RulesPal
Chat
Rulebook
Civility thumbnail

Civility

Civility Rulebook

Table of Contents

Table of Contents

  • Components
  • Set-Up
  • Civility Terms
  • Gameplay
  • Status Cards, Perks, and Levels
  • Saving Dice
  • The Actions
  • Actions/Abilities That Require Combos
  • Actions/Abilities That Require a Single Die
  • The Cards
  • World Event Cards
  • Noteworthy Cards
  • Frequently Asked Questions
  • Quick Guide

Components

  1. City Board: Each player controls a City Board. The City Board keeps track of department levels and also houses the player's army and bridges.
  2. Player Board: An extension of the City Board. Keeps track of the current status level of the city and also has descriptions of all the different status abilities pertaining to that city.
  3. Status Token: Used to keep track of the city's current status level.
  4. Bridge: Built in ports in order to attack other cities.
  5. Army: Maneuvered around the game board in order to attack other cities.
  6. Game Board: Contains the Action Ring which shows what actions can be taken based on dice available.
  7. Status Card: Contains an objective. When a player achieves that objective he or she may claim that status card and increase his or her status level.
  8. Personal Status Card: Contains an objective applicable only to the owner of the card. When a player achieves that objective he or she may claim that Personal Status Card and increase his or her status level.
  9. Civility Card: Will generally contain an action or event to be played by the player holding the card. Different types include World Events, Battle Cards, Abilities, and Actions.
  10. City Card: Used to randomly assign cities to players.
  11. Dice: Will be rolled by the diplomat at the beginning of a round. The dice help determine what actions will be available for a round.

Set-Up

  • The City Cards are shuffled, then each player will randomly take 1 City Card. These will be the assigned cities the players will be using. After taking the appropriate City Board and Player Board, discard the drawn City Cards. These will not be used during the game.

  • Each player gets 1 City Board and the accompanying Player Board.

  • If playing on the "2 - 4 players" side of the game board, each player will then place his/her City Board, with the dials facing up, on the game board in the corner nearest to him. If playing on the "5 - 6 players" side of the board or with the game board unfolded, players will place their City Boards in front of them with enough room for the Player Board to be placed even closer to them.

  • The matching Player Board will be placed directly in front of the player with the side that says "VICTORY" for status 5 face up.

  • The matching Army piece will be placed on the City Board.

  • Each player sets their City Board's department levels and Defenders to the correct starting numbers (indicated by the highlighted number).

    E.g. - Medieval city will set Economy to 2, Health to 1, Army to 3, etc.

  • Each player places 1 status token on their Player Board (starting off of the status area or "Status Zero").

  • Each player places 2 bridges of the same color (and the same color as their status token) on their city board.

  • Each player takes one Saved-Die Token and places it in front of him with the numbers side facing down (indicating no die is currently being saved).

  • Shuffle the Status cards and place them in a pile, face down, in location labeled "Status Cards".

Quick Play: For faster play, sort the Status deck into two decks; one for all battle related Status Cards and one for the rest of the Status Cards. Players may claim Status Cards from either deck during the game. Start each city on Status Level 1 and remove the Pacifist Perks from play. For more details visit: www.BedBeardGames.com/CivilityQuick

Civility Terms

  • Departments: The various sections on the city board (Education, Health, Technology, Army, Government, and Economy). Defenders are not a department.
  • Diplomat: A title for the player who will begin the round by rolling the dice. The Diplomat holds the Diplomat Token.
  • Home: The city to which a bridge or army belongs.
  • Port: The area armies and bridges are positioned when attacking or preparing to attack of a city. On the 2 - 4 Players side of the board the port is the colored area next to the targeted City Board. In 5 - 6 player games the port would be anywhere around the City Board of the targeted city.
  • Base Battle Level: For Attacker: current Army level plus current Health level. For Defender: current Defenders level plus, if their army is home, current Army level.
  • Die Action: A die action is performed by using one (or a combo) of the available dice for a player's turn.
  • Combo: A combo is achieved by saving a die in one round and obtaining the second die in a future round.

Gameplay

Gameplay will consist of rounds and turns. A round ends after each player has taken a turn. The first round will begin with whoever holds the Diplomat Token. At the start of a round, the player with the Diplomat Token (Player 1) will roll the dice. This is also the beginning of Player 1's turn. Player 1 then performs one of the following actions:

Die Action Options:

  • Select a die corresponding to an action on the Action Ring on the game board. Actions are described on pages 6-8.
  • Play a Civility Card from their hand that requires a die (or dice combination) along with one of the corresponding dice. This card would not count toward your card play limit (which is 2).
  • Save one of the rolled dice toward a combo.
  • Choose not to play a die and lose a department level.
  • Play one of the dice rolled along with a die that was saved in a previous round to perform a combo action or activate an ability.
  • If no dice are available, the player must draw 2 Civility Cards.
  • Discard your saved die and draw one Civility card.

The action involving a die is always performed first and a player may only use or save 1 die per turn.

