CLASSICAL CONQUESTS
INTRODUCTION
Board game for 2-4+ players.
Ancient Civilization Conquest Theme.
VICTORY
The first player to accumulate 100+ Victory Points is the winner.
DICE
Six, eight and twelve sided dice are needed.
THE MAP
The map is composed of irregular shaped Territory spaces.
Spaces can be either Land or Sea.
Spaces start out with either the land or sea designation but are otherwise blank.
In set up roll on the Land and sea tables to determine the Resource type
for each individual Territory on the map.
For each game print a new copy of the map, and write the resource types
directly onto it.
SEA TABLE
1D6 Resource: Notes:
1-3 Salt No Value
4-5 Fish Food
6 Trade Can be used as any other Resource
LAND TABLE
1D8 Resource: Notes:
1 Grain Food
2 Herds Food
3 Wine Luxury
4 Olives Luxury
5 Wood Needed for Fleets
6 Iron Needed for Armies
7 Stone Needed for Monuments and Cities
8 Gold Can be used as any other Resource
TOKENS
Each player gets a set of Tokens of a unique color.
Each Token set has 6 Types of Tokens:
Armies
Fleets
Villages
Cities
Monuments
Resources
RESEARCH
Each player gets a Research Chart.
A Research Chart has 12 Traits and a place for recording Victory Points (VP).
Each Trait has a space for current level and current accumulated research points.
Use pencil to record on the Research Track.
RESEARCH CHART
Traits: Research Pts Level
Nautical (Naval Battles Bonus) ____________ ___________
Military (Land Battles Bonus) ____________ ___________
Arts (Adds to VP each turn) ____________ ___________
Engineering (Bonus Stone) ____________ ___________
Agriculture (Bonus Food) ____________ ___________
Industry (Bonus Luxuries) ____________ ___________
Metallurgy (Bonus Iron) ____________ ___________
Ship Building (Bonus Wood) ____________ ___________
Economics (Bonus Gold) ____________ ___________
Government (Units Build Limit) ____________ ___________
Science (Counts towards Research) ____________ ___________
Religion (Monuments Build Limit) ____________ ___________
Victory Points (VP) ___________________________
COMMON RESOURCE TRAIT POOL CHART
Keep a paper with a circled space labeled for each of the 6 categories of Resources:
Food, Luxuries, Gold (and Trade), Wood, Iron, Stone.
Whenever a player gains a resource in one of these from 1 of their traits, have them
put one of their Resource Tokens in the corresponding space.
As they are used up during play remove them.
Resources are not saved from turn to turn. Empty this chart at the end of every turn.
Also at the end of every turn remove all unused resource tokens that are on the map.
SETUP
Each player must pick one Civilization.
Each player starts with 1 City placed in one territory of their choice.
Players may not place within 2 spaces of another City.
The oldest player goes first.
CIVILIZATION LIST
Civilization: Starting Traits:
Minoans Shipbuilding 1 Arts 1
Egyptians Religion 1 Engineering 1
Sumerians Agriculture 1 Economics 1
Phoenicians Economics 1 Shipbuilding 1
Athenians Shipbuilding 1 Nautical 1
Spartans Military 1 Agriculture 1
Romans Government 1 Engineering 1
Macedonians Military 1 Economics 1
Babylonians Industry 1 Science 1
Persians Arts 1 Religion 1
Celts Arts 1 Agriculture 1
Goths Military 1 Metallurgy 1
TURN SEQUENCE
Players take turns.
Each turn has 10 Phases:
1. Produce
2. Upkeep
3. Build
4. Upgrade
5. Settle
6. Move
7. Battle
8. Recruit
9. Research
X. Score
PRODUCE PHASE
For a Territory to produce, it must have a Villages Token or City Token on it.
Put 1 Resource token in each of your Territories (except for Salt) of the
type it normally produces according to the Land & Sea Tables.
Each City also produces 1 Gold.
These are used up for upkeep, settling , building, recruiting, and upgrading.
Gain 1 extra stone resource for each level in engineering you have.
