GALACTIC CIV







INTRODUCTION
Card game for 2-4+ players based on the Galactic Civilizations Video games. 
Each player hopes to lead his race to ultimate victory. 

DISCLAIMER
Galactic Civilization is a copyrighted, licensed property. 
This is merely a fan site. 


VICTORY
There are 6 Paths to Victory
1. Conquest Victory: After turn 10 have the highest Scores in Military and 
Expansion or Exploitation by at least 5 points each. 
2. Diplomacy Victory:  After turn 10 have the highest Scores in Influence and 
Trade or Military by at least 5 points each. 
3. Ascension Victory: After turn 10 have the highest Scores in Exploration and 
Military or Research by at least 5 points each. 
4. Technology Victory: After turn 10 have the highest Scores in Research and 
Exploitation or Trade by at least 5 points each. 
5. Influence Victory: After turn 10 have the highest Scores in Influence and 
Morale or Expansion by at least 5 points each. 
6. General Victory: At the End of turn 20 (after all players have gone) have the 
Highest Score in the Most Attributes. 


ATTRIBUTES
Each Player has 8 Attributes: 
1. Morale: Entertainment, Confidence
2. Research: Development of New Technologies
3. Exploration: Voyages of Discovery
4. Exploitation: Resources, Mining, Manufacturing
5. Expansion: Colonies, Population, Worlds
6. Influence: Religion, Philosophy, Culture, Diplomacy
7. Trade: Finances, Economy, Wealth
8. Military: Weaponry, Fleets, Ships, Defenses


RANDOM ATTRIBUTE TABLE
1D10	Attribute:
1. 	Morale
2. 	Research
3. 	Exploration
4. 	Exploitation
5. 	Expansion
6. 	Culture
7. 	Trade
8. 	Military
9+ 	Pick One


DICE
10 Sided Dice are needed. 

RECORD LOG
Use paper and pencil. 
Each player must keep track of his own 8 Attributes. 
Also write down Racial Identity. 
Also keep track of turn order. 


THE DECK
Players share a common Deck. 
There are 4 Card Types: 
1. Ships
2. Builds
3. Techs
4. Finds
The Deck has 30 of each card Type. 
Cards when played increase a player’s score in 1 or more Attributes. 


MAIN RACE SPECIAL ABILITIES
Race:			Special Ability: 
Terran Alliance		Start with Influence +2 and Expansion +2
Dregin Empire		Start with Military +4
Iconian Refuge		Start with Influence +2 and Exploration +2
Yor Singularity		Start with Exploitation +2 and Research +2
Altarian Resistance	Start with Influence +4
Iridium Corporation	Start with Trade +4
Krynn Syndicate 	Start with Exploitation +2 and Influence +2
Thalan Contingency	Start with Influence +2 and Research +2
Snathi Revenge		Start with Military +2 and Expansion +2
Torian Regime		Start with Research +2 and Expansion +2
Arcean Empire		Start with Military +2 and Trade +2


SETUP
Each player starts with 5 points in each of the 8 Attributes. 
Each player chooses the role of 1 of the Main Races. 
Shuffle the Deck. 


TURN SEQUENCE
Players take Turns. 
Keep track of turn number. 
Each turn has 12 Phases:
1. Opportunity Phase
2. Construction Phase
3. Discovery Phase
4. Aggression Phase
5. Influence Phase
6. Exploration Phase
7. Exploitation Phase
8. Expansion Phase
9. Research Phase
10. Trade Phase
11. Approval Phase
12. End Phase


1. OPPORTUNITY PHASE
Draw 3 Cards from the top of the deck and put them into your hand. 
If the deck runs out, shuffle the discard and draw from it. 

2. CONSTRUCTION PHASE
You may play one Build card or one Ship card from your hand. 
Show it to all other players. 
Increase your Attributes per the card instructions then discard the card. 

3. DISCOVERY PHASE
You may play one Find card or one Tech card from your hand. 
Show it to all other players. 
Increase your Attributes per the card instructions then discard the card. 

4. AGGRESSION PHASE
If you have the highest Military Score, a target opponent player of your 
Choice must lose 2 points (No lower than zero) in 1 random attribute.
Roll on the Random Attribute Table. 
This represents your attacks on his Civilization. 

5. INFLUENCE PHASE 
If you have the highest Culture Score, a target opponent player of your 
Choice must give you 1 point in 1 random attribute.
Roll on the Random Attribute Table. 
Ignore if the Attribute is already at zero. 
This represents defections of his population and territories to your Civilization
As well as  negotiating alliances and treaties with favorable terms.  

6. EXPLORATION PHASE
If you have the highest Exploration Score, You may play 1 extra Find card from 
Your hand immediately. 
This represents your scouts pushing out the boundaries of known space. 

