Atlantida
Atlantida Rulebook
Table of Contents
Table of Contents
Game Components
Game Board
It represents the island in hexagonal regions (hexes). All players' cities lie in the only non-hexagonal region, at the left bottom of the island. The cities are represented by the colored rectangles next to the shore. The picture above the rectangles represents the Great Theatre.
Player City
Each player has a board with 15 square spaces which represent his faction home city. In the center every player starts with a Housing building, and places his new buildings and units in this board.
Auxiliary Board
This board contains important controls of the game: the Hades, the continent, the Oracle (see below) and markers for shipping capacity and food production, besides buildings that can be constructed by the players in their cities.
Continent: The units in this area have been shipped from Atlantis to safety and can no longer return or be harmed. The goal of each player is to have his entire population here.
Hades: The units in this area have died during the game, for many different reasons. They can still have influence in the game by using some temples. The word Hades is used to refer both to the land of the dead as to the god that rules it.
Oracle: It displays the events that will occur at the end of each turn, until the end of the game.
Goal
The players are leaders of their factions. In this role, they organize their units to gather resources, develop new technologies, social features, build weapons, buildings and ships, aiming to take all the population in safety to the continent.
Playing the Game
The game is played over up to thirteen phases. The game ends immediately when a player manages to take all his population to the continent, without having any dead units. If no player manages to do that, the game ends after the collapse event, when the whole island sinks and all remaining units perish.
Units
PopMarker: Referred as PopMarker for shortness, it represents a considerable amount of people. It can be assigned to several sorts of tasks, like farming, mining, and combat. The PopMarkers can move freely within the city, but outside it they must be lead by a Leader unit or they will keep their position. Each of them needs one food per turn to be supported. At the start of the game, each faction gets four PopMarkers. The total number of PopMarkers is limited to 20.
Leader: Represents a small group of political and military commanders, along with their bodyguards. Its amount of people is not relevant for food purposes, or for transportation to the continent. Unlike PopMarkers, they cannot be killed – a Leader unit can always retreat or find its way to its home city. A Leader cannot do any tasks alone (except for occupying some sites). Leaders are necessary for movement along the island, development of social advances and appointment of new leaders. At the start of the game, each faction gets one Leader. The number of Leaders is limited to 4.
Resources
Stone: Represents different construction materials. It is used to build certain types of constructions in each player's home city. It can be obtained in quarries, which can be built at no cost at one's home city or can be found along the island.
Gold: Represents gold itself and any other type of metal. It is used to pay tribute to gods and also to produce military equipment and even, with the proper technology, to build ships. It can be obtained in mines along the island or within the population by taxation or by building an Agora.
Military Equipment: Represents weapons, armory and ammunition used to increase strength during combat. It can only be obtained by converting gold in a Forge or in a Housing. Also referred as ME for shortness.
Wood: Represents quality wood, which is very scarce in the island. It is used to build ships capable of taking population across the ocean to the continent. It can be obtained in forests along the island or by building a Garden.
Knowledge: Represents the scientific and cultural knowledge and experience of a civilization. It is used to develop scientific advances. It can be obtained by building a Lyceum, in Ruins or in Temples. Unlike the previous resources, it cannot be stolen or pillaged.
Food: Represents all resources used to feed the PopMarkers. Unlike the other resources, it cannot be accumulated, and has to be continually produced; the number beside its icon represents the difference between how much the faction is producing that turn minus its number of PopMarkers. Its excess may allow population increase, while its scarcity may cause death by starvation.
Shipping Capacity: Represents the fleet size of a faction. It can be used to send units to the safety of the continent, if Astronomy was developed. The ships are usually built in a Shipyard by spending wood (five wood per ship), but it is also possible to restore an ancient fleet with the help of Poseidon (see Temple of Poseidon). The maximum Shipping Capacity is 8, but the effective capacity can be increased with advances and temples.
Important Concepts
Advances: Represent the development scientific improvements that give advantages to a player's faction. They can never be lost after acquired. They are obtained by spending Knowledge points (usually six).
