Advanced Civilization
 
Variants
 

VII. VARIANTS AND ADJUSTMENTS

36. INTRODUCTION


36.1  Advanced Civilization is a game of skill for two to eight players which covers the development of ancient civilizations. Although the rules of this game are well-thought-out, on some points they are to strict and illogical. Below are several variants and adjustments, which are set out in the form of rule replacements and supplements matching the original Advanced Civilization Rules of Play and Gamer's Guide.
 

37. CONTENTS

37.1  NINE OR MORE PLAYER VARIANTS
38.1  Multi-Player Variant by The Terrorist
38.2  Nine-Player Variant by Jeff Pawlowski

37.2  MISCELLANEOUS ADJUSTMENTS
39.1  Free Ship for Crete by The Chairman
39.2  Stacking of Non-Tradable Calamities by The Chairman
39.3  Unlimited Trading of Calamities by Jeff Pawlowski
39.4  Barbarian Population Expansion by Karl Bilawski
39.5  Modified Tax Revolt & Civil War by Karl Bilawski
39.6  No-Trade Civil War by Gary (cthulhoid)
39.7  Increased Volcanic Eruption by The Terrorist
39.8  Modified Piracy by The Terrorist
39.9  Late Arrival's Civil War by The Terrorist
 

38. NINE OR MORE PLAYER VARIANTS

38.1  Multi-Player Variant by The Terrorist

38.11  The Advanced Civilization rules are originally written to accommodate only eight players. This is because of the way the game handles Barbarian Hordes and Piracy calamities. The playing pieces from the ninth set are used to represent the parties involved in these calamities. Therefore additional components (and rules) are required to play a nine (or more) player variant. To facilitate the rules replacement, the following rule changes are worded to match the Advanced Civilization Rules of Play and Gamer's Guide.
 

3. COMPONENTS


3.1  M-player games should consist of the following components:

B.  M+1 sets of different colored playing pieces.

C.  Set of 24 civilization cards (M of each type).

G.  M Player Mats.

H.  M Place Cards.

L.  Appendix containing Variants for Advanced Civilization (i.e. this page).

EXAMPLES:

3.1  Nine player games should consist of the following components:
B.  Ten sets of different colored playing pieces.
C.  Set of 24 civilization cards (nine of each type).
G.  Nine Player Mats.
H.  Nine Place Cards.
L.  Appendix containing Variants for Advanced Civilization (i.e. this page).

3.1  Ten player games should consist of the following components:
B.  Eleven sets of different colored playing pieces.
C.  Set of 24 civilization cards (ten of each type).
G.  Ten Player Mats.
H.  Ten Place Cards.
L.  Appendix containing Variants for Advanced Civilization (i.e. this page).


5. PLAYING PIECES


5.1  There are at least M+1 sets of playing pieces, each of which should have a distinctive national color. Each set contains 55 large square tokens, nine round cities, four rectangular ships, one small square census marker bearing a number and one small square succession marker.

15. SETTING UP THE GAME


15.5  Late Arrivals:

15.51  Players who are going to join a game once it is in progress can do so by selecting an unused set of playing pieces and waiting for a Civil War.

15.52  Once a Civil War occurs, the new player will be the beneficiary, as his nation will have the most units in stock (30.411). In addition to whatever cities and tokens it acquires as a result of the Civil War, the new nation also acquires, at no cost, the same civilization cards as are held by the Civil War victim, and places his marker on the same A.S.T. position as the Civil War victim. By which this new nation becomes the counterpart of the Civil War victim's nation. Nevertheless, the Civil War victim retains his civilization cards. This assumption of the civilization cards and A.S.T. position by the beneficiary of the Civil War only occurs when a new player enters the game.

EXAMPLE: Egypt draws Civil War. At the end of the trading session, Egypt is divided into two factions. The current Egyptian player then decides whether he will continue to play the units of the first or second faction. He will retain his stock, ships, treasury, civilization cards, and position on the A.S.T. The new player annexes whichever faction is not retained by the Egyptian player by replacing the units involved with his own, acquires the same civilization cards as are held by Egypt, and places his marker on the same A.S.T. position as Egypt. By which his nation becomes Egypt-II.

