Professional Documents
Culture Documents
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R U L E B O O K
v0.1
ASCII Empires is a board game in which 1–7 players lead early Mediterranean
civilizations through antiquity by advancing science and culture, constructing
buildings and interacting through trade or conquest. The game is named for its use
of text-based visuals inspired by the 1967 ASCII character encoding standard.
2
The Empire Sheet
The legend on the top depicts the four ways the dice can be Buildings, once constructed, can be activated to produce
resolved, the map features and the available Building types. resources or to advance the various tracks of your Empire.
*
\_\/ 2 F X Culture Ore deposit M O Gold G X Military
* *
1 Disaster, reroll Needed for Mines (/ => X) Palace (24)
-
Gold can be spent to POPULATION SCIENCE Writing
| C
Philosophy
C C
Humanism
C C !
@ (max 1)
Empire’s Happiness
3+ 4+ 5+ 6+ – :) OO C &OC . . . . . . . . . . . { . . . . . . . . . . . . . . . . . . 2
Irrigation: -// or :(
2+ 3+ 4+ 5+ 6+ – :) OO C &OC . . . . . . . . . . . } . . . . . . . . . . . . . . . . . . 3 Colonies ______ x7 = ______
*
other players. . . . . . . . . . . { } . . . . . . . . . . . . . . . . . . CULTURE events that may occur
1. DICE: Roll 5 dice . . . . . . . . . . { . . . . . . . . . . . . . . . . . . . 5 6 4 5 6 – 15 26 Armies ______ x3 = ______
. . . . . . . . . { . . . . . . . . . . . . . . . . . . . 2 3 4 5 3 4 5 6 – 20 32 as 1s are rolled and
*
(Ø x no. players) . . . . . . . . . . { . . . . . . . . . . . . . . . . . . . 3 4 4 5 4 5 6 4 6 5 6 – 40 52
*
Each turn consists of repeat until no 1s . . . . . . . . . . { . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . { . . . . . . . . . . . . . . . . . . HAPPINESS TOTAL
can be avoided with
*
Activate/Trade/Culture .
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:) 0 4 8 12 16 20 24 30 42 60 ! 84
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the right preparation.
*
5. DEPLOYMENT: Military . . . . . . . . . . { . . . . . . . . . . . . . . . . . . . :( 0 2 4 8 12 16 20 24 30 38 ! 50
actions . . . . . . . . . . { . . . . . . . . . . . . . . . . . . . Taxation :( => OOO (C) 2019 Topi Turunen v0.1
Buildings are constructed on the Map by Checking boxes of the Culture grid Some game effects provide The end game scoring
connecting the dots of the grid. Colours represents advances in arts and Happiness or Unhappiness reflects your Empire’s
and “*” symbols reflect terrain features provides points and various useful which may influence your end progress in various
which have some gameplay significance. game effects. game scoring considerably. fields.
3
Playing the Game
__
\==============/_/\==============/
\_\/
1. Dice: The five dice are rolled. Any player The following rules always apply:
may do this (as the results will be the • The actions may be taken in any order.
same for all players). • Each action may be taken several times.
2. Diplomacy: The players discuss the • Each individual die may only be used
results and may collectively spend Gold once per player per turn.
to reroll some of the dice (p. 9). • Players’ decisions are independent of
3. Disasters: All dice still showing the value one another. (Players may use the same
1 are rerolled. This may result in dice for different purposes.)
Disasters being triggered (p. 10). • You may only use dice that are available
4. Development: This is where most of the to you based on your progress on the
game action takes place. The die faces Science track (p. 7). At the beginning of
are now considered final and the players the game, only white dice are available
take actions simultaneously using the but the green and black die are still
die results available to them. rolled for the purpose of checking for
5. Deployment: Players may Deploy Disasters.
Armies to perform one or more military
actions (p. 8).
