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c 


 
    
Civilization Advanced Civilization
[1] INTRODUCTION

[1.1] Purpose: The maps form an extension to the main map of Avalon Hill's board games
Civilization and Advanced Civilization.

[1.2] Distribution: Somewhere in the vicinity of this file you should find four maps (in Claris
Works format if soft copies), a guide for their assembly (Claris Works), an AST table (Claris
Works), a list of additional scenarios and special rules for playing them (HTML) and a
commentary on both sets of rules (HTML).

[1.3] Procedure: Choose a scenario (see section [5]) with an appropriate number of players. Lay
out the maps as required (as explained in section [3.*], or in the guide). Section [2] contains a
key to the maps, section [4] locates the start positions and section [6] describes the
archaeological succession track.

[1.4] Extra rules: Some rules are only required for scenarios with twelve or more players. These
rules and scenarios have been deleted from the basic rule set for the sake of clarity. They are
included as a separate file in the this distribution.

[2] KEY TO MAPS

[2.1] Land: Land areas are colour coded with various shades of yellow, brown and green
according to population capacity. Population capacity is also shown in the conventional way by a
number.

[2.2] Water: Water areas are marked in two different shades of blue.

[2.2.1] Dark blue indicates all-water areas. These areas are prohibited to land movement. Entry
by naval movement is possible only if the moving player possesses the Astronomy advance.

[2.2.2] Light blue indicates the water part of mixed land and water areas. These areas can be
entered by land or water movement regardless of whether the moving player possesses
Astronomy.

[2.3] Impassable: One area on the Ganges Valley Extension Map (representing the Himalayas) is
marked in grey. No unit of any kind may enter or move through this area.

[2.4] City Sites: Areas containing city sites are marked by a black square.
[2.5] Flood Plain: There are two flood plains marked: the Indus flood plain (on the Lower Indus
Valley Extension Map, see below) and the Ganges flood plain (on the Ganges Valley Extension
Map, see also below). They are marked by a thick green boundary around the affected land areas.

[2.6] Starting Areas: Starting areas are marked by thick red boundaries around one or more land
areas. If a starting area contains more than one area then the player chooses one area within the
starting area in which to place the initial unit. Which starting area should be used for which
playing position is explained in [3.1] through [3.3].

[2.7] Scenario Edge: The Lower Indus Valley Extension Map is bisected by a scenario edge,
shown by a thick white line. In some scenarios this marks the edge of the map, only areas to the
left of this line may be entered by any kind of movement. In other scenarios the scenario edge
has no effect and should be ignored.

[2.8] Volcanoes: There are no volcanoes on the Eastern Extension Maps.

[3] MAPS

[3.0] Guide: A separate file contains a guide showing how to arrange the new maps, relative to
the old. There are four maps, varying in size between a quarter and a half as large as a standard
map panel or the Western Extension Map.

[3.1] Persian Extension: This is the half-panel map containing the small region of dark blue
water (the Persian Gulf). It should be placed with its left edge touching the upper half of the right
hand edge of the main map. That is, its top left corner is the top right corner of the main map,
and its top left corner is the middle of the right hand edge of the main map.

[3.2] Lower Indus Valley Extension: This is the half-panel map containing the large area of dark
blue water (the Indian ocean) and the flood plain (the lower Indus). It should be placed to the
right of the Persian extension map. That is, its top left corner is the top right corner of the Persian
extension map, and its bottom left corner is the bottom right corner of the Persian extension map.
Note that in some scenarios only the parts of the map to the left of the thick white scenario edge
line are in play.

[3.3] Upper Indus Valley Extension: This is the quarter-panel map containing no water of any
kind. If required by the scenario it should be placed above the Lower Indus Valley Extension
Map. That is, its lower left corner is the upper right corner of the Persian Extension Map and the
upper left corner of the Lower Indus Valley Extension Map, and its lower right corner is the
upper right corner of the Lower Indus Valley Extension Map.