7. EXPLOITATION PHASE
If you have the highest Exploitation Score, you may play 1 extra Ship or Build card 
From your hand Immediately. 
This represents your numerous factories manufacturing Fleets and Infrastructure at 
Breakneck speed from the many resources you’ve collected. 

8. EXPANSION PHASE
If you have the highest Expansion Score, you may draw 2 cards and then discard 
1 card from your hand. 
This represents the increased potential of your large population and many 
Colonies spread over vast territories. 

9. RESEARCH PHASE
If you have the highest Research Score, you may play 1 extra Tech card 
From your hand immediately. 
This represents the accelerated rate of scientific knowledge being generated 
At your many prestigious Laboratories. 

10. TRADE PHASE
If you have the highest Culture Score, Draw 1 card and both you and a target 
Opponent of your choice get +1 to a Random Attribute (Separate Rolls). 
Your maximum hand size is also +1. 
This represents the many benefits and opportunities open to those  
Possessing great Wealth. 

11.  APPROVAL PHASE
If you have the LOWEST Morale Score, lose 1 level in a Random Attribute. 
Your people are so demoralized, your Civilization is actually regressing. 

12. END PHASE
Max hand size is 5 cards. Discard excess cards. 
Check for Victory conditions. 

NOTES
Ties: If 2 or more players tie when comparing an Attribute, then nobody 
wins, or in the case of Morale, nobody loses.  


COMMON DECK CARD LIST
Card Name:			Type:		Notes:
Scout Ships			Ship		Explore +2
Interceptors			Ship		Military +1 and Morale +1
Rangers 			Ship		Military +1 and Explore +1
Guardians			Ship		Military +1 and Expand +1
Gunships			Ship		Military +1 and Influence +1
Support Ships			Ship		Military +1 and Research +1
Assault Ships			Ship		Military +2
Escorts				Ship		Military +1 and Trade +1
Frigates			Ship		Military +2 and Expand +1
Destroyers			Ship		Military +2 and Trade +1
Cruisers			Ship		Military +2 and Influence +1
Capital Ships			Ship		Military +3
Battleship			Ship		Military +3 and Influence +1 
Flagship			Ship		Military +2 and Influence +2
Carrier				Ship		Military +3 and Morale +1
Dreadnaught			Ship		Military +3 and Influence +2
Traders				Ship		Explore +1 and Trade +1
Freighters			Ship		Trade +2
Cargo Ship			Ship		Trade +3
Transport Ships			Ship		Military +1 Trade +1 and Expand +1
Colony Ship			Ship		Expand +3
Luxury Liner			Ship		Influence +2 and Morale +2
Constructor Ship		Ship		Expand +2 and Exploit +1
Survey Ships			Ship		Explore +1 and Exploit +1
Envoy Ship			Ship		Trade +1 and Influence +1 
First Contact Craft		Ship		Explore +1 and Influence +1
Research Ship			Ship		Explore +1 and Research +1 
Salvage Ships			Ship		Military +1 and Exploit +1 
Corvettes			Ship		Military +1 Explore +1 and Influence +1
Precursor Ship			Ship		Military +2 and Morale +1 and Research +1
Duranthium			Find		Military +2 and Exploit +1
Elerium				Find		Military +3
Antimatter			Find		Military +1 and Exploit +2
Promethion			Find		Explore +1 and Expand +2
Thulium 			Find		Explore +1 and Research +2
Artocarpus Viriles		Find		Expand +1 and Trade +1
Aurorus Arboretum		Find		Influence +2
Crystalized Elerium		Find		Military +2
Epimetheus Pollen		Find		Military +1 and Expand +1 
Harmony Crystals		Find		Morale +2
Helios Ore			Find		Military +1 and Trade +1
Hyper Silicates			Find		Research +2
Monsatium Deposit		Find		Expand +2
Precursor Nanites		Find		Exploit +2
Prometheus Stone		Find		Military +1 and Explore +1
Snuggler Colony 		Find		Influence +1 and Trade +1
Techapod Hive			Find		Exploit +1 and Expand +1
Thulium Catalyst		Find		Research +1 and Explore +1
Ultra Spice			Find		Trade +2
Xanthium Deposit		Find		Military +1 and Exploit +1
Anomaly 			Find		Research +1
Storage Capsule 		Find		Exploit +1
Habitable Planet		Find		Expand +3
Extreme World			Find		Expand +1
Minor Alien Race		Find		Exploit +1 and Trade +1
Trade Route			Find		Trade +2
Wormhole			Find		Explore +2
Ship Graveyard			Find		Exploit +1 and Play 1 Ship Card 
Asteroid Field			Find		Exploit +2
Nebula				Find		Exploit +1 and Explore +1
Advanced Construction		Tech		Exploit +2
Research Matrix 		Tech		Research +2
Agricultural Adaptation		Tech		Expand +1 and Exploit +1
Xeno Biology			Tech		Expand +2
Environmental Engineering	Tech		Expand +1 and Exploit +1
Drive Technology		Tech		Explore +2
Interstellar Survey		Tech		Explore +1 and Exploit +1
Life Support			Tech		Expand +2
Zero-G Construction		Tech		Military +1 and Expand +1
Interstellar Logistics		Tech		Exploit +2
Weapon Systems  		Tech		Military +2
Militarization 			Tech 		Military +2
Defense Systems 		Tech		Military +2
Interstellar Governance 	Tech		Morale +1 and Exploit +1
Xeno Economics  		Tech		Trade +1 and Influence +1
Interstellar Trade		Tech		Trade +2
Xeno Entertainment		Tech		Morale +2
Universal Translator		Tech		Influence +2
Xeno Tourism			Tech		Trade +1 and Influence +1
Interstellar Banking		Tech		Trade +2
Assimilation Techniques 	Tech		Influence +2
Mediation Practices		Tech		Influence +1 and Morale +1
Xeno Archeology 		Tech		Research +2
Ascension Pathways		Tech		Morale +2
Neurolinking			Tech		Research +2
Planetary Invasion		Tech		Military +2
Advanced Energy Systems 	Tech		Exploit +1 and Military +1
Long Range Sensors		Tech		Explore +1 and Military +1
Interstellar Law		Tech		Influence +2
Starship Prototypes		Tech		Military +1 and Explore +1
Colony Hub			Build		Expand +3
Mega Factory			Build		Expand +1 and Exploit +2 
Agri-Domes			Build		Expand +2 and Exploit +1
Space Elevator			Build		Expand +1 Exploit +1 and Trade +1
World Market			Build		Expand +1 and Trade +2
Research Labs			Build		Expand +1 and Research +2
Colony Mainframe		Build		Expand +1 Research +1 and Exploit +1
Entertainment District		Build		Expand +1 Morale +2
Mega Resort			Build		Expand +1 Morale +2
Mega Stadium			Build		Expand +1 Morale +2
Embassy 			Build		Expand +1 Influence +2
Consulate			Build		Expand +1 Influence +2
Emigration Center		Build		Expand +1 Influence +2
Antimatter Power Plant  	Build		Expand +1 Exploit +2
Manufacturing Center		Build		Expand +1 Exploit +2
Industrial Replicator		Build		Expand +1 Exploit +2
Planetary Defense System	Build		Expand +1 Military +2
Orbital Defense Platform	Build		Expand +1 Military +2
Medical Center			Build		Expand +2 Morale +1
Discovery Sphere		Build		Expand +1 Research +2 
Financial Sector		Build		Expand +1 Trade +2
Galactic Stock Exchange 	Build		Expand +1 Trade +2
Galactic Bazaar			Build		Expand +1 Trade +2
Capital City			Build		Expand +1 Trade +1 Morale +1 Influence +1
Shipyard			Build		Explore +1 Military +1 and Trade +1
Outpost 			Build		Expand +1 Military +1 Explore +2
Mining Starbase 		Build		Expand +1 Military +1 Exploit +2
Research Station		Build		Expand +1 Military +1 Research +2
Cultural Starbase		Build		Expand +1 Military +1 Influence +2
Military Starbase		Build		Expand +1 Military +3 


