by rent13579
Clash of Cultures: Civilization
Solo VariantBeen under development for awhile but I think it is in a state that welcomes others to play and report. The rules may seem daunting at first but I assure you, it's only me trying to be a thorough as possible. Once you realize what the system is doing, it is very easy to carry everything out. It's simply a "Deck Building" mechanic to simulate the Automated Player's actions corresponding to her tech tree.
Please try and report any issues you find. Have fun!!!
:Set-Up:Material Needed: A standard deck of 52 cards. (No Jokers) The Action Chart within these instructions.
Set-Up: Set up Clash of Cultures as a standard 2 player game. Decide your color and which will be the “Automated Player,” from here on out called Fortuna. Place both Player Boards so they face you. Remove all 12 Face Cards (J, Q & Ks) from the standard deck of cards. Shuffle and place face down near Fortuna’s board. This will now be referred to as the Suit Deck. From the remaining cards in the deck, remove one of each number from Ace to 9. The 10s will remain in the deck, which is now set aside. Shuffle these 9 cards and place them next to the Suit Deck. This deck of 9 numbers will be referred to as the Advancement Deck.
Draw an Objective and Action Card for you but only an Action Card for her. When you draw the Action Cards for her, do not look at them and simply place it near her board in a pile.
:Game Play:Your Turn: First Player begins with you. You play normally.
Playing Fortuna: When it’s her turn to act, draw the top card of the Suit Deck and the Advancement Deck and consult the Action Table provided in these rules. (See Below) The suit of the face card will determine which column to refer to, while the rank on the Advancement Card will determine the row. The action written in the intersecting square is the action performed by Fortuna. (See detailed explanation of all Actions in the “Actions” Section below)
This will be repeated twice more for a total of 3 actions. The next turn begins.
After 3 turns of this, a Statue Phase occurs as usual. (See “Status Phase” below)
The game ends as per usual, during the 6th Status Phase. At which point, the scores are tallied. (See “End Game Scoring” below)
:Actions:GENERAL RULE: If Fortuna can perform an action in 2 or more ways, roll a die to determine her choice in action.
[Examples: A settler is adjacent to 2 unexplored spaces… Roll a d2 and see which one she decides to move into. 3 of her cities qualify to be Increased in Size… Roll d3 to see which one gains the City Piece. 2 of your city pieces can equally be Culturally Influenced… Roll d2 to see which she targets.]Advance in (category): Fortuna will spend 1 Idea (or 1 Food, if she has no Ideas) and will gain the top most available advancement in the category specified. If Education, Warfare or Spiritualty is the specified category but she has all four advancements in it, then advance instead into the corresponding government. The first government she enters is the one she will remain in for the duration of the game.
(It is possible for “Advance in Education/Government” to advance Theocracy, if Theocracy was the first government to receive an advancement.)
Advance (d3 d3): Fortuna will spend 1 Idea (or 1 Food, if she has no Ideas) and then roll 2d3. The die the lands physically further left, will be considered the first die. Landing further right, the second. Refer the results to the far left side of the Action Table. The advancement listed to its right is the category Fortuna advances in. She will gain the top most available advancement in the category.
(If she rolls a category that has no available advancements, re-roll until one is found.)MOOD and CULTURE Advancements: Fortuna will gain Mood and Culture tokens, move their Limit Tokens and trigger Events as per usual rules. (See “Event Cards” below)
IMPORTANT: If any advance adds the 2nd, 3rd or 4th cube to the category, then the corresponding Advancement Card needs to be taken from the deck of remaining cards and added to this round’s used Advancement Cards to later be shuffled into the Advancement Deck. Each cube added to a Government Advancement adds the 10 card to the Advancement deck. (1st, 2nd, 3rd and 4th)
[Example: The cards dictate that Fortuna is to “Advance in Education/Government.” She spends a Food (since she doesn’t have an Idea) and places a cube in the next available Education Advancement… Philosophy. You moves her Mood Limit Token up one, not resulting in an event, and you give her a Mood Token. Since this is the 4th advancement in the category, you go into the deck of cards and pull out the last remaining “4” in the deck and add it to the used Advancement Deck to be shuffled in during the Status Phase. (The other 3 would have already been added… the first at the beginning of the game and the 2nd and 3rd with Public Education and Free Education.)
