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CLASH OF CULTURES
A hopefully better-to-understand version of the rules, including the expansion.
Victory Points
- 1 VP per city piece of yours on the board. This does not include base settlements.
- 1 VP per every 2 Advances.
- 5 VP per Wonder.
- 2 VP per Objective card.
- Event cards, if applicable.
Resources
- Food - Gathered from Plains, Fished Seas and Irrigated Deserts. Used for Units, Buildings and Advances.
- Ore - Gathered from Mountains. Used for Buildings and Armies.
- Wood - Gathered from Forests. Used for Buildings and Ships.
- Ideas - Generated by advances, usually. Used for advances.
- Gold - Generated by trade, usually. May be used in place of any other normal Resource.
- Culture Tokens - Generated by advances, usually. Used for Wonders and Cultural Influence. You cannot gain more Culture than your civilization's current Culture level, determined by how many blue-bordered advances you've bought.
- Mood Tokens - Generated by advances, usually. Used for Wonders and Civic Improvement. You cannot gain more Mood than your civilization's current Mood level, determined by how many yellow-bordered advances you've bought.
Actions (Summary)
Each turn you get three actions from the following:
- Research an Advance - requires 2 Food or Ideas.
- Found a City - requires a Settler on an empty space.
- Activate a City - Activating a city more than once will lower its happiness. Choose one:
- Build Units - build up to (size) units. Settler: Food+Food. Army: Food+Ore. Ship: Wood+Wood.
- Collect Resources - gather resources from own/surrounding hexes.
- Increase City Size - add a citypiece to a settlement. Food+Wood+Ore.
- Move Units - move up to three groups of units one space each.
- Civic Improvement - spend Mood tokens to make a city happy, treating it as +1 size.
- Cultural Influence - spend Culture tokens to attempt to take over a city-piece of an opponent's city.
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, which can only be played during Combat (see below). Additionally, the following actions are always available:
- Research an Advance
An advance costs 2 Food, either or both of which may be replaced by Ideas instead. You must buy the top advance in a category - after that, you may buy any others unless they have prerequisites listed against them.
The three Government Advance trees are special - you must research their prerequisite to even access the tree, and you may only have Advances in one of the trees at any time. You may, upon buying an Advance in another Govenment tree, move all cubes over from one tree to another, placing one on the Advance you just bought.
If you buy a Culture or Mood Advance, you get a Culture or Mood token, and increase the position of your Culture or Mood marker one space. Each time either track reaches 3, 5 or 7, you draw an Event and resolve it immediately. These cards may force a variety of effects including Famines, Good Harvests, the spawning or attacking of Barbarians, or VP increases.
- Found a City
If you have a Settler on a non-barren space with no cities and no foreign units, you may discard that Settler and spend an action to found a City.
- Activate a City
Activating a City means using it to collect resources, or build troops or buildings. There are no limits to how often you can activate a city, but every time you activate a City beyond the first in a single turn its Mood will drop a step, from happy to neutral or from neutral to unhappy. A happy City counts as size+1 for gathering and building purposes; an angry City counts as size 1 for gathering and building purposes and may not Increase City Size. When you activate a City, choose one action:
- Build Units - You may build a number of units equal to city size. Note that you may never have more than 4 units on a space, not counting army units on board a ship.
Settler - 2 Food.
Army - 1 Food, 1 Ore.
Ship - 2 Wood. This is placed in the sea space the Port services.
Cavalry - 1 Food, 1 Wood. Cavalry provide an additional +1 CV per Army unit they are with.
Elephants - 2 Food. For each Elephant in your army, a roll of 1 or 2 on a combat die makes it cancel a hit rather than add to CV.
Cavalry and Elephants either require a Market or else a Special advance to be able to Build them. They must be taken as casualties before any other units.
Barbarians may also place Cavalry or Elephants, provided a Barbarian settlement already has at least one Army unit.
- Collect Resources
You may collect a number of resources equal to the size of the city, from the hex the city is located on and any adjacent hexes. Each hex may only be used once per action, and you cannot collect from a hex if it has any city on it or any foreign unit.
Until you gain the Storage advance, your maximum Food is 2. The most you can have of any one Resource is 8.
- Increase City Size
To increase the size of a city, you must pay 1 Food, 1 Ore and 1 Wood. Each city-piece has a prerequisite Advance. A city cannot grow to a size larger than the total number of cities you have, and can only use each city-piece once.