16. THE NUMBER OF PLAYERS


16.1  Advanced Civilization may be played by two upto M players. Depending on the number of players, the playing area, number of tokens per player and certain rules are different, as set out below. Unless otherwise specified, all other rules remain in effect.

16.9  Nine Players - All four panels of the mapboard are used. If the Western Extension Mapboard is available, it is used as well. Each player uses 47 tokens.

16.10  Ten Players - All four panels of the mapboard and the Western Extension Mapboard are used. Each player uses 47 tokens. The tenth player will be treated as a late arrival (15.5) and will therefore enter the game as the beneficiary of the first Civil War.

16.M  M Players - All four panels of the mapboard and the Western Extension Mapboard are used. Each player uses 47 tokens. The Nth player (where N is between 10 and M) will be treated as a late arrival (15.5) and will therefore enter the game as the beneficiary of the (N-9)th Civil War.

17. THE GAME TURN


17.4  A.S.T. order is used to resolve all ties between the nations except conflict. A.S.T. order corresponds to the list of nations on the A.S.T. - Africa's counterpart (Africa-II) first, Africa second, Italy's counterpart (Italy-II) third, Italy fourth, and so on down to Egypt.
Africa
1
Italy
2
Illyria
3
Thrace
4
Crete
5
Asia
6
Assyria
7
Babylon
8
Egypt
9


38.2  Nine-Player Variant by Jeff Pawlowski

38.21  This nine-player variant changes the rules, only slightly, but changes the game greatly in nuance. It is greatly recommended that the Western Expansion Mapboard will be utilized. Although Avalon Hill has recommended that only 47 tokens will be used under rule 16.9, even with the Western Expansion Mapboard, we have found that this nine-player variant works well with a full compliment of 55 tokens with the Western Expansion Mapboard, and 47 tokens without the Western Expansion Mapboard. To facilitate the rules replacement, the following rule changes are worded to match the Advanced Civilization Rules of Play and Gamer's Guide.
 
 
30. CALAMITIES


30.52  Barbarian Hordes

30.520  The player with the most tokens in stock is the beneficiary of the Barbarian Hordes. Cities are not counted to determine the beneficiary. If the primary victim has the most tokens in stock there is no Barbarian Hordes. Ties between possible beneficiaries are broken by counting up who has the most cities in stock. If a tie still occurs, the player furthest behind on the A.S.T. will resolve the tie. If there is still a tie, the player with the least total number of points in civilization cards becomes the beneficiary. If a tie still remains, the player with the smallest treasury becomes the beneficiary.

30.521  Initial placement

30.5211  Fifteen tokens belonging to the beneficiary are placed in one of the primary victim's start areas (or all remaining units in stock, if less than fifteen). These Barbarian tokens are placed in the start area which causes the greatest damage to the primary victim. If the primary victim does not have units in any of his start areas, the Barbarians are initially placed in an empty start area. They may be placed in an area which contains units belonging to a player other than the primary victim only if no other area is available.

30.5212  Immediately after initial placement, conflict is resolved between the newly-placed Barbarians and any units, including those of nations other than the primary victim, in the area occupied by the Barbarians.

30.5213  Barbarian tokens do not benefit from the use of civilization cards possessed by the beneficiary of the calamity to resolve the outcome of this calamity (similar to rule 30.5252).

30.523  Continued Movement

30.5235  All movement and conflict involving Barbarians is completed during the calamity phase, prior to the resolution of any other calamities. Once the Barbarians have stopped moving, they remain on the board and control of these units are handed to the beneficiary, as per the following rule.

30.5236  After resolution of the calamity, the beneficiary of the Barbarian Hordes gains control over any remaining tokens. These units now gain the benefit of any civilization cards held by the player, and are treated like any tokens owned by the player, including, but not limited to, population expansion, city support, calamity resolution, etc.

