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Imperios Milenarios

Imperios Milenarios Rulebook

Table of Contents

Table of Contents

  • Components
  • Initial Setup
  • The Game Round
    • Your Play Area
  • Red Actions (Hostilities)
    • a) Muster armies
    • b) Conquer a territory containing a neutral City or Capital
    • c) Eliminate the Presence of a rival civilization in a territory
    • d) Assault a City or Capital belonging to a rival civilization
  • Yellow Actions (Civilization)
    • a) Promote the Arts
    • b) Promote the Sciences
  • Blue Actions (Navigation)
    • a) Explore
    • b) Trade
  • Black Actions (Population)
    • a) Settle
    • b) Build Wonders
  • Resolving Actions
  • Advancing to the Next Age
  • End of the Game
  • Final Scoring

Components

  • Map/board (roll up to store, with the art facing outwards)
  • 400 Action Chits (plastic discs) in 4 colors
  • 350 civilization Totems (plastic cones) in 7 colors, one color per player
  • 10 transparent Gems, used to mark a Trade Good or Technology that is owned by all players (all cones are removed and replaced by a single Gem)
  • 7 dice cups, one per player
  • 1 One Ring (identifies the first player in a round)
  • 15 plastic bags for storing components (3 spare bags included)

Keep pen and paper handy for adding up points in the final scoring phase.

Initial Setup

Choose a color for your civilization and take the corresponding bag of cones.

Separate the Action Chits in color piles and arrange them in a common area (the "Pool") within easy reach of all players.

Take two (2) Action Chits from each of the color piles in the Pool. Take a dice cup and put all eight chits inside.

Place 1 of your civilization's Totems in the starting space (0) on the Census Track.

Locate the box for the Stone Age on the board and place another Totem there.

In a 4-player game, only the right half of the map is used. 5-player games use only the left half. Games with 6-7 players use the whole map.

The map is divided by a dotted line running vertically across its center. Territories that are crossed by that line are considered belonging to the half of the map where their score value is displayed. The Red Sea is used on both halves of the map.

Starting with the oldest player and continuing in counterclockwise order, each player picks a Metropolis (shaded territories on the map). These initial Metropolises will be the Capital Cities where players' civilizations will rise.

All players place 2 Totems in their respective Metropolises. This indicates that they control that territory.

Players then place 1 Totem in each adjacent territory. This indicates that their civilization is present in those territories, but does not control them.

It is recommended that the initial Metropolises are selected so that no two of them share an adjacent territory. You may ensure this by checking that each occupied territory contains Totems in only one color.

The last player to choose a Metropolis will be the First Player of the round. Should this lead to arguments between competitive players, the privilege will go to the most "ancient" among them. The First Player thus becomes the bearer of the One Ring!

Western Metropolises:

  • Iberia + Galicia + Pirineos + Lusitania + Mediterráneo Occidental
  • Germania + Mar del Norte + Bélgica + Noricum + Panonia
  • Roma + Etruria + Mediterráneo Central + Tarento
  • Cartago + Túnez + Libia + Mediterráneo Central
  • Hélade + Ítaca + Macedonia + Esparta + Mediterráneo Central + Mediterráneo Oriental
  • Minos + Esparta + Mar Mediterráneo Oriental
  • Hattusas + Mar Negro + Frigia + Kanesh + Capadocia
  • Asiria + Kanesh + Nínive + Harrán + Siria + Antioquia
  • Egipto + Alejandría + Fayum + Tebas + Mar Rojo
  • Nubia + Buhen + Tebas + Desierto de Nubia* + Meroe

Eastern Metropolises:

  • Saba + Mar Rojo + Hiyaz + Desierto de Arabia + Adén + Golfo de Adén
  • Babilonia + Sumeria + Harrán* + Susa + Golfo Pérsico
  • Persia + Golfo Pérsico + Susiana + Persua + Ormuz
  • Partia + Mar Caspio + Karakum + Zagros + Media
  • India + Sind + Aria + Gandhara + Harappa + Maru
  • Kushan + Bactria + Gandhara + Harappa + Rupar
  • Mauría + Panchala + Kosambi + Bihar
  • Drávida + Océano Índico + Sahyadri + Decán + Bahía de Bengala

* These territories are only used when playing on the entire map.

