0% found this document useful (0 votes)
129 views44 pages

Civolution Game Rulebook Overview

Uploaded by

Princeton Wong
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
129 views44 pages

Civolution Game Rulebook Overview

Uploaded by

Princeton Wong
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Artwork: Dennis Lohausen | Development: Viktor Kobilke A game by Stefan Feld

GO HERE FOR THE


‘HOW TO PLAY’ VIDEO

for 1 to 4 players, ages 14 and up

RULEBOOK
2 Intro

Intro Dear student beings,


I and the cosmic faculty of the Technical Academy of Creation warmly welcome
you to your Civolution, the most important exam in the field of Civilization Design.
For those who do not know me, my name is Agera, and, as the directorial entity of this
institution, I am responsible for conducting the exam.

This time, we have chosen a humanoid base scenario on a secluded continent. Each of you is assigned the role of a local
deity, closely bound to your own civilization, and tasked with leading it to success in competition with the others.

The developmental possibilities are endless, ranging


from cultural and technological progress to evolutionary-
biological adaptations. For example, what would advance
your own civilization more: the invention of the wheel or
growing wings?

Prove that you can master the control of your console and that you can adapt to
variable environmental parameters as well as various creation-chaotic conditions.

The exam ends after four eras. Whoever has gathered the most success points with their civilization by then will not only
pass the exam but will also have the opportunity to ascend to the next level as a full member of the Technical Academy of
Creation. I wish you all a successful Civolution!

Some notes on handling this rulebook


As the deity of your own civilization, you are so closely linked to it that you are practically one with it. We will often use
the term “civilizations” instead of “players”. So remember: civilization = player.
In the rulebook, the term “seating order” is often used. It always refers to the order in which the current starting
civilization (marked by the starting monolith) begins and is followed by each of the other civilizations in a clockwise
direction.

To better partition the extensive information in this rulebook, there are three types of information boxes:

Key actions: In these red boxes, the rules of a specific action and its icon are explained. This
mainly concerns action icons that appear frequently.

Excursions: In these blue boxes, information on a specific keyword is summarized to provide an


overview. Excursions may also include detailed rules regarding this keyword.

In a few places in the rulebook, you will also find these purple boxes where Agera
speaks to provide you with valuable hints and tips. These do not contain rules but are
useful for basic understanding.

Furthermore, the rulebook includes a detailed table of contents and has a guide system
in the upper corner of each page, where a few concise terms indicate which game elements
are discussed on that page.

Glossary: As a supplement to this rulebook, there is Overview booklet: Finally,


a glossary. It contains explanations of the individual the game includes four
cards and chips in the game. It also includes a keyword copies of the overview
index. Whenever you stumble upon a special term booklet “Selected icons
on the components or in the rulebook, you can look and elements” so that each
it up in the index to find a brief explanation or page civilization can have its own
reference. booklet for reference.
Table of contents
3

Table of contents
Components .........................................................................4 Key actions:
Setup .....................................................................................6
Perform 1 migration...................14
How to play the game .........................................................11
How do you gain success points? ................................11 Perform 1 procreation................16
How to play an era.......................................................12 Take a favor test .......................17
Phase 1: New cards ..............................................12
Produce 1 raw material..............18
Phase 2: New goals ..............................................12
Phase 3: Extra find ...............................................12 Transport 1 raw
Phase 4: Action phase ..........................................13 material to your storage ............18
Activating a module ......................................13 Perform a hunt ...........................19
The modules .........................................14
Strengthen 1 of
The Sleep module ..........................14 your weak tribes ........................19
The feature modules......................14
The main modules .........................14 Make a lucky find .......................20
Module: Migration .................14 Gain 1 income chip ....................23
Module: Procreation ..............16
Flip 1 stage tile to active ............23
Module: Production ...............18
Module: Transport .................19 Perform the action of
1 of your income chips...............23
Module: Sustenance ..............19
Module: Exploration ..............20 Install 1 research card ................24
Module: Building ...................21
Install 1 goal chip .......................26
Module: Planning ...................26
Module: Research ..................28 Gain 1 goal chip .........................26
Module: Achievement ...........28 Upgrade 1 main module ............27
Module: Insight ......................29
Gain 1 research card ..................28
Module: Mutation..................29
Module: Invention .................30 Perform 1 activity.......................31
Module: Trade .......................30
Module: Activity ....................31
Excursions:
Do a Reset.....................................................32
Your tribes ..................................................9
End of the Action phase ...............................32
Your markers .............................................9
Phase 5: Site phase ..............................................32 The 9 scoring categories ..........................11
Phase 6: Feeding phase........................................33 The stage partition of your console .........11
Phase 7: Event phase ...........................................34 Focus markers ..........................................14
Phase 8: Income phase ........................................36 Building grounds ......................................22
End of the game ..................................................................36 Attribute chips..........................................27
Final scoring ................................................................36 The progress tracks ..................................31
The sites ...................................................38
Solo mode ...........................................................................39
4 Components

Components
2 game boards 4 consoles 1 sheet with 50 double-
sided adhesive strips

Before your first play: Each console consists of a top part with
cut-outs and two attached bottom parts. The top part and the Adhesive strips
Progress board Sequence board bottom parts must be folded and glued together as follows:
Make sure that all cardboard is carefully removed from the cut-
outs. (The removed parts are waste and can be disposed of.)
Top part (inner side)
4 frame pieces Detach 10 of the double-sided adhesive strips from the sheet
and stick them to the 10 marked spots on the inner side of the
top part, while it lies flat on the table. Then, remove the upper
protective films gently from the adhesive strips, carefully fold the
two bottom parts onto the inner side of the top part, and glue the
top and bottom parts together, aligning them precisely. Bottom parts

160 research cards (5 decks of 32 cards each)


32 x invention 32 x mutation 32 x insight 32 x building 32 x achievement

Front Back Front Back Front Back Front Back Front Back

20 event cards 12 starting marker cards 10 starting chip cards 65 goal chips

Front Back Front Back Front Back Front Back

25 income chips 12 attribute chips 22 cards for the solo mode


7 display cards 15 action cards

Front Back Front Back Front Back

12 100-point tokens 8 stage tiles


4 stage-4 4 stage-5
tiles tiles
100-point side Blocking side Inactive side Active side Inactive side Active side

9 scoring tiles 3 bags


Icon side 1x 1x 1x

Store the Store the Store the


Point side goal chips income chips attribute chips
in here in here in here

29 activation dice 9 fate dice 1 phase indicator 1 weather indicator


Components
5

80 tribes 16 settlements 200 markers


20 x 20 x 20 x 20 x 4x 4x 4x 4x 50 x 50 x 50 x 50 x

12 farms 8 boats 28 discs


2x 2x
3x 3x 3x 3x 7x 7x 7x 7x
2x 2x

60 module tiles (4 sets of 15 each)


Level-I side Level-II side

8 continent tiles Before your first play:


On three of the continent tiles,
Front there is a mountain part that must
be folded onto the front of its
continent tile and glued to it with
the double-sided adhesive strips.

Back

...

18 material tiles
Front

Forest Grassland Hills Swamp Mountains Desert


Back

24 sites 16 territory tokens 1 starting


monolith
4x 4x 4x 4x

Front: Back:
Front Back Hunting token Blocking token

6 storage boxes + 8 card dividers


4 slim 1 medium 1 large 8 card dividers
boxes for box for other box for
the player components the cards
colors
6 Setup

Setup Note: Civolution requires a large playing area. Especially in 4-player games, we recommend
having at least 130 cm x 90 cm (51'' x 35'') of table space available.

The following describes the game setup for 2 to 4 civilizations. For the solo mode, see page 39.

1 Assemble the 4 frame pieces into the score track and place it in the center of the table.
To the left of the score track, place the To the right of the score track, place the sequence board,
progress board, which includes the hunting which on its left half shows the phase sequence ( e ).
table ( a ), the progress tracks ( b ), the final On the right half, there are the weather gauge ( f ), the
scoring area ( c ), and the display area ( d ). event card spaces ( g ), the era scoring area ( h ), and the
Favor of Agera track ( i ).

Hunting table
d1 d2 d3 Weather
a
Display area d Phase sequence e gauge
Hunting token display ( d1 ) f
Progress d5 Dice display ( d2 )
tracks Event card
100-point token display ( d3 )
b d4 spaces
Goal chip display ( d4 ) g
d6
Income chip display ( d5 ) Era scoring
Attribute chip display ( d6 ) area h

Final scoring area c Favor of i


Agera track

Weather spaces
2 Place the phase indicator onto the hexagon space in
the top left corner of the phase sequence.
Place the weather indicator onto the “Mild” weather space of the weather gauge.

3 Shuffle the 20 event cards and place 4 of them face down as a face-down event stack onto the
righthand event card space. Return the remaining event cards unseen to the game box.

4 Shuffle the 9 scoring tiles. Draw 4 and place them in


random order onto the 4 spaces of the era scoring area,
ensuring that all four show their icon side (meaning that the
curve is on the lower left side).
Then, draw 3 more tiles at random. Look at their
icon sides and place each onto the space below its
matching icon in the final scoring area of the progress board.
Finally, flip these 3 tiles point side up.
Return the remaining 2 scoring tiles to the game box.

5 Place the 100-point tokens as a supply onto the 100-point token display of the progress board.
In games with two or three civilizations, you must then take some of these tokens, flip
them blocking side up, and use them to cover certain spaces on the game boards:
In a 3-player game, cover In a 2-player game, cover the space
the space in the and the space in the goal chip display.
goal chip display. Also cover both of the
Also cover both of yellow spaces and
the yellow spaces both of the yellow spaces
of the phase sequence. of the phase sequence.
Setup
7

6 Mix the 65 goal chips in the dark blue bag thoroughly. Then, place
one randomly drawn goal chip face up onto each empty space of
the goal chip display.

Mix the 25 income chips in the white bag thoroughly.


Then, place one randomly drawn income chip face up onto
each of the 3 spaces of the income chip display.

Mix the 12 attribute chips in the yellow bag thoroughly.


Then, place one randomly drawn attribute chip face up
onto each of the 3 spaces of the attribute chip display.

Set aside the three bags with their chips afterwards. You will need them throughout the game.

7 Construct the continent by fitting the 8 continent tiles in a random


order and orientation into the frame of the score track until the
frame is completely filled.
For your first play, we recommend finding the continent tiles
marked A, B, and C on their backs and placing them as shown here.
Afterwards, supplement the continent with the remaining tiles at Continent
random.

The continent consists of 18 land territories (3 of each of the


6 types: Forest, Grassland, Hills, Swamp, Mountains, Desert) and
4 Water territories (one of them with a “Building ground” island).

8 Shuffle the 24 sites face down and Forest starting territory


place one of them face down in each
of the octagonal recesses of the
continent. You can explore these sites
during the game.

9 Distribute the 18 material tiles


across the land territories of the
continent. For your first couple
of plays, do this as follows:
First, find the
Wood material tile
and the
Papyrus material tile.
Place the Wood material tile
face up onto the material Grassland starting territory Material tile spaces
tile space marked “Start” in the Forest (Forest starting territory). Place the Papyrus material tile face up
onto the material tile space marked “Start” in the Grassland (Grassland starting territory).
Shuffle the remaining material tiles face down by territory type. Then, onto each material tile space in the
remaining 16 land territories, place one face-down material tile of the matching territory type.

Once you are more familiar with the game, shuffle all 18 material tiles face down by territory type and distribute
them as usual face down onto the material tile spaces of their corresponding territory type. The Forest and Grassland
material tiles, which you randomly place onto the two material tile spaces marked “Start” must then be flipped face
up.
8 Setup

Encampments
10 In games with two or three civilizations, you must cover encampments
in the territories of the continent with blocking tokens. To do this,
take the territory tokens and flip them back side up.
In a 2-player game, cover the 10 encampments that show the
+ icon or the icon by placing onto each of them a token
that matches its territory type.
In a 3-player game, only cover the 4 encampments that show the icon.
Flip the remaining territory tokens front side up and place them as a general
hunting token supply in the hunting token display on the progress board.

11 Place dice onto the spaces of the dice display:


In a 2-player game, place 3 activation dice ( ) and 3 fate dice ( ) there.
In a 3-player game, place 4 activation dice and 4 fate dice there.
In a 4-player game, place 5 activation dice and 5 fate dice there.

