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Civilization: Wargame Rules

Military Units:

NOTE: All units must be built by a city square. A the civilization building them must have metal working.

Chariots:

Requires that you have five people in one area by the shipbuilding turn.

Cost: 4 tokens per turn.

Conquering and battle ratios: 3 to conquer a city 2 to destroy it.

4:1 ratio during battle for defense and attacks. If any unit weaker then a chariot attacks a chariot they are first to remove pieces during the battle sequence. If they are the same number they are played then in a normal battle sequence meaning weakest forces remove first.

Movement: 2 squares.

Legions:

Requires that you have four people in one area by the shipbuilding term.

Tax: 3 tokens per turn.

Conquering and battle ratios: 4 to conquer a city 3 to destroy it.

3:1 ratio during battle for defense and attacks. If any unit weaker then a legion attacks a legion they are first to remove pieces during the battle sequence. If they are the same number they are played then in a normal battle sequence meaning weakest forces remove first.

Movement: 1 square.

Phalanxes:

Requires that you have three people in one area by the shipbuilding turn.

Tax: 2 token per turn.

Conquering and battle ratios: 5 to conquer a city 4 to destroy it.

2:1 ratio during battle for defense and attacks. If any unit weaker then a phalanx attacks a phalanx they are first to remove pieces during the battle sequence. If they are the same number they are played then in a normal battle sequence meaning weakest forces remove first.

Movement: 1 square.

Added Rules:

1. When one of your cities are taken over you must shuffle all your civilization cards and spread them face down to the conquering player. The conquering player must then do the same with his cards. Each player draws a card from each other and looks at it. After seeing what they have they hand back the card and take a replica of the card from the civilization card stack thus obtaining the technology. If a card is drawn that the player already has he must return it anyway and does not steal any technology. This may not be true for both player who draw.

2. The first city built by your civilization in the game is your capital. Your capital may be moved during the pay taxes turn but one token must be paid to your stock for this transaction. Capitals and cities are were parts of your civilizations money are stored (a capital has a plus x in its treasury) and your capital is were all of your trade cards are stored.

(x=left over tokens after division count)

Example:

Your capital in conquered and you have 4 cities and 27 tokens in your treasury.

27 tokens 4 cities total.

Count out your tokens and divide them equally, all left over left over tokens are in the capital. If all is equal then all cities will have the same amount of tokens.

Four cites names:

Knosses-5

Rome-5

Thebes-5

Damascus-5

*Athens-7

(*Capital)

Since you have 7 tokens in your capital then you must give up all 7 tokens as well as all trade cards which are stored in the capital.

3. Two or more different civilizations ships cannot occupy the same sea zones. Unless the two civilization are at peace verbally.

4. If two or more civilizations ships are in the same sea zone and the two or more civilizations are at war then they ships battle as normal tokens.

5. War can only be declared on the pay taxes turn and not after. This means that the two or more civilizations are at war and neither units on either side can coexist during this time instead they must attack each other or retreat if moved into the same seazone or landzone. During a time of war no trade may go on during civilizations, neutral or not. Civilizations may ally during a time of war on a side of there choosing. These forces and boats may not be used by the other player that they had been allied with, the owner of the tokens controls them himself and may choose to do what with them that he or she likes. These allied tokens can still not occupy the same land square if the exceeded population limit occurs and they cannot join in attacks with the other civilization they are allied with. Allied civilizations may change allies at anytime if excepted by the other civilization they have been fighting.