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Civilization: GWUGS Civilization Cards Variant

GWUGS Civilization Cards -- updated 12/5/93

Ok gamers, here are the GWUGS Civilization(TM) cards. Copyright 1993 The George Washington University Gamer's Society. Feel free to use them all you want, just don't try to make any money off them with out our permission.

These cards were made to spice the game up, bring in advances from the computer game that were not in the board game, and to give us cards to buy after we bought all the standard cards. These cards were designed to be played with Advanced Civilization using the imperial and trade city variants. The will work with out them, but the odds are you'll never have the points to buy most of them.

When using these cards, they don't cause the AST requirements to increase. When it says you need cards of every color, it means every color that came with the game -- not the new ones introduced below.

The New Types of Cards

Politics (purple), Trade (pink), Adv. Crafts (brown)

The colors were picked because those were the color markers we had available. Adv. Crafts are different from Crafts because if they were all lumped together, the discounts would get too astronomical.

The Cards

Name: Ironworking               Type: Adv. Crafts               Cost:240
Discounts: 10 Adv C.            Prereq: Metalworking
Description: Metalworking level 2. You remove tokens last, unless they 
also have ironworking.
 
Name: Galleons                  Type: Adv. Crafts               Cost:150
Discounts: 10 Adv. C.
Description: Ships have two options: 1) act normally, 2)carry 7 tokens 3

spaces. Aggravates slave revolt by 5 tokens.
 
Name: Grainary                  Type: Adv. Crafts               Cost:140
Discounts: 10 Adv. C.           Prereq:Agriculture, Engineering
Description: reduces effect of famine by 1 for every city on the board
 
Name: Glassblowing              Type: Adv. Crafts               Cost: 90
Discounts: 10 Adv. C, 10 Crafts  
Description: reduces famine by 2 for every wine held in hand and not 
traded in that round (like pottery and grain)
 
Name: Plumbing                  Type: Adv. Crafts               Cost:140
Discounts: 10 Adv. C.           Prereq: engineering
Description: city defense increased by 1
 
Name: Baths                     Type: Adv. Crafts               Cost:200
Discounts: 10 Adv. C.           Prereq: glassblowing, plumbing
Description: Reduce epidemic by 8 units (primary victim) or 4 units 
(secondary victim).
 
Name: Coastal Defense           Type: Adv. Crafts               Cost:140
Discounts: 10 Adv. C.           Prereq: engineering, math, glassblowing
Description: 1  city per turn is either 1)immune to piracy, 2)immune to 
15 attacking tokens from sea (they all die)
 
Name: Art                               Type: Arts              Cost:60
Discounts: 10 Arts, 20 propaganda
Description: same as Drama/Poetry and Music
 
Name: Militia                   Type: Civics            Cost: 150
Discounts: none                 Prereq: military
Description: attacked/attacking units can fight to the death instead of
to population limit.
 
Name: Morality                  Type: Civics/Religion   Cost:150
Discounts: none                 Prereq:monotheism or theology
Description: counteracts corruption
 
Name: Ethics                    Type: Civics/Religion   Cost:280
Discounts: none                 Prereq: enlightenment, law
Description: counteracts bribery
 
Name: Pacifism                  Type: Civics/Religion   Cost:300
Discounts:none                  Prereq: theology, philosophy
Description:1)Counteracts civil war and fanaticism. 2) always remove 
first in a battle. 3) may never move into a area if it will result in 
conflict. 4)prevents military or militia, or if you already have them, 
nullifies all their effects
 
Name:Fanaticism                 Type: Religion          Cost: 250
Discounts:none                  Prereq: monotheism
Description: can convert one extra area (on top of the one for 
monotheism) per turn. Either area must be bordering one of your areas, 
or have only 1 intervening area. Aggravates civil war (extra 5 units 
from both factions destroyed). Prevents Theology.
 
Name:Nomadicism         Type:Civics/Merchant    Cost:80
Discounts: 10 Merchant, 50 to Bazaar or Caravan
Description: Cities may move. Attack as 4 units, defend as 3. Can only 
trade in one commodity set per turn (2 if you have Bazaar). Prevents 
Law, Architecture and Engineering unless you fall back 1 space on the 
AST and give up the ability to be nomadic.
 
Name:Bazaar                     Type:Merchant           Cost:170
Discounts: 10 Merchant          
Description: 1 additional trade card of value 1-4 may be drawn each 
turn. Increases epidemic by 4 units. Nomads may now trade in 2 
commodity sets.
 
Name: Caravan                   Type: Merchant          Cost:185
Discounts:10 Merchant           Prereq: Bazaar
Description: Increase the value (by one) of any trade sets of salt,
spices, cloth or resin.
 
Name: Protected Trade Route     Type:Merchant           Cost:180
Discounts: 10 Merchant
Description: 1 open trade per turn with another player who has this 
advance. 2 open trades are allowed if the player has road building.
 
Name: Propaganda                Type:Civics/Politics    Cost:110
Discounts: 10 Politics          Prereq: Literacy
Description: increases effect of treachery by 1 city. Prerequisite to
all politics.
 
Name: Patriotism                        Type:Civics/Politics    Cost:115
Discounts: none                 Prereq: propaganda
Description: can defend adjacent territories with up to 4 units after 
movement is done but before conflicts are resolved.
 
Name: Merchantry                Type:Politics           Cost:70
Discounts: 10 Politics, 10 Merchant     Prereq: propaganda
Description: can verify 1 trade per turn (i.e. look at the cards you are
being passed and decide if you want to continue with the trade)
 
Name:Corruption         Type: Politics          Cost:135
Discounts: 10 Politics          Prereq: propaganda
Description: can decrease the value of one commodity set turned in (by 
any player) each turn.
 
Name: Diplomacy         Type: Politics          Cost:100
Discounts: 10 Politics          Prereq: propaganda
Description: can view one other person's trade hand at any time, but 
must also show them yours.
 
Name:Bribery                    Type:Politics           Cost:280
Discounts:10 Politics           Prereq: propaganda
Descriptions: can select one trade card at random from another player's 
hand once per turn
 
Name: Collusion                 Type:Politics           Cost:200
Discounts: 10 Politics          Prereq: propaganda
Description: can use treasury to increase the effect of barbarian hordes
or piracy. Each token will add 1 barbarian (up to 10 additional), or 6 
tokens will add 1 pirate city (up to 2 additional).

That's all the cards. There are some others that some newbies have made, but I don't think they enhance the game (one of them is ag level 2, which basically removes the need for conflict in the game).

A copy of this description can be found at the GWUGS archive site. Telnet to gwis.circ.gwu.edu and login as gopher. The archive is under student organizations, sports/rec/hobby.

Enjoy.