CULTURE & CONQUEST
CULTURE & CONQUEST
Simulation of ancient civilizations.
This dice game does not require a map or counters.
Solo or any number can play.
VICTORY CONDITIONS
The game ends after 50 turns.
The player with the most Victory Points wins.
Advances you have score 5 points.
Cities you control score 10 points.
Wonders you build score 15 points.
Wonders you control score 5 points.
For every Natural resource you have the most of, gain 5 points.
For every Manufactured resource you have the most of, gain 10 points.
Gain 5 points if you have the biggest population.
SET UP
Each player starts with 10 populations and 1 city.
Randomly determine your culture on the culture table.
Determine Turn order by rolling high.
TURN SEQUENCE
Players take turns.
A player will complete all of the following phases in their turn.
1 POPULATION PHASE
2 RESOURCE PHASE
3 DISTRIBUTION PHASE
4 LEADER PHASE
5 HARVEST PHASE
6 DISASTER PHASE
7 UPKEEP PHASE
8 WAR PHASE
9 TRADE PHASE
10 BUILD PHASE
11 RESEARCH PHASE
12 INCOME PHASE
One round is completed when all cultures have had one turn.
POPULATION PHASE
Gain 1D6-2 population. Minimum = 0.
These populations start as Agriculture specialists.
RESOURCE PHASE
Roll 1D10 on the Resource Table:
1D10 Result:
1-3 Nothing
4-5 Gain 1 Manufactured Resource of your choice
6-10+ Gain 1 Random Natural Resource (Roll on the Natural Resource Table)
Note: if you have none of the requirements for any manufactured
resource, you get nothing.
POPULATION DISTRIBUTION PHASE
Assign populations to one of the 7 specialty categories:
Army, Navy, Agriculture, Trade, Labor, Scholars
(Army & Navy are collectively caled Military units)
A single category cannot be increased or decreased by more than 5 populations.
It costs 2 Gold to raise an army or navy.
It only costs 1 Gold to raise a Navy if you have Wood & Cloth.
It only costs 1 Gold to raise an Army if you have Weapons & Horses.
GAIN LEADER PHASE
Roll 1D6: On a roll of 1-2 gain 1 random leader.
HARVEST PHASE
Produce 3 food per Agriculture population and 2 for each level of
Food Resources you control.
Food is not stored unless you have the pottery advance.
DISASTER CHECK PHASE
On a roll of 1 on D6 suffer from one random disaster.
Resolve 'War' disasters first thing in War Phase.
UPKEEP PHASE
Each population consumes 1 Food. Armies are paid 1 Gold each.
If upkeep is not met, those populations are lost.
Roll 1D6 for each leader, on a roll of 5+, the leader dies of old age.
WAR PHASE
A player may attack one target opponent on a roll of 5+ on 1D6.
(get +1 to this roll if you have a General)
If the roll fails, he may attempt to attack another player.
Other players may send armies, navies, and Generals to serve on either side.
Each player gets 1 die for every Army, Navy, and General on their side.
If you have more armies than opponent, you get 1 extra die.
If you have more navies than opponent, you get 1 extra die.
If you have a General and your opponent doesn't, you get 1 extra die.
If you have Military Doctrine, and your opponent doesn't, you get 1 extra die.
If you have Iron, and your opponent doesn't, you get 1 extra die.
If you have Equestrian, and your opponent doesn't, you get 1 extra die.
If you have Siegecraft, and you are attacking, you get 1 extra die.
If you have Fortifications and are defending, you get 1 extra die.
If you have Shipbuilding, and your opponent doesn't, you get 1 extra die.
If you have the Great Wall and are defending, you get 1 extra die.
The player with the higher total roll is the winner.
Defender wins ties. The winner gains 1D6 Victory points.
Each roll of 1 causes your opponent to lose 1 army or 1 navy.
If the defender loses all his armies the Attacker gets to take one form of tribute:
All of the losers gold, or One City (which may contain a Wonder), or
2D6 Population (enslaved), or 1 target Resource.
TRADE PHASE
The active Player may trade Gold, food, labor, populations, cities,
advances, leaders, resources, and promises with other players.
(If 'trading' an Advance the giver & the recipient both get it.)
BUILD PHASE
Each Labor specialist produces 1 Labor point per turn.
Assign Labor points to a city or Wonder under construction.
These points are saved from turn to turn until the project is completed.
Labor points not assigned are lost.
