Avalon Hill Civilization Two Player Advanced Civilization A variant by Matt & Robin Crawford crawdad@FNAL.FNAL.GOV We developed this two-player variant to get some practice during long midwes winter evenings. Use any of the four-player map configurations, with or without the wester extension map. Each person will play two countries. Draw for first choice with the other player getting second and third choice. Play all countries independently, except as regards trade cards an calamities. Tokens and cities belonging to a player's two countries conflic with each other as if they belonged to different players. Civilization card are purchased for each country separately. -The trade cards drawn by each player's two countries are merged into on hand. Each player may hold up to 12 trade cards between turns. Trading occur between players; a player's two countries share trade cards freely withou trading. Either country or both may purchase a Gold card, but the cost o each Gold card must come from a single treasury. -Resolve calamities in the usual order, but as each one is resolved, choos the primary victim at random from the calamity- holder's two countries. I the chosen victim has already been the primary victim of two calamities i that round, discard the calamity. If the country which traded the card to th primary victim is treated specially, choose that at random from the othe player's two countries. If the calamity was not received in trade, conside it drawn by the primary victim and not traded. -Grain cards may be used to reduce the effects of famine, but the effect o each Grain card cannot be shared between two countries. -During acquisition of Civilization cards, each trade card redeemed must b allotted to a specific country. The value of a set of like cards cannot b shared. Of course, each country's Treasury tokens may be spent only on tha country's behalf. Victory: When the game ends, each player's score is the LOWER of their tw countries' scores. Avalon Hill Civilization Caravan Commodity One idea I've been batting around, but haven't implemented (as I'm stil teaching the game to the locals) is to have a 'Caravan' card in the tradabl commodities. It starts in the '9' pile and may be used to increase any of th cards valued at 5+ which do NOT benefit from Mining, to include: Ivory, Dye Spices, Cloth and Wine (I think that's all of them). It may be traded freely (though why would you?), but must be used the turn i comes into play, meaning you can't hold it. Finally, it gets returned t whichever pile of trade cards it was used in, meaning it travels around th board (and truly screws up the card counters who try desparately to avoi Civil War. --Brian Carpenter Avalon Hill Civilization Cthulhoid Civil War Variant From: cthulhoid@aol.com (Cthulhoid) Newsgroups: rec.games.board Subject: Re: [AdCiv] More Variants Date: 21 Mar 1994 22:00:07 -0500 The orientated civ's variant sounds real interesting. For those who are interested, here is a Civil War variant that, unlike th original, does not kill the game for whoever gets it. NO-TRADE CIVIL WAR: Use this instead of the normal Civil War effects. Whe someone draws the Civil War card as part of his hand, he immediately plays i face up in front of him. That player may not trade any Trade Cards this roun at all. He may buy Civ cards as normal, and may keep up to eight cards a normal, but he may not trade at all. In essence, he is being "boycotted because his internal areas are in chaos and no merchant would dare enter kingdom in such upheaval. If he draws more than two calamities, Civil Wa always takes effect, and draw as normal to see which one of the othe calamities he holds also takes effect (after all trading is over). The Civi War player should not tell other players which calamities he drew other tha Civil War, so they will not know whether to trust their trading partners tha round, until all trading is done. Cards which help mitigate Civil War: •Drama and Poetry: Allows the player to keep an extra Trade Card in his han at the end of the round (so he could keep 9 instead of 8). Cumulative wit Music and Democracy. •Music: Same effect as Drama and Poetry. •Democracy Like Drama and Poetry, but allows player to keep extra two cards. •Military All calamities player holds take effect instead of just Civil War plus on other. They are still not revealed until end of trading round. If player onl holds Civil War, or Civil War plus one other calamity, no effect. Example: The Babylonians hold Democracy and Music. They get hit with a Civi War, and also draw Iconoclasm & Heresy, and Flood. They cannot trade, and ge to keep 11 cards at the end of the round instead of 8 because of th mitigating cards. They draw randomly after all trading is done to see whethe Flood or Iconoclasm & Heresy affects them. If they also had Military, bot Flood and Iconoclasm & Heresy affect them. In either case, the Babylonia player keeps these calamities hidden in his hand until all trading is over The Babylonian may buy Civ cards as normal. Note the ability to keep extra cards in hand only applies during Civil War. -- Gary Avalon Hill Civilization Expanding Diplomatic Options From: ferrell@bnr.ca Below is an Advanced Civilization variant in the form of an article for th General. After getting input from my own gaming group, I would like to ge opinions from other groups. If you use this variant, I would like to hea what your group liked and disliked about it. For any dislikes, please explai why and what changes to the variant could help eliminate the problem. Thanks in advance, Wray Expanding Diplomatic Options in Advanced Civilization In Advanced Civilization some countries, notably Egypt and Babylon, ar blessed with an abundance of land and city sites, while others such as Crete start the player at a disadvantage. While you can try to overcome thi discrepancy through a bidding system or giving Egypt to the newer players, i is still possible to realize halfway through the game that you have little o no chance of winning. The problem is that as the game progresses it becomes harder to close the ga on the front runners for two reasons. First, the leaders have mor civilization advances and thus are better protected from calamities. Second having enough tokens to launch an effective attack usually means going first Buying military eliminates the second reason, but exacerbates the first sinc the card worsens some calamities and the one hundred eighty points spent o it could have been used to buy other mitigating advances. One way to leve the playing field is to determine movement order by civilization points the the number of tokens on the board. Movement is performed in descendin civilization point order, then census order, then by A.S.T. order. Thi forces the front runners to move first making it much easier to bring the back to the rest of the pack. While the leaders can purchase Military, i forces the disadvantage of this card on them rather than the countries tryin to catch up. While the change to movement order kept the game close, it pointed out anothe weakness in the game. Advanced Civilization suffers from a lack of option when confronted by a hostile neighbor. Your options are limited to eithe whining about how poorly you are doing in hopes he will attack elsewhere o thinly veiled threats that this incursion will be paid back in future turns neither of which is very satisfying. The following rule changes are suggeste to increase diplomacy and negotiation during the game. Trade Cards: Trade cards may be exchanged for other trade cards during th trading round or given to other players in return for certain favors. Ther is no limit to the scope of these favors as long as they do not violate an rules. This rule change cannot be used to trade cards for cards ensuring calamity free trade. For example: Egypt suffered a devastating flood las turn, but still moves before Africa. Aware that the African player is castin a greedy eye towards the Nile Delta, the Egyptian player could offer him trade card in