OPTIONAL RULES: EVENTS
Events requires an altered Turn Phase and an extra Deck. 

EVENT DECK
The Event Deck contains 3 types of cards: 
1. Galactic Event (GE)
2. Moral Dilemma (MD)
3. United Planets Issue (UPI)
Shuffle the Deck during Startup. 
If the Deck ever runs out, shuffle the discard and draw from it. 

GALACTIC EVENTS
These are the simplest Events. They simply modify your Attributes.

MORAL DILEMMAS
If you draw one of these you must choose to be either Benevolent or Malevolent. 
If Malevolent modify your Attributes according to the Card. 
If Benevolent roll twice on the Benevolence Table. 
Note that some MD’s will have an additional penalty (per card text) if you pick 
Benevolent (In addition to the 2 rolls on the Table). 

BENEVOLENCE TABLE
1D10	Result:
1-2	Outreach: Expand +1
3-5	Affinity: Morale +1
6-8	Prominence: Influence +1
9-0	Enlightenment: Research +1

UNITED PLANETS ISSUES
If one of these cards comes up, there will be a Council Vote.
To Vote, each player adds up their Influence, Expand, and Military Scores. 
The player with the most Votes wins the Benefit described on the card. 

TURN MODIFICATION RULES
At the end of Opportunity Phase roll one die: 
If it is Even, there is no Event. 
If it is Odd, draw the top card of the Event deck. 
No Events during Players first 2 turns. 