Gain 1 extra food resource for each level in agriculture you have.
Gain 1 extra gold resource for each level in economics you have.
Gain 1 extra luxury resource for each level in industry you have.
Gain 1 extra wood resource for each level in ship building you have.
Gain 1 extra iron resource for each level in metallurgy you have.
When you use up a resource, remove one of your resource tokens from
the map or the common resource pool trait chart.
UPKEEP PHASE
Each Fleet and Army and City requires 1 Food.
Remove Resource Tokens from your Food producing Territories or the Food
space on the common resource pool trait chart until this requirement is met.
Unfed Units are discarded.
A city will be reduced to a village by famine. However if it has a
Monument, the Monument will remain!
BUILD PHASE
You may build a Monument in a City you control.
To do this, you must use up 2 Food and 1 Stone plus any 1 resource for
every other Monument already located in that city.
You cannot Build more total Monuments than 1 + your Level in Religion.
UPGRADE PHASE
You may convert a Villages Token into a city token.
To do this, you must use up 2 Luxuries and 1 Stone.
Max 1 city per space.
SETTLE PHASE
You may build 1 Villages Token for free each turn.
Villages are placed in empty Land spaces next to spaces
occupied by your cities, villages, or fleets.
You may place additional villages Tokens (1 max per space) but each extra
village placed in a turn requires you to use up 1 Food or Luxury Resource and
1 Wood or Stone Resource.
MOVEMENT PHASE
You may move your units (Armies and Fleets)
An Army may move 2 Spaces.
A Fleet may move 4 Spaces.
Units may stack.
Armies may move through friendly Fleets at no movement cost.
You cannot move though enemy held spaces.
BATTLE
If your units occupy a space with enemy units or settlements there will be battle.
Each side rolls 1D8 and adds their Military level (if on land) or Nautical
level (if at sea). The lower roll discards 1 unit. Defender wins ties.
If the defender loses all his units, and then the settlement is also defeated, the
settlement (village or city) is captured by the invader.
Replace the settlement with one of the invaders color.
RECRUIT PHASE
You may recruit Armies and Fleets.
Each Army requires you to use up 1 Iron.
Each Fleet Requires you to use up 1 Wood.
You cannot Build more Units than
1 + your Level in Government + the number of cities you control.
All Armies must start in cities.
All Fleets must start in Sea spaces adjacent to cities.
RESEARCH PHASE
You get one free roll on the Research Table.
Get 1 extra roll for every level in Science you have.
You may pay 1 resource of any type to get an extra roll.
You may pay 2 resources of any type to get a second extra roll.
You may pay 3 resources of any type to get a third extra roll.
You may pay 4 resources of any type to get a fourth extra roll. etc.
When you make a roll you gain a research point in the indicated trait.
When the number of research points you have in a trait exceeds your level
in that trait by one, you gain 1 level in that trait and your current number of
research points (RP) in that trait is reset to zero.
(For example: 1 RP in the Arts will move you to level 1 in the Arts. A further
2 RP will get you to level 2. Another 3 RP will get advance you to level 3 and so on)
RESEARCH TABLE
1D12 Trait: Notes:
1 Nautical Your Level adds to your roll in Naval Battles
2 Military Your Level adds to your roll in Naval Battles
3 Arts Adds to VP gained in Score Phase
4 Engineering Gain stone
5 Agriculture Gain food
6 Industry Gain luxuries
7 Metallurgy Gain iron
8 Ship Building Gain wood
9 Economics Gain gold
10 Government Increases your unit recruit limit
11 Science Gain rolls on Research table
12 Religion Increases your monument build limit
SCORE PHASE
Gain 1 Victory Point (VP) for every Monument you control.
Gain 1 VP equal to your current level in the Arts.
OPTIONAL RULES
Token Reduction- Reduce Token types to 3 types: Unit, Settlement, and Resource.
Unit Tokens- These can be used to represent Fleets or Armies.
Settlement Tokens- 1 in a space represents a village. 2 in a space
represents a city. 3+ in a space represents a city with monuments.