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Page 1: Civilization - GURPSstatic.rol-play.com/ahciv/files/CentralAmerica/Variant_Rules.pdfCivilization: New Variant Trade Cards These are new cards designed to work with the original Civilization
Page 2: Civilization - GURPSstatic.rol-play.com/ahciv/files/CentralAmerica/Variant_Rules.pdfCivilization: New Variant Trade Cards These are new cards designed to work with the original Civilization
Page 3: Civilization - GURPSstatic.rol-play.com/ahciv/files/CentralAmerica/Variant_Rules.pdfCivilization: New Variant Trade Cards These are new cards designed to work with the original Civilization

Civilization:New Variant Trade Cards

These are new cards designed to work with the original Civilization or Advanced Civilization game. They are a compatible add-on to both games. Two sets could be used for the expanded 18 player game.

These are printed on card stock and laminated for durability. They have been professionally cut with rounded corners, just like the originals. The lamination makes these cards very durable and better in many respects.

You get a deck of 20 cards, broken down as follows: 9 - Tools (2), 9 - Slaves (4), and two new calamities - Trade Embargo (2), and Trade War (4).

It may be politically incorrect to add slave trade to the game, but it was a very big business for the time period. The rules for the new cards are simple:

These cards have their own stacks and are bonus draws for the players.

Tools - Players with the Metal Working Advancement card must draw a card from the Tools stack, the cards are returned to the same stack when traded in. They may be traded to other players. The Trade Embargo calamity is placed on the bottom of this stack.

Slaves - Players that sack a city in the conflict phase must draw a card from the slave stack (In addition to any other card draws for this event). They may be traded to other players. Place the Slave revolt on the bottom of this card stack. Place the Trade War card into the normal #4 card stack in its place.

Both of the new calamities are non-tradeable and affect the player that drew them.

Trade Embargo - You may not trade with one player that turn (Chosen at random).

Trade War - You may not trade with any player that you have units adjacent to that turn.

Craig A. JohnsonGraphics Designer, PublisherCamelot Games Co.