Overview
Sid Meier’s Civilization: The Card Game is a card-based adaptation of the Civilization video game franchise. Players build civilizations by collecting resource-producing plot cards, growing their population, constructing wonders, and discovering technologies. The game distills the civilization-building experience into a streamlined card game format where resource management and timing are key to victory.
Components
- Plot cards (resource-producing lands showing Coins, Hammers, or Wheat)
- Population cards
- Technology cards
- Wonder cards
- Action cards
- Resource tokens
Setup
- Shuffle each card deck separately.
- Deal starting plot cards to each player.
- Place Technology and Wonder card decks in the center as shared markets.
- Each player begins with starting resources as specified.
- Determine a starting player.
Turn Structure
On your turn, perform the following phases:
- Production: Collect resources from your plot cards. Each plot shows a resource type (Coin, Hammer, or Wheat) and a yield number.
- Action: Spend resources to acquire new plots, grow population, build wonders, or research technologies.
- End: Discard excess resources if over hand limit.
Actions
Acquire Plot Cards
- Spend resources to claim new plot cards, which represent land your civilization controls.
- Plots produce resources each turn: Coins (commerce), Hammers (production), Wheat (food).
- More plots = more resource production.
Grow Population
- Spend Wheat to place population cards on your plots.
- Population cards on a plot increase that plot’s yield.
- Population is required for building and expansion.
Research Technology
- Spend Coins and/or Hammers to purchase technology cards from the shared market.
- Technologies provide ongoing abilities, unlock advanced actions, and score victory points.
- Technologies must be researched in a general progression.
Build Wonders
- Spend Hammers (production) to construct world wonders.
- Each wonder can only be built once across all players.
- Wonders provide powerful bonuses and score victory points.
Scoring / Victory Conditions
The game ends when the final Technology card is purchased. Players score victory points:
- 1 VP per Wonder built
- 1 VP per Technology researched
- 1 VP per Population card in play
The player with the most VP wins. Ties broken by number of technologies, then number of population cards.
Special Rules & Edge Cases
- One wonder per game: Each wonder exists only once; first player to build it claims it permanently.
- Technology progression: Some advanced technologies may require prerequisite technologies.
- Resource flexibility: Some cards or abilities allow converting one resource type to another.
- Game pacing: The Technology deck acts as a timer — when it runs out, the game ends, so players must balance long-term investment against the game clock.
- Player interaction: While largely a parallel development race, wonder competition and market contention create interaction.
Player Reference
| Resource |
Symbol |
Used For |
| Coins |
Commerce |
Technologies, trade |
| Hammers |
Production |
Wonders, buildings |
| Wheat |
Food |
Population growth |
| Scoring: 1 VP per Wonder + 1 VP per Technology + 1 VP per Population |
| Game ends when final Technology is purchased |