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Puppetmaster Endgame Struggle for the Awakening of Humanity a strategy game of civilization, hidden teams and pyramids for 2-6 players (playing time: 75 minutes; ages: 12+) by Channing Jones ([email protected]) Table of Contents 1 Introduction............................................................................................. 2 2 Components............................................................................................ 2 3 Setup...................................................................................................... 2 3.1 Three- to Six-Player Setup............................................................................................................................. 3 3.2 Two-Player Setup........................................................................................................................................... 4 4 Game Concepts....................................................................................... 5 4.1 Consciousness Pool........................................................................................................................................ 5 4.2 Map................................................................................................................................................................ 5 5 Play......................................................................................................... 6 5.1 Round............................................................................................................................................................ 6 5.2 Player Turn.................................................................................................................................................... 8 5.3 Game End.................................................................................................................................................... 12 6 Tables................................................................................................... 13 Version: 3.11.5 copyright © 2016 Channing Jones, all rights reserved, free for personal use 1

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Page 1: Puppetmaster Endgame - cjgames.comcjgames.com/downloads/Puppetmaster_Endgame_Rules.pdf · Shuffle this deck and deal one card face down to each player. Every player looks at his own

Puppetmaster EndgameStruggle for the Awakening of Humanity

a strategy game of civilization, hidden teams and pyramids for 2-6 players

(playing time: 75 minutes; ages: 12+)

by Channing Jones

([email protected])

Table of Contents

1 Introduction.............................................................................................2 2 Components............................................................................................2 3 Setup......................................................................................................2 3.1 Three- to Six-Player Setup.............................................................................................................................3 3.2 Two-Player Setup...........................................................................................................................................4 4 Game Concepts.......................................................................................5 4.1 Consciousness Pool........................................................................................................................................5 4.2 Map................................................................................................................................................................5 5 Play.........................................................................................................6 5.1 Round............................................................................................................................................................6 5.2 Player Turn....................................................................................................................................................8 5.3 Game End....................................................................................................................................................12 6 Tables...................................................................................................13

Version: 3.11.5

copyright © 2016 Channing Jones, all rights reserved, free for personal use

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1 IntroductionThis game is about the struggle of the free peoples of the World against the control of the “Puppetmasters”, apowerful cabal that has been secretly controlling humanity throughout History.

Overview:

Every player has a civilization which he expands and improves over the course of History. He also belongs toone of two opposing teams. One team is the “Free Peoples” players who can only win or lose together. Theymust keep a certain level of consciousness and be powerful enough to withstand the opposing team.

The other team is the “Puppetmaster” players who must both the defeat the “Free Peoples” players and lastlyalso their own team members to win the game individually. Puppetmaster players need to get as much power(income points) as possible. Only the Puppetmaster players know initially who is on their team, so they havethe opportunity to manipulate the Free Peoples players.

Story:

It was during the age of Atlantis, 30,000 years ago, when humanity invited thedarkness. The Sons of Belial appeared and caused much havoc. So Atlantis fell.Thousands of years later human civilization began to recover. The dark onesreincarnated into positions of power in the fledgling cultures. They took control of thereligions and mystery schools and so ruled from behind the scenes. They used themysterious energies of the pyramids for their own nefarious purposes. Their power grew as those civilizationsgrew. Changing their masks as always they named themselves the Illuminati in the 18th century. This is whenthey made their plan to take over the world. They know their time is running out. They must complete worlddomination by 2018. Otherwise human consciousness will awaken and end their influence once and for all.Nevertheless the rivalries between the Puppetmaster factions remain strong. See the background booklet formore details.

