After your first game, players will construct their own map. The players will initially construct the CORE, then they will take turns adding tiles to it.
For each pile of wonder cards, do the following:
Each hex on a map tile is a space. Spaces each have a terrain represented by different art. There are 5 types of terrain, each of which corresponds to a slot in the focus bar.
Type | Slot |
---|---|
Grassland | 1 |
Hills | 2 |
Forest | 3 |
Desert | 4 |
Mountain | 5 |
Water has a difficulty of one, but players can't move onto water unless a card specifically allows it
If a space appears to have more than 1 terrain, its terrain is the type that covers the most area on the space.
All of the control tokens and plastic figures of a player's color are friendly to that player. All of the control tokens and plastic figures of other colors are considered rival to that player.
Caravans do not cause a space to be friendly or rival
Resources (marble, mercury, oil, and diamond) can be collected and spent to build world wonders.
A natural wonder token can be used once per turn for the resource depicted on the tile. It is not returned to the supply when used.
Spaces with a natural wonder do not have a terrain type. However, all natural wonder spaces have a difficulty of 5
There are 5 types of focus cards. Each is designated by its icon in the upper left corner of the card.
Each focus card can be upgraded with more powerful versions. If a focus card is upgraded, you always replace the same type of card in your focus row. i.e. A level 2, 3, or 4 Science card can replace a lower level Science card in the focus row.
These cards allow you to place control tokens on the map. The focus row slot determines the type of terrain that control tokens can be placed on.
Unused control tokens can be placed on spaces adjacent to a friendly city. If the space contains a resource or natural wonder, the player takes that token.
The player must obey these rules:
The science focus card advances your tech dial. The focus row slot determines how much the dial advances.
If you advance to, or pass, a tech level on the dial, the player gains a new focus card of that tech level and replaces an existing focus card of the same type (Science must replace Science, for example).
Economy cards allow you to use your caravans and interact with city-states and rival cities. The focus row slot determines the terrain types that the caravan can move onto.
A caravan on a player's economy card can only move onto the map out of a players capital city or a mature city as though it was already in that city's space.
The player must obey the following rules:
When moving onto a city or city-state, resolve the following in order:
Other caravan rules:
The industry card allows a player to either build a new city or build a world wonder. When building a city, the focus row slot determines the types of terrain the player can build on. If building a wonder, the number of the focus row slot contributes toward the cost of the wonder
Place an unused city on an empty space within the number of spaces indicated on the focus card, counting from any friendly space.
The player must obey the following rules:
A world wonder's (production) cost is in the lower left of the card. Resources that a player can spend toward the purchase of the wonder are in the lower right.
To build a wonder, the player pays the production cost, which is the sum of:
If the production cost is met, the player takes the wonder card and the corresponding wonder tile and places it under a friendly city that does not already have a wonder token under it. Then, reveal the next wonder card.
A player cannot build a wonder if all of their cities already have a wonder token
Military cards allow a player to either reinforce defenses or perform attacks. The focus row slot affects how many control tokens can be reinforce, or it affects the strength of each attack.
Choose a number of control tokens up to the number of the military card's slot and flip the tokens to their reinforced side
Attacks are used to defeat barbarians, conquer city-states, and capture rival territory. To perform an attack, the player chooses a place to attack from and a target within the number of spaces indicated on the military card.
The player must obey the following rules:
Attack order:
Other attacking rules:
The attacker places the city-state token on the card in their focus row that shares the same type. Then the attacker places one of their unused cities on the space that held the city-state token.
City-state tokens can be used as 1 trade token per turn for that focus card without removing it from their focus card
All of the city-states diplomacy cards are returned to the supply and placed face down.
If the city-state space was previously conquered by another player, the attacker has a choice. They can replace the rival city with one of their own cities just as if they had conquered the city-state or they can "liberate" the city-state. If the attacker chooses to liberate the city-state, the player returns the city-state token to the map, flips that city-state's diplomacy cards faceup, and takes one.
The attacker replaces the city with one of their unused cities. If the space was a city-state, the attacker can choose to liberate it.
If there is a wonder token under the defeated city, The attacker takes the matching wonder card. If the defending city was a capital city, the attacker must move the token to one of their cities. If all of the attacker's cities currently have a wonder, the attacker cannot take the card or token.
Each victory card is divided into 2 agendas. The player must complete 1 of the 2 agendas from each victory card.
When a player completes an agenda, they place a control token under the card. Even if the player later ceases to satisfy the agenda, the token remains and does not need to accomplish an agenda on that card again.
At the start of the 1st player's turn, if a player has completed 1 agenda on each victory card, that player wins. If there is a tie, the player with the most wonders wins. If there is still a tie, the player with the most friendly spaces wins.
Each barbarian on the map moves 1 space. To determine the direction, the 1st player rolls a die and moves all the barbarians as indicated on the barbarian direction token.
If a barbarian moves onto a space with a player component, resolve the following effects:
If a barbarian moves onto water, they continue in the same direction until they reach a non-water space. If a barbarian would move off the edge of the map, it moves in the opposite direction instead.
Other movement rules:
All barbarians that were previously defeated are returned to their corresponding (letters match) spaces on the map.
The barbarian will only respawn if the matching space is empty or only occupied by a caravan (the caravan would be destroyed).
All mature cities produce 1 trade token. These can be distributed on a player's focus row as they desire