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by Barny Skinner

2 Players 30 Mins

CivilizatiONE is a one card game of empire-building for two players. At the dawn of time, two nations have
emerged on one continent. By growing and moving their tribes, collecting and trading resources, developing new
technology and waging war, each seeks to become the dominant civilization, either by becoming the first to
develop space flight, or by conquering their rival's home region. Which civilization will stand the test of time?

Components

1 CivilizatiONE card
8 Red dice (10mm recommended)
8 Blue dice (10mm recommended)

Basic Concepts

The card forms the continent on which the two nations will compete for resources. The two sides of the card
each feature a different continent, you will choose which to fight over at the start of each game.

Each player plays as a nation of 3 tribes, each represented by a die on the card. The strength of each tribe is
shown by the value on the top the tribe's dice. The continent is divided into 9 regions, each of which may be
occupied by up to one tribe at a time.

Tribes will move from region to adjacent region, and change strength as the game progresses. If a tribe enters a
region occupied by a tribe of the other nation, a battle will take place, determining who will control the region,
and may result in reducing the strength of one or both tribes involved. Tribes can never be reduced below
strength 1, so can never be destroyed entirely.

Four dice will be placed on each side of the map, to track respectively the levels of military technology and civic
technology, and the current reserves of gold and food of each nation.

The military technology level of a nation Gold is a resource, which can be collected
determines the maximum strength of from some regions. It is spent to increase
its tribes, and the battle bonus for yo civic or military technology level.
the nation's home region.

A nation's civic technology level sets the Food is a resource, which can be
number of actions that nation may take collected from some regions. It is spent to
each turn. A nation can win the game by increase the strength of a tribe.
raising their civic technology level to 7.
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Basic Concepts (continued)

Each nation has a home region, marked by a banner in its colour. If a tribe ever
wins a battle in the home region of the other nation, the attacking player wins the game.

Some regions provide tactical advantage when attacking a particular adjacent region; a tribe
gains a +1 bonus to their battle value for each arrow leading from the region it just occupied to
the region to which it has moved in order to fight a battle. See the Battle section.

Resources (gold and food) are tracked with dice next to the map. The value on top of each die indicates the
current quantity held. To spend a resource, reduce the die value by the amount spent. If a resource value
reaches 0, move the die away from the board. Resources may never go below 0 or above 6.

Setup

l Place the card on the table, either side up.


l Decide which player is playing the Red nation, and which the Blue nation.
l Set up dice as below, with each nation having starting civic and military technology levels of 2, and a
strength 1 tribe on their home region and its adjacent regions:

l Determine randomly which player will take the first turn.


l The player taking the second turn gains 1 resource of their choice, either gold or food.
l Place one die of each colour aside for rolling in battles.
l Place the remaining dice of each colour near their sides of the board, to track resources once gained.

In this example setup,


Blue is taking the first
turn and Red has chosen
to take 1 food as their
starting resource
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Playing the Game

The game is played in alternating player turns. In each turn, a player takes a number of actions up to their civic
technology level, e.g. if a player has a civic technology level of 3 they may take up to 3 actions per turn. If a
player increases their civic technology level during their turn, their number of actions does not increase until
their next turn. Once a player has taken all their actions, or has passed, the other player begins their turn. Play
continues until one of the 2 victory conditions has been met, at which point the game immediately ends.

Civic Victory A player increases their nation's civic technology level to 7, developing space flight.
Military Victory A player wins a battle in the home region of their rival nation, conquering them.

Actions

The actions a player may take are:

l Collect Resource
l Strengthen Tribe
l Trade Resources
l Develop Military Technology
l Develop Civic Technology
l Move Tribe
l Pass Turn

Collect Resource

Select one of your tribes in a region with a


food or gold symbol. Gain one resource of that
type.

You may only collect from each region once


per turn.
Blue collects a gold

Strengthen Tribe

Spend one food. Select one of your tribes and


increase the value of its die by 1.

You may never increase a tribe's strength to


more than your military technology level, e.g.
if you have a military technology level of 3 you
may not strenthen a tribe to more than
Red strengthens a tribe strength 3.