return for a non-aggression pact this turn. The card(s) offere do not have to be revealed publically. If the trade is refused, the Egyptia player keeps any card(s) that were offered. Any public agreements are bindin and must be fulfilled, however players who discuss their deals in secret hav no recourse if their trading partner fails to uphold their end of th bargain. Treasury: Tokens may be "given" to other players as part of a trade. The sam limitations described above for trade cards apply except that either side ma trade tokens. Thus, Egypt could offer Africa two grain cards in return for tokens and not being chosen for secondary damage from Africa's epidemic thi turn. The tokens do not actually change hands, the offering player transfer the tokens from his treasury to stock and the accepting player moves the sam amount from his stock to treasury. Ships: Ships may now carry tokens from any country. The limit is still fiv tokens per ship, but there is no restriction on the makeup of these tokens Regardless of who it is carrying, the ship still uses the civilizatio advances of the owning country. This allows players to "rent" out exces ships in their fleet. For example Thrace may offer Crete a wine card an three tokens in return for Crete, who has Astronomy, transporting Thracia troops to Africa. Avalon Hill Civilization Grand Imperial Variant From: ryans@io.com (Ryan Schneider) Subject: AdvCiv: Grand Imperial Variant V2 Date: 12 Aug 1994 21:00:04 GMT Civilization Grand Imperial v1.1 The following is a Advanced Civilization variant that brings in many aspects off the computer game and many finer details that I believe will greatly enrich play. It is suggested that the use this variant, that the Imperial variant and trade city variants are both used as well. To play Grand Imperial, you need the following items: 1. All the OLD trade cards from Civilization, as well as the new ones from AdvCiv. 2. The Western Extension Map. 3. The six blank cards from both Civ and AdvCiv. 4. These rules. 5. Counters to represent the various City Advances and City Dispositions used in these new rules. 6. The Western Extension Map, and a second set of tokens to implement the Imperial Variant (highly suggested). Ok, to summarize the changes, I guess I will just go down the turn order. 1. Collect Taxes- Unchanged, although there will be more uses for these taxes shown later. 2. Population Expansion- Unchanged. 3. Census- Unchanged. 4. Construct Ships- Three types of Ships are now available to the player. Ships still cost two to build, but maintaince is different. The normal ship (the trieme) still only costs one maintenence token. The two new ships (Galleons and Warships) both cost 2 maintenence. Basically, think of it like it costs an additional token to make a trieme act as a Galleon or Warship for a turn. (More on how these new ships act later.) 5. Movement- Unchanged, except for ships. This phase begins with players declaring any of their ships either Galleons or Warships, and paying the additional token to make the transformation. After all players have declared, movement begins. Triemes and Warships both move 3 (4 w/ Cloth Making) while galleons only move 2 (3 w/ Cloth Making). Movement is still performed in census order. Triemes and Warships hold five tokens (or trade cards, but more on this later), while Galleons can hold up to seven. Embarking and Disembarking is still handled normally, except that tokens can remain aboard ships at the end of movement. 6. Conflict- While conflict itself remains unchanged on land, there are some new facets to conflict which will be discussed later. At sea, conflict is totally different (for one, it now actually exists!) Any time two ships end their turn in the same sea square, if either controlling player wishes to conflict, conflict ensues. The ship with the fewer number of tokens remaining onboard removes first, then the one with the next fewest, etc. unless a ship is a Warship, in which case it removes last (like Metal Working). If, at any time, the player with a greater movement wishes to stop after the first wave, he may end conflict (or in the case of mutual agreement when speeds are equal). Once a ship has no tokens, and another ship still has tokens, the ship still containing tokens can take any or all of the trade cards the other ship may be carrying up to its own maximum capacity (don't forget to include tokens). Excess cards can either be discarded or given back to the other player (yeah, right). If the winner wishes to sink the other ship at this time, it must remove one additional token from itself, unless the winner is a Warship and the other is not, in which case the ship may be sunk automatically. Note that if you win with only one token left you may still take the other ship's trade cards, and then sink the ship and remove your last token, but you must have at least one token on board to take the other player's trade cards. [I hope that's not too confusing.] 7. Build Cities- Unchanged. 8. Remove Surplus Population- This phase changes, and should more properly be called the Luxury phase. After removing surplus population, and flipping for city support, players must provide for the luxury of their cities. Luxury points may be provided by: 1. Flipping more tokens over on the board. 2. Paying from the treasury. 3. Trading in sets of Luxury items (Resin, Gems, Gold, Ivory) For each city, the number of Luxury Points you provide it gives it the following dispositions: 0- Revolt, the city is flipped over and may not be used to acquire trade cards this turn, nor can any of its city advances be used. 1- Unhappy, cities that are unhappy are more likely to be affected by political calamities (iconoclasm, civil war, etc.). Plus, they gain one less trade card than normal per turn. 2- Content, city acts normally. 3- Satisfied, city is less likely to be harmed by political calamities. 5- Happy, the city is not only immune to political calamities, it also gains an extra card when acquiring trade cards and can be taxed an extra token in the taxation phase. To denote the status of a city, place a small six sided die next to each city, with the coresponding number spent on luxury on the die (use a 6 for in revolt). [Note that you're not ROLLING these dice, I wouldn't be so stupid as to add dice to this game :) This phase was added not only to add something that was incorporated into the computer game, but also to add a more realistic control of social policy to the players. It also makes up for the fact that in the imperial variant, revolts due to taxation are all but impossible to have because of the massive reserve of tokens.] 9. Acquire Trade Cards. This is the next radical change to the system. Rather than dividing the sacks by value, they are divided by geographic region, with the calamities and several new cards being placed an Events stack. The regions are: 1. Armenia-Kuban, Mikop, Nalchik, Caucasus, Cappadocia, Armenia, Lesser Armenia, Media, Nineveh, Elam, Parthia, Sinope (only if playing with the trade city variant). 2. Mesopotamia- Assyria, Carrhae, Mesopotamia, Babylonia, Susa, Babylon, Ur, Mari, Sumeria, Charax, Chaldea, Arabia. 3. The Levant- Antioch, Aleppo, Phoenicia, Syria, Sidon, Damascus, Tyre, Jericho, Jerusalem, Gaza, Petra, Sinai, Midian, 4. Nile Basin-Cyrene, Cyrenaica, Western Desert, Jalo, Siwa, Alexandria, Tanis, Memphis, Eastern Desert, fayum, Ptolemais, Upper Eygpt, Buhen, Thebes, Nubia. 5. North Africa- West Mauretania, East Mauretania, New Africa, Cirta, Numidia, Carthage, Thapsus, Tunisia, Sabrata, Tripoli, Libya, Sahara, Tripilotania. 6.Iberian Penninsula- Lusitania, Tarraconensis, Pyrenees, Baetica, Hispania, Iberus, New Carthage, Corduba, Balaeres, Ebusus. 7. France- Britannia, Londinium, Lugdunensis, Belgica, Upper Germany, Rhine, Aquitania, Gaul, Rhaetia, Cisalpina, Narbo, Massillia. 8. Italian Penninsula-Eturia, Rubicon, Rome, Samnium, Tarentum, Neapolis, Campania, Corsica, Sardina, Caralis, Palermo, Milazzo, Syracuse. 