[3.4] Ganges Valley Extension: This is the three-eighths-panel upside-down L-shaped map
containing a flood plain, a small amount of light blue water and no dark blue water. If required
by the scenario it should be placed to the right of the Upper Indus Valley Extension Map and the
upper half of the Lower Indus Valley Extension Map. That is, its upper left corner is the upper
right corner of the Upper Indus Valley Extension Map, the midpoint of its left hand edge is the
bottom right corner of the Upper Indus Valley Extension Map and the upper right corner of the
Lower Indus Valley Extension Map, and its lower left corner is the midpoint of the right hand
edge of the Lower Indus Valley Extension Map.

[4] PLAYING POSITIONS

[4.1] Persia: The Persian start area is on the Persian Extension Map.

[4.2] Indus: The Indus start area is on the Lower Indus Valley Extension Map.

[4.3] India: The Indian start area is on the Upper Indus Valley Extension Map. Note this is
nowhere near modern India, this is intentional.

[5] SCENARIOS

[5.1] Two Player Game: Use the Persian Extension Map, the Lower Indus Valley Extension Map
and the Upper Indus Valley Extension Map. All areas on all maps are in play. Allowed player
positions are: India, Indus and Persia. Each player has 55 tokens, 9 cities and 4 ships.

[5.2] Three Player Game: Use the rightmost standard map panel, the Persian Extension Map, the
Lower Indus Valley Extension Map, and the Upper Indus Valley Extension Map. All areas on all
maps are in play. Allowed player positions are: Asia, Babylon, India, Indus, and Persia. Each
player has 55 tokens, 9 cities and 4 ships.

[5.3] Alternate Three Player Game: Use the Persian Extension Map, the Lower Indus Valley
Extension Map, the Upper Indus Valley Extension Map and the Ganges Valley Extension Map.
All areas on all maps are in play. Allowable player positions are: India, Indus, and Persia. Each
player has 47 tokens, 9 cities and 4 ships.

[5.4] Four Player Game: Use the rightmost two standard map panels, the Persian Extension Map
and the Lower Indus Valley Extension Map. On the Lower Indus Valley Extension Map only the
areas to the left of the thick white scenario edge are in play. Allowed player positions are: Asia,
Assyria, Babylon, Egypt and Persia. Each player has 55 tokens, 9 cities and 4 ships.

[5.5] Alternate Four Player Game: Use the rightmost standard map panel, the Persian Extension
Map, the Lower Indus Valley Extension Map, the Upper Indus Valley Extension Map, and the
Ganges Valley Extension Map. All areas on all maps are in play. Allowed player positions are:
Asia, Babylon, India, Indus and Persia. Each player has 47 tokens, 9 cities and 4 ships.

[5.6] Five Player Game: Use the rightmost two standard map panels, the Persian Extension Map,
the Lower Indus Valley Extension Map and the Upper Indus Valley Extension Map. All areas on
all maps are in play. Allowed player positions are: Asia, Assyria, Babylon, Egypt, India, Indus
and Persia. Each player has 55 tokens, 9 cities and 4 ships.

[5.7] Six Player Game: Use all but the leftmost of the standard map panels, the Persian Extension
Map and the Lower Indus Valley Extension Map. On the Lower Indus Valley Extension Map
only the areas to the left of the thick white scenario edge are in play. Allowed player positions
are: Asia, Assyria, Babylon, Crete, Egypt, India, Indus, Persia and Thrace. Each player has 55
tokens, 9 cities and 4 ships.

[5.8] Alternate Six Player Game: Use the rightmost two standard map panels, the Persian
Extension Map, the Lower Indus Valley Extension Map, the Upper Indus Valley Extension Map,
and the Ganges Valley Extension Map. All areas on all maps are in play. Allowed player
positions are: Asia, Assyria, Babylon, Egypt, India, Indus and Persia. Each player has 51 tokens,
9 cities and 4 ships.

[5.9] Seven Player Game: Use all the standard map panels, the Persian Extension Map and the
Lower Indus Valley Extension Map. On the Lower Indus Valley Extension Map only the areas to
the left of the thick white scenario edge are in play. Allowed player positions are: Africa, Asia,
Assyria, Babylon, Crete, Egypt, Illyria, Italy, Persia and Thrace. Each player has 55 tokens, 9
cities and 4 ships.