12 Each civilization takes a console, There are storage boxes included


unfolds it and places it in front of in the game. Into each box of the
itself. corresponding player color, sort the
game components listed in the following
A console is the center of a
steps 2 to 8, so that you always have them
civilization, where it manages its
ready at hand during game setup. The
resources and its actions. module tiles from step 1 can be stored in
Then, each civilization chooses a player color, receives all game their recesses after each play.
components of that color, and carries out the following steps:
1) Take one of the sets of 15 module tiles and place each in its
corresponding recess on the right side of your console. Make sure
that each has its level-I side up (identifiable by the single blue stripe
at the bottom edge).
2) Take 6 activation dice from the game box and turn them so
that one of them shows a , one a , one a , one a ,
one a , and one a . Then place each onto the dice space
of the corresponding value on the right side of your console. Dice spaces

3) Take 1 fate die from the game box and place it next to your console.

4) Take a stage-4 tile and 5) Place your 4 settlements, your 3 farms, and your 2 boats in their
a stage-5 tile and place recesses on the left side of your console.
them inactive side up
directly above the top
left edge of your console,
so that stage 4 is directly
above stage 3 and
stage 5 above stage 4.

6) Place the 7 stackable discs of your color onto the game boards:
a) one disc onto space 0 of the score track, a
b) one disc onto the left space of the Favor of Agera
track (at the bottom of the sequence board), b c
c) and one disc onto space 0 of each of the
5 progress tracks on the progress board.

The discs of the different civilizations can be stacked


in any order.
Setup
9

7) Prepare the 20 tribes of your color as a


supply next to your console (you can also Your tribes
keep them as a supply in your storage Your tribes represent the presence of your civilization on the
box). Then place one of them ( d ) onto continent. Tribes can be in two states: strong (upright) or weak (lying).
a free encampment in the Grassland Therefore, there are 3 basic icons for “tribe”:
starting territory and one ( e ) onto a
free encampment in the Forest starting • The general icon for “tribe”:
territory of the continent. Note: In both Whenever this appears, the state does not matter.
territories, the encampment with the fire • The icon for “strong tribe”:
must remain free for now.
• The icon for “weak tribe”:
g Weak tribes, unlike strong ones, cannot migrate and will die if they are
f not fed during the Feeding phase

d e
8) Prepare the 50 markers of your color Your markers
as a supply next to your console (or Your octagonal markers are a universal means of distinguishing
keep them as a supply with your tribes resources. Depending on where a marker is placed, it represents
in the storage box). Then place one of something specific:
these markers ( f ) in the Grassland • e.g., a Dexterity feature marker if it’s
starting territory and one ( g ) in the on the Dexterity feature space of your
Forest starting territory, but outside the console,
encampments. • or the stored material “Wood” if it’s on
Afterwards, place one marker in the the Wood storage space of your console.
notch of each of your two boats and This means, whenever you see an icon in the game that shows an
one marker at the top of each of your octagonal marker, it is always accompanied by another icon that
4 reset columns. shows where this marker should be placed.
A detailed list of these icons can be found on page 2 of each overview
booklet.
Reset
columns Note: Your markers are limited to 50 pieces (see the bottom of page 37).

13 Now, each civilization receives its starting cards. Depending on how well you know the game, you can do this in one
of two ways:
Option A (newcomers):
For your first couple of plays, we recommend using pre-made starting hands. To do this, take the
starting marker cards and find the 6 cards showing a number in the bottom left (1 to 6). Shuffle these
and give each civilization one at random. Return any excess starting marker cards to the game box.
Then, take the 5 different research card decks. From each of these decks, each civilization selects
the card that shows the same number in the bottom left as its starting marker card. Once each
civilization has its 5 starting research cards (one from each deck), it takes these into its hand, and
places its starting marker card in front of itself.
Afterwards, set up the research display with the remaining cards of the research card decks.

Setting up the research display:


Shuffle the 5 research card decks separately and place each as its own face-down a
research stack next to the game boards, for example, to the left of the progress board ( a )
or along the bottom edge of the game boards ( b ). Next to each face-down research stack,
leave room for its face-up research stack that will be formed during the game.
The 5 face-down and 5 face-up research stacks together constitute the research display.
Research display

b Face-down
research stacks Face-up research stacks
10 Setup

Option B (advanced):
First, set up the research display as described on the previous page. Then, have each civilization draw 2 cards
from each of the 5 face-down research stacks into its hand. Afterwards, shuffle the starting marker cards and
give each civilization 3 of them. Return any excess starting marker cards face down to the game box. Now, each
civilization has 13 cards, from which it must secretly choose one of each of the 6 types: a starting marker card,
an invention card, a mutation card, an insight card, a building card, and an achievement card. The research
cards not chosen are placed face down at the bottom of their corresponding face-down research stacks. The
starting marker cards not chosen are returned face down to the game box.
Then, each civilization places its chosen starting marker card face up in front of itself and keeps its
5 research cards in hand.

14 Now, each civilization receives its starting markers.


To do this, place as many markers from your supply
a a b

onto those spaces of your console as are indicated b


on your starting marker card.
Once everyone is done, return all starting marker c d
cards to the game box. c d

15 Determine a starting civilization and give it the starting monolith.

16 Finally, each civilization receives one of the 10 starting chip cards.


How you get yours depends on how well you know the game:
Option A (newcomers):
If you have a pre-made starting hand, take the starting chip card that shows the same number
in the bottom left as your starting research cards and place it in front of you. Then, draw a
random goal chip from the dark blue bag and place it face up onto the starting chip card.

Option B (advanced):
Shuffle the starting chip cards and display as many of them face up as there are civilizations plus one. On the
bottom half of each of these starting chip cards, place a face-up goal chip randomly drawn from the dark blue
bag. Return any excess starting chip cards to the game box.
Starting with the civilization sitting to the right of the starting civilization and then going counter-clockwise,
each civilization now chooses one of the displayed starting chip cards and takes it along with the goal chip on it.
Once everyone has a starting chip card, return the one not chosen to the game box and put its goal chip back
into the dark blue bag.

Once you’ve received your starting chip card and its goal chip, proceed as follows:
1) Place the goal chip face up onto one of the 3 spaces of your goal area on the left side of your console.
2) Find the module on your console which is shown in the middle
of the starting chip card and flip it to its level-II side. This is your
first upgraded module.
3) Finally, slide the starting chip card under the right top edge of
your console so that only the top third of the card is visible. Goal area
This represents your first income chip, which you can use
throughout the game.

By the way: If advanced players and newcomers play together, each newcomer receives their starting hand and starting
chip card as described. Then, the advanced players choose their cards as usual. However, for the selection of the starting
chip cards, display only as many cards as there are advanced players plus one.
Playing the game
Success points
11

Playing the game


Civolution is played over 4 eras.
Each era consists of 8 phases, with phases 1 to 3 acting as preparatory phases
and phases 5 to 8 as post-action phases. The main phase is phase 4.
Phase 1: New cards Phase 2: New goals Phase 3: Extra find Phase 4: Action phase
(see page 12) (see page 12) (see page 12) (see page 13)

Phase 5: Site phase Phase 6: Feeding phase Phase 7: Event phase Phase 8: Income phase
(see page 32) (see page 33) (see page 34) (see page 36)

After the Income phase of the fourth era, the game ends with the final scoring (see page 36) in which the 9 scoring
categories and the console of each civilization are scored. Whoever has the most success points afterwards wins.
How do you gain success points?
Whenever you gain success points ( ) in the game, you advance your disc on the score track accordingly. During the
game, you can gain success points for various things. This depends, for example, on which research cards you install and
which actions you take. However, the two most important sources for success points are the 9 scoring categories and the
stage partition of your console.

The 9 scoring categories 1 2 3 4 5 6 7 8 9


On one hand, the 9 scoring categories include the
5 progress tracks:
1) Technology, 2) Prestige, 3) Knowledge, 4) Construction
and 5) Culture, where your score depends on how far you
advance your discs. On the other hand, they include:
6) Evolution (how many feature markers you have),
7) Prosperity (how many money and food markers and which stored materials you have),
8) Population (how many tribes you have on the continent), and
9) Expansion (in how many territories of the continent you have tribes).
The value of each category differs from game to game.
First, at the beginning of the game, four random categories are displayed,
one of which is scored at the end of each era. Second, when all 9 categories
are scored at the end of the game, some of them yield more points than others.
For more details on these scoring processes see pages 34 to 36.

The stage partition of your console


Stage partition
Your console can also be worth a lot of success points at the end of the game.
In the stage partition of your console, you “install” research cards, goal chips, income
chips, and attribute chips during the game by inserting them there. (Cards are slid
under so that only their top third remains visible.) Column Column Column Column Column
However, each column of the stage partition may only
contain one type of card or chip: As soon as you install Stage 5
the first card or chip of a type, that column and type are Stage 4
henceforth associated. This means that neither can the
Stage 3
column receive other types nor can the type appear in
other columns. The exception is the income chips. They are Stage 2
wild and may appear in any columns.
Stage 1
As you install cards and chips throughout the game, the
columns of your stage partition fill up from bottom to top.
In the final scoring at the end of the game, you then receive
as many success points per card and per chip as is shown in
front of the stage in which it has been installed.
12 Era
Phases 1,2, and 3

How to play an era


Each era begins with phase 1 and ends with phase 8. The phase indicator,
which moves along the phase sequence of the sequence board, indicates Phase indicator
the current phase. It starts on the hexagon space of the first phase: “1) New
cards”. Once you have completed phase 1, move it to phase 2, then to phase 3,
and so on.

Phase 1: New cards


Reveal the top card of the The top right corner of the event card shows
face-down event stack and whether the white weather indicator will
place it face up onto the a move one or two steps towards “Hot” or
event card space to its left b “Cold” in phase 7. Depending on where it lands,
(in later eras, just cover the either a positive or negative effect will occur.
previous face-up card there). Tip: Pay particular attention to the effects of
“Hot” and “Cold” as you should save a food
The revealed event card informs you Face-down marker for this.
event stack The event on the card is usually positive and
about what will happen at the end of
rewards one or more civilizations that meet a
the era in phase 7, namely:
certain requirement.
a how the weather will develop and b which
event will occur (see page 34 for details).

Then, reveal the top card of each of the 5 face-down research stacks. In the first era,
place each of them face up next to its face-down stack, forming the corresponding
face-up research stack. In later eras, place the revealed card face up on top of its
corresponding face-up research stack, covering the previous card there.

Phase 2: New goals


In seating order (beginning with the starting civilization and then going clockwise), each
civilization may choose one goal chip from the goal chip display and place it face up in the
goal area of its console. Civilizations that do not wish to choose a goal chip may decline.
If all 3 spaces of your goal area are already occupied, you are still allowed to take a goal chip
from the display. However, you must place it onto one of the face-up goal chips in your goal
area, covering it. (See page 26 for details on the goal chips.)
Only after each civilization has had the opportunity to choose a goal chip, refill the empty
spaces of the goal chip display with goal chips randomly drawn from the dark blue bag. Goal area

Phase 3: Extra find


In seating order, each civilization makes an extra
Example:
find now by choosing a land territory in which it
In the first era, all civilizations
has at least one tribe.
start with one tribe in a
To make your extra find, place one marker from
Forest and one in a Grassland
your supply as a stored material onto any of the
territory. Therefore, each can
3 storage spaces of your console that matches
choose either to place one of
your chosen territory’s type. It doesn’t matter
its markers as a stored material
which material is depicted on the material tile of
onto one of its 3 Forest storage
the chosen territory. Only its territory type matters
spaces (e.g., on Oil) or its
for this.
3 Grassland storage spaces
(e.g., on Herbs).
Storage spaces
Action phase
Activating a module
13

Phase 4: Action phase


The Action phase is the main phase of each era, in which the civilizations continuously take Reset spaces
turns in seating order. In this phase, the phase indicator starts on the first yellow reset space
of the phase sequence and will move along the arrow to the next reset space whenever a
civilization does a Reset on its turn (see page 32). Depending on the number of participating
civilizations, the number of reset spaces varies, and as soon as the phase indicator reaches
the red reset end space for the corresponding number of civilizations, the Action phase
comes to an end.
Reset end space in a 3-player game
The phase is played in action rounds. Each action round begins with the turn of the starting civilization and then
proceeds clockwise until each civilization has had one turn. Then, the starting civilization begins the next action round,
and so on. This continues until the last action round is triggered via a Reset.