__
The players then begin another turn if no /_/\ ____
game end conditions have been met. \_\/ /\ \
Otherwise, the scores will be calculated after / \___\
the final Deployment phase and the player \ / /
with the most points wins. _______ \/___/
/ * /\
/ * / .\
/_*____/ \
\ \ /
\ * \ ./
\______
4
Buildings Some rules always apply when constructing:
• Any number of buildings can be
constructed on a turn.
Construction is one of the main ways for the
Empire to expand. Buildings are constructed • A building has to be completed (its
by connecting dots on the map with lines. (A outline fully drawn) on a single turn.
connection between two adjacent dots counts (You may not start constructing a
as one line.) building and finish it on a later turn.)
• Buildings may not touch or overlap,
. . . . . . . . . . . . including with buildings destroyed by
. . ._._. . . ._._. . . Fire (p. 10) or razed Colonies (p. 8).
. . |F _| . . |M* | . . • Buildings must be constructed in the
. . |_| . . . |_._| . . orientation shown on the Empire sheet.
. . . . . . . . . . . . (You cannot rotate them.)
. . . . . . . . . . . . • If any part of a building’s outline would
intersect Mountainous terrain, the
A (F)arm and a (M)ine take 8 lines each to
complete. The Mine has to be built around an Ore
construction costs one Gold.
deposit (*). • The Mine building type must be
constructed around an Ore deposit
The number of lines you may draw on a turn (“*”). These are mostly, but not
is equal to the combined value of dice used for exclusively, located in the Mountains.
construction + the number of your Workers
(“/”, see p. 6). Former Workers turned to A building may be staffed (with a letter inside)
Specialists/Soldiers or destroyed by disasters or empty.
(“X”) no longer provide this bonus. The bonus • Once complete, a building may be
is added only once each turn. immediately staffed by crossing one of
___ ___ ___ your available workers (“/” thus
|. .| |. .| |...| becoming “X”) and marking the letter
|. .| |.’.| |...| + // (e.g. “F” for Farm) inside the building.
The Worker is now considered to be a
Example: The 3 white dice display values 4, 5 and Specialist working in that building.
6 and you have 2 Workers. If all three dice are
• You must staff buildings on the same
used for construction, the total number of
possible lines is 4+5+6+2 = 17. This is enough to turn they were constructed if able. (You
construct two Farms, each of which takes 8 lines cannot carry empty buildings and idle
to complete. The remainder (17-16 = 1) is lost, workers from one turn to the next).
because no buildings can be constructed with a
single line. Staffed buildings can be activated using a die.
Alternatively, you could construct a single When activated, each building produces a
farm using only the “6” result and the Worker
distinct advantage (Table, p. 6).
bonus, sparing the “2” and “5” results for
activating buildings, Trade or Culture. • A single die may activate all of your
buildings of the same type.
There are six different building types (Table, • A single die may only activate one type
p. 6) divided into three Levels. of building.
• To construct a Level II building, you need • A building may be activated more than
to have at least one staffed building of once each turn.
each Level I type. Correspondingly, both • A building may be activated on the same
Level II building types are a prerequisite turn it was built, provided it is staffed
for Level III buildings. and a suitable die is still available.
5
Level Name Lines to When activated
complete
I (F)arm 8 A new Worker (“/”) is added to the population track
(M)ine 8 A new Gold (“O”) is added to the Gold track
II (S)chool 12 The leftmost box of the Science track (or any one of its two
branches) is checked.
(G)arrison 12 A Worker is crossed of, becoming a Soldier (the leftmost box
of the Military track is checked)
III (#) Colony - You may activate one of the affected opponent’s building
types as if the buildings belonged to you. The opponent gains
1 Unhappiness.
Palace 24 N/A (The palace is never activated, nor does it need a
Specialist: it is where you live. You may only build one.)
_ _ _ _ _ _ _ _ Gold
( U U U ) ( U U U )
| |_ _ _ _ _| | Gold is a versatile resource. It is produced by
| [] | U U U U | [] | Mines but can also be gained by advancing
| | | | Trade, Science and Culture. Available Gold is
| | _ | | recorded on the Gold track by filling the
| | / \ | | squares with circles (“O”). When spent, the
__|_____| __|_|__ |_____|__
circles are crossed over (“Ø”). You start with
/¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨\
^ ^ ^ ^ ^ ^^ ^ three Gold.
