CULTURE & CONQUEST
CULTURE & CONQUEST
Simulation of ancient civilizations.
This game does not require a map or counters.
Any number can play.
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.
Each player starts with 10 populations and 1 city.
Randomly determine your culture.
Determine Turn order by rolling high.
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.
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.
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.
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
The active Player may trade Gold, food, labor, populations, cities,
advances, leaders, and promises with other players.
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.
Roll 2D6 per scholar, thinker, or research generator you have.
On a roll of 11 or 12 gain one random advance.
Collect Gold: 1 per Trade population and 1 per City.
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
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
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
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.
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.
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: 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
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
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.