EVENT DECK CARD NOTATION
GE = Galactic Event 
MD = Moral Dilemma 
UPI = United Planets Issue 
IB = If Benevolent

EVENT DECK CARD LIST
Event:				Type: 	Notes: 
Sentient Pods			MD	Research +2
Pirate Lair			MD	Trade +1 and Military +1
Precursor Workshop		MD	Exploit +2
Stone Age Natives		MD	Exploit +2 (IB Exploit -2)
Precursor Artifact		MD	Expand +2
Precursor Defenses		MD	Research +2 and Expand -1 (IB Trade -1)
Insectoid Wars			MD	Expand +1 (IB Morale -1)
Sea Monkeys			MD	Research +2
High Tech Hijack		MD	Research +1 and Military +1
Ancient Ruins			MD	Expand +1 (IB Expand -1)
Alien Squatters			MD	Exploit +1 (IB Expand -1)
The Messiah			MD	Morale +1 (IB Morale -1)
Earthworms			MD	Expand +2 (IB Expand -2)
Underwater Beasts		MD	Morale +2 (IB Morale -2)
Undead Warriors 		MD	Military +1 (IB Research -1)
Flesh Nectar			MD	Trade +2 (IB Trade -2)
Ultimate Soldier		MD	Military +1 (IB Trade -1)
Eye of the Precursor		MD	Influence +2
Corporate Corruption		MD	Trade +1 (IB Trade -1)
Mid-Evil Hippies		MD	Expand +1 (IB Expand -1)
Falling Moon			MD	Exploit +1 (IB Trade -1)
Catch Em All			MD	Morale +1 (IB Morale -1)
Lava Caves			MD	Exploit +2 Trade +2 Expand -2
Asteroid Showers		MD	Trade +3 Expand -2 (IB Trade -1)
Suffocated Beasts		MD	Morale +1 (IB Morale -1)
Tasty Eggs			MD	Military +1 (IB Trade -1)
Stolen Cargo			MD	Trade +1 (IB Trade -1)
Anti-Government 		MD	Morale +1 (IB Influence -1)
Digital Addiction		MD	Trade +1 Morale +1 (IB Trade -2)
Cheating Death			MD	Trade +2 Expand -1 (IB Trade -1)
Alien Drought			MD	Trade +1 (IB Trade -1)
Blood Trade			MD	Trade +2 (IB Trade -2)
Scaly Trade			MD	Trade +2 Expand -1 (IB Trade -1)
Undue Influence 		MD	Influence +3 Expand -1
Manticore Forest		MD	Military +1 (IB Military -1)
Solar Slammer			MD	Research +2 Expand -1
Doomsday Defender		MD	Military +2
The Wee Dead Folk		MD	Research +2
Food for Thought		MD	Morale +2 Expand -1 (IB Trade -1)
New Wormhole    		GE	Explore +2
Xenophobes			GE	Influence -2
Xenophiles			GE	Influence +2
Economic Boon			GE	Trade +1
New Minor Race  		GE	Expand -2
Space Pirates			GE	Military -1 Trade -1
Diplomatic Assassination	GE	Morale -1 Influence -1
Regime Change			GE	Morale +2
Tear Hole in Galaxy		GE	Explore -2
Lucky Ranger			GE	Military +1 Explore +1
Depression			GE	Trade -2
Precursor Terraformer		GE	Expand +2
Ultradrive			GE	Explore +2
Thinking Machines		GE	Research +2
Host Legal Center		UPI	Influence +2
Expand Trade Routes		UPI	Trade +2
Arm Transports			UPI	Military +2
Galactic Subsidies		UPI	Target Player: Trade -2
Reimburse Natives		UPI	Target Player: Trade -2
Require Star Democracy  	UPI	All other Players: Morale -2
Require Imperialism		UPI	All other Players: Morale -2
Up Constructor Speeds		UPI	Expand +2
Galactic Cease-Fire		UPI	Morale +2
Colonization Opportunity	UPI	Expand +2
Space Monster Zoo		UPI	Trade +2
Limit Trade Routes		UPI	Target Player: Trade -2
Galactic Olympiad Venue 	UPI	Trade +2
Galactic Prison			UPI	Exploit +2
Starbase Module Limit		UPI	All other Players: Expand -1
Starbases Assist Allies		UPI	Military +2
Foreign Starbase Tax		UPI	All other Players: Trade -1
Foreign Colony Tax 		UPI	All other Players: Trade -1
Technology Trade		UPI	Research +2
Terror Star Ban			UPI	Target Player: Military -2
Trade Federation		UPI	Military +1 Trade +1
United Celebration		UPI	Morale +2
War-faring Tax			UPI	Target Player: Military -1 Trade -1
Humanitarian Aid Tax		UPI 	All other Players: Trade -1




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