Sid Meier's Civilization: The Board Game is a board game from 2010. It's a strategy game that supports 2-4 players and plays for 180 minutes or more. The game was designed by Kevin Wilson and published by Fantasy Flight Games. It has won a couple of awards and been nominated for a few more.
The game has received two expansions: Fame and Fortune in 2011 and Wisdom and Warfare in 2013.
Victory[]
Victory is achieved in one of four ways: through military (by conquering one other capital), through science (by discovering Space Flight, the only level five tech in the game), through economics (by gaining fifteen coins) or through culture (by being the first to reach the end of the culture track).
Civilizations[]
Civilization | Leader | Starting Tech | Starting Government | Ability | Expansion |
---|---|---|---|---|---|
American | Lincoln | Currency | Despotism | The Americans start with a free random great person in their capital. Each time the Americans convert 3 trade into production, they receive 2 production instead of 1. |
Base game |
Chinese | Wu Zetian | Writing | Despotism | The Chinese start with city walls in their capital. The Chinese gain 3 culture each time they explore a hut or conquer a village. The Chinese may save one of their killed units after each battle, returning it to their standing forces. |
Base game |
Egyptian | Cleopatra | Construction | Despotism | The Egyptians start with a free random ancient wonder in their capital. Once per turn, during City Management, the Egyptians may build in unlocked building for free by using an action. |
Base game |
German | Bismarck | Metal Working | Despotism | The Germans start with 2 extra infantry units. After setup, each time the Germans research a tech that upgrades or unlocks a unit, they build one of that unit for free and gain one resource of their choice from the market. |
Base game |
Roman | Caesar | Code of Laws | Republic | The Romans advance one space on the culture track for free each time they build a wonder or city, and each time they conquer a city or village. | Base game |
Russian | Catherine | Communism | Communism | The Russians start with 2 armies, and their stacking limit is increased by 1. Once per turn, the Russians may move an army or scout into an enemy city and sacrifice that figure to research a tech known by that civilization for free. Armies sacrificed this way cannot also attack. |
Base game |
Arabian | Saladin | Mathematics | Despotism | Arabia starts with one of each of the market resources. (One Wheat, one Silk, one Incense and one Iron.) | Fame & Fortune |
Greek | Alexander | Democracy | Democracy | If the Greeks research a tech that no one else has researched or is researching thins round they retain all of their trade. | Fame & Fortune |
Indian | Gandhi | Agriculture | Despotism | Starts with your capital as a metropolis;
When the Indians spens the resource the may use that as silk, iron, incense or wheat; When the Indians devote a city to the arts, it produce 1 extra culture for square containing a resource. |
Fame & Fortune |
Spanish | Isabella | Navigation | Despotism | Starts with the white Spanish scout figure and places on the map at the start of the game puts it on the map with the other 2 figures. | Fame & Fortune |
Aztec | Montezuma | Irrigation | Despotism | Each time the Aztecs win a battle, they gain 3 trade.
After the Aztecs fight a battle, they gain culture tokens equal to the number of units killed. Each time the Aztecs gain a great person, they may build 2 unlocked units of their choice for free. |
Wisdom & Warfare |
English | Elizabeth | Navy | Despotism | English armies may gather resources as though they were scouts.
English figures may cross water but may not end their turn on water. |
Wisdom & Warfare |
French | Napoleon | Pottery | Despotism | Starts with an extra policy and policy max increased by one. +2 Combat Bonus | Wisdom & Warfare |
Japanese | Tokugawa | Chivalry | Feudalism | Japanese infantry units have +1 strength.
The Japanese require 3 less trade to research a tech; this is already reflected in their trade dial. |
Wisdom & Warfare |
Mongol | Genghis Khan | Horseback Riding | Despotism | Starts with 2 mounted units.
Gain 1 extra loot for every battle won if the Mongols are the attackers. |
Wisdom & Warfare |
Zulu | Shaka | Animal Husbandry | Despotism | Starts with 2 Artillery units;
Zulu armies explore barbarian villages without battle. Can build cities adjacent to huts. Instantly explore all huts by doing so. |
Wisdom & Warfare |