Fortress (Tactics) - When defending the city, +1 die for combat and cancel one hit on the first combat round.
Academy (Writing) - Generate 2 Ideas immediately.
Temple (Myths) - Generate 1 Mood token or 1 Culture token immediately.
Port (Fishing) - City may Build Ships. Once per Collect Resources action, an adjacent sea space generates a Gold or a Mood token instead of Food.
Market (Bartering) - City may Build Cavalry or Elephants. Each time an opponent routes a Trade Route to this city, gain 1 Gold.
Obelisk (Art & Sculptures) - The Obelisk is immune to Cultural Influence and retains its colour, even if the city is captured.
Apothecary (Mathematics) - After a battle or an Event card where you lost Land units, you may pay 1 Food for each lost unit to place it in a city with an Apothecary. Limit 1 per Apothecary per card.
- Move Units
The Move action allows you to move up to three units or groups of units. A group is defined as up to four units moving from the same space to the same space. A battle occurs if your units move into a space with enemy units or cities and are resolved immediately.
Land Units are moved one space per Move action. They can be moved again by spending more actions on Moving, but with some caveats:
- Settlers cannot move into the same space as enemies unless they are with an Army.
- Units that have participated in a battle cannot be moved again that turn.
- Units that move into a Mountain cannot be moved again the same turn.
- Units that move into a Forest can be moved again the same turn, but not if this would result in a battle.
- Ships can move any distance between connected Sea spaces. If you have the Navigation advance your move may be used to move off the board and around it to the next Sea area.
Every ship may transport two Land units by having the units move onto the Ship, and then off it in a later action.
- Civic Improvement
By spending a number of Mood tokens equal to the size of a city, you may bump the mood of a city up one step from angry to neutral or neutral to happy. You may do this as many times for as many cities as you wish within one action, if you have the tokens to spare.
- Cultural Influence
By targeting an opponent's city that is of at least size 2 and within a number of hexes equal to your city's size, you may attempt to culturally influence that city. Roll a die - if it is 5 or 6, you are successful, and may choose a city-piece on that city to replace of one your own colour. This does not give you any advantages over the city - the piece still functions as normal, it just gives you a VP at the end of the game instead of your opponent.
Culture tokens may be spent to add 1 range per token or add 1 to the die result per token.
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.
Finally, players may gain a new Leader if they desire.
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 or Ship 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:
- If the city was a Barbarian settlement, you may choose to raze it for 1 Gold.
- Exchange the owner's city-pieces with ones of your colour. Leave any Culturally Influenced pieces alone.
- If the city was happy or neutral, you receive gold equal to the size of the city, and the previous owner gets a free Settler in one of his cities.
- The city becomes angry.
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.
Trades
During your turn, you may initiate Trades with other players. You may trade any number of 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.
Civilizations
Players will draw two Civilizations at the start of the game, and must choose one of them.
Civilizations list four Special advances; these provide unique benefits for that player. Each Special advance is earned immediately upon buying its related advance; they do not have to be purchased in order. Each Special advance acquired provides 1/2 VP just as normal advances do.
Leaders
Each player will start the game with a Leader in their starting city, represented by a darker shade of Settler. Leaders do not count as units, but they may Move like one. Leaders do not fight on their own, but provide a benefit to an Army they travel with or a city they stay in.
Leaders do not count as an Army - they cannot fight on their own, and act like a Settler when it comes to being eliminated. If your Leader dies in a battle, you gain 2 VP.
Players may receive a new Leader at the end of the Status Phase. If the current Leader is still alive, it is discarded and a new one is drawn. Discarded or killed Leaders cannot return at a later point.
Pirates
Pirate ships may be spawned by regions or by Event cards. Pirate ships block the collection of resources and the routing of trade routes in the Sea space they are in and all adjacent Sea spaces. Player Ships may not pass through spaces with Pirate Ships and must stop and fight them when entering.
Pirate Raids occur when an appropriate Event card is drawn. For each Pirate Ship you can pair with a coastal city of yours within 2 spaces, you must lose a Resource or a Mood. For each that you are unable to pay, you must reduce the mood of a coastal city if possible. Myths may not prevent this. After that, you may place an unused Pirate in any Sea space that does not contain a player Ship, or take an existing one if all four are used.
Defeating a Pirate Ship gives 1 Gold and 1 Mood.