[5.10] Alternate Seven Player Game: Use all but the leftmost of the standard map panels, the
Persian Extension Map, the Lower Indus Valley Extension Map and the Upper Indus Valley
Extension Map. All areas on all maps are in play. Allowed player positions are: Asia, Assyria,
Babylon, Crete, Egypt, India, Indus, Persia, and Thrace. Each player has 55 tokens, 9 cities and 4
ships.

[5.11] Eight Player Game: Use all the standard map panels, the Persian Extension Map, the
Lower Indus Valley Extension Map, and the Upper Indus Valley Extension Map. All areas on all
maps are in play. Allowed player positions are: Africa, Asia, Assyria, Babylon, Crete, Egypt,
Illyria, India, Indus, Italy, Persia and Thrace. Each player has 55 tokens, 9 cities and 4 ships.

[5.12] Alternate Eight Player Game: Use all the standard map panels, the Western Extension
Map, the Persian Extension Map, and the Lower Indus Valley Extension Map. On the Lower
Indus Valley Extension Map only the areas to the left of the thick white scenario edge are in
play. Allowed player positions are: Africa, Asia, Assyria, Babylon, Crete, Egypt, Iberia, Illyria,
Persia, and Thrace. Each player has 55 tokens, 9 cities and 4 ships.

[5.13] Second Alternate Eight Player Game: Use all but the leftmost of the standard map panels,
the Persian Extension Map, the Lower Indus Valley Extension Map, the Upper Indus Valley
Extension Map and the Ganges Valley Extension Map. All areas on all maps are in play.
Allowed player positions are: Asia, Assyria, Babylon, Crete, Egypt, India, Indus, Persia and
Thrace. Each player has 55 tokens, 9 cities and 4 ships.

[5.14] Nine Player Game: Use all the standard map panels, the Western Extension Map, the
Persian Extension Map, the Lower Indus Valley Extension Map and the Upper Indus Valley
Extension Map. All areas on all maps are in play. Allowed player positions are: Africa, Asia,
Assyria, Babylon, Crete, Egypt, Iberia, Illyria, India, Indus, Persia and Thrace. Each player has
55 tokens, 9 cities and 4 ships. You will need to improvise one set of counters.

[5.15] Alternate Nine Player Game: Use all the standard map panels, the Persian Extension Map,
the Lower Indus Valley Extension Map, the Upper Indus Valley Extension Map and the Ganges
Valley Extension Map. All areas on all maps are in play. Allowed player positions are: Africa,
Asia, Assyria, Babylon, Crete, Egypt, Illyria, India, Indus, Italy, Persia and Thrace. Each player
has 55 tokens, 9 cities and 4 ships. You will need to improvise one set of counters.

[5.16] Ten Player Game: Use all the standard map panels, the Western Extension Map, the
Persian Extension Map, the Lower Indus Valley Extension Map, the Upper Indus Valley
Extension Map, and the Ganges Valley Extension Map. All areas on all maps are in play.
Allowed player positions are: Africa, Asia, Assyria, Babylon, Crete, Egypt, Iberia, Illyria, India,
Indus, Persia, and Thrace. Each player has 47 tokens, 9 cities and 4 ships. You will need to
improvise two sets of counters.

[6] Archaeological Succession Track

[6.0] General: An Archaeological Succession Track for all playing positions, including Persia,
Indus and India, have been included as a separate file.

[6.1] Persia acts between Italy and Illyria.

[6.2] India acts between Asia and Assyria.

[6.3] Indus acts between Egypt and Babylon.

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 c  
 
    
Civilization Advanced Civilization
[1.4] Extra Rules: These extra rules are only required in scenarios with twelve or more players.
The have been extracted from the basic rules for the sake of clarity.

[3.4] Italy and Iberia: The special rule that prohibits playing Italy when the Western Extension
Map is in play does not apply in scenarios [5.18] though [5.21]. Italy and Iberia may be played in
the same game. Use the Italian AST from the standard game, and the Iberian AST from the
Western Extension Map.