A used die should be placed on the action ring to indicate that it is no longer available for this round. After completing one of these actions, Player 1 may then play cards from his/her hand that do not require the use of dice (up to 2) or discard cards from their hand (any number). Cards played will often be additional actions similar to those in the action ring. Players must end their turn holding no more than 4 cards. Players may always discard 3 cards to upgrade any department level during their turn. After completing this and announcing that they are done, Player 1 draws 1 card from the deck (playable next turn) and their turn ends.

Again, a player must end their turn with no more than 4 cards in their hand so the last draw is optional. If no dice were available to you (meaning you drew 2 cards) you may not draw this final card.

In the same round, play passes clockwise to the next player (Player 2). Player 2's turn begins with them performing one of the "Die Action Options". Instead of rolling the dice, Player 2 will choose from the remaining dice to determine what actions are available. After performing one of the actions then playing or discarding any cards, player 2 would indicate that they are finished with their turn (drawing 1 final card) and play would move on clockwise. Play continues until the last player has completed his/her turn. This completes the round. The Diplomat then passes the Diplomat Token clockwise and that player is the new Diplomat. The next round begins with the new Diplomat rolling the dice and continuing play as described above.

A status card may be claimed at any point during a player's turn. Only 1 status card may be claimed by each player per turn.

No-Die Actions - At a Glance:

  • If dice are available to you and you choose not to use one then you must lose a department level.
  • If no dice are available to you then you must draw 2 new Civility cards.

Status Cards, Perks, and Levels

Each status card has a unique goal that must be achieved in order to claim that card. Claiming a status card increases your city's status level.

Each player also gets one Personal Status card per game.

Personal Status cards may not be claimed to reach status 5 but may be claimed to upgrade to any other status. Personal Status cards are discarded once used. Only one Status Card may be claimed per turn and Status Cards may only be claimed during the turn of the player claiming. Battle related Status Cards are an exception and may be claimed during another player's turn. Battle results are reconciled before claiming the status.

At the turn of a new Status Card, Perks (or additional abilities) are awarded to the players leading in certain department levels. No perk is awarded if there is a tie in that department. Perk cards do count toward ability limits.

Pacifist Perk: In addition to the highest department level perks, there is a Pacifist Perk. The Pacifist Perk is awarded to the first player to reach status level 3 without being involved in any battle (as the attacker or defender). This perk is only awarded to the first player to reach status 3 without being involved in a battle and, often, may not be awarded at all during a game. The player that receives the Pacifist Perk must choose between two abilities.

  • Army and Health Doubled During Battle: Simple. The holder's army and health are doubled during a battle. Health won't matter when being attacked - only when attacking.
  • Gain Department Levels Twice as Fast: The holder of this perk will gain levels twice as fast. Any time a department level goes up - it goes up x2.

The Following Happens When a Status Card is Claimed:

  1. The player claiming the Status Card must perform any actions that may be required by the card. E.g. if the Status Card requires 2 Health and 1 Government then the player must reduce their city's Health level by 2 and reduce their city's Government level by 1 in order to claim the card. Please note that not all Status Cards will require an additional action to claim.
  2. The player claiming the Status Card takes the face up (current) Status Card and discards it. If a Personal Status card was claimed, it is discarded and the current Status Card on the Status pile remains available.
  3. The player that claimed the Status Card then moves his/her Status Token up to the next Status level. If this is the first Status Card the player has claimed, the Status Token should be placed on his/her Player Board in the level 1 area. The new ability associated with the new Status Level is immediately active and the old ability associated with the old Status Level is immediately inactive.
  4. The appropriate perks are distributed (or swapped) to the new department leaders. This is done by each player obtaining the appropriate Perk Card(s) and placing the card(s) in front of them. Players may receive multiple perks if they lead in multiple departments.
  5. If a pacifist perk has not been claimed and the player claiming the Status Card is now at level 3 - he or she may choose a pacifist perk that he or she will have for the rest of the game if they have not been involved in any battle (neither as the attacker nor the defender).
  6. The top card on the Status Card deck is revealed and becomes the current Status Card. If the next Status Card turned face up is a battle related card that card is placed (face up) next to the Status Card deck and another Status Card is turned face up. Either one of these cards may be claimed now. If the battle Status Card is claimed first, then the card on the pile remains and is the sole Status Card available to be claimed. If the Status deck is depleted, the discarded Status cards are shuffled to create a new deck.
  7. The current player's turn continues.

Saving Dice

Saving dice may result in enabling great abilities and strong actions but it comes at a small price. During your turn, you may choose to save a die. This is done by taking one of the available dice and placing it anywhere on the Action Ring to indicate that die is out of play and no longer available for that round. You will then turn your Saved-Die Token over to the side with numbers and turn the dial to the number you are saving. You may not perform any die based action this turn but may still play or discard cards from your hand as long as the played cards don't require the use of a die. The saved die may only be used in a future turn when you are able to obtain the second needed die for the combo you are trying to achieve. You may only save 1 die at a time and cannot swap in a new saved die. You may not use a saved die for a single die action or ability. If you no longer want the saved die you have, you may turn it in at the beginning of your turn and draw 1 card (regardless of the number on the saved die). This would be done instead of performing a die action this round so you will not be using or saving any of the available dice. In this case, for this round, no player will be left without a die since you will not be taking any die for this turn.