The very next action dictates Fortuna to “Advance (d3 d3).” She spends a food and you roll 2d3 and get a “2” on the left die and a “1” on the right. This results in another “Advance in Education/Government.” Education Category is full. So, instead, a Government advancement is started… Democracy. The first cube enters Democracy and you go into the deck and add a “10” to the Advancement Deck.]Build Army then Move: This action is in two parts: Build Army and Movement.
Build Army: Fortuna spends Ore equal to the number of cities she has on the board. For each Ore spent, an Infantry is made. For each of her cities with Markets, she rolls a d3. For each result of a 1 or 2, change an Infantry into a Calvary or Elephant respectively. Lastly, if any of her cities has a dock, Fortuna will spend 1 wood. If spent, a ship is also built. All these units make up her
Built Unit Pool.
(If Fortuna is unable to build units due to all of her figures of that type already on the board, then refund any resources spent for those units.)Once Built Unit Pool is determined, they must be placed onto the board. Placing Units always follows the following rules:
- Ships are placed first then Army Units.
- Ship placement: A ship is placed at the dock with the most access to enemy ships. If no enemy ships are present, a ship is placed at the dock with the access to the most water spaces. (Water spaces on the edge of the map are all counted if Fortuna has the Navigation Advancement.) If an enemy has 2 or more ships blocking her dock (resting in the space of the dock) then the ship is instead placed in the city and is temporarily considered not built. Upon the next “Build Army” action, ships in cities are added to this new Built Unit Pool. If the total ships in the pool is equal or greater than the number of enemy ships blocking the dock (or totals 4), the ships are placed as a group and combat immediately occurs.
- Army Unit placement: One Army Unit is placed in each city until the pool of units has been exhausted. Units are placed, (Calvary first, Infantry second and Elephants last) one at a time, starting with the cities closest to enemy units/cities.
(Cities with 4 units are skipped over. This may cause each available city to receive a Unit but not have exhausted the Built Units Pool. In this case, start again with the closest to enemy cities until exhausted.)- Aggression Check: After all “Build Army” actions, even if no units were built, the city with the most units closest to an enemy makes an Aggression Check. Roll a d6. If the result is equal to or less than one more than the number of units in that city, then this army has become Aggressive… receiving an Angry Token to signify this.
Movement: Settlers move first, Ships move second (smallest & furthest from enemy fleets first), Aggressive Armies move next (smallest & furthest from enemy armies first) and Defensive Army Units move last.
NOTE: It is assumed Fortuna has all the first advancements in all categories, even if there is not cube in it. This includes “Tactics” and thus her units may always be allowed to “Move.”-- Settler Movement: Each Settler will move according to the following priorities:
I -
Found City: If Settler is not adjacent to a player's army and is in a non-barren space in a region not containing another player city.
II - Move to/towards closest non-barren space in a sector with no player city or other own settler.
III - Move to/towards closest unexplored space.
IV - Move to/towards friendly city closest to enemy cities.
TERRAIN: Settlers moving onto a Mountain spaces will move no further for the remainder of the turn.-- Ship Movement: Each Ship will move according to the following priorities:
I - Move to merge fleets (Smaller into Larger/Further from Enemy into Closer)
II - If fleet is equal or larger in size, engage closest and largest enemy fleet in current water area
III - Move to closest unexplored space
IV - Move to closest water area with enemy ships
(Req. Navigation)V - Move to water space that establishes most "Trade Routes" with player.
(Req. Navigation & Trade Routes)-- Aggressive Army Movement: Each Aggressive Army will move according to the following priorities:
I - If adjacent to enemy of equal or lesser size, attack largest, of those, army. (See “Combat” below)
II – If adjacent to an Aggressive Army, merge armies. (Smaller into Larger/ Further from Enemy into Closer)
III - Move towards/to closest enemy city with equal to or less units than her army.
IV - Move towards/to closest unexplored space.