6
There are many uses for Gold: Several points on the Science track provide
• One Gold (“Ø”) allows a player to modify one-time or lasting benefits.
a die value by 1 in either direction for • Upon researching (checking the box of)
the purpose of construction, building Irrigation, you become immune to the
activation, Trade or Culture. The same Drought disaster.
die can be modified several times by • Upon researching Philosophy, you gain
spending more Gold. The die is not access to the Green die for the rest of
turned to reflect the change – it retains the game.
its original value for the other players. • Upon researching Navigation, you gain
• Two Gold (“ØØ”) allows a player to hire access to the Green die (as with
a new Specialist without the need to Philosophy) and also Reach (see next
check off a Worker. (The Specialist section) to all other players for the
arrives from abroad.) purposes of military actions or trade.
• Three Gold (“ØØØ”) allows the player to • Upon researching Humanism, you gain
check one box of a Science, Culture or access to the Black die for the rest of the
Military track (reflecting patronage of game.
scientists or artists, or hiring • Upon researching Engineering, you gain
mercenaries, respectively). access to the Black die (as with
Humanism). Also, for the rest of the
Moreover, Gold can be spent for rerolls in the game, whenever you Deploy, you gain
Diplomacy phase (p. 9). Filling the entire Gold an additional Deploy action.
track triggers the end of the game and • Whenever you check a box with a “C”
provides a scoring bonus. symbol (on researching Writing and
several times along the upper track) you
may cross any one box on the Culture
Science grid.
• Whenever you check a box with a “O”
Scientific progress gives your Empire access to symbol (along the lower track), you may
additional dice, increasing your options and gain one Gold.
allowing more powerful turns. • Finishing either track triggers the end of
the game and provides a scoring bonus.
Science is produced by Schools. Each time one
of your Schools is activated, you may check
the leftmost box of your Science track. At a Reach
certain point, the Science track branches into
two; once past this point, you may check In multiplayer games of ASCII Empires, it is
boxes in either one, or both, of the two relevant to consider which players have Reach
branches. to one another for the purposes of military
• The upper branch reflects advances in actions or trade. This is determined by two
human sciences and provides Culture things:
which in turn can be used for valuable • Seating order: players sitting next to one
benefits. another always have Reach to each
• The lower branch reflects advances in other (exception: 2-player games, p. 12).
natural and physical sciences and • Progress on the Science track: once a
provides more immediate gains in the player has researched Navigation, their
form of Gold and new abilities. Reach will expand.
7
Reach is most easily thought of as the ability The possible Deploy actions are:
to cross the “water” that separates the • Raid the Barbarians. This yields you 1
players. Gold and 1 Happiness.
• At the beginning of the game, your • Raid another player’s Empire to whom
caravans or armies cannot cross water. you have Reach. They lose 1 Gold (if
They can move into the Empire on your able) and gain 1 Unhappiness. If they
immediate right or left; however, they lost Gold, you gain 1 Gold.
cannot cross the river that divides those • Cancel another player’s Deploy action.
boards, nor can they cross the To do this, you must either be the target
Mediterranean Sea to reach the players or have reach to the target. If the
on the opposite side of the table. Thus, aggressor has more Armies, they may
at the beginning of the game, you have Deploy more units to try again. You can
Reach to the right side of your left-side choose not to do cancel an opponent’s
neighbour’s board and to the left side of action even if able to do so.
your right-hand neighbour’s board.
• Once your Empire has researched The manoeuvres involving Colonies (see
Navigation (you have checked at least below) require 2 Deploy actions:
one green box on the lower Science • Establish a Colony on another player’s
track, see p. 7), you can cross rivers and territory to which you have Reach.
the Sea, and therefore have Reach to all • Raze an opponent’s Colony on your
areas of all players’ boards. territory. The Colony is crossed over and
cannot be activated.