E.g. It is your turn - you have no previously saved die. There is a 1 and a 2 available to you. You do not want to draw a card, or move your army so instead, you decide to save for 'Attack Anytime'. You save the 2 by taking it, placing it on the Action Ring, then turning your Saved-die Token over and setting the dial to 2. You then play a card from your hand and indicate that you are finished with your turn by drawing your last card. Play continues into a new round and it comes to your turn again. This time only a 6 is available to you. You do not want to attack, build a bridge, or move your army. Since you do not have any cards that utilize a combination of 2 and 6 (and no 2-6 combo exists in the Action Ring) you choose not to play a die and lose a department level. Play then continues into another round and it comes to your turn again. A 4 and a 6 are available. You may now activate the ability to 'Attack Anytime' by taking the 4, combining it with your saved 2, and placing the 4 on the Action Ring in the appropriate space. You get the 'Attack Anytime' token, turn your Saved-Die Token over (to indicate you are no longer saving a die), play a card from your hand, then indicate that your turn is over by drawing your final card.

E.g. (discarding a saved die) - You are playing in a 4 player game and you currently have a saved die. You could really use some cards so you decide to discard your die. When it comes to your turn you discard your saved die by turning your saved-die Token over so that the number side is down. There are 2 dice available to you but you will not be using either of those this turn since you're discarding your saved die. After drawing your card then playing or discarding some cards from your hand your turn is over. Normally, the player to the Diplomat's right would be left without a die for this round. However, since you discarded your saved die and did not play any dice this round there will be 1 die left for this player.

A player is not allowed to take two dice at once to apply toward a dice combo. Everyone is only allowed to save or use 1 die per turn. A player is only allowed to have 1 saved die at a time.

E.g. If a 2, 4, and 5 are available to a player that has no saved die, they may not take the 2 and 4 to get the Steal a Card token. They may, however, save the 2 and wait for another turn where a 4 is available.

The Actions

Draw a Card (Requires either a 1, 2 or 3): Draw 1 Civility Card from the pile. When the Civility deck is depleted, all discards are shuffled to create a new deck.

Move Army (Requires any single die): Move your Army to another city's port or back home. If your army is inside the port of another city you must move your army to another port or back home. It may not stay inside the same port it was in at the beginning of the turn.

Build Bridge (Requires a 4 or 6): This is done by placing one of your bridge pieces in the port of another city. Occasionally, cards or other places will say "move bridge". "Move Bridge" and "Build Bridge" both mean the same thing. A bridge is considered unoccupied if the army of the city the bridge belongs to isn't present in the port with the bridge. An unoccupied bridge may be used by any army for an attack.

Upgrade 1 Department Level (Requires a 5): Upgrade one of your city's departments by changing the dial for the department you choose to one number higher. Government may not be upgraded using this method.

Attack (Requires a 6): An Attack may only be performed when your army is already inside the port of the city you will be attacking and an available bridge is in the port as well. The bridge may either be your bridge or another city's bridge whose army is not present (an unoccupied bridge). A player may only attack a city that is their status level or higher. When a player has decided they are going to attack, they need to announce that they are attacking in order to indicate the attack has begun. No cards or actions that could cancel or affect the attack can be played after this point (unless it's a 'Cancel a Played Card' Anytime card being used to cancel an Attack card). e.g. after a battle has begun a player may not then use their Technology perk to bring their army home or play a card to blow up the attackers bridge. Ample time should be given to the other players in between actions in case they want to play a card affecting current events.

The winner of the battle is determined by the attacker's Base Battle Level plus possible modifier vs. the defender's Base Battle Level plus possible modifier (highest wins). The defender is first to modify his defense, then the attacker may either modify her attack or retreat.

Modifiers: Both sides of the battle have the opportunity to either play cards from their hand to modify their battle level or roll a die to modify their battle level. The defender will first decide to either play cards or roll a die. If he chooses to roll a die, he will roll and add half the number rolled (rounded down) to his Base Battle Level. If he chooses to play cards, he will play any number of cards face down in front of him. The defender may bluff, playing cards that won't necessarily help in battle, but may convince the attacker his defense is stronger than it actually is - forcing them to retreat or play more cards than needed.

The attacker may now choose to either retreat or continue with the attack. If the attacker chooses to continue the attack she may now either roll a die or play cards to modify her Base Battle Level. The attacker may modify her Base Battle Level regardless of the defender's choice in modifying. If the attacker chooses to roll a die, she will roll a die and add half the number rolled to her Base Battle Level. The winner is then decided. If the attacker chooses to play cards, she will play any number of cards face up (all at once). The defender will then turn his cards face up. If any battle cards that were played by the Defender, they are added to the Defender's Base Battle Level making up his new battle level. Any battle cards that were played by the Attacker are added to the Attacker's Base Battle Level making up her new battle level. The winner is the city with the highest battle level.

