forget about city support ond trade can be made, with the other Spice raphe. Two tokens are needed for each city in play. being traded for the two Grain. Calamities that might lead to a catastrophic It may look I ike you have more than enough If the trade were done ail at once, there is no collapse all on their own include Civil War, tokens on the board, but calamities such as way you could be sure that you would get a Civil Disorder and Iconoclasm and Heresy. Famine, Slave Revolt and Epidemic can change Gems and two Grain, as only two of the trade Flood and Epidemic, especially when combined this in a hurry, as can combat with other players' cards would be known to you. with calamities such as Famine or Slave Revolt, units. can also be devastating. The Barbarian Hordes In fact, often players get themselves into Listen to other trade negotiations are always happy to complete the depopUlation trouble by building an eighth or ninth city, leav­ By keeping your ears open during trading, of a weakened empire. What can you do about ing themselves the bare minimum of tokens for you will be able to determine the location of the it? city support. This is not to say that you commodities you want to acquire. It is a mistake Often the answer is ~ not much ~ , but for each shouldn't reach for that ninth city, but you to get locked into negotiations with one player calamity there are one or more civilization cards should be aware of the risks involved. and miss out on possible bargains involving which reduce the damage. For example, Music, other players. Drama & Poetry and Democracy reduce the Go for the big trade when you can effects of both Civil War and Civil Disorder. Another player offers you two Cloth for a Salt Be a Stoic Whether it is worth buying these cards just as and Grain. You already have three Cloth. It's always fun to trade a calamity to another insurance against several of the major calamities Should you make the trade? The answer is player, but there are times when it is better to may well depend on your position with respect almost always yes. accept your fate and retain a calamity. Here we to the other players. If you're comfortably Clearly the other player is about to unload a aren't referring to the misplaced idealism of leading, only a true catastrophe can knock you calamity on you, but the two extra Cloth those who refuse to disrupt a ~friendly· game by out of the running in a single turn. On the other increase the value of your existing holding from trading a calamity, but rather to the situations hand, if you have to cateh up to the leaders, you 45 (3 x 3 xS) to 125 (5 x 5 xS). A set of five that arise when it makes good sense not to trade may have to just hope you don't get hit by some­ Cloth puts you in the big time as far as purchas­ further. thing too bad and press on with more aggressive ing civilization cards. You'll recover from the There are two situations where a calamity civilization card acquisitions. calamity, but the civil ization card is forever. Go should be held. The first is where you have for it. nothing else to gain by trading, in that you have Hold onto your commodity cards gained the set or sets of commodity cards you It is always difficult to know whether to hold Be a flexible trader were after. Players often allow a calamity in onto a set of commodity cards, in the hope of The key to trading is flexibility. The rules their hand to dominate their thinking and will getting an even bigger set on the follQV.Iing turn, require that a player correctly state both the total engage in bad trades just to get rid of it. Calam­ or to buy civilization cards whenever possible. number of cards he wishes to trade and two of ity effects must be calmly.weiglied against the There are two main disadvantages to holding the trade cards involved in the deal. Players value of the other commodity cards you hold. onto commodity cards. One is that you may be can't be sure of all the trade cards they will It's best not to panic. attacked by another player and lose one or more receive (one will often be a calamity), so they The other situation arises where you might cities, which allows the attacker to draw trade must make the most of the information they do well wind up with something even worse. It is cards from your hand at random. You may get receive. better to be hit by a reasonably mild calamity lucky, but the card you lose might be one of The starting point to trading is always to look which you can handle than a truly devastating those Gems you've been hoarding. The second at your 0'ND hand. Sometimes all the commodity catastrophe. disadvantage is that civilization cards are worth cards in your hand will be different, but usually much more after you've bought them, both for there will be the beginnings of one or more sets Be aware of the cycle theory of history credits for future purchases and for the special of commodity cards. The geometric formula for The overall prosperity of the game at any attributes associated with them. The· great leap commodity card sets (the value of the commod­ particular time depends largely on the number of forward~ approach to building a civilization ity card times the square of the number of com- commodity cards in circulation, which in turn is usually doesn't work as well as a systematic 41 plan, using civilization cards you already hold to acquire additional cards. ATLANTIS On the other hand, the mathematics of com­ mod ity card sets operates in favor of building up your hand. As an example, three Grain cards The Lost Civilization are worth 36 (3 x 3 x 4) . Traded in on two consecutive turns, this give six Grain cards a by Bruce Harper purchasing power of 72. Six Grain cards traded in all at once are worth 144 (6 x 6 x 4) - twice as The story of Atlantis comes to us from Plato. Adding Atlantis to the game much. He described Atlantis as a mil itaristic state, at Another consideration is that trading prospects war with both Athens and Egypt before its The glory and tragedy of Atlantis can be are greater if you hold more trade cards. Trad­ destruction. Atlantis consisted of an Ancient added to ADVANCED ClVILlZAT10N by the ing sessions are always uneventful for a player Metropolis, located on an island, and a Royal follOYling rule modifications: who has just cleaned out his hand making a big City surrounded by a fertile plain. Atlantis had 1. Crete begins the game with two tokens, civilization card purchase. It's better to avoid a highly developed agriculture, and possessed rather than one, on the board. this situation of emptying your hand too often, great engineering, architectural and metal work­ 2. At least one of Crete's required cities for especially since the inability to trade may result ing skills. The Atlanteans were literate, and epoch entry and advancement must be in in being saddled with a calamity which might worshipped many gods. Thera, Phaestos or Knossus. otherwise have been traded away. 3. If Crete draws VolcanolEarthquake, Thera No general rule can be set out here, but the Legend or fact? erupts and all units in Thera are destroyed. dccidingfactor may often be whether it is safe to Areas adjacent to Thera or the Aegean Sea, The idea of Atlantis has fascinated mankind hold onto valuable commodity cards. Whether whether they contain citics or tokens, are for millennia. There has always been doubt other players hold Military and Engineering, as devastated and have their popUlations whether Plato considered Atlantis to be real, or well as the overall position on the board, are reduced to a single token. All ships in whether it was meant only as a legend for important factors in coming