9. Upper Danube- Lower Germany, Germany, Pannonia, Dalmatia, Illyicum, Appollonia. 10. Lower Danube- Sudeten, Scythia, Crimea, Dacia, Danube, Tyras, Moesia, Paeonia, Thrace, Byzantium. 11. Aegea- Macedonia, Thessalonica, Lemnos, Lesbos, Epirus, Thessaly, Chalcis, Delphi, Eretria, Thera, Rhodes, Athens, Corinth, Argos, Sparta, Phaestos, Knossus. 12. Anatolia- Troy, Bithynia, Sardes, Ionia, Miletus, Lycia, Galatia, Gordium, Phrygia, Ankara, Kanesh, Cilicia, Van, Cyprus, Salamis, Sinope (if not playing with trade city variant) I HIGHLY suggest you photocopy the map in the middle of the AdvCiv book and color code the different regions on it. Ok, so now you're thinking: "Great, what's all this for?" Well, rather than dividing the trade cards by value, this variant divides the trade cards by region. Thus, it becomes not only advantageous to have a lot of cities, it also becomes highly important to have cities with access to multiple regions to be able to gain the different sets of trade cards. For every city you have in a region, you may draw a trade card from that region stack, and an additional card for every happy city to have in the region as well. Certain City Advances, described later, allow you to slightly modify from where you may draw, but I'll get to that later. For now, here are the regional trade stacks: 1. Armenia- 2 Ochre, 2 Timber, 1 Cloth, 2 Gems 2. Mesopotamia- 1 Ochre, 2 Oil, 3 Spice, 1 Gem, 1 Gold 3. The Levant- 1 Iron, 1 Salt, 2 Timber, 1 Spice, 3 Dye, 2 Gold 4. The Nile Basin- 7 Papyrus, 1 Salt, 1 Oil, 2 Cloth, 2 Spice, 1 Ivory, 1 Gold. 5. North Africa- 1 Timber, 5 Salt, 1 Dye, 3 Ivory 6. Iberian Penninsula- 3 Iron, 2 Grain, 1 Wine, 1 Cloth, 2 Bronze, 2 Silver, 1 Gold. 7. France- 1 Hide, 1 Ochre, 1 Iron, 2 Wine, 1 Cloth, 1 Bronze, 1 Gold. 8. Italian Penninsula- 2 Iron, 3 Oil, 2 Grain, 1 Bronze, 1 Silver, 1 Gold. 9. Upper Danube- 1 Ochre, 3 Hides, 2 Timber, 3 Resin. 10. Lower Danube- 1 Ochre, 2 Hides, 3 Grain, 2 Resin. 11. Aegea- 1 Hide, 1 Ochre, 2 Iron, 1 Grain, 1 Oil, 1 Cloth, 3 Wine, 1 Silver, 1 Gem, 1 Gold. 12. Anatolia- 4 Iron, 1 Timber, 2 Salt, 1 Cloth, 1 Silver, 2 Bronze, 1 Gem. (Note that there are more irons and golds required than supplied in AdvCiv, so one must use the cards provided with the original civ game or borrow them from someone else (most civ groups probably have more than one set, but ours doesn't, so its kind of restricted how I make these rules). This doesn't change the maximum value of a set, though, they remain at the level printed on the cards. You can, however, if you have enough, turn in one set at max value and the others at whatever other value in the same turn.) Players also draw from the Event stack. Depending on the size of the game, one of ther following charts is used: Small Game (4 or fewer players) No cities=No Event Cards 1-4 Cities= 1 Event Card 5-9 Cities= 2 Event Cards 10+ Cities= 3 Event Cards Large Game (5 or more players) No Cities, No Event Cards 1-3 Cities= 1 Event Card 4-6 Cities= 2 Event Cards 7+ Cities= 3 Event Cards The event stack is composed of the following cards: 1. The 12 Calamities from AdvCiv. 2. 20 of the cards from Civ, with some denoting item on their face (a black "x", for example) to show that they are valueless. 3. Six new Leadership cards, made from six blank cards or by using some other symbol system (black square=Civilized Leader, and so on, for example). Actually, you can have more than six if you hae more than six cards, nine are currently provided. The new Leadership cards represent periods in history when the civilization is ruled by a leader with a certain prowess in various realms of control. The six I have created are: 1. Charismatic Leader- When played, (during phase 1) all cities are automatically treated as Satisfied for the rest of the turn. Even though all cities are counted as Satisfied, it still takes 5 luxury points in the Luxury Phase to turn a city into a happy one. 2. Theocratic Leader- When Played, the player's civilization is treated as possessing Theology for the remainder of the turn. The player may use all the bonuses of theocracy for that entire turn (immune to Monotheism, calamity mitigation, and civ credits, although the Theology can NOT be used as an entry requirement into the nest epoch). If the player already possess Theology, then the player receives Monotheism for one turn. If the player already possess both Theology and Monotheism, then the card allows the player to convert TWO areas that turn. 3. Assimilative Leader- The player may trade this card to another player. When this is done, the player can randomly choose one the other players civilization cards, and acquire it for himself. If the card chosen is one the player already posses, then he acquires nothing. Note that the player whose civ card is chosen retains his copy of the civ card, the Assimilative player simply takes a copy of the same civ from the bank. Also note that Civ cards acquire through assimilation do NOT count towards victory point totals, unless the player decides to repurchase it on his own at a later date (if, for example, the player has no other options for Civ cards to buy, or can get the card at an extreme discount because of credits). 4. Civilized Leader- Cash in this card for a one time 50 point bonus when purchasing civilization cards or city advances. 5. Warlike Leader- When played, the player is treated as possessing Military for the remainder of the turn, with all the pluses and minuses associated with the card. If the player already owns Military, then he may create one Barracks City Advance in any city of his choice. 6. Merchant Prince- Trade this card in for a trade card from any regional stack. 7. The Great Prosetylizer- When played, the player possesses Monotheism and all its plusses and minuses until the end of the turn. If a player holds this and Theocratic leader in his hand at the same time, both must be immediately discarded without their effects taking place. If a player who plays this card is traded Theocratic Leader, then both cards are instantly anulled and the player loses the effect of the Prosetylizer for the rest of the turn. If a player gains this card while already holding Monotheism, then no additional benefit is acquired (but its a good card to trade to an allied heathen :).) 8. The Great Compromiser- Trading this card to another player makes it impossible for either player to make any move that will result in any sort of conflict between each other next turn, although they may still choose each other as the secondary victims of calamities. 9. Grand Diplomat- When the holder of this card plays it, he may choose another player, whose trade cards he can look at, but he must also show the other player his cards. Can be played any time. These are the cards that I have created (except for numbers 7 and 8, which were created by the Count and his play test group, and number nine, which I more or less borrowed from the GWUGS's Civ Card Diplomacy). It is encouraged for players to make additional cards of their own. Remember that the effects of the cards should be more or less temporary, or provide for some sort of city advance as a lasting legacy of the leader. An interesting thing to do would be to also make cards representing particularly bad leadership. Such Nero-like cards should be made with rather minor effects though, for I believe that the calamities are quite adequate in hampering civilizations. If a player draws a calamity, it is resolved in the normal way, and can be traded if tradable. If, however, a player draws a calamity with a value higher than the number of cities the payer has in play, then that calamity is simply discarded, and another event card is NOT drawn. Players may still be affected by calamities traded to them with higher values just like in the normal game. If a player draws one of the denoted "old civilization" cards, then it is treated as a totally worthless card. (But may be traded to other players none the less as ballast to flesh out a trade..). Players may also, at this time, buy cards from any region they have access to. If this is done, the player draws a card from the selected region, and then pays double its face value. If the player is unable to pay, the card is laid face up on the table and auctioned off to the other players. The winner receives the card, and must remove is bid's number from his treasury and back into his stock, the player drawing the card gains nothing. Ships may also recieve trade cards, but these cards can only be cashed in at a port (see City Advances below). Any Trieme or Galleon sitting in a coastal region, may place one trade card from that geographic region's trade deck on itself, but the player, nor any one else, may not look at what it is until the ship returns to port (Suspenseful, huh?). Remember that ships can only hold so many cards and/or tokens (Trimes 5, Galleons 7, Warships 5). Note that Warships cannot harvest trade cards, but must instead steal them from other players' vessels. 