Culture & Conquest (ENG) (1jugador)

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Culture

 &  Conquest  
Culture  &  Conquest  is  a  dice  simulation  game  of  ancient  civilizations  that  does  not  require  
maps  or  counters.  Culture  &  Conquest  was  published  in  the  online  Winter  2000  issue  of  
the  ACADEMIC  GAMING  REVIEW.  

Components  
• 1 Six-Sided Die
• 1 Eight-Sided Die
• 2 Ten-Sided Die (Different Colors)
• 1 Twelve-Sided Die

Victory  Conditions  
• The game ends after 50 turns.
• The player with the most Victory Points wins.
• Advances you have score 5 points.
• Cities you control score 10 points.
• Wonders you build score 15 points.
• Wonders you control score 5 points.
• For every Natural resource you have the most of, gain 5 points.
• For every Manufactured resource you have the most of, gain 10 points.
• Gain 5 points if you have the biggest population.

Set  Up  
1. Each player starts with 10 populations and 1 city.
2. Randomly determine your culture on the culture table.
3. Determine turn order by rolling high.

Turn  Sequence  
Players take turns.

A player will complete all of the following phases in their turn:


1. Population Phase
2. Resource Phase
3. Distribution Phase
4. Leader Phase
5. Harvest Phase
6. Disaster Phase
7. Upkeep Phase
8. War Phase
9. Trade Phase
10. Build Phase
11. Research Phase
12. Income Phase

One round is completed when all cultures have had one turn.
Phase  Descriptions  
Population  Phase  
Roll 1D6 and subtract 2 (1D6 – 2) to determine your population growth. The number cannot be lower than
0. All of these units start as Agriculture specialists.

Resource  Phase  
Roll 1D10 and compare the number rolled to the Resource Table.

Distribution  Phase  
Assign populations to one of the 7 specialty categories (Army, Navy, Agriculture, Trade, Labor, Scholars),
with the following exceptions:
• A single category cannot be increased or decreased by more than 5 populations.
• Military Units (Army and Navy) cost 2 Gold to raise.
⇒ It only costs 1 Gold to raise a Navy if you have Wood & Cloth.
⇒ It only costs 1 Gold to raise an Army if you have Weapons & Horses.

Population  Distribution  
Type Upkeep Production Phase Used
Military 1 Food and 1 Gold None War Phase
Agriculture 1 Food 3 Food Harvest Phase
Trade 1 Food 1 Gold Income Phase
Labor 1 Food 1 Labor Build Phase
Scholars* 1 Food 1 Research Roll Research Phase
* There is a max of 1 Scholar per City

Leader  Phase  
Roll 1D6: On a roll of 1-2; Roll 1D6 and gain 1 a leader according to the Leaders Table.

Harvest  Phase  
Produce 3 food per Agriculture population and 2 Food for each level of Food Resources you control.
Food cannot be stored between turns unless you have the pottery advance.

Disaster  Phase  
Roll 1D6: If the result is a 1, roll 1D20 and Lookup the disaster that falls upon your civilization in the
Disaster Table.

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 the build phase and the war phase.

Upkeep  Phase  
• Each population consumes 1 Food. In addition, Armies are paid 1 Gold each. If upkeep is not
met, those populations are lost.
• Roll 1D6 for each leader, on a roll of 5+, the leader dies of old age.

