AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
Players lead one of the seven greatest cities of the ancient world, developing it over three Ages by simultaneously drafting cards to construct buildings, erect stages of their Wonder, or sell cards for coins. Each Age, 7 cards are dealt to each player; players choose 1 card per turn, then pass the remaining hand to a neighbor (left in Ages I and III, right in Age II). At the end of each Age, players compare military strength with their immediate neighbors. After three Ages, victory points are tallied from military conflicts, coins, blue cards, green cards (science), yellow cards, purple cards (guilds), and Wonder stages. The player with the most victory points wins.
| Color | Name | Function |
|---|---|---|
| Brown | Basic Materials | Produce common resources: Clay, Stone, Ore, Wood |
| Grey | Manufactured Products | Produce rare resources: Glass, Cloth, Papyrus |
| Blue | Civil Buildings | Provide victory points directly |
| Yellow | Commercial Buildings | Provide commercial advantages (cheaper trading, coins, resources, or VP) |
| Red | Military Buildings | Increase military strength (shield symbols) |
| Green | Science Buildings | Provide science symbols in three domains (Tablet, Compass, Gear) |
| Purple | Guilds (Age III only) | Provide victory points based on specific conditions |
Each Wonder board shows:
Each card shows:
Each Age consists of 6 turns played simultaneously by all players. Each turn has three phases:
Look at your hand of cards (without showing them to others). Choose 1 card and place it face down in front of you. Set the remaining cards aside face down.
When all players have chosen, reveal simultaneously. Each player performs exactly one of three actions with their chosen card:
Important: You can never construct two Buildings with the same name (no duplicate cards in your City).
Card placement: Stack cards of the same color, keeping effects visible. Stack resource cards above your starting resource.
After all players complete their action, pass your remaining cards to:
The direction is shown on the back of the Age cards.
On the last turn, you receive a hand of only 2 cards. Choose 1 to play; discard the other face down (no coins gained from this discard). Play the chosen card normally, then proceed to Military Conflict resolution.
After the 6th turn of each Age:
| Comparison | Result |
|---|---|
| Your strength > neighbor’s | Take a Victory token for the current Age |
| Your strength < neighbor’s | Take a Defeat token (-1) |
| Your strength = neighbor’s | Neither player takes a token |
Victory token values by Age:
| Age | Victory Token Value |
|---|---|
| Age I | +1 |
| Age II | +3 |
| Age III | +5 |
Each player can gain 0, 1, or 2 Victory tokens and 0, 1, or 2 Defeat tokens per Age (one comparison per neighbor). After resolution, proceed to the next Age (or end of game after Age III).
Pay the construction cost shown in the card’s cost zone and place the card face up in your City. There are four types of costs:
If the cost zone is empty, the card is free.
Some cards cost 1 coin. Pay 1 coin from your Treasure to the reserve.
Cards may require one or more resources. Resources can come from:
Your own City (free to use):
Each resource symbol can only be used once per turn, but resources are never consumed — they remain available every turn for the entire game.
Buying from neighbors (2 coins per resource):
Starting in Age II, some cards show a chain symbol in the cost zone. If you have previously constructed a card with the matching chain symbol in the upper right corner, you can construct the new card for free (ignoring its resource cost). If you lack the chain symbol, you may still construct the card by paying its normal resource cost.
Some cards grant access to two chains (two symbols in the upper right corner).
Pay the cost shown on your Wonder board for the next stage (not the cost on the card). Tuck any card from your hand face down under the board at that stage. The card is consumed — its printed effect and name do not matter.
Rules:
Discard your chosen card face down to the central discard pile. Take 3 coins from the reserve.
The game ends after the Resolution of Military Conflicts at the end of Age III. Use the score pad to tally victory points in these categories:
Sum all your Military Conflict tokens (both Victory and Defeat). The total may be negative.
| Token | Value |
|---|---|
| Defeat | -1 each |
| Age I Victory | +1 each |
| Age II Victory | +3 each |
| Age III Victory | +5 each |
Maximum possible military score: +18 (6 Victory tokens: +1, +1, +3, +3, +5, +5) Minimum possible military score: -6 (6 Defeat tokens at -1 each)
1 victory point per 3 coins in your Treasure (rounded down, remainder is lost).
