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A. BOUNTY CARDS
A.1 The effects of the various bounty cards is described below. The Bounty cards are played in order of the phase not necessarily
the numerical order. The number refers to which trade pack the Bounty Cards are placed. A.2 Second level Bounty Cards
A2.1 Oracle of Delphi
A2.11 Played before the Calamity Phase.
A2.21 Played at the start of Calamity Phase.
A.3 Third level Bounty Cards
A3.1 Statue of Zeus at Olympia
A3.11 Played during the Special Abilities Phase.
A3.2 Pharos Lighthouse of Alexandria
A3.21 Played during the Special Abilities Phase.
A.4
Fourth level Bounty Cards
A4.1 Great Temple of Artemis at Ephesus
A4.11 Played at the End of the Special Abilities Phase.
A4.2 Hanging Gardens of Babylon
A4.21 Played at the end of the Special Abilities Phase.
A.5
Fifth level Bounty Cards
A5.1 Mausoleum at Halicarnassus
A5.2
Colossus of Rhodes
A5.21 Played during the Civilization Advance Purchase Phase.
Craft: 50 Cloth Making, 60 Masonry, Pottery, 90 Metalworking
50 Cloth
Making,
Mysticism, Sculpture,
Urbanism 60 Empiricism,
Masonry,
Monarchy,
Mythology,
Pottery,
Written Record 80 Astronomy,
Deism, Drama
and Poetry, Music,
Theocracy 90 Coinage
, Metalworking
S.1 Special Cards
S1.1 The Caravan and Sphinx cards do not have any number, and start in the Second Trade Card Stack.
S2.1
Caravan
S2.11 Played during the Civilization Advance Purchase Phase.
S2.2 Sphinx
S2.21 Played before the Calamity Phase.
A.12 When a player receives a bounty card, he also receives a
supplementary card/substitute trade card from the pile that he
obtained the bounty card. This card is received after all other players have received their initial trade cards.
A.13 All Bounty Cards attributes last for one turn only after which they are returned to the correct stack.
A2.12 One Civilization Advance Card of any value can be purchased before the Calamity Phase. This can be used to modify the effects of a pending Calamity.
A2.22 Player is immune to 15 unit points damage from calamities minus 3 units for every city owned. At least 5 points is needed for a city.
A2.23 The immune points can be applied to either a tradeable or non tradeable calamity.
A3.12 The Player may play one of the Special Abilities (he does not have) during the Special Ability Phase.
A3.13 The Special Ability chosen must be a Special Ability that the Player does not already possess.
A3.14 If the player has all the Special Abilities, then the card has no effect.
A3.22 Allows the Player p
A3.23 The Player can choose which Special Ability they will be protected from before or when the Special Ability is played but after nominating which Special Ability they are to be protected from, the player cannot change his mind.
A4.12 One Counter is placed where desired on player’s territory. Each counter increases its area’s population by one.
A4.13 Each Counter is removed from the board if its area no longer contains any of the players tokens.
A4.22 The Player may add up to 6 population tokens to areas of players territory at the end of the Special Abilities Phase. Either stock or treasury tokens can be used.
A4.23 This 6 population cannot be used to build a city until the Build City phase of the next turn.
A4.24 If population limits of the territories are exceeded then excess population tokens are removed.
A5.13 The
Counter is removed from the board only when a city is built.
A5.14 Building site is lost if the city is destroyed
A5.22 Player can receive the lowest priced Civilization Card (up to a value of 100 points) for free.
A5.23 If there is choice between two or more lowest cards, then the player is free to choose.
A5.24 This card applies to the following cards:
Science: 60 Empiricism, (Written Record), 80 Astronomy, 90 Coinage
Art: 50 Sculpture, (Mysticism), 80 Drama and Poetry, Music
Civic: 50 Urbanism, 60 Monarchy, (Written Record), 80 (Theocracy)
Religion: 50 (Mysticism), 60 Mythology, 80 Deism, (Theocracy)
S1.2 The Special Cards must be used in the turn they are acquired, and then are returned to the stack with the cards they were used with.
S1.3 Unlike the Bounty Cards the player does not receive a substitute card.
S2.12 Acts as an extra Trade Card for one turn only.
S2.13 The Caravan Card may not be used to increase the value of a set of commodity cards beyond the limit printed on the commodity card.
S2.14 Once used the Caravan card is returned to the Trade Card Stock with the cards that it was used with.
S2.15 If not used Caravan Card is returned at random to any Trade Card Stock.
S2.22 Allows the Player protection against a Tradable Calamity for one turn only.
S2.23 If used the Sphinx Card is returned to the Trade Card Stock with the calamity card that it was used with.
S2.24 If not used Sphinx Card is returned at random to any Trade Card Stock.