to this decision. these areas are destroyed. instructional purposes. More recent research has established that Buy the civilization cards you need Atlantis did exist, not in the Atlantic Ocean, but Effects There are as many views on the relative in the Aegean Sea. The Ancient Metropolis was The effects of these changes are relatively merits of the various civil ization cards as there located on what are now called the Santorin easy to foresee. Crete, which will begin the oreADVANCED ClVILlZAT10N playe,,_ Many islands, represented on the CNILlZATION game one turn ahead of every other nation, players kill time at work by planning which mapboard as Thera. The Royal City and its should be able to establish a powerful and civilization cards they will buy in their next surrounding plain was located in Crete. Virtual­ advanced civilization. By turn five, when other game. It's fine to have a plan, but the successful ly all the inconsistencies between Plato's writ­ nations have 32 tokens or two cities and 20 player will always be prepared to put aside his or ings and the historical evidence have been tokens, Crete will have as many as four cities. her personal views and buy the civilization cards resolved. This initial advantage will fade as the game goes which are really necessary once the game Around 1,500 B. C., the volcano which cre­ on, but one would expect Crete to have the begins. ated Thera erupted with tremendous force. The richest civil jzation for some time. The simplest example of this is that Egypt and explosion which resulted was about three times But the shadCMI of disaster will always 100m Babylon have to make Engineering a priority, as as powerful as the famous Krakatoa eruption. over the Cretan civilization. Unlike the unfor­ the alternative is to live in terror of Flood for the The volcano then collapsed, causing immense tunate Minoans, Crete will be aware of the entire game. Crete and Africa usually will tsunamis which devastated the Aegean basin, impending catastrophe, but it's not clear what it require Agriculture, to compensate for their and caused widespread damage throughout the will be able to do about it. Cretan colonies will infertile territories. Crete will often target eastern Mediterranean. The Minoan civilization naturally come under pressure from other Astronomy for early purchase. centered in Thera and Crete never recovered, nations. But in your next game of ADVANCED But it often becomes necessary to buy a par­ and in its weakened state was ultimately con­ CIVILIZATION, Atlantis might survive and ticular civilization card because of the actions of quered by the Greeks. achieve the glory it was denied in history. other players. If the Iberians and Thracians acquire Metahwrking and Military, only the most principled IIIyrian would refrain from following suit. Similarly, if your neighbors are Monotheistic, you have to do something to keep the balance. Military can indirectly defend against Monotheism, so the purchase of an expensive Religious civilization card may not be necessary, but developments in neighboring civilizations can't be ignored. It's best to make other players react to your civilization card purchases, but if a game devel­ ops a militaristic or religious tone, it can be dangerous to be the odd man out. Try being the last player to buy Astronomy and you'll under­ stand what this means. Keep one eye on the A.S. T. The Archaeological Succession Track (A.S.T.) no longer governs victory, but each space is worth 100 victory points. It may be reasonable to intentionally delay movement along the A.S.T., but needless delays should be avoided. It also isn't always possible to meet epoch entry requirements, but if you're aware of an approaching barrier and what's needed to overcome it, you may wish to purchase your '. Eastern Mediterranean civilization cards accordingly. Whether the development of your civilization should be warped to avoid a delay is another question. Central Mediterranean 42 IMPERIAL CIVILIZATIONS An ADVANCED CIVILIZATION Variant by Bruce Harper

The number of possible strategies in difference, other than to encourage players to to buy Military, which proved its defensive ADVANCED ClVlLlZATTON is so great that strive ever harder for world domination. value in the turns to follCIN. The Iberians were there is no need for variants to keep the game Apart from these changes, all other rules are beaten back and made a separate peace, after from becoming boring and repetitious. Players used . which the Africans were driven out of Italy. may develop their civilizations along whatever Weakened by a barbarian invasion and several lines most suit the requirements of the position The effect on the game other calamities, most of which originated in and their own personalities. This diversity is Once this variant was conceived, there was Babylon, Africa appeared to be destined for one of the most attractive features of the game. considerable discussion as to how the Imperial complete extinction. The variant discussed in this article is version 'WOuld differ from a normal game of therefore not intended as a criticism of the cur­ ADVANCED ClVlLlZATTON. A turning point rent ADVANCED CIVTLlZAT10N fules, nor One view was that one or more nations would It was then that the game's first turning point should it be considered an improvement. It is dominate the board, reducing the area and popu­ was reached. Just as Egypt was about to enter simply different, and adventuresome players are lation of the weaker nations, perhaps even to the its expansionist phase and Africa was about to be invited to use it at their own risk. extent of eliminating them completely from the conquered by IlIyria, Egypt was smitten by a game. It was thought unlikely that a single civil war in which the struggling Africans were The end of civilization? nation would ever control the entire board, but a the beneficiaries. This balancing effect of Civil The Roman empire, which eventually struggle between two or three large empires War is intentional, but does not always work included morc or less the entire ADVANCED seemed probable. perfectly, and had the civil war occurred a turn CIVILIZA.170Nmapboard. inc1udingthewestern The other view was that the difference later Africa would likely have found itself in a expansion map panel, arguably was a synthesis between the two games would be less than completely different area of the board. of many of the civilizations which had earlier expected, because various aspects of the game At about this time, IlIyria found itsclfholding flourished in the Mediterranean. From the system would operate to correct imbalances. Civil Disorder near the end of a trading session. standpoint of human development, it represented Militarily, it is not easy to eliminate an advers­ Rather than accept the consequences, IlIyria a new level of civilization. But viewed from the ary, both because of the mechanics of movement sought to preserve its eleven cities by trading the perspective of the game, a world empire such as and combat and because the larger nations move calamity to its close ally Assyria, who was the Roman would mean the effective end of the first. Diplomatically, there is a tcndenq to gang forced to reduce eight cities as a result. These game, as all other players would be either elim­ up on the leaders, simply because they constitute events caused a rearrangement of the political inated or reduced to such a low level as to be the greatest threat to the other players. This structure of the game. Egypt dropped out of the unable to develop their civilizations further. tendenq manifests itself not only in direct mili­ ranks of the great powers, joining Africa in a In both ClVlLlZATTON and ADVANCED tary action, but also in trade boycotts and the disarray which was to last to the remainder of ClVJLJZA.110N, such a world empire is directing of secondary calamity effects. The the game. Iberia withdrew into isolation to impossible, because no nation has enough units thought was not only that no one nation would recover from the effects of its war with lIIyria, to control more than a portion of the board. The achieve a dominant position, but that all nations whileAssyriajoined with front-running Babylon Imperial variant simply allows this possibility, would be competitive. to attack Illyria. and leaves the rest to the players. As can be seen by a review of the finishing The results total, the warfare among the three largest nations Rule modifications As it turned out, neither of the above pre­ did not result in any real change in the relative Imperial civilization really only involves one dictions was realized in the test game played by strengths of the six nations involved in the game. After a turn or two of inconclusive conflict, the rule modification. Rather than using II single set our group. Using the western expansion of SS tokens, nine cities and four ships, each mapboard, six players participated, playing dynamics of the endgame began to take effect. nation uses two sets of playing pieces, for a total Egypt, Babylon, Assyria, lIlyria, Iberia and IlIyria and Assyria renewed their alliance. as it of 110 tokens, 18 cities and eight ships. The Africa. For the first few turns, each nation was apparent that Babylon was leading and variant thus requires a second set of playing occupied its -natural- areas, with the only would win unless attacked by all its neighbors. pieces. Players who do not have a second CIV­ notable difference being that IlIyria deliberately Such an attack was duly launched, but aided by lLIZA110N game may order these playing pieces delayed city construction in order to gain control certain irregularities, Babylon managed to hang separately from Avalon Hill. of all of Greece and the northern half of Italy. on and win narrowly as the time limit of the Several other rule modifications stem from The absence of Crete initially benefitted IlIyria game expired. When the game ended, both this fundamental change. A tenth city allows a and Assyria, who quickJy reached an under­ Babylon and Illyria had two spaces left to cover player to draw a second trade card from the first standing which lasted for much of the game. on the A.S.T. stack, an eleventh city a second trade from the For whatever reason, most of the players second stack, and so on. Thus 18 cities are tended to be more aggressive than in a normal Empire building necessary to allow 8. player to draw a second game. Egypt pushed into the Levant, engaging Apart from the dramatic diplomatic and mili­ Gold or Ivory (or Piracy) card. in a lasting war with Babylon. Assyria also tary events already related, some interesting and Each player is only allowed to purchase one sought additional city sites in that area. At the surprising developments in this test game should trade card from the ninth (Gold/Ivory) stack same time, IlIyria and Africa fought over Italy. be mentioned. each tum. This limitation is normally not The story of this confli~£could be an article in No nation, including Babylon at the height of required, but with each nation having a larger itself, but for our purposes here it is enough to its power, ever had more than twelve cities on number of tokens it is needed to prevent the recount the highlights. Once IlIyria reconciled the board. Expectations of vast empires consist­ purchase of two or three trade cards in a single itself to the fact that it could not hope to possess ing of up to eighteen cities were never realized, turn. the Balkans, Greece and all of Italy, it as the dominant nations found their energies Finally. if all players agree and sufficient sets announced that it was agreeing to the African diverted by external threats or dissipated by of playing pieces are available, each nation may demands for a partition of Italy. At this exact calamities once they reached a certain size. begin the game with three or more sets of moment, Iberia joined with Africa in a surprise In the same way, no nation was eliminated or pieces. In practice, two sets of pieces are more attack against IlIyria. so reduced in size that it could not recover, at than enough and it is unlikely that using what As it happened, Iberia joined in the war just least as far as territory and popUlation was con­ amounts to an unlimited number of tokens, cities when lIIyria was about to make its first civiliza­ cerned. In part this was due to civil war, and in and ships for each nation would make much tion card purchase. Illyria had little choice but part to the fact that their adversaries were never 43

Even so, the temptation to delay city con­ Imperial variant test game - fInishing totals struction in order to secure a larger territory out of the opening exists. In the test game, Illyria Africa Iberia IIIyria Assyria Babylon Egypt used a mild version of this strategy, with con­ siderable success. Civi6 ..tiOD cards 900 835 1,700 1,370 1,820 812- Players who wish to affix the suffix "the Commodity cards 2 - 34 - 8 14 Great" to their names may also wish to embark upon a deliberate policy of expansion once their Treasury I 16 14 - 2 .;...... civilization is firmly established. This approach A.S.T. position 1,100 900 1,400 1,300 1,400 1,100 is also inherently risky, however, because a militaristic society is more vulnerable to calami­ Cities 100 200 500 450 450 200 ties, and also tends to generate opposing coalitions of potential and actual victims, as the Total 2,113 2,468 3,648 3,120 3,680 2,164 AssyriWls (the real ones) found out. A civiliza­ Finish Sixth Fourth Second Third First Fifth tion which exists only for conquest can never be considered to be "firmly established" . Conclusion willing or able to devote all their resources to were ignored Wld play continued, they might The Imperial variant is unlikely to replace the conquest, whereas the endangered nations were have permanently disappeared from history, normal version of ADVANCED CJVlLlZAllON, forced to channel all their efforts into a fight for except as occasional civil war beneficiaries. nor is it so intended. At the expense of eliminat­ survival. ing the delicate balancing of stock, treasury and Economics popUlation which characterizes the regular game, The rich get richer Allowing more than nine cities is naturally the Imperial variant allows players to give full inflationary when compared to the normal rules, rein to whatever delusions of grandeur they may The most notable effect of the variant rules have, all in the course of Wl afternoon. seemed to be to widen the gap between the mainly because it is easier to maintain a seventh, advanced and backward civilizations. Africa not eighth and ninth city. The collection of a second . only lost its war with Illyria because of a low-level card had a relatively small impact, "technological gap· (Illyria had M il itary and , a although it is easy to imagine games in wh ich a turn or two later, Astronomy), but fell further nation might have th irteen or fourteen (or more) and further behind after its defeat. Nations cities, in which case the effect would be that which could maintain tcn or eleven cities were much greater. Diplomacy . .. Conrinuedfrom Page 38 able to acquire the civilization cards which The structure of the game includes checks Wld allowed them to fight more effectively, as well balances, however, and