INTRODUCTION
Simulation of ancient civilizations.
This game does not require a map or counters.
Any number can play.
VICTORY CONDITIONS
Be the first to build 3+ Wonders and learn 15+ Advances.
You do not have to be in control of the Wonders at the end of the game.
SET UP
Each Player starts with 10 Populations and 1 City.
Randomly determine your Culture by rolling on the Culture Table.
Determine Turn Order by rolling high.
TURN SEQUENCE
Players take turns.
A Player will complete all of the following phases in his or her turn:
1. POPULATION INCREASE PHASE
2. POPULATION DISTRIBUTION PHASE
3. GAIN LEADER PHASE
4. HARVEST PHASE
5. DISASTER CHECK PHASE
6. UPKEEP PHASE
7. WAR PHASE
8. TRADE PHASE
9. BUILD PHASE
10. RESEARCH PHASE
11. INCOME PHASE
One round is completed when all Cultures have had one turn.
POPULATION INCREASE PHASE
Gain 1D6-2 Population. Minimum = 0.
These Populations start as Agriculture specialists.
(Note: 1D6 means roll 1 six-sided die. 2D6=two six-sided dice. D20=1 twenty-sided die, and so forth.)
POPULATION DISTRIBUTION PHASE
Assign Populations to one of the five specialty categories:
Army, Agriculture, Trade, Labor, and Scholars.
A single category cannot be increased or decreased by more
than 6 Populations.
It costs 1 Gold to raise an Army.
GAIN LEADER PHASE
On a roll of 1-2 on D6 gain 1 Leader. Choose randomly.
HARVEST PHASE
Produce 3 Food per Agriculture Population.
Food is not stored unless you have the Pottery Advance.
DISASTER CHECK PHASE
On a roll of 1 on D6 suffer from one random Disaster.
UPKEEP PHASE
Each Population consumes 1 Food. Armies are paid 1 Gold each.
If upkeep is not met, those Populations are lost.
Roll 1D6 for each Leader, on a roll of 1, the Leader dies of old age.
WAR PHASE
A Player may attack one opponent.
Other Players may send Army and Generals to serve on either side.
Combat proceedes in segments.
The War may last a maximum of 1D6 segments.
In each segment each Player rolls 3 dice. These are Battle rolls.
Each roll of 1 causes your opponent to lose 1 Army.
Some Advances add to your number of Battle rolls.
The War may stop if the defender surrenders or the attacker gives up.
If the defender loses all of his Army, the winner gets to take one form of tribute:
All of the loser's Gold, or 1 City (which may contain a Wonder), or 2D6 Population.
TRADE PHASE
The active Player may trade Gold, Food, Labor, Populations, Cities,
Advances, Leaders, and promises with other Players.
BUILD PHASE
Each Labor specialist produces 1 Labor point per turn.
Assign Labor points to a City or Wonder under construction.
Labor points not assigned are lost.
Build 1 City for 50 Labor and 25 Gold. Name the City.
Build 1 Wonder for 100 Labor and 50 Gold.
Only 1 Wonder per City.
Labor points may not be saved from turn to turn.
RESEARCH PHASE
Roll 2D6 per scholar, thinker, or research generator you have.
On a roll of 11 or 12 gain one random Advance.
INCOME PHASE
Collect Gold: 1 per Trade Population and 1 per City.