The Game Round

Rounds are always played in clockwise order.

Players take their dice cups and randomly draw a number of Action Chits determined by the current Age of their civilization. These chits form the players' initial Hand. If there are no more chits in your cup, grab all the ones in your discard pile and toss them into your cup, shake it, and draw the rest.

Each player draws a number of chits indicated by the "open hand" icon printed on the board for their current Age. As the Stone Age is the starting age for all civilizations, players will initially draw 4 chits. Once their civilizations reach the Copper Age, players will be able to draw 5 chits, then 6 in the Bronze Age and 7 in the Iron Age.

Proceeding in clockwise order, players then take one Action Chit from any one of the color piles in the Pool and add it to their hands.

If at any time a color pile is depleted, the game will end as soon as the current round is finished. If there are no chits left of a given color, the player may take one chit from any discard pile. Players are always allowed to get an Action Chit in the color they choose.

A player's Hand in a given round is composed of the Action Chits drawn randomly from the cup plus the extra Action Chit taken from the Pool. Any Action Chits reserved by the player in previous rounds (the Reserve) are also available for actions in the current round.

Once all players have refreshed their hands, it's time for resolving actions. The actions available to a player are color-coded according to their purpose. They are resolved across four sequential phases, one for each color, in the following order: Red – Yellow – Blue – Black.

  • First, players resolve Red Actions (Hostilities) in clockwise order.
  • Then, players resolve Yellow Actions (Civilization) in clockwise order.
  • Next, players resolve Blue Actions (Navigation) in clockwise order.
  • Finally, players resolve Black Actions (Population) in clockwise order.

You may refer to the Technologies box located on the board for a reminder of this sequence of colors. The actual actions available for each color/phase are described under their respective sections below.

Once all Action Phases are completed, players check whether their civilizations have achieved the goals for their current Age, in which case they may advance to the next Age. The requirements for each Age are listed on page 10. Advancing to a New Age.

If any civilization fulfills the requirements of its current Age, its Age Totem is moved to the box representing the next Age on the board. For example, a Stone Age civilization with 1 Capital, 1 City, 2 Trade Goods and 2 Technologies may move its Age Totem from the Stone Age box to the Copper Age box.

The next step in the round is checking the end game conditions. These conditions are listed on page 11. End of the Game. If any of these conditions is met, go directly to 12. Final Scoring.

Assuming the game hasn't ended, players may now choose to keep a number of chits from their Hand as a Reserve for later rounds. The number of chits they can keep depends on the Age their civilizations are currently in.

Initially, and while in the Stone Age, players may commit up to 2 of their unused chits to their Reserve for later turns. Once they reach the Copper Age players will be able to reserve up to 3 chits, then 4 in the Bronze Age and up to 5 in the Iron Age.

A player can only reserve chits that haven't been used during the round. Be careful not to mix the chits in your Hand / Reserve with those in your Discard Pile. See "Your Play Area" below.

Any remaining chits not committed to the Reserve in this step must be discarded. Discarded chits are placed in a player's personal Discard Pile.

The round ends with the First Player passing the One Ring to the next player in clockwise order. The new owner will become the First Player for the next round.

The game continues in this fashion until one of the end game conditions is fulfilled.

Your Play Area

During the game, players keep their dice cups containing their Action Chits in front of them. It is important to keep any unused Action Chits separated from those that have already been used in the round.

  • Use the area to the left of your dice cup (Hand / Reserve) to keep the Action Chits you drew randomly this turn and the extra chit you selected from the Pool, as well as any chits you've kept from previous rounds. Make sure the chits in your Hand / Reserve do not get mixed with the chits of the player to your left.
  • As you spend chits from your Hand / Reserve to accomplish different actions, set them to the right of your dice cup (Discard Pile). They will form your personal Discard Pile. Make sure the Action Chits in your Discard Pile don't mix with those of the player to your right.