the more frequent The on~b o ard situation chWlges quickly in as those which reduced the effect of calamities. appearance of Piracy, Iconoclasm and Heresy ADVANCED CIVIUZATION. It is difficult to The poorer nations could afford neither, and and Civil Disorder may well have cancelled keep a · standing" army (indeed, it is not eco­ with Babylon, Assyria and lIIyria all holding much of the inflationary effect of the additional nomical to do so), but it is relatively easy to Monotheism, Egypt, Africa and Iberia were cities. Civil Disorder CWl be a particularly generate one when you need it . The key is to destined to fall further behind. Africa and Iberia catastrophic calamity in this version of the game, generate an army in the right place - location, also lacked Military, and had no real prospect of although when Assyria was reduced from eleven rather than quantity, is the critical factor. For obtaining it. cities to three, it was back up to ten cities a turn this reason, "keeping the hammer" means having The conclusions to be drawn from this are later. Assyria's war ofveogeanceagainst Illyria tokens in areas near potential enemies. You also applicable to a normal game of ADVANCED was partly triggered by the incidental effect that need not take critical areas Wld make unneces­ CIVILlZArrON. Even in a game in which the this reduction of cities stalled it on the A.S.T. sary enemies. A few tokens moving around the level of violence is high, civilization cards are for a turn. board on ships creates a surprisingly effective the key to victory. Military, Metalworking, The modest totals of civilization cards threat. Engineering, Roadbuilding, Astronomy and achieved in the test game was most likely a Surprisingly, another effective hammer is Monotheism must be acquired by nations which consequence of the severe fighting which broke having a smaller army thWl your nearest rival hope to achieve victory in wars. Naturally the out early in the game. It remains to be seen (the player with the most tokens moves first) . holding of these civilization cards does not whether the Imperial rules make a peaceful game Seen in this light, Military is an effective ensure success in the game, if only because impossible. defensive card. calamities can humble the proudest civilization, but they are certainly effective in dealing with Dare to be Great Never say die enemies on the battlefield. The strategies open to players under the In ADVANCED CIVILIZATION, there are two But this gives rise to the apparent paradox. A Imperial rules have hardly been explored. It was sides to this saying. Firstly, play to win no rich and peaceful nation can, if the need arises, clear from the test game that a nation which matter what your position. The game system acquire the civilization cards which will allow it obtained M ilitary and one or two other key CWl turn the tables in a hurry. Players who give to prevail against other nations in war. For a civilization cards would have excellent prospects up and turn to spite rather than to ideals for few turns a nation may be vulnerable to attack, of conquest against less adVWlCed nations. It guidance are unwelcome additions to any gam­ and an adversary may hope to obtain a perma­ was much less clear what would happen if one or ing group. A player may, if he chooses, base nent advantage before the victim is able to mas­ more nations decided to "horde" from the outset, his diplomatic strategy on whim, attacking other ter the arts of war, but generally the aggressor expanding in all directions until stopped. This nations whenever he wishes. It is much better to will find that any tactical advantages he has "strategy" , if it can be so termed, would presum­ adhere to one's diplomatic arrangements, or at achieved will be short-lived. ably give the nations inVolved a larger area of least allow rational self-interest to govern your A poor nation, on the other hand, is less able the board, but at the cost offalling behind 00 the relations with other players. At least then they to respond to pressure from neighbors holding A.S.T . as city construction and civilization card will have some idea where they stand. civilization cards such as Monotheism Wld Milit­ acquisition lagged. Secondly, do not play to eliminate another ary, and such nations face the dismal prospect of If the Wlalysis ended here, one would feel player. It is nearly impossible to knock another having their positior. steadily eroded by superior confident in adopting such an approach, as the player off the board and any attempt to do so cultures. Using the Imperial variWlt, this ero­ ground lost might well be made up later. What will likely destroy the aggressor's chance of sion is more pronounced, because there is no makes this plan more dangerous is that the winning. It is the wrong way to play this game. limit to the amount of territory a nation may compact, urbanized nations might achieve a lead ADVANCED ClVIUZATION is • game of control. In the test game, at least, the poorer in civilization attributes which would allow them moderation rather than extremism, mWlagement nations would likely have survived only because to not only repulse, but later dominate, the rather than confrontation, and skill rather than one of the richer nations would have completed primitive hordes which attempted to overrun luck. War is just another diplomatic tool, and its movement along the A.S.T. If the finish line their territories. diplomacy is only half the battlc. 44 CIVILIZATION AND TRADE An ADVANCED CIVILIZATION Variant by Peter Robbins

Human civilization is a product of the Ice to_seal a treaty or agreement; but it must have emperor or general who violated these rights Age. The hunters and gatherers who came out soon become apparent that trade could be carried could be, and often was, replaced or assassin­ of the hills into the fertile river valleys, some on for its own sake. If something increases in ated. 10,000 years ago, were a tough, adaptable lot. value simply by taking it from one place to They had already begun to domesticate animals, another, and if that increased value ean be con­ Swnmary and their tool-making abilities were superb, but verted into an easily portable form, then an The course of civilization has been channelled they had none of the skills of civilization. These entire commercial and monetary system will and changed by a series of interactive and cumu­ require spare time, and a settled way aflife, and follow. lative developments. First, a changing climate the life of hunter/gatherer is one of continuous made agriculture necessary, and the hybrid movement. When survival dependson travelling Early civilizatiom wheat grains and the invention of the plough light, the trappings of culture cannot be accum­ made it possible. Food surpluses produced by ulated. The cave art that survives (at Lascaux Jericho is probably the oldest continuously inhabited city in the world. Grain was being agriculture gave rise to the earliest arts and and other sites), has done so because it was not crafts of civilized life, and the surplus crops and portable. Apart from the occasional bone carv­ reaped there about 10,000 years ago. By 5,000 B.C., wheat, barley, and lentil grains had been manufactured goods could be traded between the ing. almost nothing else remains of the pre-agri­ new cities. Advances in metallurgy changed cultural cultures. domesticated, along with sheep, goats, pigs and cattle. Archaeological evidence for these devel­ warfare, and the necessity of city defense pro­ duced new military organizations, which in turn Triggers of change opments comes from the Fertile Crescent: that curve of river Valleys and coastal hills that runs changed the character of their societies. The ~agricultural revolution~ that occurred from Jericho to Anatolia to the delta of the The game between 10,000 and 5,000 years ago was driven Tigris and Euphrates rivers. By 3,000 B.C., by the climatic changes that followed the Great long-distance trade was underway between such ADVANCED CIVlLlZAI70N does a good job Thaw. When the weather became warmer. it cities as Nineveh, Ur, Byblos, and Megiddo. of demonstrating the synergistic effects of cul­ also became drier. Game became scarce as The invention of bronze, sometime between ture, geography, military power, and trade. pastureland dwindled. A more rei iable food 3,000 and 2,500 B.c., produced trade in a new However, the acquisition and use of the trade supply was needed. Fortunately, one was at and important commOdity. This was probably cards has no connection to the historical and hand. Emmer wheat, which was itself a the world's first "strategic metal" , because of its geographic reality. Copper, for example, is a polyploid hybrid of wheat and another grass, use in weapons, and because of the limited rare mineral, yet a player with cities far from formed hybrids with yet another grass species. occurrence of copper ore. The Bronze age, any ore deposits has as much chance as a player This new plant had plump kernels that were less which lasted until about 1,000 B.C., was the with heaps of copper under their territory to pick easily spread by the wind, but also had nearly heyday of the first sea-traders. The Phoenicians up a Bronze card. I believe that the game would four times the food content of the original wild were the most successful of these, planting be enhanced with some sort of recognition of strains. This meant that humans could plant, colonies around the Mediterranean, and trading geographical reality. harvest, and make bread with this new grain, as far north as Britain, where manufactured and still have seed for planting in the spring. By goods were exchanged for tin. The Phoenicians' The variant 6,000 B.C., the first farmers of the fertile cres­ largest colony, Carthage, was to last until 146 Our play test group therefore developed the cent were doingjust this, aided by the first great B.C., when it was destroyed by the Romans. following variant: that the commodity cards be leap of technology: the plough. Superior weapons of bronze or iron changed associated with a particular location on the map. The plough made it possible to cultivate land the face of warfare. The first peoples to acquire The ownership of a city at that location allows that had previously been too hard. With a larger the new metals and weapons would attempt to the owning player to increase the value of a acreage under cultivation, more people could be conquer their neighbors. The first multi-national commodity card set of the appropriatecommod­ fed. and a surplus could be stored for the winter empires were creations of icon swords and ity by one card, in the Slime way as Mining or as insurance against times of famine. With an bronze shields. When trade was not profitable increases the value of certain sets of commodity agricultural surplus, the farmers created wealth. enough, warfare might be worthwhile. The new cards. They could now buy what they did not produce weapons also gave rise to new social organiz­ For example, suppose that a player has a city for themselves. People began to special ize in ations within a state. The Assyrians, Hittites, built on the site labelled Salt, and is cashing in crafts and skills. Money, more easily stored and and Greeks established their hegemony by creat­ three Salt cards. The player would receive the carried, began to replace sacks of grain as the ing disciplined armies with new tactics that point value for four, not three, Salt cards, as medium of exchange. City walls were con­ employed these new weapons to best advantage. long as he retained that city when trading in his structed to protect this wealth, and the livcs of Consider the Phalanx, a compact mass of commodity card set, after all calamities were the people who owned it. Warriors were heavily armed and armoured infantry which resolved. required to man the walls of these cities. The dominated battlefields from the Greek/Persian This means that "trading citi~s" acquire new chief warrior would oftcn make himself king, wars of the 5th century B.C. until (reconstituted importance. Their locations become prizes to be and the emerging state would become stratified as the Legion) the latter stages of the Roman occupied, fought over, and held, although inev­ into classes: an aristocracy to rule and fight, a Empire. The individual soldiers who composed itably the cities themselves will be destroyed priesthood to ensure the favor of the gods, and such a formation did not have to be full time when conquered. Treachery, Civil War and the peasantry to grow food and pay taxes. professionals. Group discipline, rather than Monotheism allow trading cities to be captured individual prowess, was required of them. intact. Trading cities for such commodities as Trade These soldiers could therefore be volunteers, Hides or Ochre will be useful as soon as they are If the plough was the first trigger of change, who joined their units in times of war, and built, although they will not yield a great return the second must have been trade. The surplus would return to their farms when the war was to the nation which possesses them, whereas city crops that the new city-states produced would over. Instead of conscripts, these men would be sites associated with Bronze, Silver, Spices and have been different in kind or quantity, depend­ citizens, with all that word implies. In ancient other higher value commodities are valuable ing upon rainfall, soil, and local custom. There Athens, such soldier-citizens would vote for a investments which may be acquired early in the now existed goods and commodities of unequal strategic policy, and then personally go to war to game and held until later. This is similar to distribution, and these would vary in value from carry it out. While the Roman Empire lacked Monopoly. where high-rent, high-costproperties place to place. The first trading may havc the Athenian form of democracy, the soldiers of may not be developed until later in the game, resulted from marriages or nlliances: ritual gifts the legions still had considerable rights, and the when they can have a significant effect on play. 4S

Number Value Commodity Historical Locations of cards Game Location 1 Ochre 7 No prominentJocations Sinope 1 Hides 7 Britain, northern Germany. Scythia, upper Danube Appollonia Anatolia, Armenia, Britain, Caucasus, France, Illyria, Italy. Macedonia, 2 Iron 8 Ankara Palestine, Spain 2 Papyrus 7 Egypt Memphis 3 Salt 9 Dacia, Egypt, Tunisia Tripoli 3 Timber 8 Anatolia, Dacia, l1lyria. Lebanon, Mauretania Sidon 4 Grain 8 Egypt, Macedonia, Sardinia, Scythia, Sicily. Spain. Tripolitania Tyrss 4 Oil 7 Anatolia, Egypt, Italy, Spain Neapolis 5 Cloth 7 Anatolia, Egypt, France, Greece, Palestine, Spain Alexandria 5 Wine 6 France, Greece, Italy. Spain Corinth 6 Bronze 6 Britain, Cyprus, Spain Salamis 6 Silver 5 Anatolia, France, Greece, lIlyria, Macedonia, Spain Sardinia (New Carthage)* 7 Spices 6 Arabia. Egypt Su.. 7 Resin 5 Baltic coast, northern Germany Byzantium 8 Gems 5 Anatolia. Mesopotamia Nineveh 8 Dye 4 Phoenicia, Tripolitania Tyre 9 Gold 5 Anatolia, France, IIIyria, Spain Antioch 9 Ivory 4 Egypt, Tunisia Carthage • Note: New Carthage is used for Silver if the West Expansion Map is being used. Olherwise Sardinia is used.