Whenever it is your turn in the Action phase, you must either:


Activate a module (see below) or Do a Reset (see page 32)

Activate a module
On the right side of your console, there are 22 different modules that each
allow certain actions. To activate a module, you must always use Modules A B
exactly 2 activation dice from your dice spaces. One of these dice
must show the value that is depicted in the bottom left of the
module ( A ), and the other the value that is depicted in the
bottom right ( B ).
Changing the value on dice with idea markers: If you do not have a
die of the required value, you can spend idea markers to change the
value on any die as needed: For each marker that you return from
the idea space of your console to your supply, you may increase or Idea Dice spaces Planning
decrease the value on any die by one. marker marker
Note that the and the are considered beside one another
(so with just one idea marker, you can turn a into a or vice versa).
Using planning markers in place of activation dice: During the game, you can obtain planning markers, which you add
to your dice spaces (primarily via the Planning module). The value of each planning marker equals the value of the dice
space it is placed on. When you activate a module, in place of any required activation die, you can use a planning marker
taken from the dice space of that value (if necessary, changing that value by spending idea markers).
Place the two activation dice you use to activate a module below your console. If you use one or two planning markers
in place of one or both dice, return these planning markers to your supply. Then, carry out the action(s) of the activated
module.
Example 1: Example 2:
To activate your Research To activate your Exploration module, you need a and a .
module, you need a and a . For the required , you return a planning marker from your value-1 dice
You take the activation dice a space ( c ) to the supply. For the required , you return two idea
and b from their dice spaces, markers ( d ) to the supply and thus turn your ( e ) into a ,
place them below your console, which you then place below your console. Afterwards, you carry out
and then carry out Research. Exploration.
14 Modules
Migration

The modules
There are 15 main modules, 6 feature modules, and 1 Sleep module on your console.
The Sleep module
The Sleep module is a fill-in module, which
you can activate with any two activation dice Focus markers
regardless of their values. Whenever needed, you can use focus markers
When you activate it, you can choose to either as planning markers of any value. This means if you
place 1 marker from your supply as a focus need an activation die of a specific value, you can
marker onto your focus space or 2 markers as use a focus marker in its place by returning it from
idea markers onto your idea space. your focus space to your supply.

The feature modules


Feature
modules
Feature
spaces

Each of your 6 feature modules is linked to the feature space located Example: You activate
below it. To activate a feature module, you must use 2 activation dice this feature module
of the required value. If you do this, place a marker from your supply with two of your s to
onto the feature space below it. From now on, this marker represents a place a marker onto your
marker of that feature. Intelligence feature space.

The main modules


The 15 main modules are characterized by the fact that they can be
upgraded during the game. Each has three levels: Level I is the basic
level, while level II and III are improved versions of it. Level I Level II Level III
In the following, you’ll find a detailed explanation of each module and the actions you perform when you activate it. Many
of the modules show an “OR” operator where you must choose which of the actions to perform. If there is no “OR,” you
can perform all the actions shown on the module (mostly in any order but with a few special rules that are explained in the
module’s section). For better orientation, the explanations of level II and III of each module are framed in dark blue boxes so
that the initial focus can be on level I.
The order in which the modules are listed below is based on thematic and functional connections: First, it deals with
modules that primarily relate to the continent, followed by modules that relate to the cards and the stage partition of the
console. If you are looking for explanations of a specific module, use the table of contents to find it faster.

Module: Migration
Level I Perform 1 migration (see
the key action below).

Perform 1 migration Example 1: With 1 migration,


the red tribe a can move B
Move one of your strong (upright) tribes from its Swamp either to A a
from its territory to an adjacent territory. an encampment in
There, it must settle on an encampment. the adjacent Encampments
This means you either place it upright onto Grassland A or the adjacent Desert B.
a free encampment or displace another
The red civilization chooses the Desert and thus
tribe from its encampment into the
places tribe a onto a free encampment there.
wilderness (this can be one of your own
tribes).
Migration
15

Displacing into the wilderness: If your tribe Example 2: If the red


displaces another tribe into the wilderness, tribe a migrates from its
it means that you leave the displaced tribe Swamp to the adjacent A a
in the same territory but place it outside the Grassland A, it can
encampments. It retains its state (i.e., if it either go onto
is strong, it remains upright; if it is weak, it the last free encampment or displace one of the tribes there into the
remains lying down). wilderness.
Your migrating tribe then seizes the vacated
The red civilization chooses to displace the blue tribe.
encampment. However, your tribe must
So it moves the blue tribe beside the encampments
be laid down on it because taking over the
and then lays down its migrating red tribe on the
encampment weakens it.
vacated encampment.

Fire encampments: In every land territory, Looking at example 2 above, this means that
there is a yellow-bordered encampment marked with a fire. the red tribe’s civilization gets
If your tribe settles on such an encampment, you 1 success point. Looking at
immediately receive the success points depicted on it by example 1 on the previous page,
advancing your disc on the score track. this means it gets 2 success points.

Migrating onto boats: Alternatively, with 1 migration, you can move one of your strong tribes
onto one of your boats if it is in an adjacent Water territory and has at least one free seat.
Each boat can only accommodate tribes of its own color and has only 2 seats.
Displacement is not possible. (See the Building module on page 21 on how to build boats.)

Developing a territory: Whenever a tribe is the very


first to settle in a territory, that territory is immediately
developed. This means that the territory’s material
tile is flipped face up, and the civilization of that tribe
immediately places one of their markers from its supply as Example 1 (continued from the previous page):
a raw material into the territory. (The icon on the After the red tribe settles on the fire encampment
back of the material tile serves as a reminder of this.) in the Desert and earns 2 success points for doing
For the rest of the game, the territory is now considered so, the territory’s material tile is flipped face up and
developed, and its material tile indicates which type of 1 red marker is placed in the territory. Since the
raw material the markers in this territory represent. tile shows Copper, that marker represents the raw
Water territories do not have a material tile and are material “Copper”.
considered developed from the start.

Additional rules:
• Strong tribes in the wilderness can migrate in the same way as
those from encampments do.
• Migration within the same territory is not possible.
• Strong tribes can migrate from boats to territories adjacent to the
Water territory of their boat.
• Weak (lying) tribes can never migrate.
• Territories are considered adjacent to each other if their borders
touch at any point.
Borders between territories
• Territories of the same type that border each other are considered
separate adjacent territories.
• Territories that border the same site but do not touch each other
are not considered adjacent (though they may be connected by one
or more Caves - see page 38).
• Tribes cannot enter sites.
• Even though they are elevated, Mountain territories work the same Sites
way as all other land territories. Their elevation just makes their
borders more easily recognizable.
16 Migration
Procreation

Level II Level III

Take a favor test (see the key action on the next Take a favor test (see the key action on the next page).
page). If you pass the favor test, you may perform If you pass the favor test, you may perform
up to 2 migrations (which can be with the same or up to 3 migrations (which can be with the same tribe
different tribes). If you do not pass the favor test, you or with two or three different tribes). If you do not
may perform 1 migration. pass the favor test, you may perform up to
2 migrations.

Attention: If you use the same tribe for more than Example: The red civilization has
one migration when activating this module, move upgraded its Migration module
A B
the tribe into an adjacent territory per migration as to level III. It activates it
usual. However, it can only settle in the territory it and (due to a passed
enters last and merely crosses through any of the favor test) may perform up to 3 migrations. It could split these
other territories on its way. among several of its tribes but chooses to move its tribe from the
Crossing through a territory means that the Swamp to Desert B. With one migration, the tribe crosses through
tribe does not enter an encampment (and thus Desert A (without developing it or entering an encampment). With
doesn’t displace another tribe, gain points for fire the second migration, it crosses through the Water territory by
encampments, or develop the territory if it is still using its boat. With the third migration, the tribe settles on the fire
undeveloped). encampment of Desert B, where it earns 2 success points. As a final
To cross through a Water territory, you must have step, Desert B is then developed.
your own boat there with at least one free seat.

Module: Procreation
Level I Perform 1 procreation (see
the key action below).

Perform 1 procreation Example:


To perform a A
Choose a territory where you have at least one procreation, the
tribe. Take a new tribe from your supply and place red civilization C
B
it onto any encampment in the chosen territory. has 3 options:
If it’s a free encampment, place the new tribe
upright there. If the encampment is occupied by a A: Procreate in Desert A by placing a new tribe onto the free
tribe, displace that tribe into the wilderness before encampment or displacing the blue tribe from its encampment
laying your new tribe weakened onto the vacated into the wilderness.
encampment (see “Displacing into the wilderness” B: Procreate in Swamp B by displacing one of its own tribes into
on the previous page). If it’s a fire encampment, the wilderness.
you receive its success points as usual.
C: Procreate on its boat in Water territory C.

Additional rules:
• You may perform a procreation on a boat, provided you have exactly one tribe on it so that the other seat is free for
your new tribe.
• If you perform a procreation but do not have any tribe on the continent, you may choose any territory on the
continent and place a new tribe there according to the usual rules. If it’s an undeveloped territory, develop it
immediately (see the previous page).
• If you already have all of your 20 tribes on the continent, you cannot procreate.
Procreation
Favor test
17

Level II Level III

Take a favor test (see below). If you Perform up to 2 procreations (in the same or
pass the favor test, you may perform different territories).
up to 2 procreations (in the same or
different territories). If you do not pass the Take a favor test (see below). If you pass the favor test, you may
favor test, you may perform 1 procreation. strengthen 1 of your weak tribes on the continent by standing it
up (see the key action at the bottom of page 19).
You may perform B either before or after A .

Take a favor test

Whenever this symbol appears in front of an action icon, it means you must first take a favor test. Only if you pass the
favor test can you perform the action.
To take a favor test, roll all your pink fate dice once. (At the beginning of the
game, each civilization has 1 fate die. You can acquire additional fate dice via the 1 2 3 4
Achievement module.)
Whether you pass the favor test depends on the value(s) you roll and how
far your disc has advanced on the Favor of Agera track:
If your disc is on the leftmost space ( 1 ), the favor test is only passed if you
roll a with at least one of your fate dice.
If it is on the second space 2 ), the favor test is passed if you roll a or with at least one of your fate dice.
On the third space ( 3 ), you pass with a , or , and so on.
On the rightmost space ( 4 ), the favor test is automatically passed without the need to roll.
Changing the value of a die with idea markers: As with the activation dice (see page 13), you are allowed to change
the value of your own fate dice by spending idea markers: For each marker that you return from the idea space of your
console to your supply, you may increase or decrease the value of a fate die by one. Here too, the and the are
considered beside one another. Planning markers cannot be used.

Example: You activate your As you can see, it is never a bad idea to get on the right side of
Procreation module, which you me by advancing on my favor track.
have already upgraded to You can achieve this via this action icon,
level III (see top of this page). which you’ll get when installing certain research
You perform 2 procreations. Then, you take a favor cards (especially mutation and building cards) and as a bonus
test to see if you can additionally strengthen a weak when advancing on the progress tracks.
tribe. As you have 2 fate dice, you roll them once. If favor tests still seem too luck-based for your taste, consider
the following pieces of advice.
You roll a with one die and a with the other. First, with little effort, your chances can be significantly
Since your disc is on the second space of the Favor increased. Just by acquiring an additional fate die through
of Agera track and you did not roll a or with the Achievement module and advancing one step on my favor
either die, you initially do not pass the favor test. track, you already have a success probability of over 55%.
Additionally, with a small supply of idea markers, you can
However, you decide to spend always ensure you pass the most important tests.
an idea marker to turn the Second, favor tests are mostly non-essential actions that
into a , thus passing the have more of a bonus character. Therefore, you can plan well
favor test after all. Accordingly, around them. To some extent, it is up to you how much you
rely on favor tests, depending on whether you avoid or focus
you strengthen 1 of your weak
on income chips and modules that require favor tests.
tribes right away.
18 Production

Module: Production
Level I

Produce 2 raw materials (in the Take a favor test. If you pass the favor test, you may transport 1 of your
same or different territories). raw materials from anywhere on the continent to your storage. (See the key
(See the key action “Produce 1 raw action “Transport 1 raw material to your storage” below.)
material” below.)
You may perform B either before or after A .

Produce 1 raw material Transport 1 raw material


to your storage
Choose a territory where you have Choose one of your markers in any
at least one tribe. Then place a territory and place it onto the
marker from your supply into storage space of your console that
the chosen territory. This shows the same type of material as the
marker now represents a raw material of the type territory’s material tile. From now on, this Storage space
depicted on the territory’s material tile. marker represents a stored material of this type.
Note: Raw materials by themselves have no value Note: Unlike during production, it doesn’t matter whether
nor can they be used. Only after you transport there are any of your tribes in the territory of the raw material
them to your storage (see on the right) are they you transport.
considered stored materials that can be used (e.g.,
for building or to pay card costs). Transporting raw materials from boats: To transport a raw
Production on boats: You can produce a raw material from one of your built boats to your storage, check first
material on a boat if you have at which developed territories are adjacent to the boat’s Water
least one tribe on it and if the territory and what material tiles are face up there. Choose one of
boat’s central notch is these face-up material tiles and move the marker from your boat
not already occupied by to the storage space of this type of material.
a raw material, because
each boat can only hold a single raw material that B
must be placed in its notch. However, what type C
A
of raw material that marker represents remains
undetermined until you transport it to your storage
(see on the right). D
By the way: When you build a boat (see the Example: The Water territory of the red boat is
Building module on page 21), it already comes with adjacent to territories A, B, C, and D. Territories
a raw material on it. A and B are developed. Thus, the red civilization
can transport the raw material from its boat to its storage
either as Wood (territory A) or as Iron Ore (territory B). In this
case, it chooses Wood.