30.91  Piracy

30.910  The player with the most cities in stock is the beneficiary of the Piracy. Only cities are counted to make this determination, not population tokens. If the primary victim has the most cities in stock there is no Piracy. Ties between possible beneficiaries are broken by counting up who has the most tokens on the board to better support the cities about to be gained. If a tie still occurs, the player furthest behind on the A.S.T. will resolve the tie. If there is still a tie, the player with the least total number of points in civilization cards becomes the beneficiary. If a tie still remains, the player with the smallest treasury becomes the beneficiary.

30.911  The primary victim loses two coastal cities. The player trading the card selects the cities. These cities are replaced by two cities belonging to the beneficiary.

30.912  Two coastal cities belonging to two other players are similarly replaced by the beneficiary cities, even if the primary victim had fewer than two coastal cities and was thus not himself fully affected. The primary victim selects these cities. The secondary victims may each lose only one city. The player who traded Piracy to the primary victim, and the beneficiary of the calamity, may not be selected as a secondary victim.

30.913  If the beneficiary does not have enough cities to complete the resolution of Piracy, then the remaining coastal cities that fall victim to Piracy are replaced by the next in position to become the beneficiary, and so on, until complete resolution of the calamity.

30.915  After complete resolution of the calamity, all cities involved are returned to the control of their owners. City support is now calculated, and resolved normally. These cities are now treated just like any city owned by the respective player, and gains the benefits of civilization cards.
 
 
38.22  The nuances of Advanced Civilization is greatly changed by the simple alterations of this simple nine-player variant. Not only does it further crowd the seemingly overcrowded game board, but it also makes it very hard to determine who is ahead in the game, since the leader will be victim to trade embargoes and random conflicts.

38.23  The changes in rules also change the nuances stated above according to Barbarian Hordes and Piracy. Since these units are no longer non-player units, they are prone to the effects of calamities. Unfortunately, since these units are now player controlled, they benefit from population expansion and are used to benefit the controlling player. This makes the tactic of ignoring these units dangerous. Finally, these new rules allow players that are desperately behind the opportunity to advance. They no longer just benefit from Civil War, but also benefit from Barbarian Hordes and Piracy. This is no guarantee that the leaders will be hurt by these calamities, as these calamities are tradable, but still give hope to the players at the bottom.

38.24  There has been a tactic used to give Barbarian Hordes and Piracy to the possible beneficiary of the calamities to cancel these calamities out. This usually works for the potential beneficiary to work deals with other players to hold the card. This can also be a wily opportunity for the potential beneficiary to also be the "trading" player. This is of particular benefit for Piracy, since the trading player selects the cities in which to be converted.
 

39. MISCELLANEOUS ADJUSTMENTS

39.0  The rules of Advanced Civilization may be adjusted manually to enhance gameplay. The following adjustments and the above variants may be combined to work out new and more playable variants for Advanced Civilization.

39.1  Free Ship for Crete by The Chairman

39.11  Although Crete cannot be the primary victim of Barbarian Hordes, it is still an undesirable nation to start the game with. Because Crete is an island consisting of two areas with a population limit of two and three, at some point in the game the Cretan player has to buy a ship and move upto five tokens to other areas. In the third turn when the population of each nation should reach eight, the Cretan player is able to build a city (at cost of six tokens) or buy a ship (at a cost of two tokens). In either case Crete will have a slower development of its civilization than other nations. To overcome this problem and to make Crete a more desirable nation to play with, the Olympic Gods provide Crete with a ship in the third turn. This additional rule is set out below and worded to match the Advanced Civilization Rules of Play and Gamer's Guide.
 
 
22. SHIP CONSTRUCTION


22.5  In the third turn when the population of each nation should reach eight, Crete may construct one ship at no cost. This ship must be placed in Phaeslos or Knossos. However, in the next turn(s) this ship must be maintained as normal, otherwise it is immediately returned to stock.
 