Buildings: Represent different constructions in a player's city that give some kind of advantage or allow some sort of work. They can be destroyed during some events or when another construction is built over the original one. The city space is limited, and some buildings require more than one square. Usually, it is possible to build one building per PopMarker placed in the Housing building, and spend Stone according to the building size.
Hexes: Represent the island regions. All of them have a special site, referred as Main Site, which starts the game occupied by a creature. When a player invades an hex and kills its creature he occupies the main site and can use the site's features to his advantage. It is also possible to occupy the Surroundings of an hex. This may happen voluntarily or he can be expelled after being defeated by another player in the main site. There is never combat in an hex surroundings. However, there are no advantages to be in the surroundings - temples cannot be used and output from productive sites is reduced (see below).
Creatures: Each hex starts the game guarded by a creature. It will not allow that hex to be crossed or the main site to be occupied. It can be killed by a player in an invasion. Each creature killed awards one Gold and one Knowledge as loot. The creatures strengths are bigger when going farther from the main region. Adjacent creatures have strength 6; two hexes distant, 7; three hexes: 8, four hexes, 9. Exception: the Forests are always protected by a creature of strength 10, wherever they are.
Events: They happen at the end of each turn, and usually represent catastrophes that can be avoided in some degree. The thirteen turn event is always collapse, which mean the whole island will sink.
The Basic Game
Setup
The hex with the Temple of Poseidon is placed beside the main region – the rest of the hexes disposition is randomly chosen.
The Tribute event tokens are placed in the 3rd, 6th, 9th and 12th spots of the Oracle. The Collapse is placed in the last spot, while all the others get a No Event token.
All players receive one city board, one Leader, four PopMarkers and one Housing building in the center of the city, besides six ME and two of each of the other resources.
The starting player compass is given to the player whose day of birth is closest to the current clock minutes when setup is finished.
Playing a Turn
A turn has eleven basic phases, executed in the following order:
- Movement and Combat
- Hunting
- Organization
- Production
- Development
- Craft
- Construction
- Feeding
- Event Reaction
- Shipping
- Summoning
Starting with the player who owns the Compass and continuing with the player pointed by it and so on, each player will perform all steps related to each phase. The only exception is the Movement and Combat phase, where each player moves one of his leader at a time, as shown below.
1st Phase: Movement and Combat
Movement
Starting with the player who owns the Compass and continuing with the player pointed by it and so on, each player gets to move his leader once, taking up to ten PopMarkers from the ones present in its region. If one or more players have more than one leader, the movement phase continues until all leaders have moved (or decided to remain on site).
The leader can take along up to as many PopMarkers he has in that leader's region. If he is in his home city or in the Great Theater, all PopMarkers in the city and the Theater can be lead together, since they are in the same region.
Usually, a player can move as far as two hexes. However, it is not possible to cross a hex occupied by a creature. But if a player has the Navigation advance he can perform coastal movement. This type of movement can happen between any two hexes which have access to the ocean, but a leader can take only up to three PopMarkers.
It is also possible to maintain the leader in its current position – the leader unit is flipped and next player is on.
When the units are lead to a hex surroundings or to a main site which is not occupied by another player, there is no combat. The player flips his leader unit, indicating it can no longer move, the next player is up. This happens even if there is a creature in the main site (the combat will occur only during the hunting phase).
However, if the units go to a main site and it is occupied by another player, there will be combat, to be resolved immediately.
Combat
During a combat the players can choose resources to increase his total strength. Both players take all but one of their PopMarkers present in the combat region and all their resource cards. Then they show simultaneously the resources they wish to apply in that combat. Only PopMarkers and ME cards are considered. The other cards are ignored – they may be grouped together to impress the opponent with a thicker deck.
A player's base strength is one per PopMarker present, plus one if at least one leader is present. It may be influenced by other factors such as advances or temples.
Each player can spend up to two ME per PopMarker present, limited by his stock. Each ME augments his group strength by one. Also, it is possible to sacrifice PopMarkers to increase strength. This will augment the strength by one per sacrificed unit, which will die after the combat regardless of its outcome. At least one PopMarker must not be sacrificed.