2 Components• rules booklet• map board• consciousness pool board• 15 lightning bolt markers (for marking

calamities)• 18 “+1” & “+2” counters (for trade action)• 36 continent cards (light blue backs)• 45 violet chips (action counters)• 48 city/consciousness markers• 5 win condition cards (square, green backs)

• 6 player pads• 6 identity cards (green backs, 3 Puppet-

master, 3 Free Peoples)• 7 small pyramids• 84 colored cubes (6 colors, 14 for each color)• 9 calamity cards (red backs)• rounds marker (hourglass symbol)• the starting player marker (the large pyramid)• background information booklet

3 SetupPlace the map board in the middle of the table. Place the rounds marker on the position number 1 (3000 BC – 1BC) of the round track.

Put the consciousness pool board next to the map. Put seven city/consciousness markers for every player ontothis board.

Each player takes a player pad and six continent cards (one for each continent). He chooses a color and takes allthe cubes of that color. Each player sets his civilization level on his player pad to '1' (Ancient) by putting one ofhis cubes in that row.

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setup example for 4 players

Take the win condition card equal to the number of players (as indicated at the top left corner of the card) andput it face up next to the consciousness pool. This card shows what is needed to win. It also shows how manypyramids can be used in the game (see top right corner), which is number of players plus one. Put away allpyramids in excess of that number.

Take the calamity cards, shuffle them and put them face down as a deck next to themap.

If there is a single player who believes there is actually a world ruling cabal (e.g.“Illuminati”), then he or she is the starting player, otherwise determine onerandomly. This player takes the starting player marker (large pyramid).

3.1 Three- to Six-Player Setup

Make a deck out of identity cards in the following manner depending on the number of players:

Players Identity Cards Deck Cards Remaining After Dealing

3 2 “Free Peoples” cards & 2 “Puppetmaster” cards 1

4 2 “Free Peoples” cards & 2 “Puppetmaster” cards 0

5 3 “Free Peoples” cards & 3 “Puppetmaster” cards 1

6 3 “Free Peoples” cards & 3 “Puppetmaster” cards 0

3

map

calamity cards

consciousnesspool

win conditioncard

playerpad continent

cardsidentity

card

starting player marker

actionchips

continentcovered-up

(not used)

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Shuffle this deck and deal one card face down to each player. Every player looks at his own card and may notshow it to others (exception: “Upgrade to Information Civilization Level”, see chapter 5.2). If there is aremaining card put it face down next to the board. This card remains hidden until the end of the game.

Note: Half the players will be “Free Peoples” and the other half “Puppetmaster” players.

After each player has received his identity card, then beginning with the starting player and going clockwise,each player selects a river province (i.e. with the blue wavy lines symbol) of their choice on the map and placesa colored piece (control marker) therein.

After that, the Puppetmaster players (only) get to know each others identity. Do this in the following manner.The starting player functions as the announcer. He gives out the following instructions (pausing for a fewseconds between each sentence) which all players must follow:

“All players now close their eyes.” (pause)

“All Puppetmaster players open their eyes, look around and acknowledge each other.” (pause)

“All Puppetmaster players now close their eyes.” (pause)

“All players now open their eyes.”

Three-Player Map Restriction & Random Continent Card Deck:

A three-player game is played without the continents of North and South America. No player may control aprovince in these continents. Use left over win condition cards to cover up these areas on the map as areminder. All the oceans are still used as normal.

Also for a three-player game, take six continent cards (one of each continent), shuffle these and place them facedown in a deck next to the map.

Four-Player Map Restriction:

A four-player game is played without the continent of Oceania using the same manner of restriction as above.

3.2 Two-Player Setup

Take two Free People and two Puppetmaster identity cards. Shuffle the cards and deal one card face down toeach player. Put the two remaining cards face down next to the board. These cards remain hidden until the endof the game. Select starting provinces in the same manner as above. Puppetmaster players do not get knowanything about the other player's identity.

Take 12 continent cards (two of each continent), shuffle these and place them face down in a deck next to themap.

The game is played without the provinces of the continents of Oceania and North and South America using thesame manner of restriction as above.