War  Phase  
• A player may attack one target opponent on a roll of 5+ on 1D6. (get +1 to this roll if you have a
General)
• If the roll fails, he may attempt to attack another player.
• Other players may send armies, navies, and Generals to serve on either side.
• Each player gets 1 die for every Army, Navy, and General on his or her side.
⇒ If you have more armies than the opponent, you get 1 extra die.
⇒ If you have more navies than the opponent, you get 1 extra die.
⇒ If you have a General and your opponent doesn't, you get 1 extra die.
⇒ If you have Military Doctrine, and your opponent doesn't, you get 1 extra die.
⇒ If you have Iron, and your opponent doesn't, you get 1 extra die.
⇒ If you have Equestrian, and your opponent doesn't, you get 1 extra die.
⇒ If you have Siegecraft, and you are attacking, you get 1 extra die.
⇒ If you have Fortifications and are defending, you get 1 extra die.
⇒ If you have Shipbuilding, and your opponent doesn't, you get 1 extra die.
⇒ If you have the Great Wall and are defending, you get 1 extra die.
• The player with the higher total roll is the winner.
• Defender wins ties. The winner gains 1D6 Victory points.
• Each roll of 1 causes your opponent to lose 1 army or 1 navy.
• If the defender loses all his armies the Attacker gets to take one of the following forms of tribute
(Attackers choice):
o All of the losers gold
o One City (which may contain a Wonder)
o 2D6 Population (enslaved)
o 1 target Resource.

Note:  War  in  Solo  Play  


If playing Solo the target 'opponent' in War phase will have 4D6 armies and if defeated has
6D6 Gold and no Wonders.

Trade  Phase  (Multiplayer  only)  


The active Player may trade Gold, food, labor, populations, cities, advances, leaders, resources, and
promises with other players. (If 'trading' an Advance the giver & the recipient both get it.)

Build  Phase  
• Each Labor specialist produces 1 Labor point per turn.
• Assign Labor points to a city or Wonder under construction.
• These points are saved from turn to turn until the project is completed.
• Labor points not assigned are lost.
• Build 1 city for 50 Labor and 25 Gold. Name the city.
• Gain 1 roll on the Natural Resource Table for 20 Labor.
• Gain 1 Manufactured Resource of your choice for 25 Labor.
• Build 1 Wonder of your choice for 100 Labor and 50 Gold.
• Only 1 Wonder per city is allowed.
• For each level of Build Resources you have, reduce the cost of labor and gold of Cities and
Wonders by 2.

Research  Phase  
• Roll 1D12 per scholar, thinker, or research generator you have.
• On a roll of 1: Roll 2D10 and gain an advance according to the Advance Table. If you roll an
advance you already have, pick one instead.
• Pay 20 Gold to copy an Advance known by another player. (Multiplayer Only)

Income  Phase  
Collect Gold: 1 per Trade population, 1 per City, and 1 per level of Luxury Resources.
Tables  
Culture  Table  (1D20)  
Die 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 Scythian Equestrian
13 Sumerian Irrigation
14 Celtic Art
15 Hebrews Monotheism
16 – 20 Pick One

RESOURCE  TABLE  (1D10)  


Die Roll Result
1–3 No Resources
Gain 1 Manufactured Resource – If you
4–5 have none of the requirements for any
manufactured resource, you gain none.
Gain 1 Random Natural Resource – Roll on
6 – 10
the Natural Resource Table

NATURAL  RESOURCE  TABLE  (1D20)  


Die Roll Result Notes
1 Grain Food
2 Fish Food
3 Iron – Requires Bronze Military
4 Horses Military
5 Precious Metals Luxury
6 Fruits Food
7 Livestock Food
8 Wood Build
9 Stone Build
10 Spices Luxury
11 Fibers Clothing
12 Salt Food
13 Shellfish Food
14 Incense Luxury
15 Vegetables Food
16 Bronze Military
17 Furs Clothing
18 Clay Build
19 Brick Build
20 Gems Luxury