39.2  Stacking of Non-Tradable Calamities by The Chairman

39.21  Nobody would like to draw Civil War or any other non-tradable calamity. Usually the experienced players calculate in which turn the non-tradable calamities should be drawn. Some players even calculate the exact place of a non-tradable calamity in the appropriate trade card stack. To avoid that players adapt their strategies to these exact calculations, all non-tradable calamities should be drawn at random. To ensure that the non-tradable calamities are randomly and fairly stacked, the following rules are adjusted and worded to match the Advanced Civilization Rules of Play and Gamer's Guide.
 
 
15. SETTING UP THE GAME


15.2  Sort out the civilization cards by type and put them to one side in an easily accessible location. Sort the commodity cards by number, shuffle each stack, then count out a number of commodity cards from each of the second to ninth stacks equivalent to the number of players. These are put to one side. Each of the eight tradable calamity cards is then shuffled in with the remaining commodity cards of the same numeric value (i.e. Treachery is shuffled in with Iron and Papyrus, Superstition with Salt and Timber, and so on), and the commodity cards which were put to one side are now placed on top of their trade card stacks. This ensures that no player will draw a tradable calamity until play is well underway. From each of the second to the fifth trade card stacks the last three cards are drawn and each of the four non-tradable calamity cards is then shuffled in with the drawn trade cards of the same numeric value (i.e. Volcano/Earthquake is shuffled in with Iron and Papyrus, Famine with Salt and Timber, and so on). These four sets of four cards are now placed at the bottom of the stack of trade cards corresponding to their numeric value. This ensures that the non-tradable calamities will be drawn at random. The first stack does not get a calamity.

31. ACQUISITION OF TRADE CARDS


31.8  Restacking Returned Trade Cards

31.82  For each of the non-tradable calamity cards which is drawn this turn, the last three cards are drawn from the bottom of the appropriate trade card stack. Each non-tradable calamity card is then shuffled in with the drawn trade cards of the same numeric value. Afterwards each set of cards is placed at the bottom of the stack of trade cards corresponding to their numeric value.
 

39.3  Unlimited Trading of Calamities by Jeff Pawlowski

39.31  Although Advanced Civilization does not use dice, some players are very unlucky when they draw a non-tradable calamity (Volcano/Earthquake, Famine, Civil War or Flood), because not all non-tradable calamities have the same effect on each nation. To take out the last point of luck in the game, all calamities should be tradable. By which a player who draws a "non-tradable" calamity, can use his skills and talents to trade it to another player. To match the Advanced Civilization Rules of Play and Gamer's Guide this rule is described below and worded accordingly.
 
 
27. ACQUISITION OF TRADE CARDS


27.3  Players may not disclose what trade cards they have drawn as they may have acquired a calamity card which they may be able to trade to another player. Calamity cards which are marked "non-tradable" (Volcano/Earthquake, Famine, Civil War and Flood) may also be traded to other players.

29. RESOLUTION OF CALAMITIES


29.2  Non-tradable calamity cards are not revealed when drawn. Hereafter all non-tradable calamity cards are redefined as being tradable. Therefore a player who drew a "non-tradable" calamity card is allowed to trade it to another player. A player who receives such a calamity card in trade may in turn trade it to another player, and so on, until the trading session ends. There is no limit to the number of times a "non-tradable" calamity card may be traded. At the end of the trading session, all calamity cards are revealed by the players who hold them.
 

39.4  Barbarian Population Expansion by Karl Bilawski

39.41  Usually Barbarian tokens do not expand their population and they are not affected by secondary affects of other calamities. Further, these non-player tokens are static and can only be removed by an attacking player. It is not terribly logical that Barbarians do not expand their population and are not affected by natural calamities (Volcanic Eruption and Flood). Although they remain static, they should reproduce - so if left to their own devices, Barbarians in an area capable of supporting 2 tokens will have 4 tokens (combat before starvation) when they are attacked there. In addition they should be vulnerable to Volcanic Eruptions and Flood. To facilitate the rules replacement, the following rule changes are worded to match the Advanced Civilization Rules of Play and Gamer's Guide.
 