Level II Level III

Produce a total of 3 raw materials (in one, Produce a total of 4 raw materials (in one,
two, or three territories). two, three, or four territories).
Transport 1 of your raw materials from anywhere Transport any 2 of your raw materials from the
on the continent to your storage. continent to your storage.
You may perform B either before or after A . You may perform B either before or after A .
Transport
Sustenance
19

Module: Transport
Level I Transport up to 3 of your raw materials from anywhere on the continent to your storage.
(See the key action “Transport 1 raw material to your storage” on the previous page.)

Level II Level III

Transport up to 6 of Transport all of your raw materials from the continent to your storage.
your raw materials
Each raw material that you transport from your boats may be placed onto any of
from anywhere on
your 18 storage spaces, regardless of which territories are adjacent to your boats’
the continent to your
Water territories. Note: This only applies when you activate this module, not
storage.
when transporting raw materials from a boat in other ways.

Module: Sustenance
Level I

Perform a hunt (see the key action below). or Strengthen 1 of your weak tribes (see the key action below).

Perform a hunt Example: The yellow civilization


chooses this Water territory
First, choose a territory where you have at least one tribe and for hunting. It has a
where there’s no hunting token. Announce that territory aloud to total of 3 fate dice, which it rolls once.
everyone. The dice show a , a , and a .
Then, roll all your pink fate dice once. Choose the value of one of Consulting the Water column
these dice and determine how many food markers you receive of the hunting table, the
for it by looking a the hunting table on the progress board. In the yellow civilization finds it would
hunting table, find the number where the value of the die and get 4 food markers for the .
the column of the chosen territory type intersect. Take that many However, it would rather get
markers from your supply and place them onto the food space of the maximum of 5 food markers
your console. and therefore spends an idea
As usual, you are allowed to change the value of your chosen die marker to turn the into a .
by spending idea markers (see “Changing the value of a die with It takes 5 markers
idea markers” on page 17). from its supply and places
Finally, take a hunting token from the hunting token display them onto its food space.
next to the hunting table and place it in the territory you just Then, as a final step,
hunted in. (Make sure not to cover anything important, e.g., it places a hunting
encampments.) For the rest of the era, no one can hunt in this token in the Water
territory. territory.
All hunting tokens will be returned to the hunting token display at
the end of the era.

Strengthen 1 of your weak tribes


Stand any one of your weak (lying) tribes up.
20 Sustenance
Exploration

Level II Level III

Perform a hunt. Perform up to 2 consecutive hunts (in different


territories).
or or
Strengthen up to 3 of your weak tribes. Strengthen up to 4 of your weak tribes.

Module: Exploration
Level I

Explore new sites by choosing a territory or Make a lucky find (see the key action below).
where you have at least one tribe.
Now reveal all face-down sites that are
adjacent to this territory by flipping them
face up. For each site you reveal, you Make a lucky find
immediately receive the success points in
Make a lucky find by choosing a type of land territory where
the top left corner of its front side.
you have at least one tribe. Announce the territory type aloud
The revealed sites remain face up for
and roll all your pink fate dice once. Choose one of these dice
the rest of the game and from now on
and find its value in the column next to your storage.
affect the adjacent territories with their
Follow that value’s connecting line to the left until you reach
individual effects (see page 38).
the storage space of the announced territory type. Then,
place a marker from your supply onto this storage space.

Example: The red civilization chooses to Example: For its lucky find, the blue civilization chooses the
explore Water territory A and reveals Mountain territory type as it has a tribe
the two adjacent face-down in at least one Mountain territory.
sites. There, it finds a Building Having only 1 fate die, the blue civilization
ground, for which it receives throws it once and rolls a .
1 success point, and a On its console, it sees that for a in the
Glacier, for which Mountains it receives the stored material
it receives “Stone”. So, it places a marker from its
4 success supply onto its Stone storage space.
points.
A
As usual, you are allowed to change the value of your chosen die by
spending idea markers (see “Changing the value of a die with idea
markers” on page 17).

Level II Level III

1) Reveal all face-down sites that are adjacent to a territory 1) See Level II, item 1.
where you have at least one tribe and receive their success 2) See Level II, item 2.
points (see Level I). 3) Finally, receive 4 additional
2) In addition, you may reveal 1 more face-down site and get its success points.
success points, no matter where on the continent it is located. or
3) Finally, receive 2 additional success points.
Make 2 consecutive lucky finds
(in the same or in different
or territory types).
Make a lucky find.
Building
21

Module: Building
Level I

Complete 1 building or Install 1 building card from your hand in your stage partition (see the key
project (see below). action “Install 1 research card” on page 24).

1x Complete 1 building project


There are 4 types of building project you can complete on the continent:
Build a farm Build a boat Build a statue Build a settlement

Build a farm
Choose a land territory where you have at least one tribe and where there’s no
farm yet (neither yours nor one of another civilization). Then take one of the
farms from your console and place it onto the farm building space of the chosen
territory. There is no building cost for doing this. Farm
As a reward for building the farm, immediately gain an idea marker building
space
(by placing a marker from your supply onto your idea space).
Farms primarily provide benefits during the Feeding phase, as you require fewer food markers for your tribes in
territories where you have your own farm (see “Feeding phase” on page 33).
Additional notes:
• Each land territory can only accommodate one farm.
• If you no longer have a farm on your console, you cannot build another one: Voluntary demolition is not possible.
• No farms can be built in territories that are adjacent to a face-up Volcano site. Whenever a Volcano is revealed, any
farms in territories adjacent to it must be returned to their consoles (see “Volcano” on page 38).

Build a boat
Example:
Choose a Water territory where you have no boat (boats of other a) The yellow civilization builds a boat in Water
civilizations may be there). This Water territory must also be territory A because it has tribes in at least one
adjacent to at least one territory where you have at least one adjacent territory.
tribe. b) Then, it moves its tribe from the adjacent
If these requirements are met, take one of the boats from your Mountain territory onto the boat.
console and place it (along with the marker on it) in the chosen b
Water territory. There is no building cost for doing this.
As a reward for building the boat, you
may immediately move one of your
strong tribes from an adjacent a
A
territory onto the boat.
(If you only have weak tribes in the adjacent territories, you
cannot move a tribe onto the boat.)
Additional notes:
• Each water territory can accommodate a maximum of 1 boat per civilization.
• If you no longer have a boat on your console, you cannot build another one: Voluntary removal from the continent is
not possible.
• Boats serve one primary purpose: To make the Water territory on which they are built usable for their tribes (for
hunting, exploration, migration, etc.).
22 Building

Build a statue
Statues are represented by markers Building grounds
placed on Building grounds. To Building grounds are vital for building statues
build a statue, choose a Building and settlements. Initially, there is only one
ground where you meet the Building ground in the large Water territory.
building requirements (see the Six more Building grounds can be found among the
excursion “Building grounds” on sites.
the right) and pay the building To build on a Building ground, you must meet the
cost: On the Building ground, following requirements:
two or three types of stored materials are specified, which 1) You must have at least one tribe in at least one of
can be used to build the statue. Choose one of these specified the adjacent territories. For the Building ground
materials, take a marker from your storage space of that type, in the Water territory, this means you must have a
and place it as a statue onto the Building ground. If you do boat there with at least one tribe on it.
not have an appropriate stored material in your storage, you 2) You must observe the building limit: You may not
cannot build a statue there. have more than two of your own buildings on each
As a reward for building the statue, Building ground, and only one of
you may immediately advance your these two can be a settlement.
disc on a progress track of your This means on each Building ground, each
choice 1 step. civilization can build one settlement and one
statue OR two statues, regardless of what others
Furthermore, each statue will generate success points in every have already built there.
following Income phase (see page 36).
Example: The yellow civilization has a tribe in
a territory adjacent to Building ground A.
A
There, it can build a statue either with
Gold or Jade. So it takes a marker from
its Jade storage space and places
it onto Building ground A.
Then it can advance its disc 1 step on any progress track and chooses to do so on the Technology track.

Build a settlement
Choose a Building ground where you meet the requirements for building a settlement (see the excursion “Building
grounds” above).
Then, choose a settlement from your console
and pay the building cost listed in front of it
by returning all shown stored materials
to your supply. Then, take the settlement
and place it onto the chosen Building ground.
As a reward for building the settlement, immediately gain a new income chip
(see the key action “Gain 1 income chip” on the next page).
Additional notes:
• As soon as you build your fourth settlement, you may
immediately flip one of your inactive stage tiles to its active side
(see the key action “Flip 1 stage tile to active” on the next page).
• When you remove a settlement from your console to build it,
1, 2, or 3 diamonds are revealed on the space underneath it.
These diamonds count towards the Prosperity scoring category
(see “Prosperity” on page 35).
• If you no longer have a settlement on your console, you cannot
build another one: Voluntary demolition is not possible.
Income chips
Stage tiles
23

Gain 1 income chip


Carry out the following steps:
1) Choose one of the 3 income chips from the income chip display of the progress
board and take it.
2) Immediately refill the empty space in the income chip display with an income
chip randomly drawn from the white bag.
3) Then, install the income chip you’ve taken in the stage partition of your console (see “Installing income chips” in the
bottom part of this box).
4) Finally, carry out the action of this income chip once
(in the same way as described in “Perform the action of 1 of your income chips” in the bottom right of this page).
Installing income chips: As explained on page 11, the stage partition of your console consists of 9 columns in which you
install research cards and chips. Unlike other chips and cards, income chips have the great advantage of being wild and
thus not restricted to certain columns.
To install an income chip, choose any one of your
columns and place it in its lowest free stage.
However, the bottom edge of the income chip must a
be in full contact with the part below it. So it cannot
“float” in the air or be placed above a single goal
chip ( a ). In this case, it would require 2 goal chips
next to each other to “carry” it ( b ). b

Once installed, the income chip remains in place for the rest of the game.
Its action is automatically triggered in each following Income phase and can also be used via this action icon
(which can be found, for example, on the Invention module or in the weather gauge).

Flip 1 stage tile to active Perform the action of 1 of your


income chips
As explained on page 11, you receive success points at the Choose one of the income chips in the stage partition
end of the game for each installed chip and card depending of your console and perform its action once.
on the stage it is in. Chips and cards that are in stage 4 or 5, You have the choice of either
however, are only worth points if the corresponding stage tile performing the actual action
has its active side facing up at the end of the game. OR receiving
With this action, you 1 success point instead.
may flip any one of your Note: If you choose the actual
2 stage tiles that is still action and it requires a favor test,
inactive to its active you do not get anything if you
side. Once both tiles are do not pass that favor test.
active, this action is no Deciding after the fact to take
longer usable. the success point instead is
not allowed.
Hint: About half of all income chips have actions that
Inactive Active
require a favor test.
Note: For installing and using cards and chips in stage 4 and For details regarding the key action “Take a favor
stage 5, it does not matter whether their stage tiles are active test”, see page 17.
or inactive. This is only relevant for the scoring at the end of For explanations of the actions of income chips, see
the game. page 10 of the glossary.
24 Installing
research cards

Install 1 research card


Choose a research card from your hand of the type specified by the activated module:

1 = achievement, 1 = building, 1 = insight, 1 = mutation, 1 = invention.

Install this card in your stage partition by following these steps:


1) Determine the column in which the card will be installed
If no card of this type is yet installed in your stage partition, you If there is already at least one card of this type
can choose any column that is either empty or contains only in a column, you must choose that column.
income chips.

