The game takes place over a number of rounds with each person taking 1 of the actions outlined below until 1 of the following 2 things occur:
When either of these happens, perform Empire Scoring and finish the round (equal turns). Then play 1 final round.
Important: Money can be used in place of any currency (food, ideas, or stone) at a 2:1 rate (e.g. 2 money instead of 1 stone).
Immediately take the benefit shown on the tile and return the tile to the box.
Place your trade goods tile on your player board. If you end up with a duplicate, place it on top of the matching tile.
A military action consists of recruiting new units and/or moving units on the board.
On your turn, if you meet the requirements for one of these tiles, you may claim the tile and place it in front of you.
When an Empire Scoring Card is revealed from 1 of the decks, the player who revealed it finishes their action, then scoring takes place.
Symbol | Pillar |
---|---|
Science | |
Economy | |
Food Production | |
Population / Health | |
Building | |
Culture | |
Government | |
Military / Empire | |
Urbanization |
The game takes place over a number of rounds until 1 of the following 2 things occur:
When either of these happens, perform Empire Scoring and finish the round (equal turns). Then play 1 final round.
Total up the following.
The player with the most points wins. If there is a tie, the tied player with the most wonders wins. If there is still a tie, the player with the most money is the winner.
This is all of the information found on the included reference card.
Action | Cost |
---|---|
Gain population | Food as shown on the population card |
Build city / port city | 4 stone + 2 population |
Build farm / manufactory town | Free |
Build project | 5 stone + 5 ideas |
Wonder | 20 stone + 5 food -- Each increases by 5 for each additional wonder (i.e. your 3rd wonder would cost 30 stone and 15 food) |
Technology | 5 ideas |
Military unit | 5 money |
Move military unit | 1 money/unit |
Government | As shown on the gov't tile |
Achievement | Benefit | End game VP |
---|---|---|
Populous | 12 population | 6 VP |
Great Builder | 5 projects and/or wonders total | 6 VP |
Seafaring | 3 port cities | 6 VP |
Imperial | (2-3 players) control 4 regions; (4+ players) control 3 regions | 6 VP |
Scholarly | 15 idea production | 6 VP |
Urban | 5 cities | 6 VP |
Militaristic | 6 military units | 6 VP |
Well-governed | 12 tax production | 6 VP |
Merchant | 7 unique trade goods | 6 VP |
Wealthy | 60 money | 6 VP |
Diverse | All 9 unique pillar symbols | 6 VP |
Farming | 15 food production | 6 VP |
Masonic | 15 stone production | 6 VP |
Trading | 12 tariff production | 6 VP |
Scientific | 15 tech cards | 6 VP |
Golden age | Requirement | Benefit |
---|---|---|
Medicine | x6 Population | Gain 2 production & 6 VP |
Architecture | x6 Build | +3 stone production & 6 VP |
Art | x6 Culture | Gain 10 of any currency & 6 VP |
Kings | x6 Government | +3 tax production & 6 VP |
Public Games | x6 Food | +3 food production & 6 VP |
City States | x6 Urbanization | 1 free city & 6 VP |
Science | x6 Science | +3 idea production & 6 VP |
Trade | x6 Economic | +3 tariff production & 6 VP |
Heroes | x6 Military | Gain 2 military units (inf or cav) & 6 VP |
Wonder | Benefit | Other notes |
---|---|---|
Colosseum of Rome | 4 VP/region where you have a majority of influence | -4 Unrest |
Hanging Gardens | 3 VP/adjacent city | -3 Unrest |
Stonehenge | 1 VP/2 population | |
Colossus of Rhodes | 2 VP/city in that region | Must be built in a port hex |
Great Library | 5 VP | Gain 2 identical pillars of civilization symbols of your choice |
Lighthouse of Alexandria | 1 VP/unique trade good tile | Must be built in a port hex |
Temple of Artemis | 1 VP/military unit in that region | All players' military units |
Great Pyramid | 12 VP | May only be built in a region with 3 or more cities |
Sphinx | 4 VP/wonder in that region |
Government Type | Required | Cost | Benefit |
---|---|---|---|
City State | x2 + | 15 ideas | During empire scoring, you will score 1 VP/city that you own in a single region of your choice |
Monarchy | x2 + | 15 ideas | As long as you are a monarchy, you gain +5 food and stone production. During empire scoring, score 3 VP/wonder that you own |
Oligarchy | x2 + | 15 ideas | As long as you are an oligarchy, you gain +5 tax and tariff production. During empire scoring, score (2-3 players) 1 VP/golden age and civ. achievement tile; (4+ players) 2 VP/golden age and civ. achievement tile |
Republic | x3 + | 20 ideas | Look at the top card in any deck before taking your action. During empire scoring, 1 VP/2 population |
Theocracy | x2 + | 15 ideas | During empire scoring, 2 VP for each region that contains at least one of your cities |
Tyranny | x2 | 5 ideas | During empire scoring, (2-3 players) 2 VP/region you control; (4+ players) 3 VP/region you control |
Leader | Benefit | Starting Bonuses |
---|---|---|
Magistrate | +2 food, stone, and tax production; convert 1 population into 20 of any currency (on your turn)(1x) | Start: 5 food, 10 stone, +1 population |
Engineer | +5 stone production, +3 idea production; gain +1 stone production each time you build a city, port, or manufactory town | Start: 10 stone, 10 money |
General | +10 tax production; may recruit up to 3 military units rather than 2; eliminate 1 military unit in a single region containing your infantry or cavalry before each empire scoring | Start: 20 money, 1 infantry unit, +1 population |
Scribe | +5 to any single production bonus; 1 extra action on your 1st turn and 2 extra actions at the end of the game | Start: 10 food, 5 ideas |
Artist | +5 idea production; -3 unrest; +10 money whenever a wonder is built by any player; gain +1 VP/ at the end of the game | Start: 15 money, 5 ideas |
Priestess | +6 tax production & +3 food production; -3 unrest; may change ownership of a city owned by an opponent who has 4 or more cities (on your turn)(1x) | Start: 15 money, 5 food |
Philosopher | 8 idea production; +3 any other single production | Start: 1 free random tech card from the deck, 10 ideas, 10 money |
Farmer | +5 food production; add 1 population to each population card you take | Start: 10 food, 10 money, 1 farm town |
Merchant | +5 tariff production; gain 2 money/unique trade good tile when playing a tax card | Start: 30 money, 1 manufactory town |
Credit: | Jay Deiman |
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Version: | 1.1 |