CULTURE & CONQUEST

Copyright 1999-2000, by Lloyd Krassner. All rights reserved.

INTRODUCTION
Simulation of ancient civilizations.
This game does not require a map or counters.
Any number can play.

VICTORY CONDITIONS
Be the first to build 3+ Wonders and learn 15+ Advances.
You do not have to be in control of the Wonders at the end of the game.

SET UP
Each Player starts with 10 Populations and 1 City.
Randomly determine your Culture by rolling on the Culture Table.
Determine Turn Order by rolling high.

TURN SEQUENCE

Players take turns.

A Player will complete all of the following phases in his or her turn:

1. POPULATION INCREASE PHASE
2. POPULATION DISTRIBUTION PHASE
3. GAIN LEADER PHASE
4. HARVEST PHASE
5. DISASTER CHECK PHASE
6. UPKEEP PHASE
7. WAR PHASE
8. TRADE PHASE
9. BUILD PHASE
10. RESEARCH PHASE
11. INCOME PHASE

One round is completed when all Cultures have had one turn.

POPULATION INCREASE PHASE
Gain 1D6-2 Population. Minimum = 0.
These Populations start as Agriculture specialists.
(Note: 1D6 means roll 1 six-sided die. 2D6=two six-sided dice. D20=1 twenty-sided die, and so forth.)

POPULATION DISTRIBUTION PHASE
Assign Populations to one of the five specialty categories: Army, Agriculture, Trade, Labor, and Scholars.
A single category cannot be increased or decreased by more than 6 Populations.
It costs 1 Gold to raise an Army.

GAIN LEADER PHASE
On a roll of 1-2 on D6 gain 1 Leader. Choose randomly.

HARVEST PHASE
Produce 3 Food per Agriculture Population.
Food is not stored unless you have the Pottery Advance.

DISASTER CHECK PHASE
On a roll of 1 on D6 suffer from one random Disaster.

UPKEEP PHASE
Each Population consumes 1 Food. Armies are paid 1 Gold each.
If upkeep is not met, those Populations are lost.
Roll 1D6 for each Leader, on a roll of 1, the Leader dies of old age.

WAR PHASE
A Player may attack one opponent.
Other Players may send Army and Generals to serve on either side.

Combat proceedes in segments.
The War may last a maximum of 1D6 segments.
In each segment each Player rolls 3 dice. These are Battle rolls.
Each roll of 1 causes your opponent to lose 1 Army.
Some Advances add to your number of Battle rolls.
The War may stop if the defender surrenders or the attacker gives up.

If the defender loses all of his Army, the winner gets to take one form of tribute:
All of the loser's Gold, or 1 City (which may contain a Wonder), or 2D6 Population.

TRADE PHASE
The active Player may trade Gold, Food, Labor, Populations, Cities, Advances, Leaders, and promises with other Players.

BUILD PHASE
Each Labor specialist produces 1 Labor point per turn.
Assign Labor points to a City or Wonder under construction.
Labor points not assigned are lost.
Build 1 City for 50 Labor and 25 Gold. Name the City.
Build 1 Wonder for 100 Labor and 50 Gold.
Only 1 Wonder per City.
Labor points may not be saved from turn to turn.

RESEARCH PHASE
Roll 2D6 per scholar, thinker, or research generator you have.
On a roll of 11 or 12 gain one random Advance.

INCOME PHASE
Collect Gold: 1 per Trade Population and 1 per City.

POPULATION DISTRIBUTION
Type Upkeep Production Limit
Military 1 Food, 1 Gold None None
Agriculture 1 Food 3 Food None
Trade 1 Food 1 Gold None
Labor 1 Food 1 Labor None
Scholars 1 Food 1 Research Roll 1 per City

CULTURE TABLE
D12 Roll Culture Starting Advance
1 Egyptian Engineering
2 Mesopotamian Mathematics
3 Athenian Philosophy
4 Roman Law
5 Minoan Music
6 Persian Coinage
7 Assyrian Metal Working
8 Babylonian Astronomy
9 Mycenaean Pottery
10 Phoenician Navigation
11 Spartan Military Doctrine
12 Mongolian Equestrian