Example:

There are three players. One of them takes two FreePeople's cards and two Puppetmaster cards, shuffles themand deals one card to each player. One card is left over.The players then secretly look at their cards. Red andgreen are Free Peoples. Blue is a Puppetmaster.

Red is the starting player and takes Western Europe. Thengreen takes Egypt and then blue takes India.

All players close their eyes. Then the blue player opens hiseyes and notices he is alone. Then he closes his eyes again.Then all players open their eyes and play begins.

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4 Game Concepts

4.1 Consciousness Pool

When city/consciousness markers (see image) are placed on the consciousness pool board theyrepresent consciousness points. On the map they represent cities. You can flip the markers overaccordingly.

Each time a new city is built a marker is removed from the consciousness pool and put on the map.A city on the map that is removed due to a calamity or a conquer province action is not returned tothe pool but goes back to the supply.

4.2 Map

The world map is divided into 44 provinces. A land border exists between twoprovinces if there is a black border line directly between them (see picture).

Note: There is a land border between Mexico and Venezuela, between Egyptand the Middle East, and between Alberta and Alaska.

Sea Lanes:

Two provinces can also be connected via a sea lane. Sea lanes are depictedby a dotted line (see picture).

Note: The Middle East and Southern Europe have no land border but areconnected via a sea lane. The same applies between the Middle East andEast Africa, between Scandinavia and Central Europe and betweenKamchatka and Alaska.

Terrain Type/Letter:

Each province has a terrain type indicated by a terrain symbol (see map legend). Each province is also markedwith a letter in a square, either “A” or “B” (the “B”-provinces also have a diagonally striped area).

Continents:

Each province belongs to one the of the six continents (number of provinces): Africa (8), Asia (11), Europe (6),Oceania (5), North America (9), and South America (5).

Note: The Caribbean belongs to South America and Mexico to North America. Greenland also belongs toNorth America.

Coastlines and Oceans:

A province has a coastline if it directly borders the white area of the map (i.e. the oceans).

The only provinces without a coastline are Central Asia, Himalaya and Sahara.

There are eight “oceans” in the game: North Atlantic, South Atlantic, West Arctic, EastArctic, Indian, North Pacific, South Pacific and the Mediterranean. The borders betweenthese oceans are depicted by the light blue, wavy lines (see picture). A province that has acoastline is considered adjacent to an ocean accordingly. The North and South Pacificoceans each have two separate parts on the map but they are treated as one area each.

Note: Some provinces are adjacent to two oceans, such as South African and Guinea. Eastern Europe andGreenland are even adjacent to three oceans.

The small gray areas on the map are lakes or islands and are not used in the game.

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Province Control:

If there is no control marker in a province then it belongs to nobody. If there is a control marker in a provincethen it belongs to the player of that color. Only one control marker per province is allowed.

Note: A player cannot control more than 13 provinces.

5 PlayThe game consists of 8 rounds after which the game ends. Keep track of the current round withthe rounds marker (see image) on the round track of the board.

5.1 Round

A round consists of the followings phases in this order:

1.) Get Action Counters

Income Points (IP):

All players simultaneously calculate their income points (IP) as follows. Count the number of provinces aplayer controls that give 1 IP each according to his civilization level and the terrain in that province (as per thecivilization table, see player pad or chapter 6).

Add 1 IP for each city in his provinces.

Add 1 IP for each pyramid in his provinces.

A player who has the Naval specialization gets 1 IP for each continent where he has a province. This can evenbe a province for which he would get no regular income due to his civilization level.

Note: IP for cities and pyramids are given regardless of terrain.

Action Counters:

After determining their IP for the round players then immediately determine the number of action counters theyget now. This depends on their number of IP:

IP 0 1 – 2 3 – 5 6 – 9 10 – 14 15+

Action Counters 1 2 3 4 5 6

Any action counters a player has left over from the previous round are discarded. A player who has the Culturalspecialization may keep up to three of these though. Also, players get an action counter they placed in their“Trade Spot” (see bottom left corner of player pad) on the previous round.