| Type | Upkeep | Production | Limit |
| Military | 1 Food, 1 Gold | None | None |
| Agriculture | 1 Food | 3 Food | None |
| Trade | 1 Food | 1 Gold | None |
| Labor | 1 Food | 1 Labor | None |
| Scholars | 1 Food | 1 Research Roll | 1 per City |
| D12 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 | Mongolian | Equestrian |
| D20 Roll | Advance | Notes |
| 1 | Pottery | Mitigates Famine and Drought |
| 2 | Religion | Population Phase: add 1 to roll |
| 3 | Astronomy | Research: 1 additional roll per turn |
| 4 | Literacy | Research: 1 additional roll per turn |
| 5 | Medicine | Mitigates Pestilence and Epidemic |
| 6 | Coinage | Gold +1 per City per turn |
| 7 | Engineering | Mitigates Floods and Hurricane |
| 8 | Mathematics | Research: 1 additional roll per turn |
| 9 | Architecture | Mitigates Earthquakes |
| 10 | Law | Mitigates Corruption |
| 11 | Music | Mitigates Unrest |
| 12 | Democracy | Mitigates Civil War and Mad King |
| 13 | Philosophy | Mitigates Heresy |
| 14 | Metal Working | Battle Roll: 1 additional roll |
| 15 | Drama and Poetry | Mitigates Unrest |
| 16 | Art and Sculpture | Mitigates Anarchy |
| 17 | Military Doctrine | Battle: 1 additional roll |
| 18 | Irrigation | Food +1 per Agricultural Population per turn |
| 19 | Navigation | Gold +1 per City per turn |
| 20 | Equestrian | Battle: 1 additional roll |
DISASTERS
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 its build phase and War phase.
| D20 Roll | Disaster Type | Population Loss/Notes |
| 1 | Flood | 2D6 |
| 2 | Earthquake | 1D6 |
| 3 | Volcano | Lose 1 City. Choose it randomly. |
| 4 | Pirates | Lose half of your Gold reserve |
| 5 | Barbarians | War: Attacked by 1D6 Armies. They will take all of your Gold if they win. |
| 6 | Civil War | War: Attacked by 1D6 Armies. They will take a City if they win. Choose it randomly. |
| 7 | Heresy | 1D6. Use 2D6 if you have religion. |
| 8 | Anarchy | 1D6 |
| 9 | Epidemic | 3D6 |
| 10 | Famine | Lose half of your Food reserve |
| 11 | Uprising | War: Attacked by 1D6 Armies. They will take 2D6 Populations if they win. |
| 12 | Corruption | Lose all Gold |
| 13 | Drought | Lose half of your Food reserve |
| 14 | Hurricane | 1D6 |
| 15 | Sands of Time | Lose 1 Wonder. Choose randomly |
| 16 | Mad King | Lose 1 Leader. Choose randomly |
| 17 | Pestilence | 2D6 |
| 18-20 | Unrest | 1D6 |
Round all losses up.
CITY NAMES
Alexandria
Antioch
Athens
Babylon
Byzantium
Cadiz
Canton
Carthage
Ch'ang-an
Damascus
Delphi
Giza
Jericho
Jerusalem
Knossos
Lo-yang
Rome
Sparta
Thebes
Troy
Ur
| Wonder | Required | Notes |
| Sphinx | Sculpture | Costs same as City |
| Colossus | Metal Working | Gold +1D6 |
| Oracle | Religion | Mitigates Unrest |
| Hanging Gardens | Irrigation | Mitigates Uprising |
| Parthenon | Architecture | Mitigates Corruption |
| Stonehenge | Astronomy | Costs same as City |
| Lighthouse | Navigation | Mitigates Hurricanes |
| Pyramids | Engineering | Mitigates Anarchy |
| Great Wall | Currency | 1 additional Battle Roll when defending |
| Great Library | Literacy | 1 additional Research roll per turn |
| 1D6 | Type | Effect | Examples |
| 1 | Ruler | Gold: +1D6 per turn | Solomon | Cleopatra | Theseus |
| 2 | General | 1 additional Battle Roll | Sun Tzu | Attila the Hun | Hannibal | Caesar | Alexander |
| 3 | Thinker | Research: 1 additional roll per turn | Homer | Siddhartha | Aristotle | Archimedes | Confucius | Plato |
| 4 | Builder | Labor +1D6 | Nebuchadnezzar | Cheops | Gilgamesh |
| 5-6 | Reroll |
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.
Players with Navigation can move Populations 4 territories by
sea per turn. They must end the turn in a coastal space.
Armies can attack Army in adjacent spaces.
An Army can move into an opponents 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.
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