Retreat: If the attacker chooses to retreat, the defender steals two cards from the attacker's hand and gets to keep any cards played to modify his attack. The attacker may not retreat if she does not have 2 cards that may be stolen.

If there is a tie, the defending player wins if their army is not home. If the defender's army was home for the attack, then the attacking player wins the tie.

War rewards and consequences:

  • If the Attacker wins they gain 1 level in Government, Economy, Education, and Technology and they must choose a department which the defender will lose 1 level in (excluding government). The Attacking city also loses 1 defender.
  • If the Defender wins they must choose 2 departments to gain 1 level in (or 1 department to gain 2 levels in) - excluding Government and they lose 1 Defender. The attacker loses 1 army level and 1 government level.

After battle, the attacker's army and bridge is returned home. If the attacker used another city's unoccupied bridge, it is returned home.

Attack Anytime (Requires a combo of a 2 and a 4): The Attack Anytime token works exactly the same as the Anytime Attack card. Once a 2+4 combo is achieved, it can be traded in for an Attack Anytime token (if one is available). The Attack Anytime token can then be used to attack another city regardless of your army and bridge location and does not even have to be used during your turn. In other words, your army and bridges can all be home and you can play your token to attack any city. Normal battle play still occurs. An Attack Anytime token may not be used to attack a city with a lower status than you. A player is only allowed 1 Attack Anytime token at a time.

Steal a Turn (Requires a combo of a 1 and a 3): Steal a Turn works a little differently in Civility than it does in other games. When a player steals a turn they will play as another player. Once a player gains both dice required to steal a turn he or she may trade the dice in for a "Steal a Turn" token. That token is then turned in (immediately or later) to steal a turn from another player.

In order to steal a turn, the player with the "Steal a Turn" token (Player 1) will declare, before the other player (Player 2) performs a die action, that they will be stealing their turn. Player 1 then takes Player 2's cards, performs whatever action(s) they want with the available dice and cards (playing or discarding a maximum of 2 cards). Steal a Turn and Attack Anytime tokens may not be used or stolen. These actions will be performed as if Player 2 were doing them.

E.g. Player 1 chooses a 4 from the available dice. Player 1 then takes a bridge from Player 2's supply (or an already-built bridge) and places it wherever a bridge can be built.

A few notes about stealing a turn:

  • If there are no dice available for Player 2, then Player 1 may perform the no-die action for Player 2 and then play any cards they wish.
  • If Player 1 performs an Attack action for Player 2, Player 1's involvement ends there. Player 2 would then take their cards back and carry out the rest of the war actions.

A player is only allowed 1 Steal a Turn token at a time.

Recruit Defenders (Requires doubles to be rolled of any number but only 1 of those dice are placed on the Action Ring - cannot use a saved die): Recruit Defenders works similarly to Upgrade 1 Department Level except that you will increase Defenders by the number on the die instead of just one. Note that this option will not be available for 2 player games since only 1 die is used for play.

E.g. Two 4s, and a 5 are available for you to choose from. Doubles must be available in order to Recruit Defender so you cannot recruit 5 defenders but you may recruit 4 defenders since there are two 4s available. You take one of the 4s and place it on the Action Ring in the Recruit Defenders space and increase your defender level by 4. After your turn, the next player would have a 4, and 5 available to choose from. Doubles are no longer available so the next player may not Recruit Defenders. Note: The maximum number of defenders you may have is 6 so if you cannot recruit the number indicated on the die you would just max your defenders out at 6. Meaning, if you currently have 3 defenders and there are two 5s available - you may take a 5 to Recruit Defenders and set your Defenders to 6 on your City Board.

Actions/Abilities That Require Combos

Some actions/abilities require a combination of dice (combos). If a card or an action has more than one die associated with it, both dice are required for that action or ability.

E.g. In order to get the 'Steal a Turn' ability from the Action Ring you must have saved either a 1 or a 3 from a previous turn and then have either the 1 or 3 (whichever you don't have saved) available for use during your current turn.

Actions/Abilities That Require a Single Die

Action/Ability cards that have one die pictured at the top require that die in order to be played - or activated in the case of an ability. A player may have 1 single-die ability and 1 combo ability at a time. A player may not have two single-die abilities or two combo abilities at a time. Perks and World Event Abilities are separate from abilities and don't count toward the ability limitations.

The Cards

There are a several types of cards and some have specific rules associated with playing them. The following is a general overview of each card type and the rules for playing them.

Battle Cards: Battle cards are played during a war and mean nothing outside of a battle. Most battle cards will modify your attack/defense level. During a war, of the cards that are played face down by each player, only battle cards will affect the war.

E.g. +1 to Battle. If this card is played during a war it will add 1 to the base attack/defense of the player that played it.

Anytime Cards: Anytime Cards are cards that can be played any time! (does not have to be played during your turn)

E.g. Cancel an Action Card. Play this card to cancel a card played by another player.