Add victory points from constructed Wonder stages (varies by Wonder).
Sum the victory point values printed on all Blue cards in your City.
Some Yellow cards provide victory points based on specific conditions (see Description of Effects sheet). Add these.
Science symbols provide victory points in two ways that are added together:
For each type of science symbol, score the square of the number you have:
| Number of Identical Symbols | Victory Points |
|---|---|
| 1 | 1 (1^2) |
| 2 | 4 (2^2) |
| 3 | 9 (3^2) |
| 4 | 16 (4^2) |
Formula: VP = (count of symbol A)^2 + (count of symbol B)^2 + (count of symbol C)^2
For each complete set of all 3 different science symbols, score 7 victory points.
Combined formula: VP = (Tablets)^2 + (Compasses)^2 + (Gears)^2 + (7 x number of complete sets of 3)
Examples:
Note: Science symbols on constructed Wonder stages count toward science scoring.
Score victory points according to each Guild card’s specific condition (see Description of Effects sheet). Guilds typically award VP based on what you and/or your neighbors have built.
If tied on total victory points, the player with the most coins in their Treasure wins. If still tied, all tied players share the victory.
| Age | Pass cards to |
|---|---|
| Age I | Left |
| Age II | Right |
| Age III | Left |
You can never construct two Buildings with the same name. If you already have a card named “Barracks” in your City, you cannot construct another “Barracks.” You may still use a duplicate card to build a Wonder stage or sell it.
Cards have a minimum player count (3+, 4+, 5+, 6+, 7+). Only cards whose minimum is less than or equal to the actual number of players are included in the game. This scales the game for different player counts.
In Age III, Purple cards are not all used. Randomly draw (number of players + 2) Purple cards to include; return the rest to the box. This adds variability between games.
On the 6th turn of each Age, you receive 2 cards. You play 1 and discard the other face down. The discarded card does not earn you 3 coins (unlike selling, which is a deliberate action with a different card).
When the rules say “take x coins,” it means take coins totaling that value (using any combination of 1-value and 3-value coins). Coins are worth 1 or 3 but represent abstract wealth.
Wonder boards have a Day (simpler) and Night (more complex/varied) side. Players may freely mix sides at the table. Day side is recommended for new players.
Selling always yields exactly 3 coins, regardless of the card’s type or value.
| Item | Value |
|---|---|
| Starting coins | 3 |
| Cards dealt per Age | 7 per player |
| Turns per Age | 6 |
| Total Ages | 3 |
| Coins from selling a card | 3 |
| Cost to buy 1 neighbor resource | 2 coins |
| Coins per VP (treasure scoring) | 3 coins = 1 VP |
| VP per complete science set | 7 VP |
| Purple cards included in Age III | Players + 2 |
| Player count range | 3-7 |
| Age | Victory | Defeat |
|---|---|---|
| I | +1 | -1 |
| II | +3 | -1 |
| III | +5 | -1 |
Formula: (Tablets)^2 + (Compasses)^2 + (Gears)^2 + (7 x complete sets)
| Identical Symbols | Points |
|---|---|
| 1 | 1 |
| 2 | 4 |
| 3 | 9 |
| 4 | 16 |
| 5 | 25 |
Each complete set of all 3 different symbols = 7 additional VP.
| Age | Direction |
|---|---|
| I | Left |
| II | Right |
| III | Left |
| Source | Cost | Available to buy? |
|---|---|---|
| Neighbor’s starting resource | 2 coins | Yes |
| Neighbor’s Brown cards | 2 coins | Yes |
| Neighbor’s Grey cards | 2 coins | Yes |
| Neighbor’s Yellow cards | — | No |
| Neighbor’s Wonder stages | — | No |
| Your own resources | Free | N/A (always available) |