Red Actions (Hostilities)

During this Phase, players spend their red Action Chits to:

  • Muster armies
  • Conquer a territory containing a neutral City or Capital
  • Eliminate the Presence of a rival civilization in a territory
  • Sack a City or Capital belonging to another civilization

a) Muster armies

This action allows players to spend 1 or more red chits to recruit Armies. Players advance their Army Counter Totem on the Armies Track one space for each Army recruited. This represents the amount of Armies available to that civilization for further actions.

As this is not a map-based action, it cannot be blocked.

Initially, each red Action Chit will provide players with 1 Army.

Later technologies will enable players to spend 3 red chits to recruit 4 Armies (Leadership), or 2 red chits to recruit 3 Armies (Medicine).

Players can take this action as many times as needed, at any time during the Red Actions Phase, even outside their turn.

b) Conquer a territory containing a neutral City or Capital

Players can spend 3 to 5 Armies to take control of a territory containing a neutral City or Capital (i.e., not controlled by any civilization). A civilization is said to be controlling a territory when it has two Totems within its borders. The active civilization must already have presence (i.e., have one Totem) in the target territory as a prerequisite for this action.

Additionally, the active civilization must be able to trace a connected "chain" of adjacent territories from one of its Capitals to the target territory. See 9. Resolving Actions.

This action can be blocked. See 9. Resolving Actions.

The amount of Armies needed for conquering a neutral City / Capital is displayed in the icon printed on the map for that territory. Conquering the neutral City depicted in the example requires 4 Armies, while the neutral Capital requires 5.

Conquering a territory "consumes" as many Armies as indicated by the icon of the target City / Capital. Thus, the active civilization must move back its Army Counter Totem that many spaces on the Armies Track to perform the attack.

The active civilization then places a second Totem in its color within the conquered territory, indicating that it is now under that civilization's control.

Conquering a neutral City (not a Capital) rewards a civilization with a Trade Good whose value is determined by the conquered City's ranking.

  • Cities of Level 3 (low importance) grant Trade Goods worth 1 to 4 Coins.
  • Cities of Level 4 grant Trade Goods worth 1 to 8 Coins.
  • Cities of Level 5 (high importance) grant Trade Goods worth 1 to 12 Coins.

Coin values are shown as a small circle under each Trade Good on the board.

Trade Goods worth 5-8 Coins are further divided in two sets. Each set is produced exclusively by Cities located on either half of the map.

For example, a civilization conquering a Level 4-5 City located on the left side of the map must choose a Trade Good from the "Poniente" (West) box. If the conquered City is instead located on the right half of the map, Trade Goods must be picked from the "Naciente" (East) box.

Place one of your civilization's Totems in the acquired Trade Good's box on the board to indicate ownership.

c) Eliminate the Presence of a rival civilization in a territory

Players can spend 1 Army to remove 1 Totem belonging to a rival civilization from the map. This action requires the active civilization to be present (i.e., have 1 Totem) in the same territory as the target Totem.

Additionally, the active civilization must be able to trace a connected "chain" of adjacent territories from one of its Capitals to the territory where the attack is taking place. This action can be blocked. See 9. Resolving Actions.

The active civilization announces the attack and moves its Army Counter Totem back one space on the Armies Track (or removes it, if it was already at space 1).

The attacked civilization may elect to defend by moving its own Totem back one space on the Army Track (or removing it, if it was already at space 1).

If the attacked civilization cannot or does not wish to defend, its Totem is removed from the map.

d) Assault a City or Capital belonging to a rival civilization

Player can spend a number of Armies to remove 2 Totems belonging to a rival civilization from the map. This action requires the attacker to be already present (i.e., have one Totem) in the same territory as the target Totems.

Additionally, the active civilization must be able to trace a connected "chain" of adjacent territories from one of its Capitals to the territory where the attack is taking place. See 9. Resolving Actions.

This action can be blocked. See 9. Resolving Actions.

This action requires the same initial steps as for eliminating the presence of a rival civilization in a territory.