Ability Cards: Ability cards are cards that enable an ability, or lasting effect, for the player. In order to indicate this, a player plays the ability card in front of them and leaves it there indefinitely (or until destroyed or removed). Ability Cards will generally require a dice combo or single die ability in order to activate. After the appropriate dice are obtained, the player can play the card along with the dice as their die action activating the ability. Players are only allowed to have one single die Ability and one combo Ability activated at a time (this is separate from tokens and Perk Cards - meaning a player may have 2 ability cards, multiple tokens, and multiple perk cards at one time). To switch abilities, the player just needs to discard whatever activated ability card they are getting rid of and activate the new one (assuming they have the needed dice available).

E.g. Draw 2x as Many Cards - Keep 1x (requires a 2). Once a player obtains a 2, they may play the die along with this card to activate the ability Draw 2x as Many Cards - Keep 1x. The card would be played down in front of the player. Now, every time that player draws any cards, he or she will draw 2x as many cards, decide which half of those drawn card he/she wants to keep and then will discard the other half.

World Event Cards

World Events are played immediately upon drawing. The player that draws the World Event does not draw a replacement card. World Events affect every player and begin with the player in the immediate clockwise position to the player who drew the World Event.

Aliens Visit: Roll a die then add the number rolled to your Education. If adding the number will bring your Education above 5, Education goes to 5.

Black Market: Whoever is willing to give up the most department levels wins the current Status card at no additional cost. Starting with the first player, each player will wager a number of department levels. The next player must either beat the previous number wagered (by any amount) or they must pass. This continues until every player has either wagered or passed (ending with the player who drew Black Market). The person who wagered the most must decrease their city's departments by the number of levels they wagered (any combination of decreasing is acceptable) then claim the current Status Card. No other city loses any department levels. If there are 2 Status Cards available, he/she may choose which one to claim. A player may not wager more levels than they have available. Only cities of status 3 or lower may participate in this event. A player may not win the game with Black Market.

Blind Faith: Choose any number of Civility Cards from your hand to wager and lay them face down in front of you. Roll a die to see if you get to draw cards or lose the cards you've wagered. If a 1, 2, or 3 is rolled, you must draw the number of cards you wagered. If a 4, 5, or 6 is rolled you must discard the cards you wagered. A player may choose to pass and not wager any cards.

Communication Breakdown: All armies must relocate. E.g. If an army is home they must move into another city's port, if an army is in a port it may move home or into another port.

Cthulhu Chaos (5 to 6 Player Expansion, not in base game): Pass your hand of Civility cards to the person immediately clockwise to you while receiving the hand of Civility cards from the person counter clockwise to you. This happens regardless of hand size. E.g. In a 3 player game, Player 1 is currently holding 3 cards, Player 2 is currently holding no cards, and Player 3 is currently holding 8 cards. Player 1 will pass his hand to Player 2, Player 2 to Player 3, and Player 3 to Player 1. After this is done, Player 1 will have 8 cards, Player 2 will have 3 cards, and Player 3 will have zero cards. This card is only added to the bank of possible World Events if Cthulhu city is being played. Cthulhu may not stop this World Event from happening.

Divine Intervention: Choose a number between 1 and 6 then roll a die. If you chose the same number that was rolled, you must claim the current Status Card at no cost. If you do not choose the number that was rolled you must lose [the difference in numbers] department levels. E.g. If you choose the number 5 and roll a 1 then you lose 4 department levels. If you choose 2 and roll a 4 then you must lose 2 department levels. A player may pass if they do not wish to participate in this World Event.

Famine: Roll a die then discard half that number of Civility Cards from your hand (rounded down). E.g. If a 5 is rolled you must discard 2 cards.

Feast: Roll a die then draw half that number of Civility Cards (rounded down). E.g. If a 3 is rolled you must draw 1 card.

Moment of Peace: All armies must return home.

Pandemic: Roll a die. If you roll a 1, 2, 3, or 4 you must lose 2 Health. If you roll a 5 or 6 you develop a cure and do not lose anything. After everyone has rolled, each player that lost 2 Health may pay 1 Economy to a player of his/her choice that developed a cure and gain his/her 2 Health back. This will happen in the same order as the World Event. If a player has no Economy he may not pay to gain Health back. A player may not pay 1 Economy to a player that is already at level 5 Economy.

Sabotage: Roll a die and subtract your current Status from that rolled number. The highest number wins the ability on the card. In the event of a tie, tied players must re-roll. Sabotage Ability: You have this ability to use 3 times. Immediately after the Diplomat rolls you may choose to take the first die. This is done by taking one of the dice and placing it in front of you. Any players ahead of you in turn order will then play their turn out normally. When it reaches your turn you have already selected the die you will use for the turn. Play or save that die and then finish your turn normally. Rotate the Sabotage card so that the number representing how many more times you may play this ability is facing away from you.

Time Travel: You must choose to either change any one of your department levels to the number of that department in any other city or change a department level in any other city to match the level of the same department from your city. E.g. Another city has Economy at level 5 while your Economy is at level 2. You may choose to change your Economy to level 5 or you may choose to change that other city's Economy to level 2.

