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Player’s Name Player’s Name

THE LATE BRONZE AGE Order of Play THE LATE BRONZE AGE Order of Play
1. Roll dice and collect goods and food 1. Roll dice and collect goods and food
Cities 2. Feed cities and resolve disasters Cities 2. Feed cities and resolve disasters
3. Build cities, monuments, and/or ships 3. Build cities, monuments, and/or ships
4. Trade goods and/or swap 1 good/ship 4. Trade goods and/or swap 1 good/ship
5. Buy up to 1 development 5. Buy up to 1 development
6. Discard goods in excess of 6 6. Discard goods in excess of 6

Developments Dice Developments Dice


Cost Name Pts Effect Cost Name Pts Effect
3 Food 3 Workers 3 Food 3 Workers
10 Leadership 2 Reroll 1 die (after last roll) 10 Leadership 2 Reroll 1 die (after last roll)
10 Irrigation 2 Drought has no effect 1 Good 2 Food or 10 Irrigation 2 Drought has no effect 1 Good 2 Food or
15 Agriculture 3 +1 food / food die 2 Workers 15 Agriculture 3 +1 food / food die 2 Workers
2 Goods 2 Goods
15 Quarrying 3 +1 stone if collecting stone and 1 Skull 7 Coins 15 Quarrying 3 +1 stone if collecting stone and 1 Skull 7 Coins
20 Medicine 4 Pestilence has no effect 20 Medicine 4 Pestilence has no effect
20 Preservation 4 Food ×2 before roll for 1 pottery Goods 20 Preservation 4 Food ×2 before roll for 1 pottery Goods
20 Coinage 4 Coin die results are worth 12 20 Coinage 4 Coin die results are worth 12
Wood Cloth Wood Cloth
20 Caravans 4 No need to discard goods 20 Caravans 4 No need to discard goods
Stone Spearheads Stone Spearheads
25 Shipping 5 Swap 1 good / ship 25 Shipping 5 Swap 1 good / ship
25 Smithing 5 Invasion affects opponents Pottery 25 Smithing 5 Invasion affects opponents Pottery
25 Religion 7 Revolt affects opponents 25 Religion 7 Revolt affects opponents
30 Granaries 6 Turn in food for 6 coins apiece Disasters 30 Granaries 6 Turn in food for 6 coins apiece Disasters
30 Masonry 6 +1 worker / worker die Cause Result Effect 30 Masonry 6 +1 worker / worker die Cause Result Effect
40 Engineering 6 Turn in stone for 3 workers apiece No food Famine –1 pt (per city) 40 Engineering 6 Turn in stone for 3 workers apiece No food Famine –1 pt (per city)
40 Commerce 8 Bonus pts: 1 / good None No Effect 40 Commerce 8 Bonus pts: 1 / good None No Effect
60 Architecture 8 Bonus pts: 2 / monument Drought –2 pts 60 Architecture 8 Bonus pts: 2 / monument Drought –2 pts
70 Empire 10 Bonus pts: 1 / city Pestilence –3 pts (opponents) 70 Empire 10 Bonus pts: 1 / city Pestilence –3 pts (opponents)
Invasion –4 pts* Invasion –4 pts*
Monuments + Revolt Lose all goods Monuments + Revolt Lose all goods
3 7 *With Smithing, turn in Spearheads for –2 pts apiece. 3 7 *With Smithing, turn in Spearheads for –2 pts apiece.
5 5

Game End Game End


1 0 2 1 4 3 1 0 2 1 4 3
Step Pyramid Stone Circle 15 Temple 9
Game ends at the end of the round when: Step Pyramid Stone Circle 15 Temple 9
Game ends at the end of the round when:
• All monuments are collectively built or • All monuments are collectively built or
11 • One player has 7 developments 11 • One player has 7 developments

Score Score
8 5 8 5
Great Pyramid 12 8 Great Pyramid 12 8
Hanging Gardens Developments Hanging Gardens Developments
13 13

6 4 + Monuments 6 4 + Monuments
Great Wall (Invasions have no effect) 10 6 Obelisk Great Wall (Invasions have no effect) 10 6 Obelisk

+ Bonuses + Bonuses
Disasters Disasters
= Subtotal = Subtotal

– Disasters – Disasters

Ships Ships
Requires Shipping. Cost: 1 Wood & 1 Cloth apiece.
= Total
07 Requires Shipping. Cost: 1 Wood & 1 Cloth apiece.
= Total
07

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