[3.5] Asian Dawn: During the Asian player's first land move no more than one unit may move to
Armenia (the area containing the lake).

[3.6] Asian Dawn Movement: This is an alternative to [3.5] included for play-testing purposes.
During the land movement phase of the first turn of scenarios [5.20] and [5.21] the Asian player
(only) has two land moves. The first is taken before all other players, the last in the Asian
player's usual position.

[4] REDUCED CITY MAXIMUM


[4.0] General: In scenarios [5.18] through [5.21] the maximum number of cities allowed for each
player has been reduced. If playing any other scenario then this section can be ignored.

[4.1] Receiving Trade Cards: Each player receives trade cards at the usual time, but the trade
cards received are based on an effective number of cities determined from the actual number and
the maximum number. This effective number of cities is shown in the table in the following
table. The dash symbol denotes an impossible combination.

Actual Number of Cities 0 1 2 3 4 5 6 7 8 9

Cards if limited to maximum of 1 city 0 9 - - - - - - - -

Cards if limited to maximum of 2 cities 0 5 9 - - - - - - -

Cards if limited to maximum of 3 cities 0 3 6 9 - - - - - -

Cards if limited to maximum of 4 cities 0 3 5 7 9 - - - - -

Cards if limited to maximum of 5 cities 0 2 4 6 8 9 - - - -

Cards if limited to maximum of 6 cities 0 2 4 6 7 8 9 - - -

Cards if limited to maximum of 7 cities 0 2 4 5 6 7 8 9 - -

Cards if limited to maximum of 8 cities 0 2 3 4 5 6 7 8 9 -

Cards if limited to maximum of 9 cities 0 1 2 3 4 5 6 7 8 9

[4.2] Gold Cards: In addition, players can buy gold cards. The cost of a gold card is twice the
maximum number of cities allowed.

[5.17] Eleven Player Game: Use all the standard map panels, the Western Extension Map, the
Persian Extension Map, the Lower Indus Valley Extension Map, the Upper Indus Valley
Extension Map, and the Ganges Valley Extension Map. All areas on all maps are in play.
Allowed player positions are: Africa, Asia, Assyria, Babylon, Crete, Egypt, Iberia, Illyria, India,
Indus, Persia, and Thrace. Each player has 47 tokens, 8 cities and 4 ships. You will need to
improvise three sets of counters.

[5.18] Twelve Player Game: Use the entire main map, plus the Western Extension Map, Persian
Extension Map, Lower Indus Valley Extension Map, Upper Indus Valley Extension Map and
Ganges Valley Extension Map. All areas on these maps are in play. Allowed player positions are
Africa, Illyria, Italy, Iberia, Crete, Thrace, Egypt, Asia, Assyria, Babylon, Persia, Indus and
India. Each player receives 47 tokens, 9 cities and 3 ships. You will need to improvise four sets
of counters. Note rule [3.4].

[5.19] Alternate Twelve Player Game: Use the entire main map, plus the Western Extension
Map, Persian Extension Map, Lower Indus Valley Extension Map and the Upper Indus Valley
Extension Map. All areas on these maps are in play. Allowed player positions are Africa, Illyria,
Italy, Iberia, Crete, Thrace, Egypt, Asia, Assyria, Babylon, Persia, Indus and India. Each player
receives 43 tokens, 8 cities and 4 ships. You will need to improvise four sets of counters. Note
rules [3.4], [4.1] and [4.2].

[5.20] Thirteen Player Game: Use the entire main map, plus the Western Extension Map, Persian
Extension Map, Lower Indus Valley Extension Map, Upper Indus Valley Extension Map and
Ganges Valley Extension Map. All areas on these maps are in play. Allowed player positions are
Africa, Illyria, Italy, Iberia, Crete, Thrace, Egypt, Asia, Assyria, Babylon, Persia, Indus and
India. Each player receives 40 tokens, 7 cities and 3 ships. You will need to improvise five sets
of counters. Note rules [3.4], [3.5], [4.1] and [4.2].