2) Determine the cost of the card


The cost of the card depends on the stage you install it in, which is
always the lowest free stage in the determined column. That stage defines
how many of the 5 cost spaces on the card must be fulfilled from left to right.
In the first stage, only the leftmost cost space needs to
be fulfilled ( 1 ). Cost spaces
In the second stage, the two leftmost cost spaces need
to be fulfilled ( 1 and 2 ).
In the third stage, the three leftmost cost spaces need
to be fulfilled ( 1 , 2 , and 3 ), and so on. 1 2 3 4 5
Empty cost spaces are automatically considered fulfilled but are referred to as inactive. Cost spaces that do not need to
be fulfilled according to the stage are also inactive. The remaining cost spaces are the active cost spaces.
Empty cost spaces
Examples
for active
cost spaces
in stage 3:
Active cost spaces Active cost space Active cost spaces Active cost spaces
3) Fulfill the active cost spaces
To install the card, you must now fulfill the requirements of all active cost spaces.
These can include the following types of requirements:
Return the specified Have at least 3 / 2 / 1 feature markers of the
number of stored materials specified type on your console. These are not
of that type from your removed from your console.
storage to your supply.

Return a feature marker of the Note: If multiple active cost spaces show the same
specified type from your console requirement, those requirements are cumulative.
to your supply. For example, in this case, you must have
at least 3 Intelligence feature markers.
Building cards For example, Note: The icon between these cost spaces
usually offer this cost space indicates that the 2 requirement is
an alternative is considered fulfilled if included in the 3 requirement, meaning:
requirement you’ve already built at If you have built at least 3 settlements, both
in many cost least 2 settlements on cost spaces are fulfilled.
spaces. the continent.
Research cards
Building
25

4) Gain the success points of the active cost spaces (if any)
After you have fulfilled all active cost spaces,
gain all the success points (if any) depicted
in the lower part of those active cost spaces.

5) Gain the instant bonus of the card (if any)


If the card has an instant bonus, it is depicted in the
light bottom part of the card and is marked with this icon.
Perform any actions listed there now.
Forgo any actions that you cannot or do not want to perform.
6) Insert the card into your stage partition
Finally, insert the card into the determined column of your stage
partition by sliding it carefully from above under the console or any
existing components there until only the top third of the card is visible.
It remains there for the rest of the game. If it has a light background with an ability
in its top third, this ability is now active and can be used throughout the game.
Details of the abilities of any cards can be found in the glossary under their card IDs.

Note: When installing a research card,


Example: If you install this card
you are always allowed to assume the
in stage 2, you can voluntarily assume the costs of,
costs of a higher stage (for example, if
for example, stage 4. That means you insert the
you want to gain the success points of
card in stage 2 but fulfill all requirements of its
otherwise inactive cost spaces). However,
4 leftmost cost spaces and thus also gain their success points. However, it
you must then fulfill all active cost spaces
is not allowed, for example, to fulfill only the rightmost space in addition
of the assumed higher stage and not just
to the two necessary leftmost spaces, while simply omitting the ones in
individual ones.
between.

Level II Level III

Complete up to 2 building Complete up to 2 building projects (of the same or different


projects of the same type. types). The rules for completing each of these building projects
You could, for example, apply as usual (see pages 21 and 22).
build 1 farm in each of or
2 territories or build a
Install 1 building card from your hand in your stage partition (see the key
total of 2 statues onto the
action above).
same or different Building
However, you have the choice of a special bonus while doing so:
grounds. The rules for
completing each of these SPECIAL BONUS:
building projects apply as Either: When installing the card, you may ignore any one of
usual (see pages 21 and 22). its active cost spaces. This means the chosen cost space is
or considered empty and thus inactive. However, you may not
ignore a cost space this way if it is the only active cost space
Install 1 building card from your and thus no active cost spaces would remain.
hand in your stage partition (see
the key action on the previous Or: If you have not ignored an active cost space of the card,
page). after installing it, you may immediately install another card
of the same type (in this case: building) from your hand,
following the usual rules.
26 Planning
Goal chips

Module: Planning
Level I

Install 1 goal chip (see or Take 2 markers from your supply and place them as planning markers onto
the key action below). any one dice space of your console (both must be placed onto the same dice
space). See page 13 on how to use planning markers.

Install 1 goal chip


Choose one of the visible goal chips in your goal area whose requirement you can now fulfill.
This requirement can be, for example, that you must have certain components in a certain territory
or that you must immediately return a specific stored material to your supply.
For explanations of the individual requirements, see page 9 of the glossary.
If you fulfill the requirement, proceed as follows:
1) Determine the column in which the goal chip will be installed
If no goal chip is installed in your stage partition yet, you can choose any column for the installation that
is either empty or contains only income chips.
If there is already at least one goal chip in one of the columns, you must choose that column.
2) Insert the goal chip into the determined column
Remove the goal chip from your goal area and flip it back side up. Then place it in the determined
column so that its bottom edge is in full contact with the part below it. Since goal chips are only half the
width of the column, two goal chips fit side by side per stage. However, you are not obliged to fill a stage
completely before placing a goal chip above another goal chip in the next stage, even if the second slot in
the lowest free stage is still empty. Once installed, the goal chip remains in place for the rest of the game.
3) Gain the upgrade bonus
If this icon is revealed when you remove the fulfilled goal chip from your goal area,
you gain an upgrade bonus. This means you can immediately perform the
key action “Upgrade 1 main module” (see the top right of the next page).
Note: The only time an upgrade bonus is not revealed during this action is if the fulfilled goal chip has
been sitting on top of another goal chip in your goal area.

Level II Level III 


 

  


 
Gain 1 goal chip
 

A Install A Gain 1 goal chip (see the key Choose one of the goal chips from the goal
chip display on the progress board and place
1 goal chip. action on the right) and/or
it face up in your goal area. Then immediately
or install 1 goal chip. The order
refill the empty space in the goal chip display
B Place 3 markers in which you do this is up to
with a goal chip randomly drawn from the
you.
from your supply as dark blue bag.
planning markers or
onto any one dice B Place 3 markers from your supply Note: You are allowed to gain a new goal
space of your console as planning markers onto any chip even if all 3 spaces of your goal area are
(all 3 must be placed one dice space of your console occupied. However, you must then place the
onto the same dice (all 3 must be placed onto the new goal chip on top of one of your other
space). same dice space). face-up goal chips and thus cover it. The goal
chip underneath remains covered until you
install the one on top (you cannot access it in
any other way).
Module upgrade
Attribute chips
27

Upgrade 1 main module


Choose any one of your main modules and upgrade it to its next level.
This means:
• If it currently shows its level-I side, flip it to its level-II side.
• If it is already showing its level-II side, remove it entirely from its recess
so that level III is revealed. Then set the module tile aside for the rest
of the game. It cannot be upgraded beyond level III.
Note: If you upgrade a module while you are still in the process of performing its actions (as it is the module you activated
this turn), you cannot use its new level until your next turn.

Attribute chips
Attribute chips are the third type of chip that you can install in your stage partition.
There are always 3 attribute chips displayed on the progress board. Obtaining them is not tied to
any action. Instead, you can take and install such an attribute chip at any time during your own turn,
provided you fulfill its requirement.
Note: “Your own turn” refers to any moment in the game when it is your turn to do something. This
includes all phases. If you are unsure who goes first, the seating order applies by default.
If you want to install an attribute chip, follow these steps:
1) Fulfill the requirement of the attribute chip
Each attribute chip shows a feature requirement that requires you: Note: The sole purpose of
• to have at least as many feature markers the large icon is to make the
of the depicted type on your console as shown (3 or 4) required feature type more
AND • to return one of those markers to your supply. visible.
2) Take the attribute chip
If you have fulfilled the requirement of the attribute chip, take it and immediately refill its empty space in the attribute
chip display with a new attribute chip randomly drawn from the yellow bag. (If there are no more attribute chips in the
bag, the space in the display remains empty.)
3) Determine the column in which the attribute chip will be installed
If no attribute chip is installed in your stage partition yet, you can choose any column for the installation that
is either empty or contains only income chips.
If there is already at least one attribute chip in one of the columns, you must choose that column.
4) Insert the attribute chip into the determined column
Finally, place the attribute chip in the lowest free stage in the determined column. It remains in place for the rest of the game
and gives you an individual benefit throughout the game. For explanations of the attribute chips, see page 10 of the glossary.
Note: You may install several attribute chips on the same turn following the above steps.
Additional notes on installing chips and cards:
• Stages 1 and 2 of your stage partition have a completion bonus each.
You gain such a bonus immediately at the end of the turn in which you install a
chip or card and thereby complete its stage (so that it is seamlessly
filled with cards
and/or chips).

The completion bonus for Stage 1 allows you to perform the key action “Gain 1 income chip” (see page 23).
The completion bonus for Stage 2 allows you to perform the key action “Flip 1 stage tile to active” (see page 23).
• If you want to install a chip or card in a column that is already filled to stage 5 (or higher), you may do so following the
usual rules. For cards, the same costs apply as in stage 5. However, since stages 6, 7, etc. do not have stage tiles in front
of them, they are not worth any success points when the stages are scored at the end of the game.
• The rightmost column with your starting income chip is a regular column of your stage partition. This means your starting
income chip will be worth 7 points in the final scoring if you have been able to flip the Stage-4 tile to active by then. Also,
in this column, you could install a chip or card directly in stage 5, following the usual rules.
28 Research
Achievement

Module: Research
Level I

Gain 1 research card


Gain 1 research card (see key action on the right). Gain the top card from one of the 5 face-up or the
or 5 face-down research stacks in the research display and
Draw 2 cards from the face-down research stacks in add it to your hand. There is no limit to the number of
the research display. These can come from the same or hand cards you can have.
different stacks. You may look at these 2 cards in secret Important: Whenever you take the last remaining card
after you have drawn both. Then choose one and add of a face-up stack, leaving it empty, immediately reveal
it to your hand. Place the other card face down at the the top card from the corresponding face-down stack
bottom of the face-down research stack of its type. and form the new face-up stack with it. As long as the
face-up stack still contains at least one card, this is not
done.
Note: At any time, you may look at the cards in the face-up research stacks without changing their order.

Level II Level III

Gain 1 research card. Perform the key action “Gain 1 research card” 2 times in
or a row. If taking a card empties its face-up stack, as usual,
immediately reveal 1 card from the corresponding face-
Draw 4 cards from the face-down research
down stack and form the new face-up stack with it.
stacks in the research display. These can
come from any number of different stacks. or
You may look at these 4 cards in secret after Draw 4 cards from the face-down research stacks in the research
you have drawn all 4. Then choose one of display. These can come from any number of different stacks.
them and add it to your hand. Place each You may look at these 4 cards in secret after you have drawn
of the 3 remaining cards face down at the all 4. Then choose 2 of them and add them to your hand. Place
bottom of the face-down research stack of each of the 2 remaining cards face down at the bottom of the
its type. face-down research stack of its type.

Module: Achievement
Level I

Gain either 1 activation die or 1 fate die. or Install


Activation die: Take any activation die from the dice display of 1 achievement
the progress board. Roll it immediately once and place it onto the dice card from your
space of your console that corresponds to the rolled value. From now on, hand in your
you can use it to activate modules just like your other activation dice. stage partition
(see the key
Fate die: Take any fate die from the dice display of the progress board action “Install
and add it to your other fate dice. From now on, you roll these together 1 research
whenever you take favor tests, perform hunts, or make lucky finds. card” on page
If there are no more dice of your chosen type left in the dice display of the progress board, 24).
you instead receive the die from the civilization that has the most of this type. If two
civilizations have the same number (which can include yourself), you can choose from which
to take the die (the civilization can decide which of their dice of that type they give to you).
Attention: If you already are the only one who has the most dice of a type, you cannot take a
die of that type from other civilizations.
Insight
Mutation
29

Level II Level III

Gain 1 activation die and 1 fate die. The same Gain 1 activation die and 1 fate die. The same
rules apply as for level I. rules apply as for level I.

or or
Install 1 achievement card from your hand in your Install 1 achievement card from your hand in your
stage partition. stage partition, including the special bonus (see the
yellow box on page 25).

Module: Insight
Level I

Gain 3 idea markers (by placing 3 markers Install 1 insight card from your hand in your stage partition
from your supply onto the idea space of (see the key action “Install 1 research card” on page 24).
your console).

Level II Level III

Gain 6 idea markers. Gain 6 idea markers.


or or
Install 1 insight card from your hand in your stage Install 1 insight card from your hand in your stage
partition. partition, including the special bonus (see the yellow
box on page 25).

Module: Mutation
Level I

Move 1 of your feature markers to any of your feature spaces. or Install 1 mutation card from your
hand in your stage partition (see the
key action “Install 1 research card”
on page 24).

Level II Level III

Do this up to twice: Move 1 of your feature Do this up to twice: Move 1 of your feature
markers to any of your feature spaces. markers to any of your feature spaces.

or or
Install 1 mutation card from your hand in your stage Install 1 mutation card from your hand in your stage
partition. partition, including the special bonus (see the yellow
box on page 25).
30 Invention
Trade

Module: Invention
Level I

Perform the action of 1 of your income or Install 1 invention card from your hand in your stage partition
chips (see the key action in the bottom (see the key action “Install 1 research card” on page 24).
right of page 23).