After both players reveal their choices, the combatant with the higher total strength wins and stays at the main site, while the defeated group goes to the surroundings. In case of a tie the defender wins. If the difference between the winner's strength and the loser's is smaller than 3 there are no casualties; otherwise, one unit of the losing group will perish for every 3 points of strength difference. These casualties are independent from the sacrifice of units.
An attacked player can always retreat instead of engaging in combat. In order to do that, he must include his Retreat card among his applied resources. In this case, his units go immediately to the hex surroundings and the attacker's ones go to the main site. All other resources selected by the defendant will be ignored, but the attacker's selected resources will be partially spent in this case: one for each two selected. For instance: if the attacker selected five ME and three PopMarkers to sacrifice and the defender retreats, he wins the battle but spends two ME and one of his PopMarkers dies.
Regardless of retreating or battling, an attacked leader which has not yet moved will still be able to do it in the current turn.
2nd Phase: Hunting
After all players move their leaders it is verified if there are units on a hex main site where a creature lies. When it happens, it is necessary to kill the creature in order to remain in the main site.
Using standard play order, each player must use enough resources to overcome his hunted creature strength. When the same player hunts more than one creature he attacks all his opposing creatures at once, at the order he wishes. Resources can be used as for combat between players to increase strength. If total strength is bigger than that of the creature, victory is assured and the creature is killed and removed from the board. If the player cannot or does not wish to overcome the creature strength he must move all attacking units to the hex surroundings. Each creature killed awards one Gold and one Knowledge as loot.
3rd Phase: Organization
Each player can rearrange all units in his city to his convenience (if he is occupying the Great Theater, PopMarkers can move to and from it to the city as well). This phase, as most of the next ones, can be executed by all players simultaneously, but a player can wait to see the decisions from a player who should play beforehand if he so wishes.
4th Phase: Production
Each player receives resource cards corresponding to his units in productive hexes and productive buildings. A player takes one Stone resource card for a PopMarkers in his city Quarry, and Agora awards a Gold card for its owner, each player gets Knowledge cards from his occupied temples, etc.
5th Phase: Development
If there are enough units for the Agora or the Great Theatre, a new leader can be assigned for two gold. A new leader unit must be placed from the player's stock into the same building where it was assigned, and will be able to move in the next movement phase. It is possible to use both the Agora and the Great Theater in the same turn.
After that, new scientific advances can be developed as long as the player has enough Knowledge points to spend. There is no limit to the number of advances to be aquired in a turn. A new advance starts to take effect immediately. The buyer spends the necessary resource cards and receives the correspondent advances.
6th Phase: Craft
Each player that occupies one of these temples and buildings can use them in the desired order:
- Shipyard: spend wood to increase shipping capacity
- Forge or Housing: spend Gold to produce Military Equipment
- Temple of Hecate: transform wood, stone or gold into one of the other resources
- Temple of Persephone: spend gold to bring PopMarkers from the Hades
- Temple of Poseidon: spend Knowledge and Gold to increase shipping capacity
- Temple of Gaia: define if/where a Garden is to be placed
More details about these locations will be given in the following sections.
7th Phase: Construction
For each PopMarker present in a player's Housing building of his home city, one new building can be constructed, as long as enough resources are available and the city has enough room.
A building must respect the city limits. It can be constructed over other buildings, but this will destroy them. They cannot be built over any units or buildings just constructed.
If a player has no Housing he must place his units in a razed area in order to build new buildings. In this case, the citizens will build a new Housing before any other building - only a quarry could be built beforehand, if the player needs stone to build a Housing.
Most buildings will take effect immediately, notably the ones related to food production, that comes right after.
8th Phase: Feeding
In this phase all food currently produced is accounted. Basically, one food is produced for every two empty spaces in the home city, plus one per Farm building, plus one per PopMarker occupying a Farm. Food can also be obtained in Prairies, and its output improved by other factors. It is also posible to get it by fishing (see Cloth Making and Temple of Poseidon).
The sum of all food produced is reduced by the number of PopMarkers the player has in the island (e.g. not counting units in the Continent or the Hades) to calculate the food excess. If the excess is negative (that is, if there is shortage of food) one PopMarker will die for every food lacking. The player must move any marker in his city or an island hex to the Hades.