World War: Roll a die to determine whether you will participate in World War or not. A 1 or 2 means you will not go to war. 3, 4, 5 or 6 means it's time to rally the forces because you're going to war. If a player rolls a 3, 4, 5, or 6 they then have the option to modify their attack with either cards or a die roll (half number rolled). Only "Battle" cards will count toward the battle. No Anytime cards may be played during World War. If cards are played, they will be placed face down just like a normal battle, then the next player will roll to determine if they are participating. After the person who drew the card has rolled and modified or not, everyone's Army, Health, and Defenders, along with any modifiers are combined to make up their battle total. The highest total claims the current Status Card without any additional payment. Each player's played cards are discarded. In the event of a tie, the player with the highest Government wins. If that is a tie, both players will claim a Status card and go up in status. If everyone rolls a 1 or 2 then everyone re-rolls. If only 1 person goes to war then they automatically win the war. There is no penalty to losing World War. World War does not count as a battle toward a Status Card. E.g. If there are two Status Cards available to claim, "Win 2 Battles" and "Trade in 5 Economy and 1 Government", the winner of World War may choose either of these cards to claim at no additional cost. If he claims "Trade in 5 Economy and 1 Government" then the World War win does not count as a win toward the "Win 2 Battles" card still available. Any cities that participated in World War must return all bridges and army home.

Zombie Fog (5 to 6 Player Expansion, not in base game): This card is played slightly different from other World Events. During this event Zombie City will face off against other cities in a modified battle where department levels don't matter. The player immediately clockwise to Zombie City rolls a die. His battle level is half that number rounded down. Zombie City now rolls a die. Zombie City's battle number is the full number rolled. If Zombie wins he/she must choose 2 of his/her own departments to upgrade to level 5. Zombie city must also choose 1 department where the other city must decrease by 1 level. The next city will then battle Zombie City in the same manner until Zombie has battled every other city. If at any point Zombie loses or ties the roll battle the event is over and Zombie City does not continue battling the other cities.

E.g. In a 5 player game, Zombie City is Player 1. Player 2 rolls a die. He rolls a 5 so his battle number is 2. Zombie then rolls a 4 so he wins the battle. Zombie City chooses Health and Army to max out and chooses Government for Player 2 to decrease by 1 level. Player 3 then rolls a die. She rolls a 1 so her battle number is 0. It is impossible for Zombie City to lose but he rolls anyway and gets a 5. Zombie City chooses Government and Economy to increase to level 5 and chooses Army for Player 3 to decrease by 1. Player 4 rolls a 2 so her battle level is 1. Zombie City then rolls a 1. Since Zombie City tied with Player 4, Zombie City loses the battle and the event ends. Zombie city does not battle Player 5.

In the situation where Zombie City is at level 5 in all departments before this World Event is drawn the World Event does not happen and is just discarded. If at any point during the Zombie Fog Event Zombie City reaches level 5 in all departments the Event ends and Zombie City does not continue on to battle any remaining cities. Zombie Fog does not count as a battle toward a Status Card.

Noteworthy Cards

There are a few cards in the game that may require a little more instruction than what can fit on the card itself.

Cancel An Action Card (Anytime): Play this card after another player has played an Action card. It will cancel the effect of the Action card. Both cards are discarded. If the card being canceled required a die then the player will essentially be losing their die action for the turn. A card requiring a combo of 2 dice may not be canceled. You may not cancel a World Event card.

Swap Department Levels in Your City (Action): Play this card to swap the levels of two departments within your city. For example, if your Education is 2 and your Technology is 4 - you can make your Education 4 and Technology 2. Government may be swapped using this method.

Swap Department Levels in Another City (Action): Play this card to swap the levels of two departments within another city. For example, if their Government is 1 and their Technology is 5 - you can make their Government 5 and Technology 1. Government may be swapped using this method.

Blow Up a Bridge (Action): This card allows you to move any bridge back home.

Attack (Anytime/Action): There are two different attack cards. The regular Attack card is used just like the die action. You must still have a bridge and army in place in order to attack. The Anytime Attack card allows the player to bypass the bridge and army placement and lets them attack anyone immediately. Normal battle play out still applies and you still may not attack a lower status city.

Steal a Department Level from Another City (Action): The player of this card will choose a victim and a department to steal a level from. The victim's department level goes down 1 and the player's goes up by 1. A player may steal a department level if they are already at level 5 in that department. In this case, the victim would lose a level and the player would gain nothing.

When Drawn, Must be Given to City with Lowest Status. That Player May Discard the Current Status Card and Draw a New One from Top (Ability): The person who draws this card must immediately give it to the city with the lowest Status. If the person that drew the card has the lowest Status he/she must keep it. If there is a tie for lowest Status then the person that drew the card may choose who to give it to. Whoever receives the card immediately plays it down and activates it with the "3" on the card toward the center of the play area indicating that this ability may be used 3 more times. After each use, the card is rotated to show how many more uses it has. After the last use, the card is discarded. This ability may only be used during the holder's turn. To use, discard the current Status Card (if there are 2 available you may choose) and turn the next Status Card over.