Level II Level III

Perform up to 2 actions of your income chips. Perform up to 2 actions of your income chips.
These may be the actions of 2 different income This may be the actions of 2 different income
chips or it may be the same action twice. chips or the same action twice.
or or
Install 1 invention card from your hand in your stage Install 1 invention card from your hand in your stage
partition. partition, including the special bonus (see the yellow
box on page 25).

Module: Trade
Level I
Perform the Sale action and the Purchase action
up to once each (in any order). Storage row 1

Sale:
Sell up to 2 stored materials from your storage. Storage row 2
You may sell one of them for money
and one for success points.
When you sell a stored material for money, take it from its storage space and check which Storage row 3
money bag is depicted in front of its storage row. Return the stored material to your
supply and then place as many markers from there onto the money space of your console Money bags
as the number in the money bag indicates. (For example, Wood gives you 1 money
marker, Oil gives you 3.)
If you sell a stored material for success points, return it to your supply and gain 2 success points.
Purchase:
Choose any type of material that you want to buy. Check if the
material tile corresponding to that type has already been
flipped face up on the continent. If so, you only need to return 2 money markers from your money space to your supply.
If not, you must return 4 money markers to your supply. Once you have done this, gain the purchased material by placing
a marker from your supply onto its storage space.

Level II Level III

Perform the Sale action and the Purchase action up to twice Gain 2 money markers (by placing 2 markers
each. from your supply onto your money space).
The order of these actions is up to you. You could, for Then, perform the Sale action and the Purchase
example, perform the Sale action once, then the Purchase action up to twice each (in any order).
action twice, and then the Sale action once again.
Activity
Progress tracks
31

Module: Activity
Level I Level II Level III

Perform 1 activity (see Perform up to 2 different Perform up to 2 activities. These may be 2 different
the key action below). activities. activities or it may be the same activity twice.

Perform 1 activity
Perform one of the activities available to you. Return 1 money marker
In the top right corner of your console, you already have an activity, from your money space
which is available to you from the start. to your supply to advance
To get more activities, you must install research your disc on a progress
cards in your stage partition that provide activities. track of your choice 1 step.
Activities are marked with this icon.

The progress tracks Advance your disc on the corresponding


Throughout the game, you can advance your progress track (in this case: Culture) 1 step.
discs on the progress tracks via such action icons. Advance your disc on the corresponding
Most frequently, these can be found on research cards. progress track (in this case: Technology) 3 steps.
Advancing on the progress tracks is beneficial because Advance your disc on a progress track
they belong to the scoring categories. Depending on which of your choice 1 step.
scoring tiles are displayed on the game boards, some tracks
are more valuable than others (see page 11). Also, there are Bonus
thresholds Track
events that relate to the progress tracks. bonuses
Moreover, by advancing on the tracks, you gain bonuses: Every bonus threshold you cross
while advancing your disc on a track grants you the track bonus depicted to the right of that
threshold.
There are these track bonuses:
Upgrade 1 of 5 possible modules (see the key action Example: If your
“Upgrade 1 main module” on page 27). From which 5 disc on the purple
you can choose depends on their color, because one of Culture track crosses
their values must match the color of the track you’ve this bonus threshold,
advanced on. you can upgrade
As additional visual aid, the bonus threshold shows the 1 of these 5 main
value that must be printed on these modules. modules.

Either advance your disc on the Either perform the key


Favor of Agera track 1 step action “Flip 1 of your stage
OR perform the action of 1 of tiles to active” (see the
your income chips (see the key bottom left on page 23)
action in the bottom right of OR gain 3 success points. Gain 3 success
page 23). points.

Additional notes:
• You can’t advance beyond space 12 on any progress track. If your disc is already on
space 12 of a track, gain 2 success points for every additional step you would gain there.
• Some spaces of the progress tracks being paler and showing dark digits instead of white
is only relevant for a few research cards that refer to them.
32 Reset
End of Action phase

Do a Reset
Instead of activating a module on your turn, you may do a Reset to retrieve your used activation dice.
However, this is only allowed if you currently have a total of 3 or fewer activation dice on your dice
spaces (planning markers do not count).
To perform a Reset, attend to the reset columns of your console. Move the
leftmost reset marker step by step down its column. For each letter it reaches, Reset markers
perform the corresponding step as follows: Reset columns
Move the phase indicator in the phase sequence of the Reset spaces
sequence board along the yellow arrow to the next reset space.
If you move it onto the reset end space of your player count, you trigger the end of the
Action phase (see “End of the Action phase” below).
If the phase indicator is already on the reset end space when you do a Reset, it remains
there until the Action phase is completed.

Take all your used activation dice from below your console Reset end space in a 3-player game
into your hand. If you still have activation dice on your dice
spaces, decide for each whether to leave it there or to also take it into your
hand. Then roll all the dice in your hand once and place each onto the dice
space of its value.

Once you move the reset marker to step “C,” remove it


from its reset column and place it either onto your idea
or your food space.
Additional notes:
• By the number of empty reset columns, you can track at any time whether the phase indicator has been moved with
each Reset or not.
• If you perform a Reset but no longer have any reset markers in your reset columns, still carry out steps A and B as usual
and then place a marker from your supply onto your idea or food space.

End of the Action phase


As described above, the end of the Action phase is triggered as soon as the phase indicator is
moved onto the reset end space corresponding to the number of participating civilizations.
Once this happens, first complete the current action round. Then, a full final action round
follows (in which each civilization has exactly one last turn).
Example: If the starting civilization is the one to move the phase indicator onto the reset end
space, the final action round begins the next time the starting civilization takes its turn. If the
civilization to the right of the starting civilization moves the phase indicator onto the reset
end space, the final action round follows immediately.
Once the civilization to the right of the starting civilization has finished its last turn, move the
phase indicator to Phase 5.

Phase 5: Site phase


Go through the following 3 types of sites and carry out their effects. If no site of a certain type has been revealed on the
continent yet, skip it.
A) Gorge of the Grimwolves
Among the sites, there are two Gorges whose Grimwolves demand food from you now.
For each revealed Gorge, each civilization must check whether it has at least one tribe in
at least one adjacent territory. If so, it must return 1 food marker from its food space
to its supply. If you have tribes adjacent to both Gorges, you must turn in a total of 2 food markers, even if
both Gorges affect the same territory. Note: If you have no food markers, you are exempt from this.
Site phase
Feeding phase
33

B) Glacier
Among the sites, there are a two Glaciers. For each revealed Glacier, each civilization must
now check whether it has at least one strong tribe in at least one adjacent territory. If so,
it must now weaken one of these strong tribes by laying it down. If you have strong tribes
adjacent to both Glaciers, you must weaken a total of 2 strong tribes (one at each Glacier), even if both
Glaciers affect the same territory. Note: Weak tribes are never affected by Glaciers.
C) Mystic oak
Among the sites, there are a three Mystic oaks. Each
civilization must now check for each revealed Mystic oak,
in which of the adjacent territories it has at least one tribe:
For each such Water, Swamp, or Desert territory, it gains
2 points and for each such Forest, Grassland, Hill, or Mountain territory, it gains 1 point.
Note: Territories that are adjacent to multiple Mystic oaks are especially valuable, as they score separately for
each of them.
Example: Oak 1 is adjacent to Water territory A, Grassland B, and Forest C. The B
red civilization has tribes in Water territory A and Forest C and thus gains 2 success 1
points for Water territory A and 1 point for Forest C. Since the blue civilization has A
C
no tribes in any territories adjacent to oak 1, it gains no points there.
D
Oak 2 is adjacent to Water territory A, Mountains D, and Desert E. Here, the red 2
civilization gains 2 points yet again for Water territory A and 2 points for Desert E, E
while the blue civilization gains 1 point for Mountains D and 2 points for Desert E.

Phase 6: Feeding phase


This phase consists of two consecutive steps:
A) Feed tribes
All tribes on the continent must now be fed. This step can be carried out by
all civilizations simultaneously.
However, if you consider it necessary, carry out this step in seating order.
To be fed, the tribes of your civilization require food as follows:
Each of your tribes located on an encampment or a boat
requires 1 food marker.
Tribes that are in the wilderness (i.e., outside of encampments)
require 2 food markers each.
If you have a farm of your color in a territory, then all your tribes on encampments in that territory are automatically
considered fed, while your tribes in the wilderness of
that territory require only 1 food marker each.
The abilities of some research cards can reduce feeding costs as well.
For each of your tribes, determine how many food markers it will cost you. Then decide for each individually whether you
want (or are able) to pay its cost by returning food markers from your food space to your supply.
Any tribes that you do not feed must be weakened. For strong tribes, this means
that they must be laid down. For already weak tribes, this means that they die and
must be returned to your supply.
Special action “Deus ex machina”: Whenever one of your tribes dies and you have
to remove it, you may use the special action “Deus ex machina” to save it: Instead of
removing the tribe, move your disc on the Favor of Agera track one step backwards.
(This is not possible if your disc is already on the leftmost space of the track.)

B) Score strong tribes


Once all civilizations have finished step A, each of them gains
1 success point for each of its strong tribes.
34 Event phase

Phase 7: Event phase


This phase consists of 4 consecutive steps:
A) Adjust the weather and resolve its effect Effects Weather space
Attend to the event card that was revealed at the beginning of the era. In the
top right corner of that card you can see whether you must move the weather
indicator on the weather gauge now:
• 1 or 2 steps up (it gets hotter)
OR • 1 or 2 steps down (it gets colder).
The weather space where the weather indicator ends its movement
indicates what effect is triggered now.
Attention: If the weather indicator is moved over one of the white lines, place it back onto the
weather space before that white line (“Hot” or “Cold”) and leave it there. In such a case, the
triggered effect is the one depicted beyond the white line ( -1 ).
In seating order, each civilization resolves the triggered effect now.
If it is a positive effect, you can choose to forgo it. If it is a negative effect, it must be carried
out. A slash between two effects indicates that you must choose between them.
White line

Positive Perform the action of 1 of your income chips (see Perform 1 activity (see the key
effects: the key action in the bottom right of page 23). action on page 31).

Negative Return 1 food Remove one of your tribes from anywhere on the continent and
effects: marker to your return it to your supply. Note: You are allowed to use the special
supply. action “Deus ex machina” (see the previous page) to save that tribe.
Note: You only remain unaffected by “Hot” and “Cold” if you have neither a food marker nor a tribe. If
you still have any of these, you must choose the negative effect that you can carry out.

B) Resolve the event Card-ID


Now, resolve the event of the face-up event card.
It grants a bonus to one or more civilizations if its requirement
is met. In a few cases, this requirement may include the
removal of farms or boats.
If the bonus applies to multiple civilizations, each of those may gain that
bonus in seating order.
Bonuses that reward one specific civilization are only
awarded if that civilization is unambiguously identifiable.
If no civilization meets the requirement, the bonus is forfeited.
For explanations of the individual events, see their card IDs on pages 8 and
9 of the glossary.

C) Score the category of the current era


Attend to the scoring space of the current era (the leftmost space in the era scoring area that is not
empty). On the scoring tile of that space, you can see which scoring category is scored now.
Below it, you can see how many success points each unit
of that category is worth. Scoring space Scoring category
of the current era
To score the category, each civilization checks now how many units of
that category it has (see overview on the next page). For each of those
units, it gains as many category success points as is shown below the
scoring tile.
Once all civilizations have scored the category, remove its scoring tile
from its scoring space and return it to the game box. Category success points per unit
Event phase
Scoring categories
35

There are 9 scoring categories:

Progress track Progress track Progress track Progress track Progress track
Technology Prestige Knowledge Construction Culture

The unit here is each step that your disc has advanced on the respective progress track.
Multiply the digit printed on your disc’s space by the category success points and gain the result as steps on the score
track.

Evolution
The unit here is each feature marker you have on your feature spaces.
Multiply their total number by the category success points and gain the result as steps on the score track.

Prosperity
The unit here is each active diamond on the left half of your console.
There are 4 sections that show diamonds:
1) your food space, 2) your money space, 3) your settlements, and 4) your storage.
Which of its diamonds are considered active depends on the section:
1) Food space:
To check how many diamonds are active here, arrange your food markers into columns
of 3 markers each: Each complete column equals one active diamond. = 1 active diamond
2) Money space:
To check how many diamonds are active here, arrange your money markers into
columns of 2 markers each: Each complete column equals one active diamond. = 2 active diamonds
3) Settlements:
The empty recesses of the settlements you have built on the = 3 active diamonds
continent show diamonds. Each diamond visible here is considered active.
4) Storage:
Each gap between any two storage spaces of the same territory type depicts
1 or 2 diamonds. = 1 active diamond
Such diamonds are considered active if the storage space above them and the
one below them hold at least 1 stored material each. It doesn’t matter if there
are any additional stored materials on these spaces.
= 2 active diamonds
Once you have determined your total number of active diamonds, multiply
that number by the category success points and gain the result as steps on
the score track.