Build 1 city for 50 Labor and 25 Gold. Name the city.
Gain 1 roll on the Natural Resource Table for 20 Labor.
Gain 1 Manufactured Resource of your choice for 25 Labor.
Build 1 Wonder of your choice for 100 Labor and 50 Gold.
Only 1 Wonder per city is allowed.
For each level of Build Resources you have the labor and gold costs
of Cities and Wonders are reduced by 2.
RESEARCH PHASE
Roll 1D12 per scholar, thinker, or research generator you have.
On a roll of 1 gain one random advance.
Pay 20 Gold to copy an Advance known by another player.
When determining a "Random" Advance, roll on the Advance Table.
If you roll one you already have, pick one instead.
INCOME PHASE
Collect Gold: 1 per Trade population, 1 per City, and
1 per level of Luxury Resources.
POPULATION DISTRIBUTION
TYPE: Upkeep: Production:
Military 1 Food + 1 Gold None
Agriculture 1 Food 3 Food
Trade 1 Food 1 Gold
Labor 1 Food 1 Labor
Scholars 1 Food 1 Research Roll
Note: There is a max of 1 Scholar per city.
CULTURE TABLE
D20: Culture: Starting Advance:
1 Egyptian Engineering
2 Mesopotamian Mathematics
3 Athenian Philosophy
4 Roman Law
5 Minoan Music
6 Persian Coinage
7 Assyrian Metal Working
8 Babylonian Astronomy
9 Mycenaean Pottery
10 Phoenician Navigation
11 Spartan Military Doctrine
12 Scythian Equestrian
13 Summerian Irrigation
14 Celtic Art
15 Hebrews Monotheism
16+ Pick One
Culture & Conquest has been published in the
online Winter 2000 issue of the
ACADEMIC GAMING REVIEW
NATURAL RESOURCE TABLE
1D20 Resource: Notes:
1 Grain Food
2 Fish Food
3 Iron Military; Requires Bronze
4 Horses Military
5 Precious Metals Luxury
6 Fruits Food
7 Livestock Food
8 Wood Build
9 Stone Build
10 Spices Luxury
11 Fibers Clothing
12 Salt Food
13 Shellfish Food
14 Incense Luxury
15 Vegetables Food
16 Bronze Military
17 Furs Clothing
18 Clay Build
19 Brick Build
20 Gems Luxury
MANUFACTURED RESOURCES LIST
Resource: Notes:
Earthenware Requires Pottery & Clay (Luxury)
Cloth Requires Fibers & Textiles (Clothing)
Weapons Requires Bronze or Iron & Metal Working (Military)
Wine Requires Fruits & Brewing (Luxury)
Jewelry Requires Precious Metals & Art (Luxury)
Sculpture Requires Stone & Art (Luxury)
Glass Requires Brick & Glassblowing (Luxury)
Dyes Requires Shellfish or Spices & Dye Making (Luxury)
Medicinals Requires Spices and Medicine (Luxury)
Leather Requires Livestock & Textiles (Clothing)
Parchment Requires Fibers & Literacy (Luxury)
ADVANCE TABLE
D100: Advance: Notes:
1-2 Pottery Food can be stored & Mitigates Famine
3-4 Monotheism Population Phase: add 1 to roll (Religion)
5-6 Astronomy Research: One additional roll per turn
7-8 Writing Research: One additional roll per turn
9-10 Medicine Mitigates Epidemic
11-12 Coinage Gold: +1 per city per turn (Facilitates Trade)
13-14 Masonry Cities & Wonders cost 5 less in Labor
15-16 Mathematics Research: One additional roll per turn
17-18 Architecture Cities & Wonders cost 5 less in Gold
19-20 Law Mitigates Anarchy
21-22 Music Mitigates Unrest (Music soothes the soul)
23-24 Democracy Extra 5 points for Victory (Government)
25-26 Philosophy Mitigates Heresy (Public Debate is acceptable)
27-28 Metal Working Battle: One additional roll; Requires Bronze or Iron
29-30 Drama Extra 5 points for Victory
31-32 Art Extra 5 points for Victory
33-34 Military Doctrine Battle: One additional roll (Strategy & Tactics)
35-36 Irrigation Mitigates Drought
37-38 Navigation Gold: +1 per city per turn (Expands Trade)
39-40 Equestrian Battle: One additional roll; Requires Horses
41-42 Literature Extra 10 points for Victory; Requires Writing
43-44 Ancestor Worship Gain 2 VP for each City you control (Religion)
45-46 Siegecraft Battle: Attacker gets one additional roll
47-48 Shipbuilding Battle: One additional roll
49-50 Dynasty Mitigates Civil War (Government)
51-52 Engineering Labor: +1 per Labor population per turn
53-54 Selective Breeding Food: +1 per agriculture population per turn
55-56 Polytheism Gain 3 VP for each Wonder you control (Religion)
57-58 Brewing Extra 5 points for Victory (Beer!)