Lose 1 Battle [Kickstarter Exclusive] (Status): If this card is available to be claimed along with another Battle related Status Card and two cities are getting ready to go to battle that are both at Status level 4 then discard Lose 1 Battle leaving only the one Battle Status Card. Regular rules for claiming and replacing Status Cards still apply as the game continues.

Sneak Attack (Battle): Sneak attack is played like any other Battle card. During a battle a player may play this card face down in front of them to modify the battle. When cards are revealed, the city opposite of the one who played Sneak Attack will count their Army as half for this battle. If an attacker plays Sneak Attack and the defending city's army is not home this card does nothing.

Frequently Asked Questions

Q: Is a player allowed to move an army or build a bridge into a port already occupied by another army or bridge? A: Yes. A city's port can be occupied by any number of armies and/or bridges.

Q: What if card text and rule text conflict? A: On occasion, card text and rule text may conflict. When this occurs, card text always wins. Cards/Abilities/Perks/Status Abilities are often to be thought of as exceptions to the rules.

Q: What if a battle related Status Card is turned face up while another battle related Status Card is already in the Secondary Status Card area? Do I turn a third Status Card over? A: No. The battle related Status Card would remain on top of the main Status Card pile and there would be 2 battle related Status Cards that can be claimed. A maximum of 2 Status Cards may be available for claiming at any given time.

Q: What happens if Player 1 blows up Player 2's bridge or moves Player 2's army after Player 2 has already claimed the 6 or played an attack card and initiated an attack? (or some similar situation) A: After an attack has been initiated, it cannot be canceled by a blown up bridge or moved army. An attack should be considered initiated once the attacking player announces they are attacking - indicating it's time for the defending city to play any battle card they wish. This may require some table consensus. Use your best judgement. This shouldn't be a race to build a bridge and then announce that you're attacking at the same time so nobody can do anything about it. Ample time should be given to other players between actions in case they would like to affect those actions.

Q: After using an Attack Anytime card does the attacker's army and bridge need to be returned home? A: If the attacker's army or bridge were in the port of the defending city then yes.

Q: What if actions or abilities that have immediate action clash? A: Resolve in current round's turn order starting with the player who's turn it currently is.

Q: What if I can claim either of 2 available Battle Status cards? Do I lose my battle history after claiming one of them? A: First, only battles that occur after a related Status Card is revealed count toward that card. You should think of claiming a Battle related Status card as "spending" one of your battles. E.g. There is currently a "Win a Battle Without Using Any Cards" and a "Win 2 Battles" available for claiming. Player 1 wins a battle but uses cards. Then on another turn, player 1 wins a battle without using any cards. Player 1 may now choose which Status Card to claim. If he/she chooses "Win 2 Battles" then he/she has "spent" the 2 previously won battles and now must win another battle without using cards to claim the second battle card. If he/she instead claimed "Win a Battle Without Using Any Cards" then he/she would still have 1 previously won battle to count toward "Win 2 Battles" and would only need to win 1 more battle to claim that card.

Q: What if I am able to claim either a Battle Status Card or another non-battle Status Card and I choose to claim the non-battle Status Card? A: Since you are only allowed to claim 1 Status Card per turn you must wait for your next turn to claim the Battle Status Card.

Q: Can cards that add defenders be played during battle? A: No. Cards that add defenders to your city must be played during your turn and before any battle is initiated.

Q: If a player retreats from a battle, does it count as a win for the defender? A: No. There are some status cards that require winning a certain number of battles. For the purpose of those cards, and any other situation, a retreat is not counted as a win for the defender.

Q: I have the ability to draw 2x but keep 1x. What happens if I draw a World Event in my initial draw of 2x cards? A: The World Event is played and counted as one of the cards you must keep.

Q: Can I steal a department level from another city if I am already at the maximum in that department? A: Yes. In this case, the victim would lose one department level and you would gain nothing.

Q: Does a canceled card still count toward a player's play limit? A: Yes. If a player is allowed to play 2 cards and they play a card that is then canceled by another player, they may only play 1 more card (assuming they didn't play a card before the canceled one).

Q: If I play an Anytime card during my turn does it count toward my card play limit? A: No. Play limit only applies to Action cards. Since Anytime cards can be played at any time they do not count toward your limit.

Q: Status Card - Pass Your Played Ability Card - What if I want to pass a combo ability to a city that already has a combo ability active? A: The other city's combo ability will be discarded and your ability will replace it. Same thing for a single die ability.

Quick Guide

How to Win: The first person to reach Status 5 wins the game. You gain Status levels by claiming Status Cards. Claiming a Status Card requires that your city be in a position to claim the Status Card and then performing whatever the Status Card says.

Set-Up:

  • Everyone takes one City Board and the matching Player Board along with an army piece, 2 bridge pieces, a Saved-Die Token, and a Status Token.
  • Set your dials to the appropriate starting department levels and defenders to 1.
  • Place Status Cards in the appropriate space on the board and turn the top one over.
  • Everyone is dealt 2 Civility cards and 1 personal Status card. The remaining Civility cards and perks are placed in appropriate areas.
  • The player with the Diplomat token begins.