If the excess is positive, the population can be increased in one PopMarker for every two food in excess. The marker is taken from the player's supply and placed in his Housing. It is necessary, however, to have two PopMarkers in the island for every PopMarker to be increased if more than one is to be generated. Also, the total number of PopMarkers is limited to 20.
9th Phase: Shipping
If the player has at least one level of Shipping Capacity and the Astronomy advance, he can ship one of his PopMarkers from anywhere in the island for every level of Shipping Capacity. Shipping consists on taking a PopMarker from the city board or one of the hexes and then placing it on the continent area of the auxiliary board, where it will remain for the rest of the game.
10th Phase: Event Reaction
This phase varies depending on the current event, which is the first non flipped token in the Oracle. In the basic game, there is usually No Event, which is represented by the green forest icon. The events are described in detail later in the next section.
11th Phase: Summoning
Each player can move any number of his leader and PopMarker units into his home city. All units will be able to move normally in the next Movement phase.
Events (Basic Game)
The events are displayed at the bottom of auxiliary board. In the basic game, most turns end with no special event. However, every three turns it is necessary to pay Tribute to Zeus, and at the thirteenth turn occurs the event Collapse (see below).
Tribute: During the Event Reaction phase, all players offer a secret gold tribute to Zeus. They place resource cards under their right hand simultaneously. The gold cards are the tribute, while any others are ignored.
Zeus expects to receive three gold from each player.
After all players define their tribute, they are revealed and paid, and they are sorted by size. It is considered that Zeus receives them in the current game order. Ties are broken in favor of the earlier paid tribute (so, the starting player would win all ties).
If the highest tribute consisted on least three gold, its offerer receives four Knowledge points.
Then, if the smallest tribute consisted on less than three gold, its offerer receives a punition from Zeus. Zeus destroys all Housing buildinds the player owns, and also kill one PopMarker in his city (if any are present there).
All players who offered no gold suffer punition, regardless of playing order.
Collapse: After the shipping step, all PopMarkers not in the continent are moved to the Hades and the game ends.
Buildings
As a rule, buildings cost one stone per building size plus one additional stone. However, Farm, Garden and Quarry cost nothing.
For each PopMarker present in a Housing building of his home city, one new building can be constructed, as long as enough resources are available.
A building must respect the city limits. It can be constructed over other buildings, but this will destroy them. They cannoy be built over any units or buildings just constructed.
Only one of each building with size greater than one can be constructed by a player. Buildings that cost no stone and Housings can be built as long as there is space, but only two of the other size one buildings can be built.
| Building | Size | Cost | Description |
|---|---|---|---|
| Housing | 1 | 2 | Necessary to increase population above five, and to build other buildings. One building can be built for every PopMarker in a Housing, with no limitation. If a player has no housing, he is obliged to build a Housing before being able to build any other building, except for quarries when he does not have enough stone to build his Housing. A PopMarker in a Housing can, instead of creating a new building, convert one gold into one Military Equipment. |
| Agora | 2 | 3 | An Agora produces one Gold per turn, starting in the next production step. Additionally, if at least three PopMarkers and a Leader are present anywhere in his home city during the development step, the player can appoint a new Leader (paying two gold). It can be built either horizontally or vertically. |
| Shipyard | 2 | 3 | Each worker placed (up to three) can spend five wood to increase one level of Shipping Capacity. This building has to be built horizontally on the bottom (along the shore). |
| Lyceum | 1 | 2 | After constructed, awards one Knowledge point in each subsequent production phase. |
Hex Sites
All Hexes have a special site (Main Site) and its Surroundings. Only one player can occupy the main site. The surroundings can be occupied by any number of players.
There are two types of Hex Sites: Temples and Production Sites.
In temples, it is necessary to occupy the main site in order to use its benefits, and being in its surroundings is useless. The number or type of units is not important - the effect is the same.
In production sites, however, it is possible to produce in the surroundings as well as in the main site - one resource is produced for every three PopMarkers present. But being in the main site awards two extra resources when at least one PopMarker is present.