8
Colonies are permanent settlements on other increased Happiness and Gold, and (in some
players’ territory. They can only be cases) an opportunity to check any box in the
established by two (unopposed) Deploy Science track or the Culture grid. Moreover,
actions, not through regular construction. each other player with Reach (p. 7) to your
• A Colony is established by drawing a 5x5 Empire earns one Gold.
area on any free area on the opponent’s
map. Mark it with your Emblem.
• The Colony may not touch or overlap Culture
other buildings. If its outline intersects
Mountainous terrain, pay 1 Gold. Patronage of arts adds to the prestige of your
• The opponent may not build in the area civilization. Cultural progress allows you to
taken by another player’s Colony. gain Gold, Population, Science or Happiness as
creative people from all around the known
Colonies can be activated with a die showing world flock to your Empire.
“6”. When activating a Colony, you can
activate one of that player’s building types as The boxes of the Culture grid may be checked
if the buildings belonged to you. That player by using a die with exactly the indicated result.
gains one Unhappiness. As a row or column of the grid is completed,
you gain the associated reward. (Rows
provide points for end game scoring; columns
Trade & Caravans provide one-time rewards. The boxes may be
checked in any order.)
Trade can make several Empires better off.
Acquiring exotic goods will make your citizens
happier but also may allow other players to Diplomacy
earn Gold.
The Diplomacy step comes right after the dice
Unlike Population, Gold, Military and Science, are first rolled at the beginning of a turn. The
Trade is not produced by a building. Instead, players have a chance to reroll any or all dice.
die results may be allocated directly into one They might, for example, choose to reroll all
of the five Caravans of varying length. They dice displaying a value of 1 (and thus, about to
are completed as follows: trigger Disasters in the next step). A reroll is
• To check a box, you have to use a die only possible if the players collectively spend
with the specified number or higher. Gold equal to the number of players (e.g.
• The boxes of any given Caravan have to ØØØØ in a 4-player game).
be checked in order from left to right. • The requirement can be met by each
• The rows can be completed in any order. player paying one Gold, but this need
• You may have several unfinished not necessarily be the case. The players
Caravans travelling at once. must negotiate.
• You may check multiple boxes per turn • Even one player alone may perform a
if suitable dice are available. reroll by paying the cost. The other
players need not agree; they only need
When the Caravan’s journey is finished (the not pay.
last box of a row is checked), you must • Any number of dice can be rerolled in
announce this to the other players. You will the Diplomacy phase any number of
then receive the reward indicated on its right: times.
9
Disasters Happiness
The Empire is under constant threat from A good ruler cares about the Happiness of
natural calamities and Barbarian raids. As the their subjects. A happy population provides a
game proceeds, their likelihood increases. potentially high amount of points at the end
of the game, but creeping Unhappiness may
Disasters are checked for each turn after the counter some of the gains.
Diplomacy phase.
1. If any dice showing the value “1” remain Happiness is gained through Trade (p. 9),
at this stage, they are rerolled Culture (p. 9) and military victories over
separately from the rest. Barbarians (p. 8). Unhappiness results from
2. Each player looks at the results and Disasters, opponents’ attacks on and
checks the leftmost unchecked box from Colonization of your Empire (p. 8),
the Disaster grid rows corresponding to Conscription and Taxation (p. 11).
those numbers. (If the row is already
completely filled in, nothing happens.) Whenever you gain Happiness or
3. If any further 1s resulted from the reroll, Unhappiness, check the leftmost unchecked
the process is then repeated until no 1s box of the corresponding track. The leftmost
remain. still unchecked box shows your current score.
4. The rerolled dice are then placed with In the end game scoring, Unhappiness is
the rest and may be used normally deducted from Happiness. This may result in
during the ensuing Development phase. the Happiness score being negative.
10
Additional Rules
__
\==============/_/\==============/
\_\/
11
In case of a tie, player order is determined by Scoring
• the most unspent Gold, followed by
• the most advanced single Science track, The scoresheet is on the Empire track. The
followed by following items are scored:
• the highest population.