ADVANCE TABLE
D20 Roll Advance Notes
1 Pottery Mitigates Famine and Drought
2 Religion Population Phase: add 1 to roll
3 Astronomy Research: 1 additional roll per turn
4 Literacy Research: 1 additional roll per turn
5 Medicine Mitigates Pestilence and Epidemic
6 Coinage Gold +1 per City per turn
7 Engineering Mitigates Floods and Hurricane
8 Mathematics Research: 1 additional roll per turn
9 Architecture Mitigates Earthquakes
10 Law Mitigates Corruption
11 Music Mitigates Unrest
12 Democracy Mitigates Civil War and Mad King
13 Philosophy Mitigates Heresy
14 Metal Working Battle Roll: 1 additional roll
15 Drama and Poetry Mitigates Unrest
16 Art and Sculpture Mitigates Anarchy
17 Military Doctrine Battle: 1 additional roll
18 Irrigation Food +1 per Agricultural Population per turn
19 Navigation Gold +1 per City per turn
20 Equestrian Battle: 1 additional roll

DISASTERS
If a Culture has a mitigating attribute, the Disaster causes half as much Population loss. Round fractions down.
If a Culture experiences a Disaster it skips its build phase and War phase.

DISASTER TABLE
D20 Roll Disaster Type Population Loss/Notes
1 Flood 2D6
2 Earthquake 1D6
3 Volcano Lose 1 City. Choose it randomly.
4 Pirates Lose half of your Gold reserve
5 Barbarians War: Attacked by 1D6 Armies. They will take all of your Gold if they win.
6 Civil War War: Attacked by 1D6 Armies. They will take a City if they win. Choose it randomly.
7 Heresy 1D6. Use 2D6 if you have religion.
8 Anarchy 1D6
9 Epidemic 3D6
10 Famine Lose half of your Food reserve
11 Uprising War: Attacked by 1D6 Armies. They will take 2D6 Populations if they win.
12 Corruption Lose all Gold
13 Drought Lose half of your Food reserve
14 Hurricane 1D6
15 Sands of Time Lose 1 Wonder. Choose randomly
16 Mad King Lose 1 Leader. Choose randomly
17 Pestilence 2D6
18-20 Unrest 1D6

Round all losses up.

CITY NAMES
Alexandria
Antioch
Athens
Babylon
Byzantium
Cadiz
Canton
Carthage
Ch'ang-an
Damascus
Delphi
Giza
Jericho
Jerusalem
Knossos
Lo-yang
Rome
Sparta
Thebes
Troy
Ur

WONDER TABLE
Wonder Required Notes
Sphinx Sculpture Costs same as City
Colossus Metal Working Gold +1D6
Oracle Religion Mitigates Unrest
Hanging Gardens Irrigation Mitigates Uprising
Parthenon Architecture Mitigates Corruption
Stonehenge Astronomy Costs same as City
Lighthouse Navigation Mitigates Hurricanes
Pyramids Engineering Mitigates Anarchy
Great Wall Currency 1 additional Battle Roll when defending
Great Library Literacy 1 additional Research roll per turn

LEADERS
1D6 Type Effect Examples
1 Ruler Gold: +1D6 per turn Solomon | Cleopatra | Theseus
2 General 1 additional Battle Roll Sun Tzu | Attila the Hun | Hannibal | Caesar | Alexander
3 Thinker Research: 1 additional roll per turn Homer | Siddhartha | Aristotle | Archimedes | Confucius | Plato
4 Builder Labor +1D6 Nebuchadnezzar | Cheops | Gilgamesh
5-6 Reroll

MAP VERSION

Players will need to make or acquire a map of the Mediterranean divided up into small territories.
Put initial Populations and City into one territory.
Tokens representing Cities, Leaders, wonders, and Population specialties are required.
Place new Populations into any territory you control.
Spread new Populations out as much as possible.
Populations destroyed by Disaster are removed from as few spaces as possible.
One City per territory. One Wonder per City.

Add a Move Phase after War Phase.
Populations can move one space per turn.
Players with Navigation can move Populations 4 territories by sea per turn. They must end the turn in a coastal space.

Armies can attack Army in adjacent spaces.
An Army can move into an opponents territory that does not contain an Army. Take control of all tokens in that territory.
Captured Leaders are destroyed.
Barbarians and Civil War rebels will attack a border territory.


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