10. Trade- Trade is conducted in the normal manner. Players may, if they wish, trade Leadership cards, as well as Ballast cards, normal trade cards, and tradable calamities. Players may also auction off cards they do not care about, by laying them face up on the table. Auctioning goes in reverse AST order (Egypt auctions his goods off first). The person who wins the bid must transfer that many tokens from his treasury back to his stock, while the Auctioneer may transfer up to the bid's value into his own treasury. Discarding Trade Cards- Players must denote, in some way, which deck each trade card belongs to. My playtesters suggested coloring the borders of the cards a certain color for each stack (ie. Anatolia Purple, the Levant Green, etc.) This seems to be the best way, since it doesn't harm the functionality of the cards in any way when playing other variants. If you're one of those collector types who likes to keep his games in mint condition, then you'll either have to think up some other way of doing it or not play this variant. 11. Acquire Civilization Cards- Acquiring Civilization cards is done in the normal manner. There are two new trade cards now available, which are: Galleons Price: 150 Type: Civic Effects: Allows player to make Galleons. Aggrevates Slave Revolt by 5 additonal tokens. Requires Cloth Making (so, actually, all Galleons move 3 at all times). (Borrowed almost verbatim from GWUGS's Civ Card Galleons) Navy Price:150 Type: Civic Effects: Allows player to make Warships. Players may now also buy City Advances at this time. The City advances are: Militia- CivCard Prereq: Metal Working Cost: 25 (in sets on Bronze, or Iron, or from the treasury only) Effects: Having a militia in a city allows the city to reduce to one extra token in conflict. Granary- Prereq: Pottery Cost: 25 Effects: Player may use one Grain card to provide city support for this city rather than two tokens. Grain cards used in this manner are not discarded, but may not be used this turn for other purposes (mitigation of Famine, purchasing civs, etc.) Communal Loom- Prereq: Cloth Making Cost: 25 (cloth sets and treasury only) Effects: +1 to value of all Cloth Sets (+2 w/ Cloth City) Communal Well- Prereq: Agriculture Cost: 50 Effects: City only requires one token for city support. City Walls- Prereq: Engineering Cost: 75 Effects: City is immune to attack from Barbarian Hordes. CrossRoads- Prereq: RoadBuilding Cost: 75 Effects: City may draw its trade card(s) from an adjacent region(s) instead of its own. Quarry- Prereq: Mining Cost: 100 Effects: Additional +1 to sets of metals and gems. City requires an additional two luxury points for each level. (0/3/4/5/7) Port- Prereq: Astronomy Cost: 75 (Coastal Cities only) Effects: City may draw its trade card(s) from any region it can normally reach in one turn by boat. MarketPlace- Prereq: Coinage Cost:125 (Gold, Silver, Bronze, or Treasury only) Effects: City may draw an additional trade card per turn. Apothecary- Prereq: Medicine Cost: 125 (Spice, Oil, Papyrus, Treasury only) Effects: Civilization gains one Research point (see below). College- Prereq: Mathematics Cost: 150 Effects: Civilization gains 1 research point. Music Hall- Prereq: Music Cost: 25 Effects: City requires one less luxury point for each level. Theater- Prereq: Drama&Poetry Cost: 50 Effects: City requires one less lux. point for each level. Palace- Prereq: Architecture Cost: 200 Effects: City becomes Civilization's capital. City acquires additional trade card per turn. City never revolts due to calamity, and requires two less luxury points for each level. If captured, the capturing player may randomly select 3 trade cards instead of one from the loser's hand, and move up to 9 tokens into his treasury. Anytime a player losing his capital has any other cities that are either Unhappy or in Revolt, then the player automatically suffers the effects of the Civil War calamity during the calamity phase. Library- Prereq: Literacy Cost: 200 Effects: +1 Research Point Courthouse- Prereq: Law Cost: 75 Effects: Prevents corruption, which therefore allows the city to acquire more than two trade cards per turn. Note that courthouses do not GIVE you an extra trade card, but rather they are required for a city to acquire more than two trade cards per turn. Example: A Happy city with Marketplace should be entitled to draw three trade cards. It can only do so, however, if it has a Courthouse, otherwise the third trade card is lost to the corruptive elements in the city (ie. not drawn). Town Hall- Prereq: Democracy Cost: 125 Effects: City treated always as at least Satisfied, and may be made Happy buy paying only three luxury points (the cost of which may be reduced by other city advances, such as a Music Hall or Theater, and increased by things such as quarries). University- Prereq: Philosophy Cost: 250 Effects: +1 Research point. Barracks- Prereq: Military Cost: 100 (Iron, Bronze, and Treasury only). Effects: The city, and any areas that surround it, removes its tokens last in conflict, unless the area is also in the radius of a barrack of the other player, in which case both players remove tokens normally. Temple- Prereq: Mysticism Cost: 25 Effects: Lowers the price of each luxury bracket in the same way as Music Halls and Theaters. Temples become obsolete as soon the player acquires Deism or Monotheism and must at that time be removed. Oracle- Prereq: Deism Cost: 50 Effects: Same as Temples. Becomes obsolete upon the acquisition of Monotheism. Social Mobility- Prereq: Enlightenment Cost: 400 Effects: +1 Research point, and the luxury brackets for ALL cities are reduced by one in price. Monastery- Prereq: Theology Cost: 350 Effects: +1 Research Point Cathedral- Prereq: Monotheism Cost: 125 Effects: Same as Town Hall. Marines- Prereq: Navy Cost: 50 Effects: Players buying Marines may move the marines like a normal token, although it does not take up population limits or ship limits like other tokens. A ship carrying a Marine token is immune to Piracy, as is a city containing one (see below). Shipyard- Prereq: Galleons Cost: 150 (Coastal Cities Only) Effects: The player gains the maximum number of ships it can have, all of the new ones starting in the region with the shipyard. Plus, anytime a ship is destroyed, it automatically is replaced, free of charge, by a new ship which starts in a city with a shipyard. Ok, so there's the list of City Advances. Now here's the rules for them. 1. When a city advance is bought, its token is placed on a city of the players choice. 2. A city may posses any number ofcity Advances. Duplicates of City Advances in the same city have no additional effect. 3. Research Points. Research points are provided by Apothecaries, Colleges, Libraries, Universities, Monasteries, and Social Mobility. Having Duplicates of any of these City Advances, EVEN IN DIFFERENT CITIES, yields no additional research points (So, in other words, its totally useless to have more than one of each Research producer. I understand this might seem odd, but otherwise I beleive Research producers would become altogether too powerful). Research points give you credit towards ANY civ or city advance once per turn as shown by the following chart. 