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CLASH OF CULTURES - PRIMER

A shortened version of the rules.

Victory Points
Resources
Actions (Summary)

Each turn you get three actions from the following:
Actions (Expanded)

Each player can take three actions a turn, and any amount of free abilities. Anything which costs an action on a Card or an Advance has the term AAA: against it; anything that does not may be used at any time with the exception of military skills on Action Cards - these require the Tactics advance. Additionally, the following actions are always available:
Status Phase and Ending The Game

After every 3 turns, the Status Phase occurs. In order, players play any completed Objective cards they have, receive a free Advance (and an Event, if applicable), gain an extra Objective and Action card, and may choose to raze a single size 1 city in exchange for a Gold.

After the above, the first player for the next turn is worked out by adding together everyone's Mood and Culture levels. The highest total is the first player.

After six Status Phases, the game ends.

Battles and Capturing

When two armies face off, they conduct battle in a series of combat rounds. Both players roll a number of dice equal to the number of units they're attacking with, plus any extra from advances or abilities from Action Cards, and the result is divided by 5 (rounded down) to equal the number of 'hits' they do. Both players then remove one Army unit per hit they took, and the attacking player can choose to retreat or continue to attack.

Players with the Tactics advance may play one Action card per combat round for its combat effect.

A city is captured if your Army units are alone in the city. When this happens:
Settlers cannot fight, and are defeated automatically if alone.

Wonders

Wonders are revealed by the Engineering and Monuments advances. Once revealed, a Wonder may be built by paying the cost and spending an action to activate a non-angry city. The Wonder is placed in that city, and the player gets the effects and Victory Points at the end of the game. If another player takes that city over, they take the Wonder from you.

Typical costs for a wonder might involve a large amount of all three basic Resources, and a number of Culture or Mood tokens.

Trades

During your turn, you may initiate Trades with other players. You may trade Resources, Action Cards, Objective Cards, and Mood or Culture tokens. Trade deals involving an immediate transaction of the above must be fulfilled... but verbal agreements of diplomacy or loans are not guaranteed by the game rules. Only the players' conscience and goals determine the validity of such agreements.

Advances

Thankfully, there's a handy player aid you'll be able to look at once the game is going, but for completeness' sake and to give people an idea of their power, here they all are. Notice how important Irrigation, Storage and Sanitation are - they tend to be priority picks for any civilization.