Example: A player has one PopMarker in the main site of a Forest. He gets no wood as basic production, but gets the two extra wood from the main site. Another player has three PopMarkers and a leader in the forest surroundings. He gets one wood as basic production.
Production sites:
- Prairie: Allows production of Food.
- Quarry: Allows production of Stone.
- City Ruins: Allows production of Knowledge.
- Mine: Allows production of Gold.
- Forest: Allows production of Wood.
Temples:
- Temple of Poseidon: In the feeding phase, the occupant player receives one food from improved fishing. During the Craft phase, if this temple is occupied, the occupant player is asked to define the starting player and the direction of play. The change will be valid from the next phase on. Additionaly, if the occupant player owns Navigation, he can restore ancient fleets. For each PopMarker present in the site he can pay four gold and spend six Knowledge to receive an upgrade in Shipping Capacity.
- Temple of Hades: The strength of the occupant player's groups in combats anywhere is increased by one for each two units he has in the Hades. Additionally, during the Prodution Phase he receives one Knowledge per each two units in the Hades, besides the one Knowledge received for occupying a temple.
- Temple of Persephone: During the Craft phase the occupant player can pay two gold to remove one unit or six gold to remove two units from the Hades to the temple. The relived PopMarkers count as common population and will have to be fed as any other unit during the upcoming feeding step.
- Temple of Aeolus: During the Shipping phase the occupant player does not need Astronomy to ship units. Also, if he has at least one level of shipping capacity, he will be able to ship two more units. Additionally, his coastal movement is not limited to three PopMarkers, and his leaders take as many PopMarkers as available.
- Temple of Hecate: During the Craft phase the occupant can transform any amount of Stone, Gold or Wood into the same number of one of the other two materials.
- Temple of Demeter: The occupant player's food and wood production from PopMarkers in Farms and Gardens is doubled.
- Temple of Gaia: During the Craft phase the occupant player can place a Garden on an empty space of his home city.
- Temple of Apolo: This temple has a portal to its correspondent temple in the continent. During the Shipping phase the occupant player can send PopMarkers which occupy the temple to the continent by offering four gold per unit transported.
Scientific Advances
The basic cost of all advances is six Knowledge points. It is possible to buy many advances on a turn, as long as Knowledge points are available.
- Metalworking: When using a Housing building to convert gold to Military Equipment, each gold is transformed into two ME. In a Forge, two gold can be processed by one PopMarker, and each gold is transformed into three ME.
- Engineering: Buildings cost one stone less for the owner.
- Navigation: If the owner of this advance has a Shipyard he can develop his shipping capacity during the Craft phase. This advance allows coastal movement. This type of movement can happen between any two hexes which have access to the ocean. However, a leader can take only up to three PopMarkers in this situation.
- Cloth Making: During the Shipping phase, if a player owns this advance and can ship at least one unit, he will be able to ship one more. This can add to the effect of the Temple of Aeolus. Also, he is allowed to use twice as many PopMarkers in coastal movement - that is, a leader can take up to six PopMarkers in that situation. Additionally, one extra food is produced every turn due to improved fishing.
- Advanced Physics: It allows the use of gold instead of wood to increase Shipping Capacity in the Shipyard. However, one can only acquire this advance if he owns a Lyceum building and has previously acquired three other advances: Navigation, Metal Working and Engineering.
- Astronomy: This advance is required to use Shipping Capacity and send units to the continent. Additionally, it reduces in one Knowledge the cost to acquire other scientific advances.
- Agriculture: With this advance, a PopMarker placed in a Farm produces one additional Food. There is still a limit of one worker per Farm.
Game End
If after doing his Shipping step a player has all his PopMarkers in the Continent (none in the island or in the Hades) the game ends immediately and he is declared the winner.
If no player wins till the end of the thirteenth turn, the game is decided with Victory Points. If at least one player has units in the continent, all players who do not have are eliminated. Among the candidates, the score is one point per unit in the Continent minus two points per unit in the Hades. In case of a tie, the winner is the player with more advances.
If no player has units in the continent, the winner is the player with more advances.