20. POPULATION EXPANSION


20.4  The player with the least number of tokens on the board is the controlling player of the Barbarian population expansion in this turn. He adds one token to every area which contains one Barbarian token and two tokens to every area which already contains two or more Barbarian tokens.

20.5  If the Barbarians do not have sufficient tokens to complete their population expansion, the controlling player divides the remaining Barbarian tokens among the eligible areas he wishes, but otherwise Barbarian population expansion is automatic and may not be voluntarily curtailed.

24. CONFLICT


24.34  When a Pirate city is attacked by a player, the Pirate city is replaced by unused tokens solely for the purpose of resolving combat. If any such tokens survive the resulting combat, they become Barbarians and stay on the board.

25. CITY CONSTRUCTION


25.4  The controlling player of the Barbarian population as determined above (20.4) must build Pirate cities if there are six or more Barbarian tokens in an area containing a city site (Alexandria, Fayum and Moesia) by replacing the tokens with a city. If there are no Pirate cities available then the Barbarian population will be reduced accordingly.

29. RESOLUTION OF CALAMITIES


29.65  Barbarian tokens and Pirate cities can only be affected by Volcanic Eruption and Flood. They are never affected by other calamities.

30. CALAMITIES


30.51  Flood

30.5121  If there are non-player units on the affected flood plain and if the number of unit points belonging to other secondary players is less than ten, the remainder of non-player units is eliminated, but the controlling player of the Barbarian population as determined above (20.4) chooses which units are lost. If the number of non-player units on the affected flood plain is equal to or smaller than the remainder, all those non-player units automatically become secondary victims and all these units are eliminated.

30.91  Piracy

30.913  Pirate cities do not require city support, and remain on the board until attacked and destroyed. When a Pirate city is attacked, it is replaced by unused tokens solely for the purpose of resolving combat. After combat is resolved, any surviving tokens become Barbarian tokens. When a Pirate city is destroyed, the attacker may pillage the city.
 

39.5  Modified Tax Revolt & Civil War by Karl Bilawski

39.51  Everyone, myself included, gripes about the debilitating effects of Tax Revolt and Civil War. It is not only unsatisfactory to have another player simply take over a chunk of one's civilization, it is not terribly logical either - how would Hispanics suddenly swear mass allegiance to Babylon? So instead of this, what should happen is that the revolting tokens and cities become Barbarian tokens and Pirate cities, rather than units of another player's nation. The same number revolt, and the affected player still has the hassle of trying to reconquer them, but inter-player hassles are avoided without losing the effects of Tax Revolt and Civil War. To facilitate the rules replacement, the following rule changes are worded to match the Advanced Civilization Rules of Play and Gamer's Guide.
 
 
19. TAXATION


19.3  Revolts

19.32  The player which the most units in stock (cities count for five each, tokens count for one each) is the controlling player of the revolt and chooses which cities revolt and replaces them with Pirate cities. He may replace only that number of cities for which the original owners are unable to pay their taxes. If there are not enough Pirate cities to take over all cities in revolt, the cities are reduced instead and the tokens are replaced with Barbarian tokens.

19.33  In the rare case when there are no Barbarian tokens left to take over remaining revolting cities, they are eliminated instead.

30. CALAMITIES


30.41  Civil War

30.411  The primary victim's nation is divided into two factions. The player with the most unit points in stock is the controlling player of the Barbarian faction (i.e. beneficiary) of the Civil War. This determination is made by counting tokens in stock (one each) and cities in stock (five each). If the primary victim has the most units in stock then he is the controlling player of the Barbarian faction (i.e. beneficiary).

