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CULTURE & CONQUEST





CULTURE & CONQUEST
Simulation of ancient civilizations. 
This game does not require a map or counters.
Any number can play. 

VICTORY CONDITIONS
Be the first to build 3+ Wonders and learn 15+ Advances.
You do not have to be in control of the Wonders at the end of the game.

SET UP
Each player starts with 10 populations and 1 city.
Randomly determine your culture.
Determine Turn order by rolling high.

TURN SEQUENCE
Players take turns. 
A player will complete all of the following phases in their turn.
1 POPULATION INCREASE PHASE
2 POPULATION DISTRIBUTION PHASE
3 GAIN LEADER PHASE
4 HARVEST PHASE
5 DISASTER CHECK PHASE
6 UPKEEP PHASE
7 WAR PHASE
8 TRADE PHASE
9 BUILD PHASE
10 RESEARCH PHASE
11 INCOME PHASE
One round is completed when all cultures have had one turn.


POPULATION INCREASE PHASE 
Gain 1D6-2 population. Minimum = 0.
These populations start as Agriculture specialists.

POPULATION DISTRIBUTION PHASE
Assign populations to one of the five specialty categories: 
Army, Agriculture, Trade, Labor, and Scholars
A single category cannot be increased or decreased by more 
than 6 populations.
It costs 1 Gold to raise an army.

GAIN LEADER PHASE
On a roll of 1-2 on D6 gain 1 random leader.

HARVEST PHASE
Produce 3 food per Agriculture population.
Food is not stored unless you have the pottery advance.

DISASTER CHECK PHASE
On a roll of 1 on D6 suffer from one random disaster.
 
UPKEEP PHASE
Each population consumes 1 Food. Armies are paid 1 Gold each. 
If upkeep is not met, those populations are lost. 
Roll 1D6 for each leader, on a roll of 1, the leader dies of old age.

WAR PHASE
A player may attack one opponent.
Other players may send armies and Generals to serve on either side. 
Combat proceedes in segments.
The War may last a maximum of 1D6 segments.
Each segment each player rolls 3 dice. These are Battle rolls.  
Each roll of 1 causes your opponent to lose 1 army. 
Some advances add to your number of battle rolls. 
The war may stop if the defender surrenders or the attacker gives up.
If the defender loses all his armies the winner gets to take one form of tribute:
All of the losers gold, or One City (which may contain a Wonder), or 2D6 Population

TRADE PHASE
The active Player may trade Gold, food, labor, populations, cities, 
advances, leaders, and promises with other players.  

BUILD PHASE
Each Labor specialist produces 1 Labor point per turn.
Assign Labor points to a city or Wonder under construction.
Labor points not assigned are lost.
Build 1 city for 50 Labor and 25 Gold. Name the city
Build 1 Wonder for 100 Labor and 50 Gold.
Only 1 Wonder per city.
Labor points may not be saved from turn to turn.

RESEARCH PHASE
Roll 2D6 per scholar, thinker, or research generator you have. 
On a roll of 11 or 12 gain one random advance.

INCOME PHASE
Collect Gold: 1 per Trade population and 1 per City.


POPULATION DISTRIBUTION
TYPE:			Upkeep:  	Production:	     Limit:
Military		1 Food,1 Gold	None		
Agriculture		1 Food		3 Food	
Trade			1 Food		1 Gold	
Labor			1 Food		1 Labor	
Scholars		1 Food		1 Research Roll	     1 per city


CULTURE TABLE
D12:	Culture:	Starting Advance:
1	Egyptian	Engineering
2	Mesopotamian	Mathematics
3	Athenian	Philosophy
4	Roman		Law
5	Minoan		Music
6	Persian		Coinage
7	Assyrian	Metal Working
8	Babylonian	Astronomy
9	Mycenaean	Pottery
10	Phoenician	Navigation
11	Spartan	        Military Doctrine
12	Mongolian	Equestrian

 
Culture & Conquest has been published in the 
online Winter 2000 issue of the 
ACADEMIC GAMING REVIEW