The active civilization announces the attack and moves its Army Counter Totem back one space on the Armies Track (or removes it, if it was already at space 1).

The attacked civilization may elect to defend by moving its own Army Counter Totem back one space on the Armies Track (or removing it, if already at space 1).

If the attacked civilization cannot or does not wish to defend, the attacker may proceed to assault the opponent's City or Capital.

The procedure is the same as for conquering a neutral City.

The attacker must spend as many Armies as indicated by the icon of the assaulted City or Capital. If the initial attack went undefended, the Army used for that attack counts towards the total number.

Assaulting a Capital like the one in the example requires 5 Armies. The attacking civilization only needs to move its Army Counter Totem back 4 spaces on the Armies Track, as 1 Army was already consumed in the initial attack.

In the event that the attacker cannot muster enough Armies to assault the City, the first Army is lost anyway (and next time, better think ahead!).

Assaulting a city removes both of the attacked civilization's Totems from that territory.

The ownership of the assaulted City or Capital is reverted to Neutral.

The attacked civilization does not lose the Trade Good it earned as a reward for first conquering the City.

Successfully assaulting the last Capital of any civilization triggers the end game. See 11. End of the Game.

Assaulting a City grants the attacking civilization a number of spaces on the Census Track, according to the importance of the assaulted City/Capital.

  • Successfully assaulting an opponent's Capital allows the attacking civilization to advance 5 spaces on the Census Track (the equivalent of 10 Coins). For example, a civilization at the starting point of the Census Track (space 0) would advance its Census Totem directly to the space labeled "10".
  • Assaulting a City of Level 5 (with the number 5 on its icon) grants 3 Census spaces (the equivalent of 6 Coins).
  • Assaulting a City of Level 4 grants 2 Census spaces (the equivalent of 4 Coins).
  • Assaulting a City of Level 3 grants 1 Census space (the equivalent of 2 Coins).

The Census Track has an upper limit. If as a result of any action a civilization's Totem would move past the last space on the track, it must remain there (position 24). Any excess wealth is lost.

The Technology Engineering reinforces a civilization's Capitals and Cities, increasing by 1 the amount of enemy Armies required to assault them. The Pyramids grant the same boon. These effects are cumulative.

To assault a City like the one depicted in the example, an attacker would normally have to spend 4 Armies. If the City's owner has built the Pyramids, the attacker will have to commit 5 Armies to the assault. If the City's owner has also learned the Technology Engineering, then the assault will require 6 Armies.

Yellow Actions (Civilization)

During this Phase, players spend their yellow Action Chits to:

  • Promote the Arts
  • Promote the Sciences

a) Promote the Arts

Players can take 1 Yellow Action to advance 1 space on the Census Track.

The Census Track has an upper limit. If as a result of any action a civilization's Totem would move past the last space on the track, it must remain there (position 24). Any excess wealth is lost.

As this is not a map-based action, it cannot be blocked.

b) Promote the Sciences

Players can take 3 to 5 Yellow Actions to learn a new Technology.

The amount of yellow chits required by each Technology is indicated by the "hand" icon located on the bottom left corner of the box for that Technology on the board.

Players place one of their Totems in the acquired Technology's box on the board to indicate ownership.

As this is not a map-based action, it cannot be blocked.

Basic Technologies (depicted are the four Basic Technologies: Leadership, Agriculture, Currency and Irrigation). Each one costs 3 Yellow Actions to learn.

  • In addition, each one has a Trade Value of 5 Coins (see 7. Blue Actions) and is worth 4 Victory Points at the end of the game, unless the player has learned a higher-tier Technology in the same color (see 12. Final Scoring).
  • For each color, Basic Technologies allow players to take 4 actions by spending 3 Action Chits.
    • Leadership: allows players to spend 3 red Action Chits to take 4 Red Actions.
    • Agriculture: allows players to spend 3 yellow Action Chits to take 4 Yellow Actions.
    • Currency: allows players to spend 3 blue Action Chits to take 4 Blue Actions.
    • Irrigation: allows players to spend 3 black Action Chits to take 4 Black Actions.
  • Example: a civilization with the Technology Leadership may spend 3 red Action Chits to execute Muster Armies and advance 4 spaces up the Armies Track.

