Civ Quest

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Players
2-7
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N/A

⚙️ Game Mechanics

How this game works - core systems and player actions

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📖 About This Game

A Civilization type game using dice, map, and record keeping for 2-7 players. A map of the Mediterranean is divided up into multiple areas (about 20 per player). Each player has a set of units of a unique colour. There are 2 types of units, Population Tokens(PT) and City Tokens(CT). Each player starts by placing 7 PT onto one empty area on the board. A pad and pencil is used to keep track of Idea Points, Resource Points, Victory Points, and Advances. There are 8 Phases: 1. Leader Phase - Roll once on the Great Leader Table. Dependant on result a player will receive population tokens or points (Idea, Resource, Move or Victory) - The old Leader dies and a new leader is rolled for each of your turns. 2. City Phase - Roll once on the City Table for each City you control. Dependant on results a player will receive a population token or a point (Idea, Resource, Move or Victory) 3. Advance Phase - Gain 1D6 Idea Points (IP). Idea points are saved from turn to turn. - A player may turn in 5 IP to gain 1 random advance. This is determined by rolling once on a Research Table. - The second advance you buy in a turn costs 7 IP, the third 9 IP and so on. - Maximum IP you can store is 15. Excess is lost. 4. Growth Phase - Gain 1D6 Population Tokens (PT). These may be placed in any areas a player controls. - Max PT a single area can maintain is 10 (plus 1 city). Excess is lost. 5. Build Phase - Gain 1D6 Resource Points (RP). A player may spend 5 RP and discard 5 PT to build a City in any area he controls. An area may contain only 1 city. - A player may spend 10 RP to gain 1 Wonder of his choice. You cannot build more Wonders than you currently have Cities. - Max RP you can store is 15. Excess is lost. 6. Disaster Phase - A player rolls 1D6. On a roll of 5+ his culture experiences a disaster. - Next a player rolls 1D6 to determine how many Population Tokens he loses. These are taken from any of his areas. A city may be broken down into 5 PT to take losses. - If you have an Advance that mitigates a disaster you get -2 to the casualty roll. 7. Clash Phase - For each other Civ a player is adjacent to, he may choose either trade or war. - If he chooses trade roll on a Trade Table to determine results - If he chooses War, attacker picks 2 adjacent areas, 1 controlled by each player. Each player rolls 2D6 and adds bonuses from War advances. The higher War roll total wins (Defender wins ties). Loser loses all units in the area lost. The winner gains control of the opposing Area by placing 1 PT from off the board onto the newly conquered area. 8. Migration Phase - Roll 1D6 to get that many Move Points (MP). - A player may use 1 MP to move 1 PT to an adjacent area. Sailing and road advances allow PT to move further. - Move points are not saved from turn to turn. The Game ends when any of the following happens: All areas containing land are occupied; all wonders are built; any one player has 7 or more cities or only 1 player is left (automatic winner). At end of game add up Victory Points from advances and Iconic Leaders, city rolls + 1 per area you occupy + 5 per Wonder built. The player with the highest VP score wins.