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Civilization A New Dawn With Expansion Player Aid
Civilization A New Dawn With Expansion Player Aid
GOAL: complete an agenda on 4 of the 5 victory cards Event Dial
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• Continue in order placing your capital tile moving the barbarian Barbarians
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tile (keeping it facing the same direction) if needed. When a barbarian moves onto:
• At least 4 spaces of the capital tile must touch the start map. • Water: Swim in same direction until they hit land.
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• Science: Unlock more powerful focus cards when tech dial 1. Attacker lands on rival space
advances past a flag. (after 21 move to 15) 2.Attack strength: [Slot#] + [Die] + [Bonuses]
• Culture: Place unreinforced control tokens. Cannot place in 3.Defense strength : [Die result] +
water or on barbarians, city states, or other control tokens. • City State: [8]
Natural wonders are at difficulty 5. • Barbarian: [Terrain difficulty]
• Economy: Move caravans to unlock diplomacy cards. Start in • Rival: [Terrain Difficulty (x2 if city)] + [# adjacent reinforced
capital or mature (surrounded by friendly control tokens) city. control tokens (incl. self)] + [bonuses]
Arrive at city state (all city states have terrain difficulty 2): get 2 4: Attacker spends trade tokens for +1 each.
trade tokens on specific focus card & diplomacy card. (1 per city 5: Defender spends trade tokens for +1 each.
state) Rival city: 2 tokens on any focus cards. Return to trade card. 6: Compare values. Defense wins ties.
• Industry: Build new cities or world wonders. City: Cannot build 7: If the attacker wins, the attacker gets a reward:
on spaces occupied by anything other than friendly control • Barbarian: Remove it. Gain 1 trade token on any focus card.
tokens. Cannot build next to another city. Wonder: pay with • City-State: Place city on city-states space. Then take city-state
[Slot#] + [1xTrade Token] + [2xResource]. token and place on corresponding focus card. The token acts as a
• Growth: Build a district next to a city and reinforce control trade token that can be used once per turn.
tokens as indicated. • Control Token: Replace with own, unreinforced control token.
• Military: Move armies as indicated and perform attacks when If natural wonder, take natural wonder token from rival player.
encountering a barbarian, city state or rival piece. Movement • Non-Capital City: Replace with own city. If the city was on a
ends. city-state spot, conquer (place own city and take the token) or
liberate.(return city state token to its spot then take a city state
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Exploring
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While moving, if a caravan or an army is in a space on the edge of • Capital City: Take any 2 trade tokens from defending player and
the map and on a tile with a capital city, that figure may spend 1 place on any 2 focus cards.
space of movement to explore. 1. Draw the bottom tile from the 8. If the attacker loses, place the army token back on its card.
map tile stack. 2. Place it so that either side touches four spaces <>Armies and caravans have defense bonuses equal to their
already on the map, and the space of the player. 3. Populate tile. terrain and no other bonuses.
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Government Districts
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• When the event dial reaches the government icon, each player Placing a district: Districts are placed using growth focus cards.
may choose or change to a new government. Choose 1 focus card • Districts follow the same placement rules as control tokens. • • •
in either of the #1 slots and place the government token of the
• When placing a district, a player can replace one of their control
same type on that card. Any government token already out must
tokens. If they do, that district is placed on its unreinforced side.
then be removed. • When a district is defeated during an attack, the attacker
• When a focus card resolves with a government token on it, the replaces the district with their own nondistrict control token on
card is resolved as if it is a number of slots farther to the right
its unreinforced side.
equal to the number of arrows on the token. (no effect past 5)
______________________________________________________________________________________________________________________________________________________ Commercial Hub: choose one of the following: 1) Place a trade
Wonders token on a card in your focus row for each of your mature cities.
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OR 2 ) Place a trade token from the supply on your economy
Building a Wonder: A wonder’s cost is the # in the lower-left
focus card for each friendly space with a desert that is in or
corner of the wonder card. Resources that a player can spend
adjacent to your commercial hub’s space.
toward that cost are displayed in the lower-right corner.
Science/Campus: place one trade token on your science focus card
• The player chooses one of the faceup wonder cards on top of a
for each friendly space with a mountain or natural wonder that is
wonder deck and pays its cost in production, which is the sum of:
in or adjacent to your campus’ space.
1) The number of the industry card’s focus row slot. 2) Two
Industrial Zone: Choose one of the following: 1 ) Place a trade
production for each eligible resource the player spends. 3) One
token on your industry focus card for each friendly space with a
production for each trade token the player spends from the
forest that is in or adjacent to your industrial zone’s space. OR 2)
industry card. 4) One production if there is a trade token on the
Discard three trade tokens from your industry focus card to build
wonder card.
a city on a legal space within two spaces of a friendly space.
• The player places the wonder card next to his/her leader sheet
Theater Square: Choose one of the following: 1) Place one control
and places the matching wonder token under a friendly city that
token in a space within two spaces of your theater square’s space.
does not already have a wonder token. (1 per city)
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Forts friendly city that has a wonder.
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Encampment: Resolve either o r both of the following: 1) Defeat a
• Forts are treated as forests with a terrain difficulty value of 3.
barbarian or rival army within two spaces of your encampment. If
• Players cannot build cities adjacent to forts, and cannot place
a barbarian is defeated, place one trade token on any card in your
control tokens (including districts) on forts.
focus row as normal. 2) Reinforce a friendly control token within
• Caravans can move into or over forts as they would forests.
two spaces of your encampment’s space.
• If an army moves into a fort that is not controlled by a player, it
must end its movement and perform an attack.
• Unoccupied forts defends with a combat bonus of 6.
• If the attacker wins, they place one of their unused cities on the
fort, which functions as a normal city.
• While a player has a city on a fort, that player controls that fort.