Learning a Basic Technology is a prerequisite for learning and using the Advanced and/or Special Technologies in the same color track.

Advanced Technologies (depicted are the four Advanced Technologies: Medicine, Religion, Caravans and Mining). Each of the four Advanced Technologies costs 4 Yellow Actions to learn.

  • In addition, each one has a Trade Value of 9 Coins (see 7. Blue Actions) and is worth 9 Victory Points at the end of the game, unless the player has learned the Special Technology for that color track (see 12. Final Scoring).
  • Each Advanced Technology allows players to take 3 actions by spending just 2 Action Chits in the Technology's color.
    • Medicine: allows players to spend 2 red Action Chits to take 3 Red Actions.
    • Religion: allows players to spend 2 yellow Action Chits to take 3 Yellow Actions.
    • Caravans: allows players to spend 2 blue Action Chits to take 3 Blue Actions.
    • Mining: allows players to spend 2 black Action Chits to take 3 Black Actions.
  • Example: a civilization with the Technology Religion may spend 2 yellow Action Chits to execute Promote the Arts and advance 3 spaces on the Census Track.

Special Technologies (depicted are the four Special Technologies: Engineering, Market, Ambassadors and Navigation). Each one costs 5 Yellow Actions to learn.

  • In addition, each one has a trade value of 12 Coins (see 7. Blue Actions) and is worth 15 Victory Points at the end of the game (see 12. Final Scoring).
  • Special Technologies have specific effects.
    • Engineering: Improves the fortifications of a civilization's Cities / Capitals, forcing opponents to spend 1 extra Army to assault them.
    • Market: Grants 1 extra Victory Point for each space advanced on the Census Track.
    • Ambassadors: Makes a civilization's Blue Actions immune to blocking.
    • Navigation: allows using Black Actions to execute the Blue Action Explore (see 7. Blue Actions). The player must still spend the required amount of black Action Chits during the Black Actions Phase. Benefits from any Blue Technologies acquired by the player are ignored.

Actions obtained through these Technologies may be used for different purposes.

  • Example: a civilization with Agriculture may spend 3 yellow Action Chits at once to take 4 Yellow Actions, acquiring 1 Basic Technology (cost: 3 actions) and using the remaining action to advance 1 space on the Census Track.
  • Example: a player may spend 3 yellow Action Chits to learn the Basic Technology Agriculture (cost: 3 actions) and use its effects immediately to spend 3 additional yellow Action Chits and learn the Advanced Technology Religion (cost: 4 actions).

All Technologies may be leveraged immediately after being learned.

All Technologies may be used as many times as players see fit, provided they have the required Action Chits.

  • Example: a civilization with the Basic Technology Leadership may spend 3 red Action Chits to Muster 4 Armies; perform an attack, and then spend 3 additional red Action Chits to keep the offensive going by mustering another 4 Armies...

Blue Actions (Navigation)

During this Phase, players use their blue Action Chits to:

  • Explore
  • Trade

a) Explore

Players can use 1 Blue Action to place 1 Totem on the map and expand their Empires by sea.

This action requires the active civilization to be already present (i.e., have a Totem) in a territory adjacent to the one it's expanding to.

Two territories are considered adjacent if they share a continuous segment of their borders, not just a corner.

In addition, the active civilization must be able to trace a connected "chain" of adjacent territories from one of its Capitals to the target territory. See 9. Resolving Actions.

This action can be blocked. See 9. Resolving Actions.

Players may occupy Land or Sea territories in this fashion, as long as they're expanding either to or from a Sea territory. This action is never used for land-to-land expansion.

  • Example: a civilization may take a Blue Action to expand seawards from Persia to the Golfo Pérsico. Then, it may use another Blue Action to expand from the Golfo Pérsico to any adjacent territory on sea or land.
  • The example on the right shows that this action cannot be used to expand from Caldea to Omán, as both are Land territories.