[5.21] Alternate Thirteen Player Game: Use the entire main map, plus the Western Extension
Map, Persian Extension Map, Lower Indus Valley Extension Map and the Upper Indus Valley
Extension Map. All areas on these maps are in play. Allowed player positions are Africa, Illyria,
Italy, Iberia, Crete, Thrace, Egypt, Asia, Assyria, Babylon, Persia, Indus and India. Each player
receives 40 tokens, 7 cities and 3 ships. You will need to improvise five sets of counters. Note
rules [3.4], [3.5], [4.1] and [4.2].

[6.4] Iberia comes before Italy if both are in play.


  
  
 
   
 
Civilization Advanced Civilization
This document provides comments on the rules to be used with the Eastern Expansion Maps. The
rules themselves are described separately in two other documents.

[1.2] These maps cover the region between the right hand edge of the standard map and modern
day north-western India. This extension is analogous to the Western Extension Map published by
Avalon Hill, but somewhat larger. It also has far more areas and city sites on it, this reflects the
fact that this area is a far more interesting one to students of protohistory than is Western Europe.

[2] The maps roughly cover modern-day Iran, Afghanistan, Pakistan and north-western India.
Some coastlines have been adjusted to reflect the silting up of river deltas during or since the
period of the game. I was pleased to discover that this also appears to have been done around the
Tigris-Euphrates delta on the standard map.

[2.3] In other words its existence is entirely aesthetic.

[3.1] The region covered by the Persian Extension Map is today central Iran and a northern part
of the United Arab Emirates.

[3.2] The region covered by the Lower Indus Valley Extension Map is today southern Pakistan,
south-eastern Afghanistan and northern Oman.

[3.3] The region covered by the Upper Indus Valley Extension Map is today eastern Afghanistan,
northern Pakistan and the edges of some bordering countries.

[3.4] The region covered by the Ganges Valley Extension Map is today northern and western
India. Notice there are no player arrival areas on this map, this will probably lead to some heroic
treks (or unseemly stampedes). It's fairly easy to get stuck over here without a coastline, in which
case a game effect (can't build ships) rapidly leads to disaster.

[4] There are three playing positions provided on these maps. If all the eastern extension maps
are used then all three of the three player positions will probably be occupied. If the Ganges
Valley Extension Map is not used but all other Eastern Extension Maps are then probably two of
the three playing positions will be occupied. If only the Persian Extension Map and left hand half
of the Lower Indus Valley Extension Map are in play then Persia will probably have a player, but
neither of the others will.

[4.1] During most of the game Persia represents the various civilisations (mostly thinly scattered
trading cities) of South Central Asia. At the end of the game they represent the Achmaenid
empire.

The Persian start area represents the Achmaenid homeland of Persis.

I don't know what symbol to use for Persian counters. None of the artefacts I've seen shouts
Achmaenid to me.

[4.2] Early in the game Indus represents the proto-Indus village culture of northern Baluchistan
and southern Afghanistan. In the early middle game Indus represents the very large Indus Valley
civilisation with capitals at Harappa (Upper Indus Valley Extension Map) and Mohenjo-Daro
(Lower Indus Valley Extension Map). Historically the Indus Valley civilisation collapsed in the
middle game, partly due to the arrival of the Aryans. After the Indus civilisation's historical
collapse Indus represents a hypothetical continuation of or successor culture to the Indus Valley
civilisation.

The Indus start area represents Baluchistan and the Helmand valley in southern Afghanistan.
An aspect of the Indus Valley civilisation many don't appreciate is its sheer scale, it was much
larger than other contemporary river cultures like Egypt and Sumer. It controlled fourteen city
sites, and I haven't been all that generous in handing them out.

There's no easy recognition symbol for Indus valley civilisation. The most interesting artefact
may be the standardised brick (they were all 28cm by 14cm by 7cm ... an admirable yet
disturbing culture) but you can't put that on a board game counter. There are also some medium-
well-known statues: a bust and a rather anomalous temple dancer.