30.415  The primary victim then decides whether he will continue to play the units of the first or second faction. The primary victim retains his stock, ships, treasury, civilization cards, and position on the A.S.T. Whichever faction is not retained by the primary victim becomes the Barbarian faction. The controlling player of the Barbarian faction replaces the tokens and cities involved with Barbarian tokens and Pirate cities. If there are not enough Pirate cities to take over all cities in the Barbarian faction, the cities are reduced instead and the tokens are replaced with Barbarian tokens. In the rare case when there are no Barbarian tokens left to take over remaining units in the Barbarian faction, they are eliminated instead.
 

39.6  No-Trade Civil War by Gary (cthulhoid)

39.61  For those who are interested, here is a Civil War variant that, unlike the original, does not kill the game for whoever gets it. When someone draws the Civil War card as part of his hand, he immediately plays it face up in front of him. This player may not trade any trade cards this round at all. He may buy civilization cards as normal, and may keep upto eight (or sometimes even more) commodity cards, but he may not trade at all. In essence, he is "boycotted" by the other players, because his internal areas are in chaos and no merchant would dare enter an empire in such upheaval.

39.62  If the Civil War victim draws more than two calamities, Civil War always takes effect, and draw as normal to see which one of the other calamities he holds also takes effect (after all trading is over). In addition, Military increases the number of active calamities being held by the Civil War victim, by one. Furthermore he should not tell other players which calamities he has drawn other than Civil War, so they will not know whether to trust their trading partners that round, until all trading is finished.

39.63  To match the Advanced Civilization Rules of Play and Gamer's Guide these rule changes are described below and worded accordingly.
 
 
27. ACQUISITION OF TRADE CARDS


27.31  A player who draws the non-tradable calamity card Civil War, must immediately reveal this card and place it, face up, in front of him. Further, this player is not allowed to exchange any trade cards this turn at all. In other words, during the trading session the other players must boycot the unlucky player who has drawn Civil War.

29. RESOLUTION OF CALAMITIES


29.5  No player may be the primary victim of more than two calamities in the same turn, unless Civil War is drawn (and the victim holds Military). If a player receives more than two calamities in the same turn, his calamities are shuffled together, and two are drawn at random. The remaining calamities received by that player are disregarded and returned to the appropriate stack of trade cards. There is no restriction on the infliction of secondary effects of calamities.

29.51  If a player has drawn two or more calamities beside Civil War in the same turn, the other calamities are shuffled together, and one is drawn at random. By which this player becomes the primary victim of Civil War and another calamity. The remaining calamities drawn by that player are disregarded and returned to the appropriate stack of trade cards. Again, there is no restriction on the infliction of secondary effects of calamities.

29.52  If a player holding Military has drawn two or more calamities beside Civil War in the same turn, all calamities take effect. Still, there is no restriction on the infliction of secondary effects of calamities.

31. ACQUISITION OF CIVILIZATION CARDS


31.8  Returning Excess Commodity Cards

31.83  A player who has drawn Civil War, may be allowed to retain more than eight commodity cards in his hands for the next turn. If the Civil War victim holds Music he may retain an additional commodity card. If the Civil War victim holds Drama & Poetry he may retain an additional commodity card. If the Civil War victim holds Democracy he may retain two additional commodity cards. The effects of Music, Drama & Poetry, and Democracy are cumulative.

EXAMPLE: The Babylonian player holds Democracy and Music. Beside Civil War he draws Flood and Iconoclasm & Heresy. He is not allowed to trade, but may retain 11 commodity cards at the end of the round instead of 8, because of the mitigating civilization cards. After all trading is finished, one calamity is randomly drawn to see whether Flood or Iconoclasm & Heresy affects him. However, if he holds Military, both Flood and Iconoclasm & Heresy would affect him. In either case, the Babylonian player keeps these calamities hidden in his hand until all trading is over. He may acquire civilization cards as normal.
 