1 R= 10 Point Credit 2 R= 25 Point Credit 3 R= 50 Point Credit 4 R= 100 Point Credit 5 R= 150 Point Credit 6 R= 300 Point Credit So, as you can see, RPs are an investment that only pays when invested in fully. But once your investment has matured, the dividend is definitely worth it, especially in longer games. Note that RPs, like trade card sets, may not be spent on multiple civ cards or city advances, unless you want to, for example, with 6 RPs spend 4 on one item and 2 on another (not suggested..). 4. City Advances and Conflict- When a city is attacked, and forced to reduce, one random city advance is flipped over. An additional random city advance is flipped over at the end of every subsequent turn, with previously flipped advances being removed, until a city is rebuilt in the same area. Flipped over City Advances may be rebuilt at half price, ones totally lost must be rebought at full price. If the attacker drives all of the defenders from the area, he may build a city there, and will acquire those city advances that still remain. Or, as another option, the attacker may raze the city advances (in which case they are removed outright, not flipped over) and move 3 tokens from stock to treasury for every city advance razed. 12. Resolution of Calamities (Still done before acquisition of Civ Cards, I just thought it be clearer to explain the City advances before explaining their effects on calamities). For the most part, City Advances do not alter the resolution of Calamities. One major item that does alter certain calamities is the disposition of your cities. Here is a list of how each Calamity is changed in the new rules: Volcanic Eruption/Earthquake- A city destroyed by a volcano loses all its City Advances. A city destroyed by earthquake loses one City advance, which is flipped over like in conflict, while one additional city advance is lost at the end of subsequent turns until the city is rebuilt. Treachery- Only cities that are Unhappy or in Revolt may be taken by the trader. If Treachery is drawn and not traded, only cities that are Unhappy or in Revolt may be reduced. Therefore, a civilization without any Unhappy or Revolting cities is immune to Treachery. Famine- If a city is removed, its location loses one city advance at the end of every turn until it is rebuilt. Grain cards used for city support by a Granary cannot be used to mitigate Famine. Superstition- Cities that are Happy are immune to Superstition, a Civilization under the effects of a Theocratic Leader is also immune. Reduced cities lose city advances as described under Famine. Civil War- The players capital is always retained, and is not included in either faction's value, but rather placed with the one the player chooses. The smaller faction is made by first taking all cities in Revolt, then any tokens the players wishes, then any Unhappy cities, then Content. Satisfied and Happy cities are immune to Civil War. (Note: This changes the rules in AdvCiv by assuming that the smaller faction will always be the one given away to the beneficiary. This has always been the case in the games my group has played, so I assumed this was a safe assumption (perhaps I assume too much..).) If a player loses his Capital (the city with the palace) for any reason, then the player suffers from a civil war in the next calamity phase (or the current one, if the capital is lost to a calamity) if the player's empire contains any unhappy or revolting citites. Players holding the great Compromiser card may, if they wish, hold the Civil War card, and not suffer from its effects until the next Calamity Phase. Compromise, after all, did stall the American Civil war, didn't it? (Feel free to implement any other Civ War variants discussed in rec.games.board, I didnt feel like deciding on one in particular.) Slave Revolt- If a player suffering from a Slave revolt has three or more cities in revolt, or over half its cities are unhappy, then the Slave Revolt becomes a full scale Civil War. Otherwise, the effects of Slave Revolt are the same, except that these same tokens may also not be used in the next taxation phase. Cities reduced lose City Advances as described under Famine. Note the additonal effect of Galleons on Slave Revolt (+5 revolters). With the new effect on taxation, Slave revolt can be a serious threat. Flood- Same, except that cities lost due to Floods have two City Advances destroyed, plus one per turn until the city is rebuilt. Barbarian Hordes- Same, except that the Hordes never attack a city which has the city walls advance. If the starting edge of the players is totally filled with cities with city walls, then the barbarian horde does not occur. Epidemic- Same, except that cities reduced lose one City Advance plus one per turn till rebuilt. Civil Disorder- Instead of losing all but three, the player reduces all cities that are not Happy. If the player holds one of the four "good cards" for Disorder (Law, Democracy, Music, Drama), he only reduces cities that aren't Happy or Satisfied. If two, then only those that are Unhappy, if all four, then none. Military works the opposite, increasing the luxury require to avoid reduction by one step. All cities that are in Revolt are given to the player with the greatest number of tokens in stock. Iconoclasm- No change, except of course the rules governing the loss of City advances now apply. Piracy- A player traded piracy loses all of his trade cards currently on ships to the person who traded it to him, who must put the trade cards on his own ships or discard them if too many. Ships containing Marines are immune to Piracy. If the trader doesn't think this is worth it, he can instead make the Piracy card act like the one published normally in AdCiv, in which case cities containing city walls or Marines are immune to becoming pirate cities. (Option: Additional effect that having a pirate city within 3 sea squares of one of your cities reduces the number of cards drawn by that city by one.) 13. Altering the AST I don't believe that this should be changed in any way, but I don't know because of the lack of playtesting. Please send me feedback. Possible changes are the requirement of a certain number of City advances for each epoch, and the requirement of a capital to win the game. Try it out for me, will ya? [Well, I've now had people willing to playtest my first release, (I must shower thanks at this time on the Count (ejg@eden.rutgers.edu) and his AdCiv group(s) for playtesting for me :) ) and they believe that one must have as many *different* City advances as cities required to enter the epoch. I personally think it should equalt to the number of colors of Civ cards instead, but I dunno, it's up to whoever wants to play this variant I guess (house rules..)] Anyways, City Advances DO count towards victory point determination just like civ cards. Final Notes. Well, I've now been blessed with playtesters, and they've said that they really like this variant. There was one additional request they wanted that I didn't include, and that had to do with purchasing city advances. They beleived that the new system makes it very easy to get large sets of trade cards right from the beginning, and that therefore people will go for the higher civ cards over the city advances. I think that making city advances an AST requirement will help, plus the system they recommended seemed, at least to me, rather hard to keep track of. Still, I greatly appreciate thier viewpoint, and perhaps will include the rule in a later revision, but right now I think people should try it like this. The playtesters also said that these rules truly do make one gain a better appreciation for their Civilization. And, since that's what I was attempting all along, I'm glad that is what they experienced, and I feel that this variant is largely a success. I'm sure I'll get some flame about desecrating the sacred