 
ADVANCE  TABLE  
Die Roll Advance Notes
1–2 Pottery Food can be stored & Mitigates Famine
3–4 Monotheism Population Phase: add 1 to roll (Religion)
5–6 Astronomy Research: One additional roll per turn
7–8 Writing Research: One additional roll per turn
9 – 10 Medicine Mitigates Epidemic
11 – 12 Coinage Gold: +1 per city per turn (Facilitates Trade)
13 – 14 Masonry Cities & Wonders cost 5 less in Labor
15 – 16 Mathematics Research: One additional roll per turn
17 – 18 Architecture Cities & Wonders cost 5 less in Gold
19 – 20 Law Mitigates Anarchy
21 – 22 Music Mitigates Unrest (Music soothes the soul)
23 – 24 Democracy Extra 5 points for Victory (Government)
25 – 26 Philosophy Mitigates Heresy (Public Debate is acceptable)
27 – 28 Metal Working Battle: One additional roll; Requires Bronze or Iron
29 – 30 Drama Extra 5 points for Victory
31 – 32 Art Extra 5 points for Victory
Military
33 – 34
Doctrine Battle: One additional roll (Strategy & Tactics)
35 – 36 Irrigation Mitigates Drought
37 – 38 Navigation Gold: +1 per city per turn (Expands Trade)
39 – 40 Equestrian Battle: One additional roll; Requires Horses
41 – 42 Literature Extra 10 points for Victory; Requires Writing
Ancestor
43 – 44
Worship Gain 2 VP for each City you control (Religion)
45 – 46 Siegecraft Battle: Attacker gets one additional roll
47 – 48 Shipbuilding Battle: One additional roll
49 – 50 Dynasty Mitigates Civil War (Government)
51 – 52 Engineering Labor: +1 per Labor population per turn
Selective
53 – 54
Breeding Food: +1 per agriculture population per turn
55 – 56 Polytheism Gain 3 VP for each Wonder you control (Religion)
57 – 58 Brewing Extra 5 points for Victory (Beer!)
59 – 60 Textiles Extra 5 points for Victory
61 – 62 Glass Blowing Extra 5 points for Victory
63 – 64 Dye Making Extra 5 points for Victory
65 – 66 Fortifications Battle: Defender gets one additional roll
67 – 68 Cartography Gain +1 to resource table rolls
69 – 70 Mysticism Extra 5 points for Victory (Religion)
71 – 72 Republic Mitigates Mutiny (Government)
73 – 74 Oligarchy Mitigates Mad King (Government)
75 – 00 Pick One

Note: You can only have 1 Religion Advance and 1 Government Advance.
If you roll an extra one, it replaces the older one.
DISASTER  TABLE      
Die Result
Roll
1 Flood – Lose 1 Random Resource
Earthquake – 1D6 or 2D6 if you have
2
Architecture
3 Volcano – Lose 1 Random City
4 Pirates – Lose half your gold reserve
5 Unrest – 1D6
*Civil War – War: Attacked by 1D6 Armies:
6
They take a random city if they win
7 Heresy – 1D6 or 2D6 if you have Monotheism
8 Anarchy – 1D6
9 Epidemic – 3D6
10 Famine – Lose half of your food reserve
*Uprising – War: Attacked by 1D6 Armies:
11
They take 2D6 populations if they win
12 Corruption – Lose all gold
13 Drought – Lose half of your food reserve
14 Storms – 1D6 (Navies first)
15 Sands of Time – Lose 1 random Wonder
16 Mad King – 2D6
17 Pestilence – Lose half of your food reserve
18 Mutiny – 2D6 (Military Units first)
*Barbarians – War: Attacked by 1D6 Armies:
19 – 20
They take all your gold if they win
• Resolve 'War' disasters first thing in War Phase.

LEADERS  TABLE  
Die Roll Type Effect
1 Ruler Gold: +1D6 per turn
2 General Battle: +1 Battle Roll
3 Thinker Research: +1 Research Roll Per Turn
4 Builder Labor: +1D6 per turn
5 Religious Population: +1D6 per turn
6 Diplomat Negate attack against you on a roll of 5+ on 1D6

MANUFACTURED  RESOURCES  LIST  


Resource Requirements

Earthenware Pottery & Clay (Luxury)

Cloth Fibers & Textiles (Clothing)

Weapons Bronze or Iron & Metal Working (Military)

