CIV BUILDER
INTRODUCTION
Card game for 2-4+ players.
Each player controls a civilization.
VICTORY
The game ends after 12 Rounds.
The player with the most Victory Points wins.
THE DECK
Players share a common deck.
The deck has 12 types of cards and 9 copies of each card.
DICE
Six sided dice are used.
ATTRIBUTES
Each civilization has 10 attributes:
Conquest
Trade
Culture
Science
Agriculture
Religion
Seafaring
Government
Equestrian
Engineering
Each player starts with 1D6 points in each attribute (roll for each separately).
As play progresses the civs gain points in their attributes.
CIVILIZATIONS
At the beginning of the game each player picks one of the following civilizations:
# Civilization: Start with 1D6 extra points in the Attribute:
1. Middle East Trade
2. North Africa Engineering
3. India Religion
4. Southern Europe Conquest
5. Mediterranean Seafaring
6. Northern Europe Agriculture
7. China Government
8. Central Asia Equestrian
9. South America Culture
10. Meso America Science
SETUP
Each player is dealt 5 cards.
ROUND SEQUENCE
Each Round is divided into 6 Phases:
1. Initiative Phase
2. Draw Phase
3. Trade Phase
4. Action Phase
5. Score Phase
6. End Phase
INITIATIVE PHASE
The player with the highest Government Score goes first.
Play proceeds in order of Government scores.
If 2 players are tied, highest Religion goes first.
If still tied, highest Culture goes first.
If still tied, roll high on 1D6.
Order as determined above is referred to as initiative order.
DRAW PHASE
Each player in initiative order draws 5 cards.
If the deck ever runs out, shuffle the discard and draw from it.
The player with the highest Agriculture score may draw a sixth card.
TRADE PHASE
Players may trade cards with each other.
Limit this to 4 minutes.
The player with the highest Trade score may always look at any players hand.
ACTION PHASE
In Initiative order, each player gets a turn.
On your turn, you may make one or more melds.
A Meld consists of 1 or more Attribute cards of the same type, and
up to 1 Leader card.
The first meld a player makes in a turn must contain 1 or more cards.
The second meld a player makes in a turn must contain 2 or more cards.
The third meld a player makes in a turn must contain 3 or more cards.
The fourth meld a player makes in a turn must contain 4 or more cards.
The fifth meld a player makes in a turn must contain 5 or more cards.
You immediately score points in that attribute equal to the number of cards in the meld.
You also score an equal number of Victory points.
After scoring a meld you may take a special action that depends on the Attribute of the Meld:
SPECIAL ACTION TABLE
Attribute: Special Action:
Conquest Steal 2 total points in target Attributes from target opponent.
Trade Look at opponents hand. Take up to 4 cards. Give him back that many cards.
Culture Gain 4 Victory Points.
Science Look at the next 7 cards in the deck. Take 2 of them.
Agriculture Draw 3 cards from the deck and put them in your hand.
Religion Steal 2 random cards from target opponent.
Seafaring Steal 2 Victory Points from target opponent.
Government You may discard X cards and draw X +2 cards from the deck.
Equestrian Target opponent discards 3 random cards.
Engineering Draw 2 cards from the deck and gain 3 Victory Points.
MELD MAKING NOTES
Leader cards are Wild cards for purposes of making Melds.
Disaster cards don’t do anything except take up space in your hand.
The player with the highest Religion Score may use Disaster cards as
wild cards when making melds!
The player with the highest Seafaring Score may use Sea cards as wild cards
when making Trade or Conquest melds.
SCORE PHASE
At he beginning of Score phase, the player with the highest Science score may
gain 1 point in any attribute of his choice.
Go through each of the 10 Attributes in turn.
On turns 1-4 the player with the most points in an Attribute gains 1 Victory Point.
On turns 5-8 the player with the most points in an Attribute gains 2 Victory Points.
On turns 9-12 the player with the most points in an Attribute gains 3 Victory Points.
If two or more players tie for first, they each get the points.
The player with the highest Culture score gains 1 extra VP.
END PHASE
Max hand size is 5 cards.
The player with the highest Conquest score has a max hand size = 7.
Discard excess cards.
The player with the highest Equestrian score may discard all of his cards to gain 3 VP.
COMMON DECK CARD LIST
Card Name:
Conquest
Trade
Culture
Science
Agriculture
Religion
Seafaring
Government
Equestrian
Engineering
Leader
Disaster
Note: there are 9 copies of each card in the deck.