The location of trading cities Whichever power controls one is likely to con­ influence of various nations. Diplomatic agree­ The sites of trading cities must be chosen with trol the other. In this way, the variant plays ment peacefully resolving disputes in these areas the following criteria in mind: more or less the same, regardless of whether the cannot be ruled out, but the existence of rich 1. they should have some resemblance to Western Extension Mapboard is used. trading cities in border areas will not make compromise any easier to reach. historical and geographical reality; 2. they should be spread around the Effects on play Special mention must be made of Sidon (Timber) and Tyre (Dye), In ADVANCED mapboard, so that no one area becomes There is little doubt that one effect of this ClVlUZATJON, crucial to play; and the ownership of the city sites variant will be to sharpen conflict. as nations in Palestine and Phoenicia are usually in dispute 3. they should be arranged so that play compete for key trading cities. Each nation will in any event, and the addition of two trading remains balanced between the various normally have one such city securely in its civilizations. cities in this area definitely muddies the waters. empire, while others will be in perpetual dispute. Salamis (Bronze) and Antioch (Gold) might be The table at the top of this page lists the vari­ The valuable Timber and Dye cities in placed in the same category. In one test game ous commodities, the number of each commod­ Phoenicia, for example, are not clt:tI.fly in tuly using this variant, Egypt, Babylon, Assyria, ity card, the areas where that commodity was nation's sphere of influence, and may be Africa and Crete all had units in this area at produced in ancient times and the location of the expected to change hands any number of times different times, and the concentration of trading trading city for each commodity. during the game. cities makes an expansionist policy along the For Cloth, only those areas producing linen It should be kept in mind that the most valu­ eastern Mediterranean coast a viable option. It are listed, since almost all areas around the able trading cities are probably those associated is debatable which nation is best able to carry Mediterranean produced wooL Bronze is an with commodities worth four, five or six points. out such a pol icy, as the nation which arrives aHoy of copper and tin, but copper is the major Acquisition of a city site associated with Gold or first will not necessarily arrive in sufficientforce ingredient. Spices refer to frankincense, myrrh, IvoI) sounds tempting, but these higher com­ to hold its gains. and other perfumes. Pepper, used as a flavoring modities appear much less frequently in most The variant described in this article is defin­ and preservative for food, came from India and games. itely worth trying, as it opens up new possibil­ the far east. Gems could also be stretched to The trading cities have been distributed so that ities for almost every nation, and gives a sharper include pearls and precious coral, which was each nation will normally have at least one trad­ focus to expansion and trading right from the found around the shores of the Arabian penin­ ing city securely in its territory, although in start of the game. and in so doing gives the sula. While elephants were notindigenousto the ADVANCED CNlLlZAl1QN nothing is truly players a greater sense of history. area depicted on the map, ivory made its way wsecure•. One can therefore SIq with some from central Africa to the northern coast of certainty that Egypt will usually have the trading Africa via caravans that traversed the Sahara cities for Papyrus and Ooth, Italy the trading References desert. As for gold, any onc of a number of cities for Oil and Silver, and so on. This is not The following sources were used to prepare cities could have been used. Several other city to say that aggression, Treachery, Civil War, this article: sites were selected with game requirements in Barbarians, Piracy or other misfortunes might The Ascent Of Man, by Jacob Bronowski (1973) mind. not deliver these cities into other hands, but Special mention should be made of Silver. If normally this will not be the case, at least not Connections, by James Burke (1978) the Western Extension Mapboard is used, the early in the game. Patterns in Prehistory (3d Ed.), by Robert J. rich mines of Spain are used. Without the West­ The same cannot be said for trading cities Wenke (1990) ern Extension Mapboard, Sardinia was selected, such as Byzantium (Resin) and Nineveh (Gems), Penguin Alias of World History, Vol. T, by simply to reflect the most direct route to Spain. which lie somewhere betwccn the spheres of Hermann Kinder and Werner Hilgemann (1974) 46 SEASON TO TASTE Optional Rules for ADVANCED CIVILIZATION by Bruce Harper

There was some debate as to whether this especially at the start of the game, and their fic nations and makes early trades more danger­ publication should include optional rules, much effects during play. ous. Once calamities have been traded and less fUll -fledged variants. One would think: revealed, trades become safer. Neither conse­ ADVANCED CNlLIZA'I10N itself would be Drawing calamities quence was thought to be particularly beneficial enough for the time being. Why confuse things to the game, but some may prefer the old rule. at by giving players the option of tinkering with the The normal rules provide that the start of ADVANCED CTVlLlZA'I10N also prohibits new rules,] the game at least as many commodity cards as the holding or discard of calamities. All calam­ On the other hand, there are few games which there are players are placed at the top of each ities must be resolved in the tum in which they trade card stack. This ensures that no tradable lend themselves more to modifications and are drawn. To many this is an obvious improve­ optional rules than ADVANCED CNlLlZATION. calamities can be drawn until sufficient trade ment in the game, but some may well prefer a cards are in play to allow players to acquire A few simple changes will result in a more kinder, gentler game in which calamities may violent or a friendlier game, as desired. The civilization cards which might reduce calamity simply be returned to their trade card stack effects. Non-tradable calamities are placed at acquisition of civilization cards can be made without being resolved. Those who wish to use more or less difficult, as the players wish. the bottom of each trade card stack, which this rule should realize that it is highly inflation­ delays their initial appearance even more. In Because of this, it is naive to think: that players ary and is likely to result in huge civilization won't develop their own house rules once they this way, each nation has a fighting chance to card totals for every nation. avoid the worst effects of the various calamities. are familiar with the new rules. I also consider Another modification which tests the altruism it to hea credit to the game itselfthat players are It is easy to come up with changes to these of those who profess a preference for non-viol­ rules. Players who are concerned that calamities so easily able to customize it to suit their own ence allows the secondary effects of calamities to tastes. In the same way that a good computer may play too great a role early in the game may be incurred by the primary victim rather than begin the game with the tradable calamities at program allows the user to vary its default set­ being inflicted on other players. This answers the bottom of their trade card stacks, just above tings, a good game should allow players to the complaints of those who dislike being forced their non-tradable equivalents, rather than change certain rules, provided the changes do to inflict