Population
The unit here is each of your tribes on the continent.
Multiply their total number by the category success points and gain the result as steps on the score track.

Expansion
The unit here is each territory in which you have at least one tribe. Multiply your total number of territories by
the category success points and gain the result as steps on the score track.

D) Determine the starting civilization:


After removing the scoring tile, give the starting monolith to the civilization that just scored the most
success points in that tile’s category. If there is a tie for the most (even if it is 0), the starting monolith is
passed from the outgoing starting civilization to the tied civilization that is next in seating order.
If the starting civilization was the only one to gain the most points, it remains the starting civilization.
36 Income phase
End of the game

Phase 8: Income phase


This phase consists of 4 consecutive steps:
A) Gain income
Each civilization gains its income now by performing the action of each of its income chips once (see key
action in the bottom right of page 23). It can choose in which order to perform these actions.
This step can be carried out by all civilizations simultaneously. However, for a few actions, it can be relevant
who performs them first. Resolve those cases in seating order.

B) Score statues Example: The yellow


Each civilization that has statues on the civilization has 4 statues on
continent gains success points now: the continent. On the Favor
For each of your statues, gain as many of Agera track, its disc is on
points as is printed above your disc on the the third space. So it gains
Favor of Agera track. 4 x 2 = 8 success points.

C) Remove hunting tokens from the continent


Remove all hunting tokens from the territories and return them to the hunting token display on the
progress board. (Make sure not to remove any blocking tokens from encampments.)

D) Equip the reset columns with new markers


Finally, each civilization refills each of its empty reset columns with
markers from its supply.

Afterwards, the era ends and the phase indicator is returned to phase 1 of the phase sequence to start the next era.

End of the game


In the Income phase of the fourth era (when all scoring spaces of the era scoring area are empty), carry
out steps A “Gain income” and B “Score statues“ as usual. Then, skip steps C and D and instead place the
phase indicator onto the leftmost hexagon space of the final scoring area on the progress board. The
game is finished now and you must carry out the final scoring.

Final scoring
In the final scoring, each civilization gains success
points for each of the 9 scoring categories as well
as its console.
To do this, advance the phase indicator along the
arrows from hexagon space to hexagon space
and at each, score the corresponding category.
In this process, each civilization scores each category exactly as described on
page 35. However, the category success points of each
category are now set by the point space below that category
or - if a scoring tile is covering it - by the points printed on that tile.
Final scoring
37

Once you’ve scored all 9 scoring categories, move the phase indicator from the Expansion
category along the arrow to the hexagon space marked “A”.
Now, each civilization scores the stage partition of its console:
Go through each stage of your console separately. For each chip and each research card whose
top third is visible in that stage, you gain the success points to the left of that stage.
For chips and cards in stage 4 and 5, you only score points if their corresponding stage tile
has its active side facing up.
Example: Each chip and card gives you success points as shown below (in the red outlines). Since the stage-5 tile has not
been flipped to active, the goal chip and the insight card in stage 5 are worth no points.

Once all civilizations have finished scoring Example: In the left column with the inventions, there is one point
the stages of their consoles, move the bonus card that gives you 2 success points per card and income
phase indicator to the hexagon space chip in its column. In the right column with the insights, there are
marked “B”. Now, each civilization checks two point bonus cards that each gives you 1 point
whether it has any research cards with a per card and income chip in its column.
point bonus in its stage partition (these
cards are marked with this icon).
For each card and each income chip that
you have installed in the column of such a
point bonus card, you now gain the success
points shown on that point bonus card
(itself included). Note that you score all
cards and chips in that column, irrespective
of how high up the column goes and which
of its stages have been flipped to active.
Who wins? Once you are finished with the above scoring, the civilization whose disc is in the lead on the scoring track and
thus has the most success points wins. In the case of a tie, the tied civilization that has carried out more module upgrades
wins. If this does not break the tie, the tied civilization that comes first in the seating order wins.
Congratulations! You have successfully passed the exam. But there is so much more to discover and even deities can keep
on learning. Isn’t it great that we exist beyond time and space? That means you can take the exam as often as you want.
I’m very much looking forward to the next time!

Important additional notes:


• Whenever you complete a lap on the score track by moving your disc onto or past space 0,
take a 100-point token from the display and place it next to your console. This way your actual
point total is always evident.
• If your disc on the Favor of Agera track is already on the rightmost space when you get a bonus
that allows you to advance it, you must forgo that bonus.
• Your marker supply is limited to 50 pieces. If it is empty when you would gain markers from it, you are allowed to
immediately replenish your supply by returning any number of markers from your console and continent to it without
compensation. Attention: Statues, reset markers, and markers on boats are excluded from this!
• There is no limit to how many markers you may have on any space of your console that can hold markers. If the recess is
too small, you may stack them. However, for the Prosperity scoring category, you can never claim more active diamonds
than are actually printed on your console.
38 Sites

The sites
On the continent, there are 24 sites which can be revealed via the Exploration module (see page 20). Each revealed site
affects the adjacent territories. There are 9 types of site. Four of those have already been explained elsewhere: Building
ground (see page 22), Gorge of the Grimwolves (see page 32), Glacier, and Mystic oak (see page 33).

Hidden grotto
There are two Hidden grottoes. Whenever you activate your Production module (see page 18),
do the following at each revealed Hidden grotto first: Check in which of its adjacent territories
you have at least one tribe. If there are any such territories, choose one of them, produce
1 raw material there and transport it to your storage. If you choose a Water territory for this,
you may do it the other way around by first transporting a raw material from your boat to your
storage and then placing a new one in its notch.
(You may choose the same territory for both Hidden grottoes if that territory is adjacent to both of them.)
Afterwards, perform the usual actions of your Production module.
Holy rock
There are two Holy rocks. Whenever you activate your Procreation module (see page 16),
do the following at each revealed Holy rock: Check in which of its adjacent territories you
have at least one tribe. If there are any such territories, choose one of them and take a
favor test. If you pass the favor test, you may perform 1 procreation in the chosen territory.
(You may choose the same territory for both Holy rocks if that territory is adjacent to both
of them.) Afterwards, perform the usual actions of your Procreation module.
Cave
There are three Caves. During migration, all territories that are adjacent to any Cave are considered
adjacent to one another. This means if a Cave is next to a territory, you can move a tribe from there
with 1 migration to any encampment whose territory is adjacent to the same or any other Cave
(though you may not move a tribe back into the territory where it came from with a single migration).
See pages 14 to 16 for details about migration.
Mushroom valley
There are two Mushroom valleys. Whenever you hunt in a territory that is
adjacent to one Mushroom valley, you gain 1 additional food marker. If it is
adjacent to both Mushroom valleys, you gain 2 additional food markers. See
page 19 for details about hunting.
Volcano
There are two Volcanoes. You cannot build farms in any territories that are adjacent to a
Volcano. If there are already farms in adjacent territories when a Volcano is revealed, those
farms must be returned to their recesses on the consoles of their civilizations immediately.
See page 21 for details about building farms.

Note: The success points printed in the top left corner on the front of each site
are only relevant when they are revealed during exploration. Afterwards, they
serve no purpose.
Solo mode
39

Solo mode If you want to play Civolution by yourself, let us


introduce you to V.I.C.I, an I-CIV entity with the
HELLO,
I AM
purpose of simulating a rival civilization. V.I.C.I!

Solo mode: Setup


Set the game up as in a 2-player game, but carry out setup steps 12 to 16 only for yourself as a single civilization.
Afterwards, set up V.I.C.I’s play area next to your console as follows:
1) Take the 22 cards for the solo mode.
Place the 7 display cards (with a purple
mark and a number in the top right corner)
next to each other in ascending order.
Then, shuffle the 15 action cards and place them as
a face-down action stack below the display cards.
2) Choose a player color for V.I.C.I, take the 7 discs
of that color and place one of them onto each of Action stack
your discs on the game boards. Provision marker
3) Place 15 tribes (the remaining 5 are not used) and 50 markers of V.I.C.I’s color in V.I.C.I’s play area
as a supply. Then, place 1 of V.I.C.I’s tribes upright onto the remaining non-fire encampment in
the Forest starting territory and 1 tribe upright onto the remaining non-fire encampment in
the Grassland starting territory. Also, place a marker lengthwise in each of the two
starting territories next to the farm building space. These markers do not
represent raw materials but are called provision markers.
Take 4 of V.I.C.I’s markers and place them onto the display cards:
one onto each of spaces 1 + 2 of the Evolution grid and one onto
each of spaces 1 + 2 of the Prosperity grid.
4) Place 6 activation dice and 1 fate die in V.I.C.I’s play area.
Other components are not used for V.I.C.I. Evolution grid Prosperity grid

Solo mode: Playing the game


The game is played as usual. In each era, go through the 8 phases as always, but with the following adjustments:
Phase 1: Play as usual.
Phase 2: When it is V.I.C.I’s turn to “choose” a goal chip, roll one of V.I.C.I’s dice once and remove the goal chip from the
space of the goal chip display whose position matches the rolled value: = top, = second from top, = third from
top, = fourth from top. If you roll a or or if the space is empty, V.I.C.I removes no goal chip. Return any removed
goal chips to the game box.
Phase 3: Play as usual, V.I.C.I makes no extra find.
Phase 4: Play the action rounds as usual with you and V.I.C.I taking
alternating turns (whoever has the starting monolith going first).
Take your own turns as usual. On V.I.C.I’s turns, do the following:
Reveal the top card from V.I.C.I’s action stack, place it face up beside
the stack and carry out the action(s) of that card for V.I.C.I (see section
“V.I.C.I’s actions” on the next page). Then, it is your turn again.
Note that in the bottom left corner of each action card, there are red and/or blue reset icons.
When you reveal an action card and there are already one or more
revealed cards next to the stack, place the new action card face up
onto the previous action card but set off to the right, so that all reset
icons remain visible. Then, carry out the action(s) of that new card
for V.I.C.I.
40 Solo mode

How does V.I.C.I do a Reset?


Whenever you place a revealed action card onto the previous action card
and all visible reset icons add up to at least 4 blue AND at least 4 red reset icons,
then do not carry out the action(s) of that new card for V.I.C.I but do a Reset instead.
This means you advance the phase indicator to the next reset space and then discard all
revealed action cards, placing them in a face-down discard pile.
If on V.I.C.I’s turn there is no card left to reveal in the action stack, shuffle the discard
pile and place it as the new face-down action stack. Discard pile
V.I.C.I’s actions:
To carry out the action(s) of a revealed action card, look at its relevant half. Each action card has a blue half and a red
half which relate to V.I.C.I’s difficulty level. In your first game, we recommend using the easier blue half throughout the
entire game. If you want V.I.C.I to be more challenging, see the section “Difficulty level” on page 44.
If the action card shows dice values, roll one of V.I.C.I’s dice once and carry out the action(s) shown
to the right of the rolled value. If there are several actions, perform them from left to right.

If the action card refers to any scoring category, carry out the action shown below
that category in the action table of the card as many times as the card states.
(“This era’s scoring category” refers to the scoring tile on the scoring space of the
current era, “Next era’s scoring category” to the scoring tile of the next era, etc.)
If the card also shows success points, V.I.C.I gains those (once).
Action table

The following actions can be found on action cards:

Advance V.I.C.I’s disc that many steps on the depicted progress track (in this case: 1 step on the technology
track). Whenever one of V.I.C.I’s discs crosses a bonus threshold that gives success points as a track bonus,
V.I.C.I receives those points. All other track bonuses are ignored for V.I.C.I.
If V.I.C.I’s disc is already on space 12 of this track, this action gives V.I.C.I the usual 2 success points instead.

Remove the top card from the face-up research stack of V.I.C.I gains Advance V.I.C.I’s
the depicted type (in this case: the top invention card). the depicted disc 1 step on the
Return the removed card to the game box. If the face-up number of Favor of Agera
stack is empty afterwards, refill it at as usual. success points. track (if possible).

Place a marker from [Link].I’s supply V.I.C.I receives an activation V.I.C.I receives a fate
as a statue onto the Building die (per the usual rules on die (per the usual rules
ground in the large Water territory. page 28). The die is not on page 28). The die is
There is no limit to the number of rolled, only added to V.I.C.I’s added to V.I.C.I’s other
statues V.I.C.I can have there. other dice. dice.