Gameplay: A round begins with the Diplomat rolling all the dice. The Diplomat will then choose one (and only one) die to either save or use by performing one of the turn options. He or she plays or discards cards from his or her hand. Each player may play up to 2 cards per turn. Players may also discard 3 cards at any time to upgrade any department level during their turn. Once finished with his or her turn, each player will optionally draw one card, playable next turn, making sure to end their turn with no more than 4 cards. After the Diplomat has finished their turn the next player will choose from the remaining dice and complete his/her turn. After the last player has completed his turn the Diplomat token moves to the left and play begins again.

On Your Turn:

First - Perform one Die Action from the following Die Action Options:

  • Select a die corresponding to an action on the Action Ring of the game board.
  • Play a card from your hand along with a die.
  • Save one of the rolled dice for future action.
  • Choose not to play a die and lose a department level.
  • Take a die to complete a combo.
  • If there are no dice available - draw 2 cards.

Second - Play or discard some cards from your hand. You may play up to 2 or discard as many as you want. You may discard 3 at any time to upgrade any department.

Last - After you're done with your turn, draw a card indicating you are done. This card may be played during your next turn. If you had no dice available to you, do not draw this final card.

Saving Dice for combos: A player may only save one die. If a player no longer wants the die they have saved they may turn it in and draw a card at the beginning of their turn. This will replace their die action for that turn.

Abilities, Perks, and Tokens: Abilities are enabled through the use of cards. They will require either 1 die or a dice combo. You are allowed one combo ability and one single-die ability at a time. Perks are separate from abilities. You may have any number of perks. Tokens (Steal a Turn and Attack Anytime) are one time use actions. You can only have 1 of each and only 2 players will be able to have each action at a time (since there are only 2 tokens of each). Status abilities are again separate from everything else. Everyone at status 1 through 4 will always have 1 status ability enabled (though some are single use).

Attacking: In order to attack you must have your army and a bridge in the port of the city you're attacking. Certain cards or abilities will allow you to attack without a bridge or army in place. If an unoccupied bridge is in a city's port, any army may use it to attack. After an attacking city has announced they are going to attack, the defending city has the option to either play cards from their hand face down or roll a die (half, rounded down) to modify their battle level. Only battle cards will help in the battle. Then, the attacking city has a chance to play cards or roll a die (half, rounded down). Any modifying cards are revealed and a winner is determined.

  • Attackers: Army + Health + modifier vs.
  • Defenders: Defenders + Army (if home) + modifier

War rewards and consequences:

  • If the Attacker wins they gain 1 level in Education, Economy, Technology, and Government, and must choose a department which the defender will lose 1 level in (excluding government) and the attacker loses 1 defender.
  • If the Defender wins they must choose 2 departments to gain 1 level in (or 1 department to gain 2 levels in) - excluding Government. The attacker loses 1 army level and 1 government level. The defending city also loses 1 Defender.
  • Perk Card: Enable an ability to the city that currently holds that card. Perk Cards are distributed at the turn of every new Status Card to the leaders in each department.
  • Diplomat Token: Given to the player who is rolling for the round. It is passed around to help keep track of who is supposed to start the next round with the initial roll.
  • Steal-a-Turn Token: Used to show that a player has the ability to steal a turn.
  • Attack-Anytime Token: Used to show that a player has the ability to Attack anytime.
  • Saved-Die Token: Used to signify that a player is saving a die. This allows all dice to remain available for the next diplomat.
  • Shuffle the Personal Status cards and deal one, face down, to each player.

  • Gather all the World Event cards (part of the Civility Deck).

  • If playing with the 5 to 6 Player Expansion, only add the Zombie Fog World Event if Zombie City is being played, and only add the Cthulhu Chaos World Event if Cthulhu City is being played.

  • Randomly take 6 World Events and place them in the Civility Deck. The remaining World Events will not be used for this game.

  • Shuffle the Civility cards and place them in a pile, face down, either on the board in the labeled location or somewhere else convenient where all players will be able to reach them.

  • Steal a Turn and Attack Anytime tokens are placed on the Game Board in respective places and Perk cards are either placed in their respective places on the board (5 - 6 players side) or at the side of the board.

  • The number of dice needed for play will be 1 fewer than the number of players. The game includes 4 dice so that there will always be 1 die not being used that can be rolled for battles, World Events, etc.

    E.g. - 3 dice are needed for 4 players; 2 dice are needed for 3 players, and 1 die is needed for 2 players.

  • The Diplomat Token is given to the player best suited to live in the city they were dealt. This player is the Diplomat for the first round.

  • All players draw 2 Civility Cards. If a player draws a World Event, the World Event is placed back in the deck and the deck should be reshuffled.

  • The top Status Card is turned over on top of the deck. If that Status Card is battle-related then it goes in the secondary status area and a second card is turned face up on the Status Card pile. Two Status Cards can now be claimed. Battle-related Status cards have a sword symbol.