ADVANCE TABLE
D20:	Advance:		Notes:		
1 	Pottery		        Mitigates Famine & Drought
2 	Religion		Population Phase: add 1 to roll 
3 	Astronomy		Research: One additional roll per turn
4 	Literacy	        Research: One additional roll per turn
5 	Medicine	        Mitigates Pestilence & Epidemic	
6 	Coinage		        Gold: +1 per city per turn
7 	Engineering		Mitigates Floods & Hurricane
8	Mathematics		Research: One additional roll per turn	
9 	Architecture		Mitigate Earthquake 
10 	Law			Mitigates Corruption 
11 	Music			Mitigates Unrest
12	Democracy		Mitigates Civil War & Mad King	
13 	Philosophy		Mitigates Heresy
14 	Metal Working	        Battle: One additional roll
15 	Drama & Poetry	        Mitigates Unrest
16 	Art & Sculpture	        Mitigates Anarchy
17 	Military Doctrine	Battle: One additional roll
18 	Irrigation		Food: +1 per agriculture population per turn
19	Navigation		Gold: +1 per city per turn
20	Equestrian		Battle: One additional roll		


DISASTERS
If a culture has a mitigating attribute the disaster causes half as 
much population loss. Round fractions down.
If a culture experiences a disaster it skips its build phase and war phase. 

DISASTER TABLE
Roll 	Disaster	Population	
D20:	Type:		Loss/Notes:
1	Flood		2D6		
2	Earthquake	1D6 		
3	Volcano		Lose 1 random city	
4	Pirates		Lose half of your gold reserve		
5	Barbarians	War: Attacked by 1D6 Armies: They take all your gold if they win	
6	Civil War	War: Attacked by 1D6 Armies: They take a random city if they win
7	Heresy		1D6 or 2D6 if you have religion		
8	Anarchy		1D6			
9	Epidemic	3D6			
10	Famine		Lose half of your food reserve
11	Uprising	War: Attacked by 1D6 Armies: They take 2D6 populations if they win
12	Corruption	Lose all gold			
13	Drought		Lose half of your food reserve			
14	Hurricane	1D6	
15	Sands of Time	Lose one random Wonder 	
16	Mad King	Lose one random Leader
17	Pestilence	2D6			
18-20	Unrest		1D6
Notes: Round up all losses.


CITY NAMES
Antioch, Babylon, Knossos, Alexandria, Troy, Jerusalem, Sparta, Rome, 
Damascus, Delphi, Athens, Ur, Carthage, Jericho, Giza, Thebes, Byzantium, 
Cadiz, Ch'ang-an, Lo-yang, Canton


WONDER TABLE	
Wonder:		Required:	Notes:
Sphinx	  	Sculpture	Costs same as city	
Colossus	Metal Working	Gold +1D6 per turn in Income Phase
Oracle		Religon		Mitigates Unrest	
Hanging Gardens	Irrigation	Mitigates Uprising	
Parthenon	Architecture	Mitigates Corruption
Stonehenge	Astronomy	Costs same as city
Lighthouse	Navigation	Mitigates Hurricanes	
Pyramids	Engineering	Mitigates Anarchy	
Great Wall	Currency	One Additional battle roll when defending	
Great Library	Literacy	One Additional Research roll per turn
	

LEADERS TABLE
1D6:	Type:	Effect:		        Examples:
1	Ruler	Gold: +1D6 per turn	Solomon, Cleopatra, Theseus
2	General	Battle: +1 roll	        Sun Tzu, Attilla the Hun, Hannibal, Caesar, Alexander
3	Thinker	Research: +1 roll/turn	Homer, Siddhartha, Aristotle, Archimedes, Confucius, Plato
4	Builder	Labor: +1D6 per turn    Nebuchadnezzer, Cheops, Gilgamesh	
5-6	Reroll


MAP VERSION
Players will need to make or acquire a map of the Mediterranean divided 
up into small territories. 
Put initial populations and city into one territory. 
Tokens representing cities, leaders, wonders, and population specialties are required.
Place new populations into any territory you control.
Spread new populations out as much as possible.
Populations destroyed by disaster are removed from as few spaces as possible.
One city per territory. One Wonder per city.
Add a Move Phase after War Phase.
Populations can move one space per turn.
Armies can attack armies in adjacent spaces.
An army can move into an opponents territory that does not contain an
army. Take control of all tokens in that territory.
Captured leaders are destroyed.
Barbarians and Civil war rebels will attack a border territory.
Players with navigation can move populations 4 territories by 
sea per turn. They must end the turn in a coastal space.





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