Every player places all of his action counters into the Action Counter Box of his player pad.

The number of chips a player has in his Action Box and elsewhere is open information. If a player cannot seehow many chips another player has he may request they be openly counted.

First Round Action Counters:

On the first round (only) some players may get or lose some action counters depending onwhich starting province they have chosen. Players starting in Argentina, Eastern Australia orSouth Africa get one additional action counter (thus they get three in total). A player starting inthe Middle East loses one action counter (thus he only gets one in total). The provinces aremarked on the map with the icons to the right accordingly.

Note: A player can at most have 10 actions in a round (6 for 15+ IP plus 3 kept from the previous round usingthe Cultural specialization plus 1 from the Trade Spot). A player with no provinces at all still gets 1 actioncounter.

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Example:

Red has two provinces and a pyramid, so he gets 3 IP(thus 3 action counters).

Green also has two provinces and a pyramid, butsince he is still at the Ancient level he does not getanything for North Africa. So he only gets 2 IP intotal (thus 2 action counters).

Blue has a province, a pyramid and a city, so he gets 3 IP (thus 3 action counters).

2.) Determine Starting Player

For each round after the first one determine a new starting player in the following manner. The player with thestarting player marker gives it to another (i.e. not himself) player of his choice. This player is now the newstarting player. Alternatively, the player may keep the starting player marker if he pays an action counter.

Starting Player Power (3-6 players):

In any round after the first one, after the starting player has been determined he may view the topcard of the calamity card deck. He may not show this card to other players. This power is notavailable in a two-player game.

3.) Player Turns

Players take turns beginning with the starting player and going clockwise (see chapter 5.2). On each turn aplayer must either do one action or pass. This phase ends once all players have an empty action counter box.

A player who passes and still has some action counters in his Action Counter Box must take one or more ofthese out the box and put it to the right side of his pad on a pile. These action counters cannot be spent anymorefor actions this round. They can be spent in the calamity phase (see below) though.

4.) Calamity

There is a calamity each round except for the first and the last. Do the following at the end of every such round:

First, reveal the top card from the calamity card deck. Then, every player selects one of their continent cardsand places it face down on a common pile. After all continents cards have been added to the common pile,shuffle these cards and reveal them.

Note: Nobody sees who played which card. Players may not reveal their continent cards to other players.

Random Continent Cards (2-3 players):

In a three-player game also draw the top card from the continent card deck next to the map and add that facedown to the continent card pile before it is shuffled. Do the same but with two cards in a two-player game.

Calamity Cards:

For every continent for which one or more cards were played the effect of the calamity card is applied to thatcontinent. The types of provinces a calamity affects are indicated within the green square (see image below).For example, if there is a terrain symbol there, then only provinces with that terrain are affected. The letters“A” and “B” indicate that only provinces with that letter are affected. If there is also symbol with twocontinents cards and the other letter to the right of the green square, then this means that provinces with theother letter are also affected where two or more of the same continent cards were played. The bottom of thecard indicates how many provinces can be saved per action counter spent.

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Practical Tip: Use the lightning bolts markers to mark every potentially affected province before selecting thecontinent cards.

example calamity card

See the calamities table (chapter 6) for the details on all the calamity cards.

The control marker and any cities in lost provinces are removed. In the case of Revolts or Civil War though anycities remain and the control marker is exchanged for one of another player whom the owning player chooses(that player must have enough control markers left).

Apply the effects by continent going from left to right on the map (see also the number at the bottom of thecontinent cards). Do the affected provinces within a continent in turn order of the owning players.

Players may prevent the effects on provinces of their choice by spending action counters they still have now tothe side of their pad. Every action counter spent saves one province (or up to two provinces in the case ofEpidemic, Famine, Civil War or Revolts). Players may also save provinces of other players (if the affectedplayer agrees to that).

