"Trevor Hyde" wrote in message news: ... I sat down for an afternoon and tried to work out a translation of the rules for the Civ Eastern Expansion from the Spanish gaming magazine Alea. This translation is quite rough, and more of a summary (the actual rules cover many pages), so I would appreciate comments. All rules here work with either the original Civilization or Advanced Civ. When using the cards with the original Civ, effects occur during the indicated phase NUMBER (i.e., depending whether you are playing original or advanced, an effect might occur after resolving calamities or purchasing trade cards). Boulder Games carries the expansion, but be warned that it is pricy for what you get. Trevor Trevor.Hyde@mu.edu ---------------------------------------------------------- Civilization Eastern Expansion Map (EEM) Rules Version 0.1 Translation by Trevor Hyde (Trevor.Hyde@mu.edu) Oases in the Arabian Desert may only be accessed by the Semite player. Other players may not occupy these spaces until they acquire the Caravans advance. It is possible to travel from the southern spaces in the Red Sea to the southern spaces in the Indian Ocean. This costs two movement points, except when traveling from one coastal space to another, which costs three movement points. AST order is the same as the original with the following exceptions: Sumer, Persia, Indus and Semitas follow in order after Babylon and before Egypt. Trading is restricted to 3 minutes during the first 5 turns, and 5-7 minutes thereafter. Number of players: · 2 - Use only the EEM and the Northern half of the Eastern panel, including all spaces that directly touch the Mesopotamian flood plain. 55 units per player. Starting locations: Indus, Persia, Semitas & Sumeria. · 3 - Same as 2-players, but only 47 units per player, and Assyria is available. · 4 - Use the entire Eastern panel and EEM. Starting positions: Assyria, Indus, Persia, Semita & Sumeria. Or use the two Eastern panels and the Eastern half of the EEM (East of the dotted line). Starting positions: Asia, Assyria, Egypt, Persia & Semitas. 55 units per player. · 5 - Same as 4-player, but only 47 units per player. · 6 - Use the complete EEM and 2 Eastern panels. 55 units per player. · 7 - Use the complete EEM and 3 Eastern panels. 55 units per player. · 8 - Same as 7-player, but only 47 units per player. · 9 or 10 - Use the complete EEM and all 4 panels. 55 units per player. The Western Expansion map may also be used with 10-players, but Agriculture is not available. New civilization cards: · Calendar - Player may postpone the Remove Surplus Population (Reduce Unsupported Cities) phase until after phase 12 (Acquire Civilization Cards). This decision must be made during phase 8. In any areas containing population belonging to another player, removing surplus population occurs during the usual phase. · Caravans - Permits travel through the desert oases in the Arabian Desert. After all players have received trade cards as normal, players with Caravans may each obtain an extra trade card. The value of this card may not be higher than the number of cities held by that player. All calamity cards held by that player are resolved between phases 10 and 11. In addition, if the player holds more than two calamity cards, all of them take effect. · Naval War - Ships may participate in combat in coastal areas, counting as one population each. Naval units must be the last to be removed, and do not count towards the population limit of the territory. Naval units may not be attacked by players without the Naval War card, nor by population only. Aggravates the effects of Civil War (each side losses 5 unit points) and Civil Disorder (one additional city reduced). · Fanaticism - At the end of phase 11 (Resolve Calamities), players with fanaticism may eliminate all units of population or cities in one area adjacent by land containing units belonging to another civilization. Barbarian and Pirate units are not affected. Units belonging to players with Fanaticism or Theology are not affected. May not be used in the same turn as Monotheism. Increases by one the number of cities lost due to Iconoclasm and Heresy. · Diplomacy - Nullifies the offensive effects of Metalworking, Engineering, Monotheism, Fanaticism and Naval Warfare civilization cards when the owner(s) of diplomacy are involuntary participants, provided the offensive player does not also possess diplomacy.