rules and playability of Civilization by changing it so much, but I don't care. I think ADCiv is a great game, but I don't see why one shouldn't try to make it better. Disclaimer. I admidt wholeheartedly that not all of the ideas contained above are my own, and have tried to state when I borrowed them from someone else. I didn't state where the playtesters ideas were implemented, but one can easily see this by simply comparing this version with the version I earlier posted here. Thanks to GWUGS for allowing people to use their Civ cards, and a million, zillion thanks to the count for playtesting. Bon Appetite. ryans@fsp.fsp.com Avalon Hill Civilization IPP Variant Steve Genoff About once a year I get together with a handful (4 to 6) of other gamers an we play Civilization/Advanced Civilization. We have a pretty good time except that we never finish a complete game. We're good for about 4 or hours max, and then people start to fade (Not like in the good 'ol days whe I could game 12 to 14 hours at a stretch...). Advanced Civ, of course, says well, just set a time limit, start at the beginning, and whoever is ahea when time expires, wins. It seems that the boring part of the game is th beginning dozen turns or so, and I would like a little more variety i starting the game, as well as cutting down the total time of the game. So I started thinking about how to start the game halfway through the A.S.T Do y'all think the following make sense ? Would the game still be playable It would still take up time to use the following setup suggestions, but don't think the time to do all this would be more than the time to play th first dozen turns anyway. One of the constraints I would like to establish i that all players start the game with equal opportunities, yet allow fo players to adopt a wide range of strategies. I haven't game-tested any of these ideas yet, so I don't have any idea ho well these suggestions work together. In particular I am just picking number for the ISPPs off the top of my head. I assume that cities and Civilizatio cards Optional Rules: 1.Initial Purchase Points (IPP) After players choose Nations, they are allotted 2000 IPP. These IPP are use to purchase Cities, Population Counters, Trading Cards, and Civilizatio Cards. 2.Cities/Population Counters Every city selected requires the purchase of supporting Population Counters under the initial taxation rules. So, initially the cost would be City at City Site : 1 City + 2 Pop Counters = 400 IPP City at non-City Site : 1 City + 2 Pop Counters = 700 IPP Additional Population Counters can be purchased for 50 IPP per Counter. 3.Treasury I don't have a clue why anybody would want to purchase Treasury counters, bu just in case someone has a winning strategy (or a losing one :-( ) based o this, you can of course purchase treasury counters for the same rate a population counters. 4.Trading Cards To start things off quicker, players will select a number of trading card equal to twice the number of cities they initially purchase. Trading cards are selected at random from a shuffled trading card deck befor they are separated onto the trade card stacks. Alternatively, cards could b selected from the stacks as usual. I think the first suggestion would be more interesting, leading to mor volatile initial trading situations. 5.Civilization Cards Civilization cards are purchased at face value. Cards that have prerequisite may not be purchased unless those requirements are met. I.e., you may no purchase "Roadbuilding" unless you also purchase "Engineering". 6.Setup After having selected resources, players place cities and population counter on the game board. Players first place cities one at a time in reverse A.S.T order on the map. A player is forbidden from placing a city in any opposin players' start area, unless he has permission of that player. In addition players must place cities in areas according to the purchase type of thos cities, i.e., if a city-site City was purchased, it MUST be placed in an are containing a city site. A non-city-site City may be placed in any availabl area. I feel that initially it would be a good idea for a player's cities to b placed near one another; Therefore, cities must be placed within 4 areas o at least one other city that belong to that player. This four area radius ca cross any water or land boundary on the map. (Alternatively, for a mor chaotic and possibly more interesting game, let players place cities an tokens anywhere without restriction). After all cities are placed, population counters are placed. Populatio counters must be also be placed within 4 areas of cities. They are als placed one at a time by players in reverse A.S.T. order. A player may no place a population counter in an area where someone else has previousl placed a counter. Players are under no restrictions about placing counters i areas containing their own population counters. You may in fact exceed th population limits of an area if you wish to do so. After all cities and population counters are placed, play proceeds as normal. To summarize the IPP costs : 400 City (City Site) including 2 Supporting Population Counters 700 City (No Site) including 2 Supporting Population Counters 50 Population Counter 100 Ship Counter 50 Treasury Counter NC Trading Card + Civilization Card NC = No Cost, Trading Cards are not purchasable. + Civilization Cards cost face value in IPP Final Thoughts : Well as I look over the game board I see that players don't really start on a even standing, anyway. For instance, there are no city sites immediatel available for the Illyrians. Insted of starting everyone off at 2000 IPP there should be different values for different nations. Lastly, the point values I have picked are entirely arbitrary. I selected 5 for the Population counters, and estimated everything else relative to that If someone has a better analytical idea about how to assign these numbers, would love to hear about it. Again, my initial goal is to allow all players to start the game with equa opportunity, yet provide an interesting and relatively short time frame game. Avalon Hill Civilization Dissimination of Knowledge Variant From: Newsgroups: rec.games.board Subject: Re: Advanced Civ. Faq or Rule clarifications. Date: 12 Aug 1994 19:33:28 GMT re (Carl Dewey) writes on Adv Civ rules: I love Civ and think Adv Civ works even better. But one of the Adv Civ rules did not work at all well with our group. Having Tradable Calamities be infinitely re-tradable had several problems. First, it inhibited trade because after the first trade or two when you go after the stuff you really want, you aren't willing to do trades for marginal improvement for fear of the Barbarian Hordes. Second, none of us were much good at poker faces. It's too much fun gloating when you stick someone with something awful, and then who's going to trade with them? So we made Calamities tradable only once. We also have tried to make it easier on the people who are behind in the game by making advances cheaper as more civilizations acquire it. We justify it by the dissemination of knowledge. If the advance costs less than 100, it gets 5 cheaper for each buyer on subsequent turns, and so on. It helps add balance. A few articles back someone mentioned, is it okay in the middle of trading to announce, 'Hey, I just stuck Dave with Barbarian Invasions, so don't trade with him.' That depends on how your group plays, but definitely would not be kosher at my table. We do occasionally trade boycott the leading player. Has anyone tried being a horde? I've been considering trying it. Get Roadbuilding, Astronomy, Engineering, Metalworking, and maybe Monotheism. Then get Military and try to conquer the world, leaving a depopulated area behind? It'd be especially worth trying if no one else had Military yet. What do you think? Finally, another rule variation we're considering is from the computer game Civilization. When you take a city, you get one of their civilization advances. (They don't lose it, you just learn