the secondary effects of not alter the essence of the game. shuffling them in with the commodity cards. Volcanoes/Earthquakes, Famine, Flood, Epid­ What follows is a selection of the most likely Similarly, tradable calamities can be returned to emic, Iconoclasm and Heresy and Piracy on "house rules", together with a brief analysis of the bottom oftheir trade card stacks once drawn, other players. Any effects which cannot be in the same manner as non-tradable calamities. the suggested options. The reader may consider played against the primary victim must be this a menu from which he can select the most In both cases, there are two problems. inflicted on secondary victims. It would be appealing possibilities, or a continuation of the Firstly, players who draw a calamity may be interesting to see how many players would Designer's Notes, as in some cases I offer my able to figure out who else drew one. More actually invoke this rule. importantly, calamities will tend to occur in views of the suggested changes. My opinions A rule which was included in ClVJUZA170N should not influence players in their decision as bunches, which is not desirable. as an optional rule limits the damage a nation to which. if any, optional rules they wish to use. Conversely, at the start of the game some may incur from calamities in a single turn. This players may prefer to Those who intend to use optional rules should be shuffle the tradable calam­ rule provides that no player may be reduced very sure that all players are aware of them, and ities into the trade card stacks without worrying below 16 unit points as a result of calamities. may wish to photocopy these pages and highlight about whether the top trade cards are commodity either as a primary or secondary victim. A the rules being used. cards. This creates the possibility of a player player with only 16 unit points on the board is being hit by a calamity before he is able to trade, immune from further calamity effects until his which is fine unless it happens to you. Starting strength increases. Players may of course adjust Only groups comfortable with this last possi­ the limit of 16 unit points in either direction as Players who desire a harsher, more difficult bility would go one step further and shuffle the they see fit. game, and perhaps one requiring more skill as non-tradable calamities into their trade card It is only appropriate to conclude this dis­ well, may wish to use only 47 tokens in seven stacks at the start of the game. A nation could cussion of calamities with a fcw suggestions and six-player games. Conversely, those desir­ then begin the game with a Civil War, although which will appeal to those who enjoy calamities, ing a wealthier game, with more scope for indi­ the chances of this or similar disasters would be especially when they happen to others. Rule vidual development, may wish to use 55 tokens equal for everyone. 29.5, which provides that no player may be the in an eight-player game. Those who wish to go Once play starts, an increased frequency of primary victim of more than two calamities in further should use the Imperial variant printed calamities is more palatable, if only because the same turn, also limits the effects of calami­ elsewhere in this publication. players have a chance to acquire civilization ties. Astute players who have dravm a loath­ Other options at the start of the game involve cards which will mitigate calamity effects. some calamity, such as Civil War, will often the initial placement of calamities, and are dis­ Adventuresome players can choose to return accept additional calamities in trades with other cussed below. The idea of giving each nation a non-tradable calamities to their trade card stacks players, in order to give themselves a chance of SO or 100 pointcreditat the start of the game, in in the same manner as tradable calamities, by avoiding a devastating calamity. Playing with­ order to accelerate the development of each shuffling them together with returned commod­ out the safety net of rule 29.5 eliminates this nation's civilization, has been discussed, but it ity cards, rather than by returning them to the tactic, although it opens the door to complete isn't clear that this would accompl ish the desired bottom of their trade cl\l'd stack. This approach catastrophe for a nation which ends a trading goal of shortening the game. Since a time limit clearly makes for a more nerve wracking game. session with three or more calamities. Allowing may be used in any event, it also isn't clear an unlimited number of calamities to take effect whether an initial credit is even necessary. I Resolving calamities against any player is no doubt an exciting way to doubt that much is to be gained by making early Once calamities have been drawn, several play, provided all involved are Stoics who can civilization card purchases easier, as they are an other options are available. In ADVANCED face extreme adversity with a smile on their important part of the game. CIVILIZATION, there is no limit to the number face. of times calamities may be traded. You may You may also wish to take advantage of the Calamities prefer the rule in CIVILIZATION, in which only fact that all calamities now have brown backs, Of all the areas dealt with by the ADVANCED a single trade is al lowed, after which the calam­ and play that all twelve calamities may be CNlLlZATlON rules, calamities are most sus­ ity must be revealed by the victim. This change traded. It's difficult to determine exactly how ceptible to modification. Changes can be made does not reduce the overall effects of calamities, this will affect play, other than to make trading both in the way in which calamities are drawn, but it allows players to direct calamities at speci- even more of a minefield than it already is. 47

Finall)', it probably should not be necessary to appear more frequently. Even if calamities wrong with this idea, although it wouldn't make add that traditionalists should retain the four red­ aren't actuaJly purchased, they will be dI1lWll much difference. Whenever rules are changed backed calamity cards if they wish to use those sooner on subsequent turns. in this area, the changes are either too slight to in place of the fo ur new, brown-backed calamity The net effect of this rule must be inflation­ make much difference, or are too great to make cards. Jftheold cards are used, it will be appar­ ary, but this only applies for the game as a safely. ent when a non-tradable calamity has been whole. In any particularsituaIion, such as when drawn and the v ictim will immediately place the a plllJer spends ten tokens to be hit by a Rood. Variants calamity in front of him before trading begins. the effect may well be the opposite. In games with only three or four players, each At some pOint, changes to the rules cease to be merely optional rules and turn into full Changing the calamities player may draw two trade cards, rather than one, for each city. This greatly speeds up the fledged variants. It is then clear that what is In a sense there's no limit to the changes game, makes trading more interesting, and gets contemplated is a change which is so great that it players may make in the calamities themselves, caJamities into play more rapidly. ADVANCED fundamentally alters the game. although it is doubtful that changes would do One suggestion, from Jeff Groteboer. which ClVlUZATION is not really meant to be plllJed more than make the game different, rather than comes close to variant status is to limit trading to by fewer than five or six people, although it better. During development and testing all sorts nations which can reach one another by land or frequently is, and this rule came close to inclu­ of ideas were discussed about different calami­ sion as an "official· rule. sea. Cloth