• Buildings: the indicated number of
points for each of building of that type.
The same logic is followed for tiebreakers in
Destroyed buildings do not count.
end game scoring (p. 10).
• Gold: two points for each unspent Gold
• Armies: three points for each Army
(Deployed or Undeployed)
Player Count • Mastery: 21 points for each “!” symbol
checked (it is possible to reach several
Theoretically, there is no limit to the number during the final turn)
of players who can join a single game of ASCII • Culture: total points from completed
Empires. For practical purposes, 1–7 players is rows of the Culture grid
recommended. • Happiness: leftmost unchecked number
on :) track minus leftmost unchecked
The following adjustments are made for solo number on :( track.
and two-player games; in games with 3+
players, follow the regular rules.
In a solo game,
Symbols
• There are no other players to trade or
wage war with. However, you can still O Gain 1 Gold
use the Caravans and raid and be raided Ø Spend 1 Gold
by the Barbarians (p. 11). / Gain 1 Worker
• The game ends after 20 turns, or upon -/ Lose 1 Worker
reaching any of the conventional game :) Gain 1 Happiness
end triggers, whichever comes first. :( Gain 1 Unhappiness
X Check a box in…
In a two-player game, S Check a box on Science track
• The players do not have Reach to one C Check a box on Culture grid
another at the beginning of the game & Every other player with Reach to you…
(they are located on opposite sides of ! End game trigger / Mastery bonus in
the Mediterranean). They may only gain Scoring
Reach through researching Navigation.
/. .\
|./ \.|
\.| |,/
\./ \,/
-.\_ _/,-
-/. .\-
/|\_ __*__ _/|\
-/|||||\-
=/*\=
12
EMPIRE NAME: __________________________________________ PLAYER: __________________ DATE: _____________ EMBLEM:
___ __ __ __ __
/_|| (|_` /| ` || ||
/ || __|) \|_, || || RESOLVING DICE MAP LEGEND BUILDINGS
Level I Level II Level III
____ __ _ ___ __ ___ ____ __ Activate: } Water
||_ ||\/| ||_) || ||_) ||_ (|_` OR { Cannot build on Farm (8) S School (12) Colony (DD)
||__ || | || || || \ ||__ __|) 6 C M S G F Build . Plains F / Workers X Science Your -
5 M S G F OR . No restrictions emblem (foreign
__ 4 S G F X Trade . Mountains ^^ soil only)
\==============/_/\===============/ 3 G F OR . Ø to Build Mine (8) Garrison (12)
*
\_\/ 2 F X Culture Ore deposit M O Gold G X Military
* *
1 Disaster, reroll Needed for Mines (/ => X) Palace (24)
-
POPULATION SCIENCE Writing Philosophy Humanism @ (max 1)
| C C C C C !
/ / / C
! | O O O O O !
Irrigation Navigation Engineering
GOLD MILITARY Overseas reach +1 Deploy SCORING
*
. . . . . . . . . . { } . . . . . . . . . . . . . . . . . . CULTURE
1. DICE: Roll 5 dice . . . . . . . . . . { . . . . . . . . . . . . . . . . . . . 5 6 4 5 6 – 15 26 Armies ______ x3 = ______
. . . . . . . . . { . . . . . . . . . . . . . . . . . . . 2 3 4 5 3 4 5 6 – 20 32
*
(Ø x no. players) . . . . . . . . . . { . . . . . . . . . . . . . . . . . . . 3 4 4 5 4 5 6 4 6 5 6 – 40 52
. . . . . . . . . . { . . . . . . . . . . . . . . . . . . . | | | | | | | | | | | Culture = ______
3. DISASTERS: Reroll . . . . . . . . . . { . . . . . . . . . . . . . . . . . . . O / O S / O O O S S O
any 1s and resolve; . . . . . . . . . { . . . . . . . . . . . . . . . . . O S :) S :) :) :) Happiness = ______
*
repeat until no 1s . . . . . . . . . . { . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . { . . . . . . . . . . . . . . . . . . HAPPINESS TOTAL