Important Playing Hint:

New players need to realize that if they are playing as “Free Peoples” and they do not keep anyaction points to save against calamities early in the game (rounds 2-4) they taking a big risk!Whoever is explaining the rules should make sure that everybody is aware of this!

A province with a pyramid is always unaffected by calamities.

The revealed continent and calamity cards are put into discard piles. These cards will not be used anymore inthis game. Players may inspect these discard piles at any time though.

5.2 Player Turn

When a player does an action on his turn, then this costs him one or more action counters. The action countersspent thus are returned to the supply (exception: Trade action, see below).

The following are the possible actions (see also actions table, chapter 6):

8

title

only provinces with these are affected

alternative typealso affected if 2+continent cardsplayed

provinces saved per action counter spent

Calamity

Floods

:

A B

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Example:

Red starts the round. He has 3 action counters.

Red's first action is to expand to Southern Europe. Heplaces a red cube there. This costs him one action counterwhich he puts back into the supply. Then the other players,blue and green, each do an action.

His second action is to build a pyramid in Western Europe.He places a small pyramid there. This costs him two actioncounters.

After that blue and green also do an action each. Nownobody has any action counters left. Thus ends the player'sturns phase of the first round.

Build City:

This costs one action counter. The player takes a marker from the consciousness pool and puts itin a province he controls and which currently can give him income (as per the civilization table,see chapter 6). There may only be one city per province.

Note: If there are no markers left in the consciousness pool then you cannot build a city.

Build Pyramid:

This costs two action counters. The player takes one of the unused, little pyramid pieces and puts it in aprovince he controls. There may only be one pyramid per province.

Expand:

This costs one action counter. The player must have an unused control marker. He places itin a province that contains no control marker and that he can “move” into.

What provinces a player can “move” into is determined by his civilization level. Initiallythese are only the provinces directly adjacent via a land border to any of his currentlycontrolled provinces. Starting with the Medieval civilization level this also includes all provinces directlyadjacent to his via a sea lane (dotted line). At the Exploration level this includes all provinces that have acoastline on the same ocean as a province of his. At the Industrial level this includes all coastal provincesbeyond one ocean border. At the Information level this is all provinces.

A player without any provinces may expand into any uncontrolled province on the map regardless of hiscivilization level.

Note: Expanding/attacking into a province that gives no IP is allowed.

Conquer Province:

The player (attacker) must have an unused control marker and a province on the mapsomewhere. He selects a province that is controlled by another player (defender) and exchangesthe control marker there with one of his. He must must be able to “move” into that province justas with the expand action (see below).

If there is a city in the conquered province, then it is removed. Only if the province belonged to a Puppetmasterplayer who has been revealed (see “Upgrade to Information Civilization Level” below), then the conqueringplayer may keep the city (think of this as “liberating the population” to remember it more easily).

The attacking player must pay the following total in action counters, but at least one in any case:

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2 action counters ...

• +1 if the province targeted contains a city

• +1 if the province targeted has mountain terrain

• +1 per action counter the defending player has put to the right side of his pad by passing, but no morethan +3 in total for this

• -1 if the attacking player has a province that has a land border with the targeted province

• -2 if the attacking player has the Conqueror specialization

• +1 per civilization level of the defending player

• -1 per civilization level of the attacking player

Note: For the civilization level bonuses you can also just calculate the difference in levels and apply thataccordingly (plus if defender is higher, minus if the attacker is higher).

Practical Tip: Use your fingers to determine the cost of a conquer action more easily. First, stretch out twofingers. Then stretch out more fingers for the modifiers that increase the cost. Then curl up fingers for themodifiers that reduce the cost. The final number of outstretched fingers then is the cost of the conquest action.

Support Conquest:

Other players may help pay for the cost of a conquest action. Such players must be able to “move” to theprovince being conquered (see Expand action). They may only use action counters they have still available foractions this round. The attacker (i.e. player doing his turn) must still pay at least one action counter in any case.