it.) Avalon Hill Civilization Mercer Variant Date: 2 Nov 94 20:09:50 From: dmercer@oracle.com (David Mercer) Subject: Advanced CIV: rule changes and comments? Newsgroups: rec.games.board My roommates and I have been playing A-CIV for a bit, and have found the game, while fun, to have a few flaws. The problem is that the game seems to end up in a pretty static state, with everyone just working on picking up bigger civ cards. No-one wants to attack the other as there is not enough to gain. You can build your 9 cities within your territory (albeit, some of them not at city sites, and some powers require agriculture in order to do it, but agriculture gives you points anyway) and not have to go to war. Besides, the only ones who profit from war are the non-warring neighbors. This is is not realistic. In ancient times, war was *immensely* profitable, and it also provided the impetus for improving civilization -- to keep ahead of the Joneses, and to have an edge on your neighbors should war break out. We're going to try Imperial CIV (unlimited stock) to try to encourage war as an outlet for expansion. Furthermore, we have an additional change: The central treasury is no longer used (these are civilizations, not governments). Taxation is taken during population expansion from the newly expanded population, instead of from stock, and is removed to the cities (two to a city) *as population* (until coinage). There are three reasons behind this: (1) excess population in the cities was an important driving force toward going to war in ancient times (and the excess produced must move out of the city, lest it starve), (2) it gets around the annoying phenomenon of an impassable "wall of cities," and (3) if those two tokens providing agricultural support to a city are sending all their excess food to the cities, there is no excess food to support an increase in population. If a city cannot be supplied with the necessary tokens for taxation, it revolts, as do any other tokens placed on the city as partial taxation. Since coinage is a portable form of wealth, once coinage is developed, *any* population expansion, including that ported to the cities, may be taken as treasury tokens (in addition, the number ported to the cities can be fixed at 1, 2, or 3 per city, as is usually the case with coinage). This decision can be made on a token-by-token basis, although no more than two population tokens can be ported to a given city (if the tax rate is three, then at least one of the tokens must be treasury). Treasury tokens reside on the board and may be moved as any population tokens with the exception that they can only move to regions where population already exists (usually, but not necessarily, population of the same color). Treasury tokens are not subject to the population limits of areas, including cities, and do not influence combat. When treasury is to be spent, it can be taken from any place on the board. Once combat is resolved, treasury tokens may end up in a region that is shared by two or more sides, or that is held by a different side from the owner of the tokens, or in which no population exists. The following take place immediately following combat and before trade cards are obtained. o If treasury tokens exist in a region without population, or where the only populations do not yet have coinage, the treasury tokens are removed from the board. o If the treasury tokens exist in a region held by only one power, *and that power has coinage*, that power gains ownership of the tokens. o If the treasury tokens exist in a region occupied by more than one power, but only one power has coinage, that power gains ownership of the tokens. o If the treasury tokens exist in a region in which more than one power has coinage, then all treasury tokens are distributed: the side with coinage with the largest population takes one, then the next largest side, and so on, and then repeat. If two or more sides are tied for size, they take theirs simultaneously; if there are not enough tokens for the sides to take simultaneously, then the excess is discarded. Example: Thrace, Illyria, and Italy find themselves in Germany (population 5), with the following populations: Thrace 1 Illyria 3 Italy 1 and the following treasury tokens: Thrace 3 Italy 2 for a total of five treasury tokens. All three powers have coinage. Illyria, with the greater population, takes one first, followed by Thrace and Italy simultaneously. Now Illyria takes his token again, and there is one left. Since it is not enough for Thrace and Italy to take simultaneously, it is discarded, so the final distribution of wealth is: Thrace 1 Illyria 2 Italy 1 I also want to solicit opinions on another two changes I would like to make: 1. Since population expansion in any given territory is limited to two, it would follow that one must have at least one territory per city in order to provide taxation (or risk revolt). This provides no advantage to holding the agriculturally rich areas of the board. I propose that, while no more than two new tokens (regardless of whether population or treasury) may be placed in a territory during population expansion, expansion beyond the two up to the size of the original population, can be ported to cities. Thus, when a territory with population three expands, only two new tokens may be placed on the territory, but an additional one may be ported to a city as taxation. 2. Since population is clearly more valuable than treasury (it only takes six population tokens to build a city, which gives you a trade card forever), to encourage players to build up wealth, I propose that the value of treasury tokens be increase to ___ (I don't know -- any suggestions? I favor something around 3.) I think the overall effects of these changes would be to make players find a happy medium between expansion (and war) and wealth. If a power is concentrating too much on wealth he will find himself overrun by marauders eager for pillage. Does anyone have any comments? Has anyone ever tried making changes similar to these? Regards, ---DBM Avalon Hill Civilization GWUGS Civilization Cards GWUGS Civilization Cards -- updated 12/5/93 Ok gamers, here are the GWUGS Civilization(TM) cards. Copyright 1993 The George Washington University Gamer's Society. Feel free to use them all you want, just don't try to make any money off them with out our permission. These cards were made to spice the game up, bring in advances from the computer game that were not in the board game, and to give us cards to buy after we bought all the standard cards. These cards were designed to be played with Advanced Civilization using the imperial and trade city variants. The will work with out them, but the odds are you'll never have the points to buy most of them. When using these cards, they don't cause the AST requirements to increase. When it says you need cards of every color, it means every color that came with the game -- not the new ones introduced below. The New Types of Cards Politics (purple), Trade (pink), Adv. Crafts (brown) The colors were picked because those were the color markers we had available. Adv. Crafts are different from Crafts because if they were all lumped together, the discounts would get too astronomical. The Cards Name: Ironworking Type: Adv. Crafts Cost:240 Discounts: 10 Adv C. Prereq: Metalworking Description: Metalworking level 2. You remove tokens last, unless they also have ironworking. Name: Galleons Type: Adv. Crafts Cost:150 Discounts: 10 Adv. C. Description: Ships have two options: 1) act normally, 2)carry 7 tokens 3 spaces. Aggravates slave revolt by 5 tokens. Name: Grainary Type: Adv. Crafts Cost:140 Discounts: 10 Adv. C. Prereq:Agriculture, Engineering Description: reduces effect of famine by 1 for every city on the board Name: Glassblowing Type: Adv. Crafts Cost: 90 Discounts: 10 Adv. C, 10 Crafts Description: reduces famine by 2 for every wine held in hand and not traded in that round (like pottery and grain) Name: Plumbing Type: Adv. Crafts Cost:140 Discounts: 10 Adv. C. Prereq: engineering Description: city defense increased by 1 Name: Baths Type: Adv. Crafts Cost:200 Discounts: 10 Adv. C. Prereq: glassblowing, plumbing Description: Reduce epidemic by 8 units (primary victim) or 4 units (secondary victim). Name: Coastal Defense Type: Adv. Crafts Cost:140 Discounts: 10 Adv. C. Prereq: engineering, math, glassblowing Description: 1 city per turn is either 1)immune to piracy, 2)immune to 15 attacking tokens from sea (they all die) Name: Art Type: Arts Cost:60 Discounts: 10 Arts, 20 propaganda Description: same as Drama/Poetry and Music Name: Militia Type: Civics Cost: 150 Discounts: none Prereq: military Description: attacked/attacking units can fight to the death instead of to population limit. Name: Morality Type: Civics/Religion Cost:150 Discounts: none Prereq:monotheism or theology Description: counteracts corruption Name: Ethics Type: Civics/Religion Cost:280 Discounts: none Prereq: enlightenment, law Description: counteracts bribery Name: Pacifism Type: Civics/Religion Cost:300 Discounts:none Prereq: theology, philosophy Description:1)Counteracts civil war and fanaticism. 