*
4. DEVELOPMENT: Build/ . . . . . . . . . . { . . . . . . . . . . . . . . . . . .
*
Activate/Trade/Culture . . . . . . . . . . { . . . . . . . . . . . . . . . . . . . :) 0 4 8 12 16 20 24 30 42 60 ! 84
. . . . . . . . . . { . . . . . . . . . . . . . . . . . . -
*
5. DEPLOYMENT: Military . . . . . . . . . . { . . . . . . . . . . . . . . . . . . . :( 0 2 4 8 12 16 20 24 30 38 ! 50
actions . . . . . . . . . . { . . . . . . . . . . . . . . . . . . . Taxation :( => OOO (C) 2019 Topi Turunen v0.1
EMPIRE NAME: __________________________________________ PLAYER: __________________ DATE: _____________ EMBLEM:
___ __ __ __ __
/_|| (|_` /| ` || ||
/ || __|) \|_, || || RESOLVING DICE MAP LEGEND BUILDINGS
Level I Level II Level III
____ __ _ ___ __ ___ ____ __ Activate: } Water
||_ ||\/| ||_) || ||_) ||_ (|_` OR { Cannot build on Farm (8) S School (12) Colony (DD)
||__ || | || || || \ ||__ __|) 6 C M S G F Build . Plains F / Workers X Science Your -
5 M S G F OR . No restrictions emblem (foreign
__ 4 S G F X Trade . Mountains ^^ soil only)
\==============/_/\===============/ 3 G F OR . Ø to Build Mine (8) Garrison (12)
*
\_\/ 2 F X Culture Ore deposit M O Gold G X Military
* *
1 Disaster, reroll Needed for Mines (/ => X) Palace (24)
-
POPULATION SCIENCE Writing Philosophy Humanism @ (max 1)
| C C C C C !
/ / / C
! | O O O O O !
Irrigation Navigation Engineering
GOLD MILITARY Overseas reach +1 Deploy SCORING
. . . . . . . . . . { { . . . . . . . . . . . . . . . . . . CULTURE
1. DICE: Roll 5 dice . . . . . . . . . . { . . . . . . . . . . . . . . . . . . . 5 6 4 5 6 – 15 26 Armies ______ x3 = ______
. . . . . . . . . { . . . . . . . . . . . . . . . . . . . 2 3 4 5 3 4 5 6 – 20 32
*
(Ø x no. players) . . . . . . . . . . { . . . . . . . . . . . . . . . . . . . 3 4 4 5 4 5 6 4 6 5 6 – 40 52
. . . . . . . . . . { . . . . . . . . . . . . . . . . . . . | | | | | | | | | | | Culture = ______
3. DISASTERS: Reroll . . . . . . . . . . { . . . . . . . . . . . . . . . . . . . O / O S / O O O S S O
any 1s and resolve; . . . . . . . . . { . . . . . . . . . . . . . . . . . O S :) S :) :) :) Happiness = ______
*
repeat until no 1s . . . . . . . . . . { . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . { . . . . . . . . . . . . . . . . . . HAPPINESS TOTAL
*
4. DEVELOPMENT: Build/ . . . . . . . . . . { . . . . . . . . . . . . . . . . . .
*
Activate/Trade/Culture . . . . . . . . . . { . . . . . . . . . . . . . . . . . . . :) 0 4 8 12 16 20 24 30 42 60 ! 84
. . . . . . . . . . { . . . . . . . . . . . . . . . . . . -
*
5. DEPLOYMENT: Military . . . . . . . . . . { . . . . . . . . . . . . . . . . . . . :( 0 2 4 8 12 16 20 24 30 38 ! 50
actions . . . . . . . . . . { . . . . . . . . . . . . . . . . . . . Taxation :( => OOO (C) 2019 Topi Turunen v0.2 Low-Ink