With the exception of Minos, all island territories are assumed to be surrounded by sea.

If a civilization is out of Totems (cones), it may still perform this action by relocating any of its Totems already placed on the map.

b) Trade

Players can use 1 or more Blue Actions to exchange 1 Trade Good or 1 Technology with a neighboring civilization.

This action requires the active civilization to be present (i.e., have a Totem) in a territory containing the opponent's City / Capital that will be the target of the trade.

In addition, the active civilization must be able to trace a connected "chain" of adjacent territories (i.e., the route for its trade caravans) from one of its Capitals to the destination City/Capital. See 9. Resolving Actions.

For each Blue Action a civilization allocates to the exchange, its caravans will advance 2 territories along the trade route and its Census Totem will move one space up the Census Track. Territories included in the trade route are counted starting from the Capital (distance zero), and then adding one for each successively adjacent territory in the trade route up to (and including) the destination territory.

  • On the example map on the previous page, Red Player will have to spend 1 Blue Action to travel from Persia to Omán (controlled by Black Player), which is located 2 territories away (Golfo Pérsico and Omán). Meanwhile, the local trading conducted by the caravans on their way to Omán will earn their civilization 1 space on the Census Track.

This action can be blocked. See 9. Resolving Actions.

  • In the example, the Trade action could only be blocked by a civilization with Presence in the Golfo Pérsico, since actions cannot be blocked in their starting territory (Persia) nor in their destination territory (Omán).

Once the trade caravans reach the destination City or Capital, the two civilizations involved in the trade will get 1 Trade Good or 1 Technology from each other.

You may exchange assets of the same type, or mix Technologies with Trade Goods. Assets given out in exchange during a trade are not lost for their current owners, but instead become available for both parties.

Each civilization places a Totem in the box corresponding to the new asset gained.

The active player (the one who initiated the action) determines which assets will be exchanged.

Note that players cannot get an Advanced or Special Technology through trade unless they have already learned the Basic Technology for that color.

If the active civilization chooses to receive an asset with a higher Trade Value than the one given in exchange, it must cover the difference by transferring a sufficient amount of funds (spaces on the Census Track) to the other party. However, if the active civilization requests an asset of lower value than the one given in exchange, no compensatory cash transfer is made.

All Trade Goods and Technologies have a Trade Value indicated on the board by an icon in the shape of a coin. The example shows a Trade Value of 4 Coins.

Note that each space on the Census Track represents a value of 2 Coins. If the active civilization demands a Trade Good worth 4 Coins (e.g., Pottery) in exchange for a Trade Good worth 2 Coins (e.g., Cattle), its Census Totem will move back one space while the other party will advance one space, to reflect the 2 Coins transferred.

For payment purposes, odd quantities are always rounded up. This means that a difference of 1 Coin will result in 2 Coins being paid. The Census Track keeps the change.

A trade always involves the exchange of Trade Goods / Technologies. Money is only used to cover gaps in value. Coins / Census Track spaces are not tradable in and by themselves.

Each civilization may perform up to 1 Trade action with each rival civilization on any given turn.

Black Actions (Population)

During this Phase, players use their black Action Chits to:

  • Settle
  • Build Wonders

a) Settle

Players can take 1 Black Action to place one new Totem on the map and expand their Empires by land.

This action requires the active civilization to be already present (i.e., have one Totem) in a territory adjacent to the territory it is expanding to.

Two territories are considered adjacent if they share a continuous segment of their borders, not just a corner.

In addition, the active civilization must be able to trace a connected "chain" of adjacent territories from one of its Capitals to the target territory. See 9. Resolving Actions.

This action may not be blocked.

The expansion must begin and end in a Land territory. This means that both the target territory and the adjacent "source" territory must be located on land.

  • For example, a civilization with a Capital in Persia and presence in the Golfo Pérsico and Caldea may use 1 Black Action to Settle Omán.
  • Note that the "chain" may be traced through any number of intermediate Sea territories.
  • However, this action cannot be initiated from the Golfo Pérsico to "land" directly in Omán, as the Golfo Pérsico is a Sea territory.