2) always remove first in a battle. 3) may never move into a area if it will result in conflict. 4)prevents military or militia, or if you already have them, nullifies all their effects Name:Fanaticism Type: Religion Cost: 250 Discounts:none Prereq: monotheism Description: can convert one extra area (on top of the one for monotheism) per turn. Either area must be bordering one of your areas, or have only 1 intervening area. Aggravates civil war (extra 5 units from both factions destroyed). Prevents Theology. Name:Nomadicism Type:Civics/Merchant Cost:80 Discounts: 10 Merchant, 50 to Bazaar or Caravan Description: Cities may move. Attack as 4 units, defend as 3. Can only trade in one commodity set per turn (2 if you have Bazaar). Prevents Law, Architecture and Engineering unless you fall back 1 space on the AST and give up the ability to be nomadic. Name:Bazaar Type:Merchant Cost:170 Discounts: 10 Merchant Description: 1 additional trade card of value 1-4 may be drawn each turn. Increases epidemic by 4 units. Nomads may now trade in 2 commodity sets. Name: Caravan Type: Merchant Cost:185 Discounts:10 Merchant Prereq: Bazaar Description: Increase the value (by one) of any trade sets of salt, spices, cloth or resin. Name: Protected Trade Route Type:Merchant Cost:180 Discounts: 10 Merchant Description: 1 open trade per turn with another player who has this advance. 2 open trades are allowed if the player has road building. Name: Propaganda Type:Civics/Politics Cost:110 Discounts: 10 Politics Prereq: Literacy Description: increases effect of treachery by 1 city. Prerequisite to all politics. Name: Patriotism Type:Civics/Politics Cost:115 Discounts: none Prereq: propaganda Description: can defend adjacent territories with up to 4 units after movement is done but before conflicts are resolved. Name: Merchantry Type:Politics Cost:70 Discounts: 10 Politics, 10 Merchant Prereq: propaganda Description: can verify 1 trade per turn (i.e. look at the cards you are being passed and decide if you want to continue with the trade) Name:Corruption Type: Politics Cost:135 Discounts: 10 Politics Prereq: propaganda Description: can decrease the value of one commodity set turned in (by any player) each turn. Name: Diplomacy Type: Politics Cost:100 Discounts: 10 Politics Prereq: propaganda Description: can view one other person's trade hand at any time, but must also show them yours. Name:Bribery Type:Politics Cost:280 Discounts:10 Politics Prereq: propaganda Descriptions: can select one trade card at random from another player's hand once per turn Name: Collusion Type:Politics Cost:200 Discounts: 10 Politics Prereq: propaganda Description: can use treasury to increase the effect of barbarian hordes or piracy. Each token will add 1 barbarian (up to 10 additional), or 6 tokens will add 1 pirate city (up to 2 additional). That's all the cards. There are some others that some newbies have made, but I don't think they enhance the game (one of them is ag level 2, which basically removes the need for conflict in the game). A copy of this description can be found at the GWUGS archive site. Telnet to gwis.circ.gwu.edu and login as gopher. The archive is under student organizations, sports/rec/hobby. Enjoy. Avalon Hill Civilization Piracy and Iconoclasm & Heresy Variants Posted by Marc Philips (marc@cfmu.eurocontrol.be) Piracy For those who think that piracy should sometimes hurt more than civil war : The player trading piracy steals one trade card from the primary victim fo each ship that he (the player trading the card) has. Restriction #1 : The ship must be able to reach a coastal city belonging t the primary victim in any number of legal moves; e.g. if the trading playe only has ships in the Red Sea area and the primary victim only has coasta cities along the Mediterranean, piracy has no effect. Restriction #2 : Each ship must be able to reach a different city; e.g. player with four ships can only claim one trade card from a player who ha one coastal city. The player trading the cards looks at the primary victims' trade cards an selects (not pick at random) cards. If piracy was not traded, the primary victim looses one card for each shi belonging to other players. The above restrictions apply. The cards ar selected at random and returned to the bottom of the trade stacks. You ca opt to limit the number of cards that can be lost in that way (four is reasonable maximum). There are no secondary victims. Iconoclasm & Heresy The primary victim looses two civilization cards. The player trading th calamity chooses the cards. For each of Law, Phylosophy and Theology that the primary victim has, he ca choose two cards that the trading player cannot select. There are no secondary victims. Avalon Hill Civilization Specialty Variant From: bengalt@bigwpi.WPI.EDU (Pencil Rain) Newsgroups: rec.games.board Subject: [AdCiv] More Variants Date: 21 Mar 1994 18:06:56 GMT I'm glad to see all the recent discussion about Civ and AdCiv recently. It's reminded me of a variant that I came up with that I've always wanted to try, but never got around to (yet). After the selection of countries, but before play begins, each player is randomly assigned a "specialty" category of civilization cards. These specialties break down as follows: Color Specialty Related Opposite Rel. Opposite green Science Technology Religion Arts orange Technology Science Arts Religion blue Arts Religion Technology Science yellow Religion Arts Science Technology Note: You cannot specialize in Civics (red) Each specialty represents an area that the people of your country have decided to focus their society on. Your specialty gives you a 10 point discount on civilization cards of that color and a 5 point discount on all cards in the related area. (Example: A country speializing in Art gets a 10 point discount on Drama/Poetry and a 5 point discount on Monotheism) Because your country is so focused on these aspects of civilization, however, you suffer a 10 point penalty on cards from your "opposite" area and a 5 point penalty on cards from the "related opposite" area. (Example: The country described above must pay 10 points extra for Metalworking and 5 points extra for Astronomy) Civilization cards with mixed colors receive the cumulative bonus/penalty of the colors involved. The only other change is the requirement that, in order to advance to the final spot on the AST, a civilization must have all cards of it's specialty color (including mixed cards containing it's color) to win. I think that this is fairly balanced, but would make for some interesting strategies. Countries based on Art will play very differently from a country based on Science. Also, it makes the game less of a try-to-rack-up-the-points game to one where building up a coherent civilization becomes an important goal as well. Any feedback on this idea would be greatly appreciated... later bengalt@wpi.WPI.EDU