59-60 Textiles Extra 5 points for Victory
61-62 Glass Blowing Extra 5 points for Victory
63-64 Dye Making Extra 5 points for Victory
65-66 Fortifications Battle: Defender gets one additional roll
67-68 Cartography Gain +1 to resource table rolls
69-70 Mysticism Extra 5 points for Victory (Religion)
71-72 Republic Mitigates Mutiny (Government)
73-74 Oligarchy Mitigates Mad King (Government)
75-00 Pick One
Note: You can only have 1 Religion Advance and 1 Government Advance.
If you roll an extra one, it replaces the older one.
DISASTERS
If a culture has a mitigating attribute the disaster causes half as
much population loss. Round fractions down.
If a culture experiences a disaster it skips its build phase and war phase.
DISASTER TABLE
D20: Type: Notes:
1 Flood Lose 1 Random Resource
2 Earthquake 1D6 or 2D6 if you have Architecture
3 Volcano Lose 1 random City
4 Pirates Lose half of your gold reserve
5 Unrest 1D6
6 Civil War War: Attacked by 1D6 Armies: They take a random city if they win
7 Heresy 1D6 or 2D6 if you have Monotheism
8 Anarchy 1D6
9 Epidemic 3D6
10 Famine Lose half of your food reserve
11 Uprising War: Attacked by 1D6 Armies: They take 2D6 populations if they win
12 Corruption Lose all gold
13 Drought Lose half of your food reserve
14 Storms 1D6 (Navies first)
15 Sands of Time Lose 1 random Wonder
16 Mad King 2D6
17 Pestilence Lose half of your food reserve
18 Mutiny 2D6 (Military Units first)
19-20 Barbarians War: Attacked by 1D6 Armies: They take all your gold if they win
WONDER LIST
Wonder: Required: Notes:
Sphinx Sculpture Costs same as city
Colossus Metal Working Gold +1D6 per turn in Income Phase
Oracle Polytheism Mitigates Corruption
Hanging Gardens Irrigation Mitigates Unrest
Parthenon Architecture Mitigates Heresy
Stonehenge Astronomy Costs same as city
Lighthouse Navigation Mitigates Storms
Pyramids Engineering Mitigates Anarchy
Great Wall Masonry One Additional Battle roll when defending
Great Library Literacy One Additional Research roll per turn
Note: Wonders are Unique. They can only be built once.
LEADERS TABLE
1D6: Type: Effect:
1 Ruler Gold: +1D6 per turn
2 General Battle: +1 Battle roll
3 Thinker Research: +1 Research roll per turn
4 Builder Labor: +1D6 per turn
5 Religious Population: +1D6 per turn
6 Diplomat Negate attack against you on a roll of 5+ on 1D6
CITY NAMES
Antioch, Babylon, Knossos, Alexandria, Troy, Jerusalem, Sparta, Rome,
Damascus, Delphi, Athens, Ur, Carthage, Jericho, Giza, Thebes, Byzantium,
Cadiz, Ch'ang-an, Lo-yang, Canton...
SOLO VERSION
If playing Solo the 'opponent' in War phase will have 4D6 armies and if defeated has
6D6 Gold and no Wonders.
MAP VERSION
Players will need to make or acquire a map of the Mediterranean divided
up into small territories.
Put initial populations and city into one territory.
Tokens representing cities, leaders, wonders, and population specialties are required.
Place new populations into any territory you control.
Spread new populations out as much as possible.
Populations destroyed by disaster are removed from as few spaces as possible.
One city per territory. One Wonder per city.
Add a Move Phase after War Phase.
Populations can move one space per turn.
Armies can attack armies in adjacent spaces.
An army can move into an opponents territory that does not contain an
army. Take control of all tokens in that territory.
Captured leaders are destroyed.
Barbarians and Civil war rebels will attack a border territory.
Players with navigation can move populations 4 territories by
sea per turn. They must end the turn in a coastal space.