Trade Resources

Spend 1 gold to gain 1 food, or spend 1 food


to gain 1 gold.

Your rival gains 1 of the resource you spent.

Red trades 1 food to gain 1 gold


Blue gains 1 food
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Actions (continued)

Develop Military Technology

Spend an amount of gold equal to your


current military technology level. Increase
your military technology level by 1.

Military technology level may not go above 6.


Blue spends 2 gold to develop
military technology level 3

Develop Civic Technology

Spend an amount of gold equal to your


current civic technology level. Increase your
civic technology level by 1.

If your civic technology reaches level 7 you


have won the game.
Red spends 3 gold to develop
civic technology level 4

Move Tribe

Move one of your tribes from its region to an


adjacent region.

Tribes may not move into regions containing


other tribes of the same nation.

If you move a tribe into a region containing a Blue moves a tribe, triggering a battle
rival tribe or your rival's home region, they will
fight a battle (see the Battles section below).
Pass Turn
Tribes which have already fought a battle this
turn may not move again. If a player does not wish to take any more
actions, they may pass their turn.

Battles

Battles occur when a tribe moves into a region containing a rival tribe, or the home region of their rival.

To resolve a battle, each player rolls their battle die, adds their Battle Bonuses
tribe strength (if they have a tribe in the battle) and any bonuses
(see right) to the result rolled, forming a battle value. The player For each arrow leading from the region
with the highest battle value wins the battle. If an attacker wins from which the attacking tribe moved to
a battle in their rival's home region, they win the game. the region where the battle is taking
place, the attacker gains +1 to their battle
Otherwise, the losing tribe must move to an adjacent empty value.
region, and reduce its strength by 1 (to a minimum of 1). If the
attacking player wins the battle, they steal 1 resource of their If a home region is being attacked, the
choice from the losing player (if they have any to steal). defender may add their military
technology level to their battle value. If the
If the battle values are equal, all tribes in the battle are reduced defender has a tribe in the home region,
in strength by 1 (to a minimum of 1), and battle continues; roll they may also add its strength as normal.
the battle dice again and compare battle values.
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Battle Example 1
Blue moves a strength 1 tribe to attack Red's strength 2 tribe. There
are 2 arrows leading in the direction of the attack, so Blue gains a
bonus of +2 to their battle value. There is no home region bonus as
the battle is not taking place in either nation's home region.

Blue rolls a die for a 3, adds the tribe's strength of 1 and the bonus
of 2 for a total battle value of 6.

Red rolls a die for a 2, adding the tribe's strength of 2 for a battle
value of 4.

Blue has won the battle. Red's tribe is reduced to strength 1 and
must withdraw. There are 2 empty regions to which Red's tribe can
withdraw; they choose to move to the food producing region.

As the attacker won the battle, Blue steals a resource from Red; in
this case it has to be a gold since Red doesn't have any food.

As it has fought in a battle, Blue's tribe may not move again this turn.

Battle Example 2
Red moves a strength 4 tribe to attack blue's weakly defended home
region, attempting to win the game by conquering it.

Red has a bonus of 1 arrow, so when calculating battle value will add
a total of 5 to the die roll.

Blue only has a strength 1 tribe in the region, but gets a home region
bonus, adding Blue's military technology level of 3, for a total of 4, to
the die roll.

Red rolls a 5, and Blue a 6, giving them both a battle value of 10,
drawing the battle!

Both tribes would be reduced in strength by 1, but as Blue is already


at strength 1, only Red is reduced to 3. Red's advantage is gone;
both players will add 4 to their dice rolls for the next round of the
battle.

Red rolls a 2 and Blue a 3, for battle values of 6 and 7 respectively.


Blue has won the battle against the odds, reducing Red's tribe to
strength 2 and forcing it to withdraw to the region from whence it
came. As Red was the attacker, Blue doesn't get to steal a resource
for winning the battle.
Credits

CivilizatiONE v1.0
Copyright 2021 - Barny Skinner

Designed for the BoardGameGeek 2021 One Card Print and Play Contest

Some artwork from Humble Bundle

Please contact me with any thoughts or ideas as Zombocom on BoardGameGeek


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