Wine Fruits & Brewing (Luxury)

Jewelry Precious Metals & Art (Luxury)

Sculpture Stone & Art (Luxury)

Glass Brick & Glassblowing (Luxury)

Dyes Shellfish or Spices & Dye Making (Luxury)

Medicine Livestock & Textiles (Clothing)

Parchment Requires Fibers & Literacy (Luxury)


WONDER  LIST    
Wonder Required Notes

Sphinx Sculpture Costs same as city

Colossus Metal Working Gold +1D6 per turn in Income Phase

Oracle Polytheism Mitigates Corruption

Hanging Gardens Irrigation Mitigates Unrest

Parthenon Architecture Mitigates Heresy

Stonehenge Astronomy Costs same as city

Lighthouse Navigation Mitigates Storms

Pyramids Engineering Mitigates Anarchy

Great Wall Masonry One Additional Battle roll when defending

Great Library Literacy One Additional Research roll per turn

Note: Wonders are Unique. They can only be built once.


Additional  Notes  
City  Name  Examples  
Antioch, Babylon, Knossos, Alexandria, Troy, Jerusalem, Sparta, Rome,
Damascus, Delphi, Athens, Ur, Carthage, Jericho, Giza, Thebes, Byzantium,
Cadiz, Ch'ang-an, Lo-yang, Canton...

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.
• Armies can attack armies in adjacent spaces.
• An army can move into an opponent’s 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.
• Players with navigation can move populations 4 territories by sea per turn. They must end the
turn in a coastal space.

Frequently  Asked  Questions  


SETUP

Scythians begin with Equestrian. Does that mean they also begin with Horses? The same question
would apply to the Assyrians and Metal Working, would they also get Iron or Bronze?

No. I know it sounds like they should, but they don't.

RESOURCE  PHASE

Can you have multiple identical Natural Resources (with stacking bonuses)? Alternatively, are you
supposed to own only "one" of each Natural Resource? If you can only have one, what happens when
you roll a duplicate?

Yes, you can have multiples of the same Natural Resource.

What happens if you roll Iron on the Natural Resources table but do not own Bronze?

You get it, but you can't use it.

GAIN  LEADER  PHASE

It appears you may have multiple identical leaders or can you only have one leader of each type? If
the latter, would you reroll if you got the same leader?

Yes you may have multiple "identical" Leaders. Also remember in Upkeep phase: Roll 1D6 for each leader, on a
roll of 5+, the leader dies of old age.

WAR  PHASE

Is it correct to assume that both sides of the war cause army/navy population loss on a roll of "1" or
can only the winner cause population loss? If the former, what happens when the attacker rolls a
higher total but the defender destroys all of the attacker’s armies? Does the attacker still win?

Both sides inflict losses. If the attacker is completely killed off, he cannot win, it is an automatic loss for the
attacker.

Is a player eliminated if all of his population is destroyed or does he just begin the next turn with a
zero population? If the former, would you be eliminated if your population was destroyed but you still
had a living leader?

Yes you are eliminated. You're civilization has disappeared into the mists of time. Start over with a new one.

What exactly happens when a successful attacker takes tribute in the form of a "target resource?"

New Ruling: It has to be a Natural Resource. The abstraction here is that the resource is tied to a bit of land that
the attacker annexes.

SOLITARIE  GAME

If attacking a 4d6 army opponent during the War Phase, do you still receive 1d6 victory points if the
attack is successful? Is the 6d6 gold acquired only if a "tribute" (total defender army elimination) is
achieved?

Yes you get the VP. If you win you may take the gold as a tribute option.

VARIANT

Could a solo player pay 20 gold during the research phase to gain a random roll on the Advance
Table?