TERRAIN: Units/Armies moving onto a Mountain spaces will move no further for the remainder of the turn. Units/Armies that move into Forest spaces cannot battle for the remainder of the turn. Once a unit/army has battled, it will move no further for the remainder of the turn.MOVE THROUGH CITIES: An Aggressive Army will try to avoid moving through its own cities. If it happens, keep track of how many units in the city are Aggressive vs how many are Defensive. (It’s recommended to stack the same number of Angry Tokens as there are Aggressive Units to keep track.) If passing into a city would cause the stacking limit to be more than 4, all figures are kept in the city but only 4 count towards battle in the city. In such battle, Aggressive Army units are used/removed before Defensive Units. If all 4 units are defeated and the city is captured, all other units are also defeated.
-- Defensive Army Unit Movement: Defensive Army Units are those in her cities that are not part of an aggressive army. At the end of every movement action simply rearrange the units among all of her cities to even out the number of units in all cities. Surplus units favor cities closest to enemy units/cities. These units just move directly from city to city, as needed. Calvary favor close to enemy, Elephants favor far from enemy.
Build Settler/Unit then Move: This action is in two parts: Build Settler/Unit and Movement.
Build Settler: Spend 1 Food and place a settler in city closest to unexplored/unsettled sectors. If all sectors are explored and settled, place in city closest to player’s city.
NOTE: If the sum of Fortuna’s cities and settlers already on the board total 5 or more, then instead perform “Build Unit”.”Build Unit: Fortuna spends 1 Ore and builds an Infantry Unit. This unit is placed in the city closest to enemy units/cities. NO Aggressive Check is made after units built in this manner.
Movement: This works the same as the “Movement” section above. (See Above)
Build Wonder/Increase City Size: Fortuna
must have the Engineering Advancement. Fortuna pays 3 Food, 3 Wood, 3 Ore and 3 Culture. If spent, build a random revealed wonder in the city furthest from a player’s units/cities.
(The Great Lighthouse placement requirement still applies. If she doesn’t have any cities with Docks, she may not build the Great Lighthouse.) Fortuna gets no bonuses from Wonders except the 5VP at the end, if she maintained control.
If unable to pay or fails to meet requirements, instead, Fortuna pays 1 Wood and 1 Food (or 2 Wood, if she has no food) and Increases City Size with the building corresponding to the advancement category with the most advancements. If spent, her smallest city furthest from your units/cities Increases in Size.
(Exception: Fortresses are built in cities closest to player’s units/cities.) (Refer to “Building Effects” below to see how each building works for her.)
NOTE: It is assumed Fortuna has all the first advancements in all categories, even if there is not cube in it. Thus she is able to Increase City Size with any city piece. Fortuna still adheres to City Size limits and no more than one city piece of each type per city.Collect: [DEFAULT ACTION] This action is taken in place of any Main Action that cannot be fulfilled for whatever reason.
The amount of resources collected is equal to the number of cities / 2 (rounded up.)
The type of resource collected is based on the Suit Card drawn. (See bottom of Action Chart)
If the collection is “Random,” roll Xd3 where X is the number of resources Fortuna is to collect. (# of cities/2) For each 1 rolled, Fortuna collects Food. Each 2 rolled, she gains Wood. All 3s give her Ore.
If after any collect, the collected resource is not maxed at 8… then a Mood Token is spent and 1 additional resource is gained. Mood Tokens spent on a Random Collect result in gaining 1 Gold.
NOTE: Fortune is assumed to have “Storage” and is not hindered by the 2 food limit rule.If at any time a “Collect” action is taken and no resources are gained because she already has 8 of them, then she instead gains 1 Culture and 1 Mood.
If she is unable to collect the Culture and Mood, then she does nothing for this action.
Collect Gold: Fortuna receives Gold equal to # of cities/2 (round up). 1 more may be gained with Mood Token.
Collect Random x2: This action is the same as the “Collect" action above only Fortuna will receive twice as many resources (or roll twice as many dice.) The Mood Token additional one is also doubled.
Cultural Influence/+1 Culture&Mood: Fortuna attempts to Cultural Influence a city pieces. Fortuna will target own influenced cities before Influencing player city. Determine the "cheapest" target city piece. This would be one with least addition range cost from one of her cities. She will spend Culture to increase range, if needed and able. She will then spend Culture to increase roll result
if and only if it would result in success.