[4.3] The name is confusing, because India really represents the Aryans, who gave rise to Indian
civilisation but also to the inhabitants of northern Iran (`Iran' means `land of the Aryans'). Early
in the game India represents a hypothetical migration onto these maps that became civilised
early. Historically the Aryans migrated into Iran, then through the Punjab into the Indus valley
about 2000 B.C., then eastwards into India. Here they became civilised late in the game and gave
rise to the Hindu civilisation of the Ganges valley. India represents a hypothetical Aryan people
that developed a civilisation (or inherited one from the Harappans) considerably sooner than they
historically did.

The Indian start area is the nearest point to the area marked `Aryans' on my map of Achmaenid
Persia. I hope it represents a plausible map boundary crossing point for the Aryan migration into
the Punjab.

The Aryans in this game have more or less nothing to do with Germans, nazis, etc.. They do use
swastikas, though, as a symbol of good luck. I'd be nonetheless reluctant to advise anyone to use
a swastika as their emblem on an improvised counter. A picture of Siva (i.e. an Indian-looking
woman with six arms) is the best choice that occurs to me.

[3.5 and 3.6] Objectives of the Asian Dawn Movement: The motive for having either [3.5] or
[3.6] is to make Asia playable. In the standard game Asia is, in my experience, hardly ever
played. Essentially, Asia and Assyria share too much real estate for anybody sensible to want to
choose either, once the other has been selected. AST characteristics and a better entry corridor
make Assyria the better choice.

In most scenarios this doesn't matter, Asia just doesn't appear. But in [5.21] and [5.22] all
possible player positions are filled, so something has to be done.

[4] I wanted to be able to support absurdly large numbers of players, but the map doesn't have
room for everybody. So I have to reduce their maximum number of cities, but I want to still have
all kinds of cards, so ...

[5] Some of the scenarios are for either only a small number of players or for a very large
number of players. Since Civilization is really intended for about 6 players, they might not work
very well. But since there is rarely a shortage of players with more persistence than sense, it's
just as well to give them guidance. I'd really only recommend playing scenarios [5.4] through
[5.17], and even the ones at the edges are a little dodgy.
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Civilization Advanced
CivilizationThis page provides rules for an alpha-test version of some additional
calamities for Advanced Civilization. If you don't own Advanced Civilization (or, at the very
minimum, its inferior ancestor Civilization) then these files are unlikely to be of any use.
Additional Advanced Civilization material can be found from my board games page or my home
page. 
0|  
:
0| All area containing units belonging to the primary victim, except those on flood
plains, are affected by the drought.
0| Each area affected has its population support number temporarily reduced to one
less than the number printed on the map (minimum zero).
0| Note that the use of the number printed on the map means that agriculture is
temporarily ineffective.
0| Any units in excess of the population number are eliminated.
0| If units of two players are present then eliminate a unit belonging to the player
with the largest number of units in that area, then the second-largest number, etc..
Resolve ties by eliminating both units.
0|  
 :
0| The effects of this card are applied after purchase of civilization advances.
0| No more than six cards may be retained into the next turn (rather than the usual
eight).
0| The number of cards that may be held is decreased by two if the civilisation holds
coinage.
0| The number of cards that may be held is increased by two if the civilisation holds
law.
0| The number of cards that may be held is increased by two if the civilisation holds
democracy.
0| The number of cards that may be held is increased by one if the civilisation holds
philosophy.
0| No more than eight cards may be held.
0| À c :
0| Any unit belonging to a player who is not the primary victim, from an area in
which there are more units belonging to the primary victim than to any other
player, is removed. This cannot cause any more units to be removed from a single
player than twice the number of cities he has.
0| The primary victim must then remove a number of his own units equal to twice
his number of cities.
0| The number of cities is counted when the calamity is first applied. Any cities
reduced due to removal of units do not, therefore, reduce the obligation to remove
units.
0| c  :
0| A random civilisation advance held by the primary victim is returned to the bank.
0| The civilisation advance lost may be repurchased normally, even in the same turn.

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