Example:

Blue has 2 action counters left. Blue has alreadyacquired the Conqueror specialization. Red andgreen are at the Medieval level. Blue is still atthe Ancient level. No players have passed yetthis round.

Blue is doing his turn and decides to take theMiddle East. He can get there because he hasIndia which is connected to the Middle East vialand border.

This costs him two action counters minus twofor the Conqueror specialization but also plusone because his civilization level is one lowerthan Green's, for a final total of one.

Specialize Civilization:

The player gets a specialization. A player's first specialization costs one action counter, his second one twoaction counters, and his third one three action counters. He takes one of his unused control markers and placesit in one of the three specialization rectangles below his civilization table on his player pad that is still empty.

The possible specializations are: Conqueror, Cultural, and Naval (from left to right on the player pad, see alsoimage below). See the specializations table (chapter 6) for the details on each specialization.

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/1-2

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Trade:

This costs one action counter which is not returned to the supply. Instead, the player mustplace it on his (empty) Trade Spot on the bottom left corner of his player pad (see imagebelow). The player gets this action counter back at the start of the next round. This actioncounter may not be used to save provinces from calamities nor does it increase the cost ofconquer actions against that player.

The player must select another player who has a province he could “move” into if it were uncontrolled (seeExpand action). If that player has a higher civilization level than his own then he takes one of the square “+2”markers and puts it on his player pad, otherwise he takes a “+1” marker. The selected player does the samething but comparing his civilization level to the one of the player doing the trade action. These markers are one-time increases of the player's income for the next round (only). Return all such markers to the supply after theincome level has been calculated in the next round.

A player may do this action only once per round.

Note: The other player cannot refuse the trade.

Trade Spot of player pad

Upgrade Civilization:

The player increases his civilization level by one (move marker on player down one row). Thiscosts him two action counters. He must also control a certain number of provinces with cities(1 city province for the Medieval, 2 cities for the Exploration, 3 for the Industrial and 4 for theInformation level) for this.

Note: A player never loses a civilization level once acquired.

Upgrade to Information Civilization Level:

Whenever a player upgrades to the Information civilization level he may immediately inspect one identity cardof another player who has not had his card revealed yet. He may reveal that card if it is a Puppetmaster cardotherwise not. Add two markers to the consciousness pool if he does reveal it. If he does not reveal it afterinspecting it (for whatever reason) then two markers are removed from the consciousness pool. If the pool hasless than two markers then it is emptied.

Note: A player can only do this once per game. This does not count as an action.

Also note: A player may choose not to inspect any card or it may not be possible to inspect a card because allother players have had their card revealed already. No markers are added or removed from the pool in thesecases.

Example: There are three players. Red and green are Free Peoples. Blue is a Puppetmaster. Blue has justupgraded to the Information civilization. He looks at red’s identity card and sees it is a Free Peoples card. Hedoes not reveal that card (because he is not allowed to), so the consciousness pool is reduced by 2 points. Heknew the identity of red beforehand, so he knew what he would see, when he choose to look at his card. He goesthrough the motions anyway and pretends to be surprised though, to make Red think he might be a FreePeoples who mistakenly chose the wrong card to look at.

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5.3 Game End

The game ends after round 8 (2000 AD – 2018 AD). All players reveal their identity cards then and determinethe winner as follows:

“Free Peoples” Victory:

First, the Free People's player's take four cities of theirs from the map for every pyramid they control and putthem back into the consciousness pool. All the Free People's cities and pyramids are pooled together for this(i.e. it does not matter which Free Peoples player controls which cities and pyramids).

If the following number of markers (or more) are in the consciousness pool then, then all the Free People'splayers win together. Use the number in the below table according to the number of players and the number ofFree People's players.