Making and Astronomy increase sea ties. The size of the Barbarian Horde, for communications in the normal manner, although e .5.Jllple, could be increased to 20, with prcdict­ Mechanics it is not necessary to actually have a ship in -:e results. More radically, Civil Disorder position to make the voyage to a trading partner. :._ :.Jd result in the loss of trade cards rather than Toying with the basic mechanics of a game is In a test game, we amended the rule slightly to :. - .!s. and Iconoclasm and Heresy could rcsult in more dangerous than changing what might be allow trading through a third nation, with that u.c' is of a civilization card. But such changes termed the parameters of the game system. For nation being able to demand one specified com­ . .:ion·t add anything to the game. example, increasing the size of the Barbarian modity card from the trading nations . :oS also possihle for players to use the Hordes to 20 tokens wilt not fundamentally alter In theory this ruk is 1:1 good one, but we found -:oofplay in CIVILIZATION and acquire the game, although it will certainly make the it failed in practice. I suspect the reason was sc:= .. Barbarians more damaging. One reason that a ==:;~-~ cards prior to the resolution of that trading is one of the key aspects of the ~ This allows players to avoid the designer can make such a change without too game, and anything which limits trading hurts dio;u of calamities by buying the appro­ much concern is that the number of times when the game. In addition, once all nations have .. ::.... i:zation cards once trading is COffi­ Barbarians appear is limited, and therefore the Astronomy, the rule becomes largely academic. .- r~:!yers know the calamities from effect of the change can be reasonably foreseen . I suspect that this is a good rule for a game • v..w suffer. I much prefer the pres­ The same cannot be said of the changes set which has not yet been designed . As !. compromise, some may wish to out below. Once mechanics are altered, you The same comment might be true of Michael ~.I. systet:l of credits, whercby losses from really do have a new game, at least to a certain Roos' ideas of increasing the role of ships, by extent. Be \IoI8rned. allowing ships to end their movement with e it easier to acquire the rcmedial EE:"':"'""':.::cd.. although I have never been One previously published optional rule allows tokens on board, although not in open sea areas, cityltoken cohabitation. Tokens may occupy the ! # ~e necessity or the logic of such a and. providing for conflict between ships in If E£Ii-;:~ or Babylon thinks Engineering is same areas as friendly cities without penalty. If coastal areas. Tokens, not ships, arc rcmoved. tokens belonging to another nation enter such an -:::::....~:~- 'II buy it. Whether a Flood just Tokens left on ships do not expand their populsM :I wdn't make much difference. area, they first engage in combat with the tokens tion or contribute to city support, nor can they in the area, and only attack the city once such be used for calamity losses, othcr than for combat is resolved. Cohabitation between T cards Piracy, which eliminates all the victim's ships. tokens and cities belonging to difrerent nations is Such tokens would add to the defense of friendly ~..;isition of trade cards is another area not permitted, although one could easily amend cities, and would not be considered to be in a _ -:baDges easily come to mind. One the new rule to allow such cohabitation. land area for the purposes of popUlation limits. 4lJle which has been suggested numer­ The essential effect of this rule is to enlarge Variations of this theme may be developed. tp,es is to expand trade purchascsto all nine the board. A fertile area in Egypt could support Ships could fight other ships. with the simple ~ ::::!:l"d stacks. Rather than being restricted to as many as 10 unit points (a city and five rule that only one nation could have a ship in a f-.."'Chase of Gold or Ivory (or Piracy). tokens). One would expect this to greatly reduce coastal area once conflict is resolved. M utual CQuid buy one or more trade cards from conflict and free even nations such as Crete and elimination would be automatic unless one side trade card stack. There are several versions Africa from the need to expand their territory. I had a numerical superiority, although Cloth ~. is rule. Players could be limited to a single wouldn't consider this to be a desirable result, Making could give an advantage in the same way ... -~ from anyone stack, no more than one and thus would not recommend this rule. It as Metal\\'Qrking in land combat. _~ card from each stack or could be allowed might be interesting to use it in conjunction with Both these suggestions are interesting, but y any number of trade cards, even from the the Imperial variant detailed elsewhere in this caution is required. I have contributed my share same stack. A limit of one trade card each turn publication, or perhaps with more than eight of rules which tend to make aggression more is probably the most sensible. In all versions, nations, but I have my doubts. profitable, but ADVANCED ClVlLJZA110N is <.i.e cost wo ul d be twice the face value of the At the other extreme, one can play that cities still not a wargame, and it would be a disservice lrade card being purchased. may only be constructed on city s ites. The to the gaming community to try to make it into This rule has much to recommend it, although construction of ·wilderness· cities is not all that one. A mUlti-player game where players the consequences are more difficult to foresee common in any event, so I doubt that this rule maneuver for position to enhance their trading than might first be thought. There are doubtless would change the game too much. It would tend possibilities, and engage in naval wars for the more valuable trade cards than Gold or Ivory, to increase conflict, as each nation sought to same purpose, sounds intriguing, and if such a and the most obvious effect of this rule is to obtain nine city sites. Certainly Pirates and game doesn't exist, it should (although I suspect increase the number of commodity eards in Barbarians would be eliminated more rapidly that a number of games would meet this circulation, which in turn directly increases the than usual if they occupied city sites. description). It just may be that ClVlL/ZATION. wealth of the game as a whole. Commodity card I wouldn't recommend this rule either. advanced or otherwise, isn't the right vehicle for sets will be larger and easier to create, and would miss the noble achievement of driving these concepts. consequently civilization cards will be acquired vast populations into a desolate area to create a more rapidly. It would be hard to imagine a lasting monument to my civilization's greatness. player not taking advantage of this rule by bUyM One can hope that ADVANCED CIVILIZA110N Conclusion ing from at least the third or fourth trade card has created a balance between creation and Once your group is famil iar with ADVANCED stack. destruction, and to force a nation which has CNJUZATlON, you may wish to try some of the But there is a dark side to this rule as well. fewer than nine city sites into aggression seems rules set out above. As players become more By aJmost guaranteeing that an extra six or seven unnecessarily crude. familiar with the game, they may also develop :.:,lje cards will be in circulation each turn (or A final mechanics change is to I imit popula­ their own house rules. Send them to Avalon Hill -..:lre, if a more liberal version of the rule is tion growth to one token in any area in which if you like, because house rules, when shared, .....tedi. the rule abu ensures that calamities will more than one nation has units. There's nothing have a way of becoming ·official·.