Place a marker from V.I.C.I’s supply onto the lowest numbered free space of the
Evolution grid (ignore this action if all spaces are occupied).
If it covers a icon, roll one of V.I.C.I’s dice once and remove the corresponding
attribute chip from the attribute chip display: or = remove the top one,
or = remove the middle one, or = remove the bottom one.
Return the removed chip to the game box and refill its space in the attribute chip display.

Place a marker from [Link].I’s supply onto the lowest numbered free space of the Prosperity
grid (ignore this action if all spaces are occupied).
If it covers a icon, roll one of V.I.C.I’s dice once and remove the corresponding income
chip from the income chip display: or = remove the top one,
or = remove the middle one, or = remove the bottom one.
Return the removed chip to the game box and refill its space in the income chip display.
Solo mode
41

Each of the remaining 5 types of action always requires you to determine a territory where the action is carried out.
Determining a territory:
Whenever an action requires you to determine a territory, follow these steps until you have singled out that territory:
1) Look at the priority requirement stated on the display cards for that action. If this leaves exactly one territory, use that one.
2) If there are more than one territory that fit the priority requirement, perform a territory roll (see below) to determine
which one of these eligible territories to use.
3) If there are no territories that fit the priority requirement, all territories that meet the minimum requirement are
eligible instead (if one is stated). As above, if there are more than one eligible territory, perform a territory roll to single
out which one to use.
4) If there are no eligible territories at all, the action is forfeited.

Territory roll: Territory wheel


Roll one of V.I.C.I’s dice once and find the rolled value in the territory wheel.
If the territory type next to this value matches an eligible territory, use that
territory. Otherwise follow the arrows from the rolled value until you reach a
territory type that matches an eligible territory.
If 2 or 3 territories of the determined type are eligible, look at the number of
beacon icons ( ) in each of these territories (each land territory shows either ,
, or ). Roll a second die, and find its value in the beacon overview. If that
value shows the same number of beacon icons above it as an eligible territory,
use that territory. Otherwise follow the arrow from the rolled value to the next
number of beacon icons and use that territory. Beacon overview

Example: On the continent, V.I.C.I’s red civilization has 4 territories that fit the
priority for a procreation: Mountains A, Forest B, Hills C, and Mountains D.
To determine which of these eligible territories to use for V.I.C.I’s procreation, C D
you perform a territory roll with one of V.I.C.I’s dice. You roll a , which
(according to the territory wheel) is associated with the Swamp.
Since none of the eligible territories is a Swamp, you follow the
arrows to the next type which actually is eligible. In this case, it’s B
Mountains. Since two Mountain territories are eligible, A
you roll another of V.I.C.I’s dice and get a which
(according to the beacon overview) is associated with . However, in
Mountains A there are and in Mountains D there is . So you follow
the arrow and land on , which means that you must use Mountains D for
V.I.C.I’s procreation.

Perform 1 procreation for V.I.C.I by determining a territory for that procreation (see above). The priority
requirement for that territory is that V.I.C.I has at least 1 tribe there and that there is at least 1 free encampment.
The minimum requirement for that territory is that V.I.C.I has at least 1 tribe there.
Once you’ve determined the territory, add a tribe from [Link].I’s supply to that
territory by letting it settle on an encampment. Use the priority table
on the display cards to determine that encampment (1 has the highest
priority, 9 the lowest). This means if there is an empty fire encampment
in the territory, the tribe settles there (1). If not, it settles on any free
encampment (2). If there is no free encampment, it displaces your tribe
from the fire encampment (3). If you have no tribe on the fire encampment,
it displaces any one of your weak tribes from its encampment (4), and so on.
Attention: In contrast to the usual rules, if V.I.C.I’s new tribe displaces a tribe
from its encampment into the wilderness, do not weaken that new tribe.
If [Link].I’s new tribe settles on a fire encampment, V.I.C.I gains its success points as usual.
Important: Check after each procreation that you carry out for V.I.C.I whether all encampments in all territories where
V.I.C.I has tribes are solely occupied by V.I.C.I’s own tribes (and thus, none are free or occupied by your tribes). If so,
immediately perform 1 migration in addition (see the next page for details on migration).
42 Solo mode

Perform 1 migration for V.I.C.I by carrying out these steps in order:


1) Check whether there is any territory where V.I.C.I has at least 2 tribes, of which at least 1 is strong. If there isn’t,
perform 1 procreation for V.I.C.I first (see the previous page) before moving on to step 2.
2) Determine an initial territory (territory X) per the established rules.
The priority requirement for that territory is that V.I.C.I has at least 2 tribes there, of which at least 1 is strong.
3) Determine an arrival territory (territory Y).
The priority requirement for that territory is that it is a land territory adjacent to territory X. However, of these
territories only the ones with V.I.C.I’s fewest tribes are actually eligible. (So if there are any territories where V.I.C.I has
no tribes, these are considered the ones with the fewest.) It doesn’t matter whether you have any tribes there.
4) Determine one of V.I.C.I’s strong tribes in territory X to migrate, using the priority list
on the display cards (1 has the highest priority, 3 the lowest).
5) Move the determined strong tribe to territory Y and let it settle on an encampment
there. Use the priority table on the display cards to determine that encampment (see the previous page).
Attention: In contrast to the usual rules, if the migrating tribe displaces a tribe from its encampment into the
wilderness, do not weaken V.I.C.I’s migrating tribe.
If the migrating tribe settles on a fire encampment, V.I.C.I gains its success points as usual.
If the tribe enters an undeveloped territory, flip its material tile face up but do not place a marker there.

Perform 1 provision action for V.I.C.I.


Do this as follows: Determine a territory in which V.I.C.I has at least 1 tribe. The priority requirement for that territory is
that it has the fewest provision markers. (So if there are territories with any of V.I.C.I’s tribes but no provision markers,
these are considered the ones with the fewest.) However, of these territories only the ones with V.I.C.I’s
most tribes are actually eligible.
After determining the territory, place 1 marker from V.I.C.I’s supply as a provision marker lengthwise beside
that territory’s farm building space. If this is the second provision marker there, place both together on
top of that farm building space (provided there is no farm yet) so that they block it. This means
for the rest of the game, you cannot build a farm in this territory.
Apart from this, provision markers will come to bear in the Feeding phase.

Example: Among territories A, B, and C, only Mountains A and Forest C


are eligible, because they have no provision marker and an equal
B
number of V.I.C.I’s red tribes. If one of these two territories had an C
additional red tribe, it would be the only eligible territory. A

Reveal all face-down sites that are adjacent to a territory which you determine per the established rules.
The priority requirement for that territory is that - among the territories in which V.I.C.I has at least 1 tribe - it is
the one adjacent to the most face-down sites.
V.I.C.I gains the success points printed on the front of each site that you reveal during this action.

Place a hunting token from the hunting token display in a territory which you
determine per the established rules.
The priority requirement for that territory is that there is no hunting token
there yet and that it is the best hunting territory in which you and V.I.C.I have
at least 1 tribe each. The best hunting territory is determined according to the
hunting table from left to right (Forest is the best, Desert the worst).
The minimum requirement for that territory is that there is no hunting token
there yet and that it is the best hunting territory in which V.I.C.I has at least
1 tribe.
Solo mode
43

The end of the Action phase is triggered as usual once the phase indicator reaches the reset end space.

Phase 5: The sites affect your own civilization as usual. V.I.C.I’s civilization is never affected by any face-up sites. This
applies to all sites, not just the ones relevant to this phase (including Caves and Holy rocks).

Phase 6: Carry out the Feeding phase as usual. Do this for V.I.C.I as follows:
First, perform 1 provision action for V.I.C.I (see previous page).
Then, check for each of V.I.C.I’s territories which of V.I.C.I’s tribes are fed and which are not and thus must be weakened:
In each territory where there is exactly 1 provision marker,
1 of V.I.C.I’s tribes on an encampment is fed. If V.I.C.I has several
tribes on encampments there, consult items 6 to 9 of the priority table
to determine which one is fed (6 has the highest priority, 9 the lowest).
In each territory where there are at least 2 provision markers, all of V.I.C.I’s tribes on encampments are fed and
additionally 1 tribe in the wilderness. If V.I.C.I has several tribes in the wilderness, choose one of the strong ones who is
fed. If there are no strong ones, choose one of the weak ones.
All of V.I.C.I’s other tribes must be weakened now (by laying down the strong ones and removing the weak ones).
All provision markers remain in their territories.
In step B, V.I.C.I gains success points for strong tribes as usual.

Phase 7: Carry out the phase as usual. Note that V.I.C.I is never affected by the weather nor gets the bonuses of any
events. However, you must take V.I.C.I into account when determining whether you receive the bonus of an event that
requires a majority or lead. (For example, for the event F11 “Enlightenment”, you must take into account how many dice
V.I.C.I has compared to you.)
For the events with the IDs F4, F6, F16, F17, F19, and F20, you must check
whether you are eligible for their bonuses by looking at the Prosperity
grid and its rows/spaces listed in the Event majority check beside it.
For example, for event F17 “Corruption”, you must check how many
markers V.I.C.I has in total in rows B and D of the Prosperity grid and
compare that total to your number of money markers. For event F20
“Tsunami”, you must check spaces 4 and 10 and compare the total of
markers there with your total of built boats.
In step C, V.I.C.I gains the success points for the scored category per the
usual rules (for Evolution, each marker in the Evolution grid counts; for
Prosperity, each marker in the Prosperity grid counts).
In step D, the new starting civilization is determined as usual.

Phase 8: Carry out phase 8 as usual. For


V.I.C.I, only the statue scoring is relevant,
for which V.I.C.I gains success points per
the usual rules.
44 Solo mode

Solo mode: End of the game


The game ends as usual. In the final scoring, V.I.C.I gains success points for the scoring categories per the usual
rules. V.I.C.I has no console and thus does not score in this regard.
If you managed to have more success points in total than V.I.C.I, congratulations on a successful Civolution!

Difficulty level
Beginner level: Use the blue half of the action cards throughout the entire game.
Moderate level: Use the blue half in the first 3 eras and the red half in era 4.
Medium level: Use the blue half in the first 2 eras and the red half in eras 3 and 4.
Advanced level: Use the blue half in the first era and the red half in eras 2, 3, and 4.
Expert level: Use the red half throughout the entire game.

To help you remember which half you are currently using, the display
card with the territory wheel has a blue side and a red side and can be
flipped as needed.

Note that these levels merely imply a tendency towards a certain difficulty and are subject to slight variations. However,
should you ever feel like an especially tough challenge, you may combine any of these levels with the following variant:
Whenever you carry out a Reset for V.I.C.I, also perform the action(s) of the action card that triggered that Reset before
discarding it along with the other cards onto the discard pile.

Further notes:
• If you have a research card installed whose ability needs clarification in regard to
V.I.C.I, look in the glossary under its card ID.
• You are neither allowed to look at the front side of the action cards in the face-
down action stack nor those in the face-down discard pile.
• If all of V.I.C.I’s tribes are already on the continent, ignore any further procreation
actions for V.I.C.I.
• In the rare case that V.I.C.I loses the last tribe and thus has no tribe left on the
continent, immediately perform 1 procreation for V.I.C.I out of sequence in a
territory that you determine per the established rules. The priority requirement for
that territory is that you have at least 1 tribe there.
• Tip: The solo mode is a perfect playground for testing out the possibilities of
research card combos. Since V.I.C.I doesn’t mind, in step 13 of the setup, you may
seek out your 5 starting research cards (one of each type) and your starting marker
card from among all available cards.

We like to thank everyone who was involved in the development, playtesting, and making of this game, especially:
Jana Schierwater, Silke Christensen, Mirko Schäfer, Eurohell Design, Sebastian Hein, Peter Schmähler, Carsten Burak,
and the gatherings in Rotenburg, Lieberhausen, Willingen, and Holzminden.

Game design: Stefan Feld Distribution:


Artwork: Dennis Lohausen Pegasus Spiele North America
Development, editing, layout: Viktor Kobilke 2955 Lone Oak Drive, Suite 180,
Development assistance: Moritz Bornkast, Eagan, MN 55121 USA.
Peter Eggert
Proofreading: Neil Crowley
© 2024 Deep Print Games GmbH,
Sieglindestr. 7, 12159 Berlin, Germany.
All rights reserved. v1.0 All rights reserved. Reprinting or publishing of the rule
book, game components, or illustrations is prohibited without
[Link] prior permission.

You might also like