Yes.
Turn Population Type # Bonus type # Per Turn # Leader Notes
Player: Total Pop:
Agriculture Food Ruler Gold+1d6 per turn
Culture: Food:
Trade Luxury General +1 Battle Roll
No of cities: Gold: Labor Build Thinker +1 Research Roll Per Turn

Army Discount Builder Labor +1d6 Per Turn


City Names:________________________
Navy Discount Religious Population +1d6 Per Turn
_________________________________
Scholar Research Generator Diplomat Roll 1d6 negate attack on 5+
_________________________________
_________________________________ Rol Natural Resource # Type Labor Assigned Resources

_________________________________ l Wonder City Natural Manufactured

_________________________________ 1 Grain Food

_________________________________ 2 Fish Food


Cost Labor Gold Working Numbers Turn
3 Iron Military
X Advance Notes Roll
City
4 Horses Military
Pottery Mitigates Famine&food Storage 1-2 5 Precious Metals Luxury Wonder
Monotheism Pop Roll get +1 (REL) 3-4 Army N/A
6 Fruits Food
Astronomy +1 Research roll per turn 5-6
7 Livestock Food Navy N/A
Writing +1 Research roll per turn 7-8
8 Wood Build
Medicine Mitigates Epidemic 9-10 X Wonder Notes City
9 Stone Build
Coinage Gold+1 per city per turn 11-12
10 Spices Luxury Sphinx Costs same as City
Masonry Cities and wonders– 2 gold and Labor 13-14
11 Fibers Clothing Colossus +1d6Gold Per Turn
Mathematics +1 research roll per turn 15-16

Architecture Cities and wonder –5 gold 17-18


12 Salt Food Oracle Mitigates Corruption
Law Mitigates Anarchy 19-20 13 Shellfish Food Hanging Gardens Mitigates Unrest
Music Mitigates Unrest 21-22 14 Incense Luxury
Parthenon Mitigates Heresy
Democracy +5 VP 23-24 15 Vegetables Food
Stonehenge Costs same as City
Philosophy Mitigates Heresy 25-26 16 Bronze Military
Metal Working +1 Battle Roll 27-28 17 Furs Clothing
Lighthouse Mitigates Storms
Drama +5 VP 29-30
18 Clay Build Pyramids Mitigates Anarchy
Art +5VP 31-32
19 Brick Build Great Wall +1 Battle Roll when
Military Doctrine +1 Battle Roll 33-34
20 Gems Luxury Defending
Irrigation Mitigates Drought 35-36
Manufactured Type Great Library +1 Research Roll
Navigation +1 Gold Per Turn Per City 37-38
Earthenware Luxury
Notes:
Equestrian +1 Battle Roll 39-40
Cloth Clothing
Literature +10 VP 41-42

Ancestor Worship +2 VP Per City(REL) 43-44


Weapons Military

Siegecraft +1 Battle Roll if Attacker 45-46 Wine Luxury _____________________________


Shipbuilding +1 Battle Roll 47-48 Jewelry Luxury _____________________________
Dynasty Mitigates Civil War 49-50 Sculpture Luxury
_____________________________
Engineering Labor+1 Per Labor Pop 51-52 Glass Luxury
Selective Breed- Food +1 per Agriculture Pop 53-54 Dyes Luxury
_____________________________
ing
Medicine Clothing _____________________________
Polytheism +3VP Per Wonder 55-56

Brewing +5 VP 57-58
Parchment Luxury _____________________________
Textiles +5VP 59-60 Turn Sequence Combat _____________________________
Glass Blowing +5VP 61-62 1. Population 7. Upkeep
Numbers _____________________________
Dye Making +5 VP 63-64 2. Resource 9. War
Fortifications +1 battle Roll if Defender 65-66 3. Distribution 10. Trade
_____________________________
Cartography +1 to Resource Table Rolls 67-68
4. Leader 11. Build _____________________________
Mysticism +5 VP(REL) 69-70

Republic Mitigates Mutiny(GOV) 71-72


5. Harvest 12. Research _____________________________
6. Disaster 13. Income
Oligarchy Mitigates Mad King(GOV) 73-74 _____________________________

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