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GOAL​: ​complete an agenda on ​4​ of the ​5​ victory cards Event Dial
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SET UP • The event dial starts on the ‘star’ space


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• Event dial increments at the end of each round (all
• Each player chooses a civilization and a color players take a turn). Then the associated event occurs.
• Initialize the ‘Focus Bars’ per your civilization • ​Star/Wonder​: ​1.​ Defeated ​barbarians revive​ if their start location
• Construct the map and populate with ‘Resources’, ‘Natural
is not covered by a control token or city. ​2. ​(except in round 1) All
Wonders’, ‘City-States’, and ‘Barbarians’ unbuilt, revealed wonders receive a trade token​. (Cost now
• Set out the City-State cards, the Barbarian direction token, event reduced by 1) If a wonder would have 2 tokens remove the
dial, and any spare resources wonder from play instead.
• Wonder Decks: 4p:2a/2m/2m; 3p:1/2/2; 2p:1/1/2.
• ​Helmet + arrow:​ ​Barbarians move.​ Roll die and move all
• Deal out the Victory Cards.
barbarian tokens in that direction.​ (see movement rules)
• Place the starting board and deal 1 capital tile and 1 fortress •​District:​ ​Activate district bonuses​ which you have built.
token to each player •​Government/Wonder:​ 1​ . ​Players may​ choose a government​ or
• Place Barbarian Hex next to the board.
replace a government. ​2. ​Place trade tokens on wonders.​^
• Take turns placing the fortresses on the map. ______________________________________________________________________________________________________________________________________________________

• 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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ON TURN • ​Map edge​: Move in opposite direction.


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• ​Caravan​: Return caravan to focus card.
• Choose a card in the focus row and resolve that card’s effect.
• ​Unreinforced control token​: Token is destroyed.
Each card has a detailed explanation for its effect. The bottom
• ​Reinforced control token​: Flip to unreinforced side. Barbarian
explains trade token bonuses. The further right a card is, the more
does not move.
powerful its effect.
• ​Regular city​: City is destroyed.
• Shift all unused cards to the right, making them more powerful
• ​Capital City​: Discard any 2 trade tokens.
for next turn. Place the just-played card in the leftmost slot.
• ​Fortress or City State:​ defense bonuses = that space.
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Focus Cards Combat


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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.

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