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History of the World Quick Setup

· each player selects all the armies of his color and separates the epochs
· each player uses one of their epoch 3 (roman) pieces to act as a score marker
· sort the mini score charts by area, and then by epoch, placing them in their places on the board
· shuffle and deal 3 greater event cards and 7 lesser event cards to each player. You may put the remaining cards
away, since no player may ever get new or more cards. Optional: 1 Minor Empire and 2 other Greater Events
randomly passed out.
· separate the empire cards in to the 7 different epochs and place them to the side
· shuffle the 8 pre-eminence discs, place them face down to the side
Turn Overview
Drawing Empire Cards
1 - player 1 randomly draws an empire card from current epoch
2 - player 1 looks at card an either chooses to keep it or passes it to another player (the player that it is
passed to must keep and play that empire
3 - empire deck is passed around in order - even players who were already given an empire card will
draw a new card, and decide who gets it
4 - unused empire cards are returned to the box without looking at them
At this point, each player takes the following actions during their turn (turns are determined by empire order on the epoch
info card)
Playing Event Cards
1 - Player may play up to 2 event cards (lesser, greater, or both) The only restriction is that 2 of the
same exact card may not be played in one turn
Setting Up your Armies
1 - player takes number of armies (in current epoch) equal to strength on upper right corner of empire
card. Take a capital piece if your empire has a captial. Place fleet markers in every sea listed on card.
2 - Player puts capital (if have one) and One Army in starting land on card. (If there is already an army
or a fort, it is removed. Monuments stay in place. Optional: 3 Armies (instead of only 1) or 2 Armies and a fort
maximum limit per land.
Expansion
1 - You may expand your empire into any adjacent land that contains an army of yours from the current
epoch (you may use fleets as stepping stones to other lands). Optional: Expand fleet markers into Sea areas and have
naval combat 1st.
2 - at any point during your expansion, youmay exchange an unplaced army from your current pool for
a fort. The fort may be placed in any land containing an army of the current epoch. Only one fort per land.
Combat
1 - to expand into a land occupied by an opponents army, place the army in the land next to the enemy
army. Attacker rolls 2 die and keeps the high total, defender rolls 1 die. Highest roll wins, and ties result in loss on both
sides.
2 - attackers may have bonuses via event cards played at beginning of turn
3 - defenders may have bonuses due to difficult terrain in defending land (causes defender to roll 2 die
and keep high number)
4 - when defending an attack from the sea, defender rolls 3 die, keeping the highest
5 - when defender is in a fort, they get to add +1 to their highest roll
6 - if attacker takes a land with a city, the city is removed
7 - if attacker takes a land with a capitol, it turns into a city
8 - monuments are never destroyed
Building
1 - For every 2 lands your active empire controls that have resource symbols, you may build a
monument.
2 - after building, remove any played event cards and fleets from board
Scoring
· you now score all of your lands based on the current score table for that area. If you have at least one army in an
area you have presence, if you have at least 2 armies in an area, and more than any other player, you have
dominance, if you have at least 3 armies and no other player has armies, you have control. Score each arean based
on presence, dominance, control.
· Score 2 points for every capitol you control
· Score 1 point for every city you control
· Score 1 point for every monument you control
All players go thru the turn in the same fashion. When every player is done, the epoch is over. Whoever has the most
points at the end of the epoch randomly draws one pre-eminence marker (and may not look at it - it will be scored at the
end of the game). Optional: Pre-eminence not used.
Now empires are drawn again and they are kept and passed in the same fashion except…the person with the fewest points
draws 1st…and so on. The person with the most points will draw last.

After the final epoch is scored, all pre-emenince markers are scored face value, and the player with the highest total wins.

Clarifications:

· there may never be more than one army per land


· there may never be more than one fort per land
· there may never be more than one city or capitol per land (or a city and a capitol)
· there may never be more than one monument per land
· a tie in combat results in both armies being removed from the board
· coins may not be kept from turn to turn…unsused coins are lost at end of turn
· difficult terrain only counts when it is in the defenders land

Official Optional Rules for Advanced Players


· Eliminate Pre-eminence Markers.
· Minor Empires are taken out of Greater Events Deck. Distribute 1 for each player plus 2 other Greater Events.
· Multiple Armies. Players may have up to 3 figures or 2 figures and a fort. Normal dice are rolled.
· Naval Control. Players with navigation may place figures from active empire onto fleet markers in Seas (not
Oceans). If there aren't enough markers the ACTIVE player removes fleets with the oldest Epoch figures on
them. Combat is resolved normally with Attacker rolling 2 dice and Defender rolling 1 die. All fleet combat is
resolved before Army Expansion and may expand fleet without defeating opponent in Sea area 1st. 1 VP per sea
area controlled at end of turn.
· Two and Three Player Games. Each player controls 2 colors. A player may pass a card to his other faction. Highest
combined score for both empires wins.

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