(Her Conversion advancement does apply, if applicable. Your possible Government Advancements does prevent her from spending Culture, if applicable.)If no Cultural Influence can be attempted (or the “only one success” rule has been satisfied), then Fortuna gains one Culture and one Mood.
If she can’t gain either, then she performs the default “Collect” action. (See above)
Increase City Size w (City Piece): Fortuna pays 1 Wood and 1 Food (or 2 Wood) and Increases City Size with the specified building. If spent, smallest city furthest from player’s units/cities Increases in Size.
(Exception: Fortresses are built in cities closest to player’s units/cities.) (Refer to “Building Effects” below to see how each building works for her.)
Increase City Size / Collect Gold: Fortuna pays 1 Wood and 1 Food (or 2 Wood) and Increases City Size with the building corresponding to the advancement category with the most advancements. If spent, smallest city furthest from player’s units/cities Increases in Size.
(Exception: Fortresses are built in cities closest to player’s units/cities.) (Refer to “Building Effects” below to see how each building works for her.)
NOTE: It is assumed Fortuna has all the first advancements in all categories, even if there is not cube in it. Thus she is able to Increase City Size with any city piece. Fortuna still adheres to City Size limits and no more than one city piece of each type per city.If unable to Increase City Size, Fortuna will “Collect Gold.” (See “Collect Gold” above)
:Spending Gold:Anytime an action requires Fortuna to spend resources she doesn’t have, she will look to use Gold to fill in any costs.
:Exploration:When revealing new sectors, the direction you flip them will be the direction they stay unless adjustments are needed to adhere to rules 1 and 2 of tile placement.
When a new sector is revealed and requires the spawning of Barbarians or Pirates, Fortuna summons them as close to your cities (coastal cities in regards to pirates) as possible.
:Combat:Fortuna only battles one round unless, after the first round, her army outnumbers the defending army.
ANY battle round, where her Army is equal to or less in size of the opposing army, she will use an Action Card in the battle. Draw the top card from her Action Card pile. If the Action Card cannot be used in the current battle, (it’s for defense and she’s attacking, for example) then return that card to the bottom of the pile and she doesn’t play an Action Card this round.
(If the battle is with you, you must choose which Action Card you will use, if any, BEFORE revealing the card she is using.):City Capturing:Fortuna Captures Barbarian City: If the city would be the only player city on the sector, it is captured. The Aggressive Army becomes Defensive. (Discard Angry Token) Gain Gold accordingly. Otherwise, city is razed. She gains Gold accordingly and her Aggressive Army remains Aggressive.
Fortuna Captures Player City: If Fortuna ever captures a player city, the Aggressive Army becomes Defensive. (Discard Angry Token) Gain Gold accordingly. The city becomes Neutral. You gain Settler, if applicable.
Player Captures Fortuna’s City: Fortuna receives a free Infantry Unit in the weakest city closest to the lost city and you gain gold as usual. The city becomes angry.
:Building Effects: REMEMBER: It is assumed Fortuna has all the first advancements in all categories, even if there is not cube in it. Thus she is able to Increase City Size with any city piece. Fortuna still adheres to City Size limits and no more than one city piece of each type per city.The following are the effects buildings have on Fortuna’s cities.
Dock: Gain 1 Gold when built. Allows building of Ships
Academy: Gain 1 Idea when Built.
Fortress: Provides Protection as per usual. (+1 Die and 1 Block)
Temple: Gain 1 Culture and 1 Mood when built.
Market: Will gain 1 Gold when “Traded” with. (Place one of your advancement cubes on her Gold Token for the duration of the Trade Route, as a reminder.)
Obelisk: Can’t be converted, as per usual.
Apothecary: Revive defeated units. No cost. Revive closest to enemies first.
:Leader:Fortuna’s leader stays in her Capital (first city) and will change only if killed and spawned in a new city. She does give two effects to the City and Army she’s with:
Resourceful: She gains a random resource (d3) after Increasing City Size in her city.
Brutal: In the first round of combat, reroll all “1” and “2” results in her army unless they trigger a “block” from Elephants. Must accept the re-roll.