The Advanced Game
The advanced game plays like the basic game, with added complexity. This section describes the differences between the two scenarios.
At the setup, each player receives a statue besides the usual resources. Statues are special buildings with provide unique powers to their owners, described in detail below. The game starts with the starting player choosing a statue. Then the player to his left selects his one, and so on. The last player, after selecting his statue, decides the player order which will be valid afterwards, from the first movement phase.
Most importantly, at the end of all turns (except the first one) a special event will happen (Tribute to Zeus is only one of them). The events have a massive impact on the game and create a lot of difficulties to achieve its goal. The Tribute event tokens are placed in the 3rd, 6th and 10th spots of the Oracle. The Collapse is still placed in the last spot, but only the first one gets a No Event token. All others are chosen randomly.
Besides, there is a new category of advances: Social Advances. They can be acquired in a similar way as new leaders. There are also a few new buildings and scientific advances, a new site and one rule change: summoning is no longer possible, unless the player possesses the advance Logistics.
New Hex Site
In the advanced game one of the productive hexes (randomly selected) is replaced by a new temple site.
- Temple of Zeus: At the Craft phase, if this temple is occupied, the occupant player has the power of voiding the event forecast to happen that turn. If he offers Zeus one gold, the event will not happen at all. Place the red cross marker over the next event to mark it. If he offers three gold, calamities will affect all players except himself, whereas in a Lost Fleet event it would offer its services to him exclusively. The thunderbolt should be placed upon the event in this case. The temple cannot be used to stop the Tribute to Zeus or the Collapse events.
Events (Advanced Game)
As for the Tribute event in the basic game, most events will happen during the Event Reaction phase, which happens before the shipping phase.
The event to happen next is the first unflipped one. If this event was totally voided at the Temple of Zeus, it will be covered by a gray cross. If it was partially it will be covered by a yellow bolt.
- Tribute: As in the basic game, Zeus expects to receive three gold from each player, who have their offers sorted by size. But the punisment for the worst offer(s) is less harsh: the player's Housing is destroyed, but no PopMarker in the city is killed. However, regardless of the offers, a Seaquake will happen. The highest offerer chooses two coastal hexes to sink. He can choose an hex that has just become coastal because another was sunken. He cannot, however, choose the main region or an hex in which there is at least one unit from a faction that honored the expected tribute. Also, for each hex with a temple he wishes to to sink he must pay two extra gold at the moment of its selection. Sunken hexes are simply removed from the board. All PopMarkers which were in a sunken hex perish, but Leaders find their way to their home city.
- Drought: There is no Event Reaction phase for a Drought. However, during the Feeding step, the Farms have the same effect of empty squares in the home city – the player produces one food for each two of them, and PopMarkers placed on Farms have no effect.
- Iconoclasm: During the Event Reaction step each player has his statue(s) destroyed and one PopMarker in the home city dies, if at least one is there.
- Epidemic: During the Event Reaction phase each player loses one PopMarker for every three present in the island.
- Pirates: During the Event Reaction phase each player's home city suffers an attack with strength of 15. He can spend resources as for any usual combat to increase his strength in his city. If the result is inferior to 15, he loses all his gold, and loses one PopMarker in the city for every 3 points of strength difference as for a usual combat.
- Lost Fleet: During the Event Reaction phase each player may place a secret bid of gold. After all bids, the highest bidder pays his offered amount and may send up to three of his PopMarkers to the continent. In case of a tie, the earliest bid wins, as for the Tribute event.
- Recall: All dead creatures go back to their original hexes. The units which occupied the main site are expelled to the surroundings.
Statues
Statues are special buildings which give a unique power to its owner. Each player receives one at the beginning of the game, but can buy others during the game. However, a player cannot possess two statues at the same time - his current one is destroyed when another is bought, unless one of them is the statue of Hera (see below). As a rule, statues cost two stone plus three gold. Two players cannot have the same statue simultaneously.
- Aphrodite: Whenever its owner is attacked with more than one PopMarker, one PopMarker from the invading army changes its faction immediately, regardless of the will of the statue's owner.