If a civilization is out of Totems (cones), it may still perform this action by relocating any of its Totems already placed on the map.

  • Note that the Technology Navigation allows players to use Black Actions to perform the Blue Action Exploration (see 7. Blue Actions). Players must still spend the required amount of black Action Chits during the Black Actions Phase. Benefits from Blue Technologies are ignored.

Note for advanced players (optional rule): Due to game balance reasons, the island of Minos is considered connected by land with Esparta, so it can be reached either by land (black chits) or by sea (blue chits).

b) Build Wonders

Players can take 6 Black Actions to build a new Wonder of the Ancient World.

As this is not a map-based action, it cannot be blocked.

Each Wonder can be built only once, and no player can build more than one Wonder.

Players build a Wonder by placing one of their civilization's Totems in the box corresponding to the chosen Wonder on the board.

Wonders award their builders 12 Victory Points in the final scoring, and offer the following in-game benefits:

  • The Pyramids improve the fortifications of a civilization's Cities and Capitals, forcing opponents to spend 1 extra Army to succeed in their assault. This special ability is similar to that afforded by the Technology Engineering, and their effects are cumulative. This means that enemies of a civilization owning both advances will have to spend 7 Armies when assaulting any of that civilization's Capitals.
  • The Hanging Gardens raise the Trade Value of all the Trade Goods and Technologies owned by a civilization by +1 Coin. For example, a civilization with the Hanging Gardens would see the Trade Value of its Pottery raised to 5 Coins. Hence, this Trade Good could be traded for any Basic Technology without additional compensation.
  • The owner of the Colossus gets 1 extra point at the time of the final scoring for each Technology it has learned during the game. A civilization that managed to learn all the red Technologies (+3) as well as all the Basic Technologies for the other colors (+3) would get a total of +6 additional Victory Points at the end of the game.

Resolving Actions

Things to keep in mind each time you take an action in any color:

  • You may take any number of different actions within a given Phase by spending the proper amount of Action Chits from your Hand or your Reserve.
  • Every time you spend one or more Action Chits, place them in your personal Discard Pile (see 4. The Game Round - Your Play Area).
  • Two areas are considered adjacent if they share any segment of their borders, not just a corner. In the following example, Egipto and Tyro are not adjacent to each other. Neither are Alejandría and Nabatea. They only share a corner of their perimeter.

All these map-based actions can be blocked by any player exerting Presence (1 Totem) or Control (2 Totems) over any territory within the Chain of Command.

Continuing with the previous example, suppose Egipto orders its armies to march through Alejandría and the Mar Mediterráneo Oriental to attack an enemy in Minos. Any player (including the one being attacked) with Presence in any of these intermediate territories could confront the invaders before they reach their destination.

Whenever a player announces any of these actions, any other civilization may announce its intention to block them. Blocking an action effectively prevents it from happening, with no further effects for any of the parties involved. Any chits or armies that had been assigned to the blocked action remain unspent.

Actions cannot be blocked in their starting or target territories, only in the intermediate territories within the Chain of Command.

Continuing with the example above, a civilization with Presence in Egipto or Minos cannot prevent the invading armies from leaving Egipto or landing in their target territory.

Note that the Technology Ambassadors makes a player's Blue Actions immune to blocking. That player will be able to engage in maritime expansion and conduct trade unhindered (See 7. Blue Actions).

Notes on blocking actions:

Player are advised to be always mindful of possible blockades to their actions. Imperios Milenarios is not a skill-based, real-time game that rewards quick reflexes. Even so, a player's distraction or miscalculation shouldn't be reason for rolling back a turn. Blocking is intended to promote negotiation between players. Persuasion by diplomatic means may result in an opponent desisting from blocking a particular action (maybe to be replaced by a different, previously neutral player!).

These negotiations may not involve actions not specified by the rules, like giving away Trade Goods or exchanging money (Census Track spaces) with other players.

Players should honor their agreements to the extent of their abilities. This means that players may grant something in one phase in exchange for something else they expect to receive on a later phase. Although actions are resolved across different phases, these are considered to be taking place simultaneously.