:Advancement Effects:The following are the effects of some Advancements have on Fortuna:
Engineering and Monument: Reveal a Wonder as per usual. Randomly decide which Wonder she “claims,” with Monument, placing one of her cubes on it to signify that you may no longer build it.
Warships: Gives her fleets 1 block.
Navigation: Allows her ships to travel around the board.
Siegecraft: Fortuna will always pay 1 Wood and/or 1 Ore to cancel your Fortress’s attack or block respectively, if able.
Steel Weapons: Does not require additional Ore. Does provide +1 “Hit.”
Trade Routes: Ships and Settlers that are within 2 spaces of your cities can be assumed to have established a “Trade Route” to trigger your Market’s effect. Fortuna does not gain resources from Trading.
Conversion: Does increase Cultural Influence chance to 4+.
Separation of Power/Totalitarianism/Devotion: These advancements simply prevent you from using Culture Tokens in Cultural Influence attempts. (Assume the criteria is always met, Happy/Army/Temple)
:Event Cards:When Fortuna gains advancements that cause an Event to be drawn, she draws one as usual. Fortuna is only affected by the ICONS of a card never by the text. However, if applicable, the text still affects you.
[Example 1: Fortuna draws “A Splendid Year.” After Barbarians attack icon is resolved, the text states: You gain 3 Food. Then distribute another 3 Food among the other players as you see fit. Fortuna receives no resource but you would receive 3 food from this card as it affect you.][Example 2: You trigger and event and draw “Migration.” The Gold Mine is resolved. The text states: You must both: 1. Select another player who gets a Settler in a city of his choice. 2. Reduce the mood of one of your cities. Since you drew this, the only affect is that you reduce the mood of one of your cities. Fortuna would not receive a Settler.]How Fortuna reacts to each Event Card Icon is as follows:
Add Barbarians: Fortuna will always place the new settlement as close to one of your cities as possible. The additional unit is added to the settlement closest to your weakest city. The type of unit is determined by a d3. (1 = Calvary, 2 = Elephant, 3 = Infantry)
Barbarians Attack: Resolve as usual. If possible, she will always have the Barbarians attack the stronger city.
Pirate Raid/Spawn: Resolve as usual. Fortuna will always prefer to lose Mood Tokens before resources. If resources must be lost, (avoiding Gold) she uses what is most abundant. When summoning Pirates, she will always place ships as close to your coastal cities as possible.
Gold Mine: She gains 2 Gold
Exhausted!: Fortuna will place the “X” on a space closest to one of your cities.
:Action Cards:Below are Action Cards that require some explanation for this version of the game:
Spies: Draw from deck an equal amount of Objective Cards and Action Cards that you currently have. These represent “the other player’s hand.”
Tech Exchange: You may pick an advancement Fortuna has researched. She will simply perform a free “Advance (d3 d3)” action.
Negotiations: Fortuna will adhere to this rule. If the system dictates her to attack you, it is simply not performed.
:Status Phase:Completed Objectives?: You check for any Objectives you’ve completed. Fortuna does not take part in this phase.
Free Advancement: You take your free advancement as usual. Fortuna will then perform a Free “Advance (d3 d3)” action. After this action, shuffle and recreate her Suit and Advancement decks for the next age.
Draw Cards: You receive your Objective and Action Cards and then one Action Card is drawn and placed at the bottom of Fortuna’s Action Card Pile.
Raze a City?: You may raze a city if you desire. Then you check if the number of Fortuna’s cities is less than the number of next age. If so, then she takes a no cost "Build Settler then Move" action.
(No Army Unit can be built with this action and ONLY Settlers can “Move.”)Determine First Player: Done normally. If Fortuna has won, roll a d6. Results of a 1 or 2 means she gives you first move. Otherwise, she will act first next age.
Change Leader: If Fortuna’s Leader has been killed, it will spawn in the strongest city. This is the city with the most units.
(A Fortress counts as a unit for this count.):End Game Scoring:End Scoring is exactly the same as the real game with three exceptions:
1) You do not score points for advancements in your Special Advancement Category.
2) Fortuna scores 12 points in Objectives
3) Fortuna scores 1 VP for each scoring category she wins (counted as Event VPs)