Players Free Peoples Players Markers in Consciousness Pool Needed

2 1 6

2 2 14

3 1 4

3 2 14

4 2 12

5 2 9

5 3 20

6 3 17

In a two-player game with no Free Peoples players there is no Free Peoples victory.

“Puppetmaster” Victory:

If there is no Free Peoples victory then the Puppetmaster player with the highest number of IP wins. Calculatethis as if another round were to be played. Also, for every action counter a player would keep for the next round(i.e. using the Cultural specialization) the player adds 3 to his number.

In the case of a tie the player among the tied with the greatest number of cities wins. If there still is a tie thenthe player among the tied who is first in turn order wins.

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6 TablesCivilization Levels:

Lvl. Name Move Effect/Other

River Forest Mtn. Desert/Tundra

Upgrade Cost(Requirement)

1 Ancientmove via land border only

1 IP - - - -

2 Medieval& move with sea lanes

1 IP 1 IP - -2 action counters(1 city)

3 Exploration& move to coastal on sameocean

1 IP 1 IP - -2 action counters(2 cities)

4 Industrial& move across one ocean border

1 IP 1 IP 1 IP -2 action counters(3 cities)

5 Informationmove anywhere / inspect one identity card

1 IP 1 IP 1 IP 1 IP2 action counters(4 cities)

Specializations:Name Effect

Conqueror -2 action counters cost when doing Conquer Province

Cultural keep 3 action counters from previous round

Naval +1 IP per continent with a province

Actions:Action Name Cost Requirements

Build City 1 action counteronly into a player's province without a city and that also givesIP according to his civilization level

Build Pyramid 2 action counters only into a player's province without a pyramid

Conquer Province 1+ action countersplayer must be able to “move” into the targeted province as per civilization level and have an unused control marker

Expand 1 action counter

only into an uncontrolled province; player must be able to “move” into there as per civilization level; must have an unused control marker; a player who has no provinces may take any uncontrolled province

Specialize Civilization1 / 2 / 3 action counters

player must have an empty specialization rectangle on player pad and an unused control marker

Trade1 action counter(place in trade spot)

may do only once per roundplayer must be able to “move” to a province of his trade partner as per civilization table

Upgrade Civilization 2 action countersthe player must also have a certain number of cities (see civilization table)

Special Powers:Name Requirements Effect

Starting Player Power 3+ players; must have large pyramid may look at top calamity card

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Calamities:Title Effect

Civil War Every “A” province on an affected continent must be given to another player (owningplayer may choose). Every action counter spent prevents the loss of up to two provinces.

Drought Every “A” forest province on an affected continent is lost. The “B” provinces are alsoaffected wherever two or more continent cards (of the same type) were played. Every actioncounter spent prevents the loss of one province.

Earthquakes Every mountain province on an affected continent is lost. Every action counter spentprevents the loss of one province.

Epidemic Every “A” province with a city on an affected continent is lost. The “B” provinces are alsoaffected wherever two or more continent cards (of the same type) were played. Every actioncounter spent prevents the loss of up to two provinces.

Famine Every “B” province with a city on an affected continent is lost. The “A” provinces are alsoaffected wherever two or more continent cards (of the same type) were played. Every actioncounter spent prevents the loss of up to two provinces.

Floods Every “A” river province on an affected continent is lost. The “B” provinces are alsoaffected wherever two or more continent cards (of the same type) were played. Every actioncounter spent prevents the loss of one province.

Forest Fires Every “B” forest province on an affected continent is lost. The “A” provinces are alsoaffected wherever two or more continent cards (of the same type) were played. Every actioncounter spent prevents the loss of one province.

Revolts Every “B” province on an affected continent must be given to another player (owningplayer may choose). Every action counter spent prevents the loss of up to two provinces.

Tsunami Every “B” river province on an affected continent is lost. The “A” provinces are alsoaffected wherever two or more continent cards (of the same type) were played. Every actioncounter spent prevents the loss of one province.

Note: Provinces with a pyramid are never affected by a calamity.

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