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
LINKS