39.7  Increased Volcanic Eruption by The Terrorist

39.71  Normally a Vulcanic Eruption is rare, because only a few nations have cities in areas touched by a volcano. The damage of an Earthquake is very small in comparison with a Vulcanic Eruption, especially later in the game when most players have Engineering. To increase the probability on a Vulcanic Eruption the damaging effects of this calamity should be increased. All areas adjacent to the areas touched by a volcano, even across water, should be vulnerable to Volcanic Eruptions. The damage of this calamity could now be extremely heavy, because more victims may be involved. The following rule concerning Volcanic Eruption is adjusted and worded to match the Advanced Civilization Rules of Play and Gamer's Guide.
 
 
30. CALAMITIES


30.21  Volcanic Eruption/Earthquake

30.211  If the primary victim has any cities in or adjacent to an area touched by a volcano, the volcano erupts. The eruption eliminates all units, irrespective of ownership, in the areas touched by the volcano. All cities in an area adjacent to such an area, even across water, must be reduced. All tokens in an area adjacent to such an area, but not across water, are eliminated as well. If the primary victim has cities in or adjacent to areas touched by more than one volcano, the site of the eruption is that which causes the greatest total damage to the primary victim. In the event of a tie, the site of the eruption is that which causes the greatest total damage to all secondary victims. If there is still a tie, the primary victim selects the location of the eruption.
 

39.8  Modified Piracy by The Terrorist

39.81  To increase the gameplay of Advanced Civilization, especially in nine or more player games, the effects of Piracy should be altered such that Pirate cities no longer exist. The player holding Piracy after all trading is finished, should reduce two coastal cities and loses two commodity cards. In addition secondary victims should reduce one coastal city and lose one commodity card. The damage of Piracy is now extremely heavy, because the victims may lose valuable commodity cards. This should be the real meaning of Piracy (destroying and pillaging coastal cities). To match the Advanced Civilization Rules of Play and Gamer's Guide these rule changes concerning Piracy are described below and worded accordingly.
 
 
30. CALAMITIES


30.91  Piracy

30.911  The primary victim must reduce two coastal cities. The player trading the card selects the cities. If the card has not been traded, the primary victim becomes the "trading player" as well. In addition the primary victim loses two commodity cards. These cards are immediately returned to the appropriate trade card stack. If the primary victim has only one coastal city, this city is reduced and only one commodity card is drawn. If the primary victim has no coastal cities, Piracy does not affect him at all.

30.912  Two coastal cities belonging to two other players are similarly reduced and a commodity card is drawn from their hands, even if the primary victim had fewer than two coastal cities and was thus not himself fully affected. The primary victim selects these cities. The secondary victims may each lose only one city and one commodity card. These cards are immediately returned to the appropriate trade card stack. The player who traded Piracy to the primary victim may not be selected as a secondary victim.

30.913  If the player who traded Piracy to the primary victim holds Astronomy and Cloth Making, the number of cities reduced and commodity cards lost is increased by one. If the trading player does not have both civilization cards, there are no aggravating effects.

EXAMPLE: Africa draws Piracy, and trades it to Illyria. At the end of the trading session, Illyria must reduce two coastal cities and two commodity cards are drawn, and Africa is immune from the secondary effects of Piracy, as the player who traded it to Illyria. If Africa holds both Astronomy and Cloth Making, Illyria must reduce an additional coastal city and an extra commodity card is drawn. Had Africa not traded Piracy, it would have been the primary victim, and all other players would be potential secondary victims. If Africa holds both Astronomy and Cloth Making, it must reduce three coastal cities and three commodity cards are drawn.
 

39.9  Late Arrival's Civil War by The Terrorist

39.91  Nobody would like to draw Civil War especially when a new player could enter the game once it is in progress. Usually the players calculate in which turn this non-tradable calamity should be drawn. In this turn most players engage in huge battles and try to avoid a Civil War by keeping their empires small. By which there is no Civil War or the damage of a Civil War is kept to a minimum. Another successful strategy is that during the trading session the player holding Civil War tries to collect three or more calamities in the hope that Civil War will be disregarded. Whatever happens the late arrival's prospects are very bad. In the interest of fairness, below are some rule replacements and supplements matching the Advanced Civilization Rules of Play and Gamer's Guide, which should increase the late arrival's prospects.
 