The Chain of Command:

Any map-based actions you take (expansion, combat, commerce) must be always "launched" from your Metropolis (your starting Capital) or from any other Capital under your control.

For example, a civilization that starts the game selecting Egipto as its Metropolis will initially be able to launch its actions only from that territory. Let's say this civilization later manages to conquer Babilonia. From that point on, it will be able to launch its armies and caravans from this Capital.

All these map-based actions share a common prerequisite: the territory where the action is launched from (the Capital) and the target territory where the actual effects of the action will take place (add/remove a Totem, initiate a trade exchange, etc.) must be connected by an unbroken "chain" of adjacent territories occupied with the player's own Totems.

In the case of combat Red Actions, you may visualize your Armies sallying forth from your Capital and marching through various territories on their way to battle. Similarly, Blue Actions lay down trade and exploration routes for your caravans, while Black Actions send out scouts and colonists to Settle nearby lands.

Advancing to the Next Age

During the game, civilizations will expand and increase their knowledge and wealth. This growth will enable them to advance to a new Age and increase the number of actions they can perform or reserve in each round.

Once the Black Actions Phase is over, each player will check whether their civilization has achieved the civilization goals for their current Age.

Each Age has a series of goals or requirements that civilizations must fulfill to move on to the next one. These goals usually involve the amount of Cities and Capitals controlled, Technologies learned and Trade Goods acquired. If a civilization achieves the goals for its current Age, it will advance to the next Age and gain a boost to its Hand and Reserve sizes.

The civilization goals for the Stone Age are:

  • 1 Metropolis (Starting Capital) + 1 City + 2 Trade Goods + 2 Technologies

The civilization goals for the Copper Age are:

  • 2 Capitals + 2 Cities + 4 Trade Goods + 4 Technologies

The civilization goals for the Bronze Age are:

  • 3 Capitals + 3 Cities + 6 Trade Goods + 6 Technologies

The extended version of the game adds a number of goals for the Iron Age:

  • 4 Capitals + 4 Cities + 8 Trade Goods + 8 Technologies

A civilization fulfilling these requirements must advance its Totem to the next Age.

A civilization cannot go back to an earlier Age, even if it loses a number of Capitals or Cities that were previously required to advance.

The last age in an Epic game is the Iron Age. This mode requires 6-7 players using the whole map.

"Half the civilizations" means at least 3 out of 5 players, or 4 out of 7 players.

End of the Game

The game ends if any of the following conditions is found to be fulfilled when checked:

  • One of the Action Chit piles in the Pool has been depleted
  • A civilization loses all its Capitals
  • At least half the civilizations reach the last Age
  • A civilization has achieved the civilization goals for the Last Age

Notes:

  • Players can always get the Action Chit they need, even if the pile for that particular color in the Pool has been depleted. In that event, players may take a chit from any discard pile.
  • Once the End Game is triggered, the game will continue until the end of the current round, even if a civilization that had lost its last Capital manages to conquer a new Capital during its turn.
  • The Last Age in a game is determined by the mode of play, as follows:
    • The recommended Last Age for Tutorial games is the Copper Age.
    • In a Normal game, the Last Age is the Bronze Age.

The player with the highest score is declared the winner. In case of a tie, the honor goes to the most "ancient" player among those tied.

Final Scoring

Once the game has ended, players will score their performance as follows:

  • Wealth: players add the points corresponding to their current position on the Census Track.
  • Marginal Areas: players score points for each territory where their civilization is the sole occupant (the number of points awarded by each territory is displayed on the map as a "wreath" icon).
  • Capitals: players score 5 points for each Capital they control.
  • Cities: players add the number of points indicated on the City icons of the Cities they control.
  • Wonders: players score 12 points for each Wonder they have built. The Colossus adds additional bonus points.
  • Technologies: players score their highest-value Technology for each color (4, 9 or 15 points per color per player).
  • Trade Goods: players deduct -3 points for each Trade Good they lack to achieve the civilization goals of the Last Age (6 for a Normal game).