Advanced Civilization
Overview
A grand strategy game covering the development of ancient civilizations from agriculture’s invention to Rome’s dominance, spanning nearly 8,000 years. Players lead nations across the Mediterranean and Near East, growing populations, building cities, trading commodities, and acquiring civilization cards that represent cultural advancement. Despite territorial conflicts, this is not a war game – victory comes from balanced cultural, economic, political, and religious development. Games can take 10-12 hours.
Components
- 4-panel Mapboard (Mediterranean and Near East) + optional Western Expansion
- 9 sets of playing pieces (population tokens and cities)
- 24 Civilization cards (8 each of 3 types)
- 114 Commodity trade cards + 12 Calamity cards
- Archaeological Succession Track (A.S.T.)
Setup
Each nation begins with a single token in one of its designated start areas. Trade card decks and civilization cards are arranged by type. Scoring tokens placed on A.S.T.
Turn Structure
Each turn represents a period of time. The sequence is:
- Tax Collection: Collect tokens from stock into treasury based on cities.
- Population Expansion: Add 1 token to areas with 1 token; add 2 tokens to areas with 2+ tokens.
- Movement: Move tokens by land or sea to new areas.
- Conflict Resolution: Resolve overpopulation and battles in contested areas.
- City Construction: Build cities in areas with sufficient population.
- Trade Card Collection: Draw 1 trade card per city.
- Trade: Exchange commodity and calamity cards between players.
- Calamity Resolution: Resolve calamity effects.
- Civilization Card Acquisition: Spend commodity sets and treasury tokens for civilization cards.
- A.S.T. Advancement: Move tokens along the Archaeological Succession Track.
Actions
Population Expansion
- Areas with 1 token: gain +1 token
- Areas with 2+ tokens: gain +2 tokens
- Population growth is the engine driving the game
Movement
- Tokens move by land between adjacent areas or by sea using ships
- Sea movement requires boarding ships in coastal areas
Conflict
- When areas are overpopulated, excess tokens are removed
- Combat occurs when opposing tokens share an area
- Defenders have advantages in cities
City Construction
- Cities require a minimum population in the area
- Cities generate trade cards (1 per city per turn)
- Cities are more defensible than tokens in open areas
- Balance between rural and urban populations is essential
Trade
- Players exchange commodity cards to build sets
- Commodity sets are worth exponentially more as they grow
- Calamity cards may be hidden among trade offerings
- All diplomacy must occur openly at the table
Civilization Cards
- 24 civilization cards across 3 types (Crafts, Sciences, Arts/Civics)
- Cards cost commodity sets + treasury tokens
- Cards provide special abilities, immunities, and VP
- Credits from cheaper cards reduce costs of expensive ones
- Example: Democracy (cost 200) reduced by 45 with prerequisite cards
Scoring / Victory Conditions
Victory points come from:
- Position on the Archaeological Succession Track
- Civilization card point values
- Other scoring factors
The player with the greatest number of victory points wins. The winner is not necessarily the first to reach the end of the A.S.T. or the player with the most civilization card points.
For shorter games, play to a fixed time limit.
Special Rules & Edge Cases
- Calamities can devastate civilizations but may also provide impetus for reorganization
- Strategic planning is essential as civilization card costs can be reduced through prerequisite purchases
- Each nation has different start positions and expansion paths
- The Western Expansion Map is optional
- Trade requires face-to-face negotiation
- Population must balance between cities and rural areas
- 9 playable nations available
Player Reference
Turn Sequence
- Tax Collection
- Population Expansion (+1 per single token area, +2 per multi-token area)
- Movement
- Conflict Resolution
- City Construction
- Trade Card Collection (1 per city)
- Trade
- Calamity Resolution
- Civilization Card Acquisition
- A.S.T. Advancement
Civilization Card Types
- Crafts
- Sciences
- Arts/Civics