- Ares: Its owner has +1 strength in all combats.
- Artemis: Its owner's PopMarkers have double strength against creatures and get one food each in Prairies (instead of one for each group of three).
- Athena: Awards two Knowledge when built and two Knowledge points in subsequent production phases.
- Hephaestus: Its owner can develop the Metalworking and Engineering advances paying one Knowledge point for each.
- Hermes: Its owner gets one resource at his choice at the start of movement phase (Gold, Stone, Wood or ME.), while all opponents lose one. A player who has none of that resource must show all his cards to the owner.
- Dionysus: Regardless of the owner's tribute during the Tribute event, hexes with his units cannot be sunken, and his Housing will not be destroyed. Also, if occupying the Temple of Zeus, the owner will get all its favors for free.
- Hestia: Its owner can increase one popmarker for each food in excess. The limit of one new PopMarker for each two existing ones still applies.
- Hera: Its owner can have multiple statues, which cost one gold less to build. It can be bought when the player already possesses another statue.
Social Advances
Social Advances work in a similar way as scientific advances - the only difference is the form of aquisition. They can be acquired at the improvement phase by a player who has a leader and three PopMarkers at the Great Theater, or who owns an Agora and has a leader and three PopMarkers at home city. They cost two Knowledge points. Both the Agora and Great Theater can be used at the same turn, either for assigning a new leader or acquiring a new advance.
- Militarism: A player who owns this advance receives +1 strength in all combats. Also, in a combat between players, if the defender has this advance and the attacker does not have it, the defender sees the mobilized resources by the attacker before deciding his resources or to retreat. Likewise, if the attacker owns it and the defender does not, the attacker does not define his resources when defining his attack, but only after seeing the defender's choices, if he did not retreat. Then, he can choose to retreat instead of fulfilling the attack, what can cause the defendant to spend resources depending of his selection.
- Logistics: A player who owns this advance can perform Summoning (freely move units to his home city before the movement phase). Additionally, he can move one additional hex in ground movement (it is still not possible to cross hexes occupied by creatures).
- Code of Laws: Whenever the player has at least one PopMarker in a production hex, one extra resource is received, even if no resource would otherwise be produced. Additionally, the owner of this advance suffers nothing during the Iconoclasm event.
- Cosmopolitanism: If this advance is acquired, Fanaticism is lost. It reduces cost of acquisition of scientific or social advances possessed by another player in two Knowledge points.
- Fanaticism: If this advance is acquired, Cosmopolitanism is lost. For each PopMarker sacrificed in combat, the owner of this advance receives a strength bonus of +3 instead of +1. Additionally, the owner of this advance can invade opponents' cities to plunder. In order to do this, he must move his units to the correspondent city rectangle in the main region and select resources as usual. The defendant has fewer limitations: he can sacrifice all present PopMarkers and use all his available ME. At the end of the fight, all surviving attacking units will move to their home city regardless of the result. Casualties work as usual (one for each 3 points of strength difference). If the attacker wins, he will get to pillage one resources set for each point of strength difference. He cannot, however, take more resources sets than his number of invading PopMarkers. A resources set is a set of one wood, one stone and one gold. If the defender retreats the attacker will get one piling unit per invading PopMarker. The defender can resist even if he has no units present. The attacker cannot take resources the defender does not have.
New Scientific Advances
- Medicine: During the Feeding step, if food is in shortage, the owner of this advance suffers only one casualty for each two food lacking. Additionallly, during an Epidemic, the owner has one casualty less for each food in excess which was not used to increase population.
- Engineering: As in the basic game, buildings cost one stone less for the owner. Additionally, the effects of Earthquakes are reduced. Instead of two, only one building is destroyed, and the two casualties are reduced at the rate of one per Housing building that survives the Earthquake.
New Buildings
| Building | Size | Cost | Description |
|---|---|---|---|
| Tower | 1 | 2 | Increases city defense strength in 3. |
| Aqueduct | 3 | 4 | In normal times, the Aqueduct increases Farms basic food output from 1 to 2. If a Drougth event is in effect there is no increase in the output, but the Farms produce as usual. |