 
15. SETTING UP THE GAME


15.5  Late Arrivals:

15.51  Players who are going to join a game once it is in progress can do so by selecting an unused set of playing pieces and waiting for a Civil War. A new player will automatically be the beneficiary of the occurring Civil War, as he will have the most units in stock (30.411).

15.52  Once a Civil War occurs, this calamity must be resolved as last. In this turn the Civil War victim may not be selected as a secondary victim of other calamities (Famine, Epidemic, Iconoclasm & Heresy, and Piracy). However, he is still vulnerable to possible secondary effects of Volcano/Earthquake and Flood).

15.53  If a player has drawn two or more calamities beside Civil War in the same turn, the other calamities are shuffled together, and one is drawn at random. By which this player becomes the primary victim of Civil War and another calamity. The remaining calamities drawn by that player are disregarded and returned to the appropriate stack of trade cards.

15.54  After all other calamities are resolved, the primary victim's nation is equally divided into two factions. If possible both factions should have the same number of cities, tokens and unit points. If the number of cities is odd then the difference between the factions must be one city, but the number of unit points should be equal. If the total number of unit points is odd then the faction with the most cities must have one unit point more than the other, otherwise one faction must have one token more than the other.

15.55  The composition of the first faction is decided by both the primary victim and the late arrival as follows:

15.551  The primary victim begins by selecting 15 unit points.

15.552  If the primary victim holds Music he selects an additional five unit points. If the primary victim holds Drama & Poetry he selects an additional five unit points. If the primary victim holds Democracy he selects an additional ten unit points. The effects of Music, Drama & Poetry, and Democracy are cumulative.

15.553  After the primary victim completes his selection and subject to 15.54, the late arrival selects (or deselects) those unit points belonging to the primary victim to complete the first faction (or second faction).

15.554  If the primary victim holds Philosophy, the late arrival is allowed to swap over one city between the two factions, regardless of any other civilization cards held by the primary victim.

15.56  Whatever remains constitutes the second faction.

15.57  If the primary victim holds Military, five unit points are removed from each faction to reflect the increased destructiveness of the Civil War. The required units are removed after factions are selected. Each player must, if possible, remove the required units from areas adjacent to the other faction.

15.58  The primary victim then decides whether he will continue to play the units of the first or second faction. The primary victim retains his stock, ships, treasury, civilization cards, and position on the A.S.T. The late arrival annexes whichever faction is not retained by the primary victim by replacing the units involved with his own, but he also acquires, at no cost, the same civilization cards as are held by the Civil War victim, and places his marker on the same A.S.T. position as the Civil War victim. By which this new nation becomes the counterpart of the Civil War victim's nation. Nevertheless, the Civil War victim retains his civilization cards. This assumption of the civilization cards and A.S.T. position by the beneficiary of the Civil War only occurs when a new player enters the game.

15.59  In the turn when this Civil War occurs, the Civil War victim and the late arrival may not be selected as a victim of Monotheism. In the interest of fairness, if the Civil War victim and the late arrival hold Monotheism, they may not use it to convert other player's units in this turn.

EXAMPLE: Egypt draws Civil War. After all other calamities are resolved, Egypt has five cities and 26 tokens on the board (51 unit points). Its nation is quite equally divided into two factions. The first faction consists of three cities and 11 tokens (26 unit points) and the second faction consists of two cities and 15 tokens (25 unit points). The current Egyptian player then decides whether he will continue to play the units of the first or second faction. He will retain his stock, ships, treasury, civilization cards, and position on the A.S.T. The new player annexes whichever faction is not retained by the Egyptian player by replacing the units involved with his own, acquires the same civilization cards as are held by Egypt, and places his marker on the same A.S.T. position as Egypt. By which his nation becomes Egypt-II.
 

 
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The Advanced Civilization pages were created by
The Rumourmonger, in collaboration with The Terrorist.