Inspired by the Darwin's theory of Evolution, the "survival of the fittest" and the well known Rise of Nations (by Microsoft), this card game takes the player through a story of growing civilizations, competing with one another for food, shelter and glory!!
The game can be played by upto 6 players, where each player starts with a default set of cards and in addition will be given a number of random cards from the common set. This game is meant for anyone who understands how to play!
Objective: As a player, you are responsible for your civilization and it is your responsibility to strengthen your civilization. You can wage wars with you neighboring civilization to win over them and expand your ruling territory.
How to Play:
This game first requires a person to monitor the game, hold inventory and people cards. This person can be viewed as a gamekeeper, or a banker. For no particular reason, I chose to call this person, the Nature. The function of Nature, is to hold the different Inventory cards and people cards (which is explained below) and trade them for their corresponding needs with the players, as and when they want.
Default cards:-
Each player, gets a set of default cards, which will include
1 attack card (used when keeper wishes to attack a neighboring civilization)
2 Soldiers with swords
3 each of Blacksmith, Woodcutter, Miner
4 farmers
Common:-
The common set of cards, is equally divided among the players (The rest can be given to NATURE)
The common set of cards, consists of the following types:
Food, Farms,
Wood, Forrest,
Metal, Quarry,
Gold, Goldmine.
Inventory:-
The inventory (possessed by the NATURE) consists of three types of cards:
The first one being the same as the cards from the common set.
And the second type being people which include Farmers, Woodcutters, Blacksmiths, Miners and finally strong and loyal Soldiers.
The third type of cards include weapons Bow&Arrow, Catapult (more will come later)
So when its the turn of a player, he/she can do the following trades with the NATURE (BUT ONLY ONE TRADE PER TURN)
1 gold = 2 metal
1 gold = 3 wood
1 gold = 4 food
(so you can figure out how much metal makes how much wood / food etc...)
1 farmer = 2 food
1 woodcutter = 2 food + 1 metal (he needs an axe, come on!!)
1 blacksmith = 2 food + 1 gold
(note: Blacksmiths will make the price of weapons cheaper)
1 miner = 2 food + 1 metal + 1 wood
(note: miner can be used both for Quarry and Goldmines)
1 soldier = 3 food + 1 metal + 1 wood + 1 gold
Weapons:
1 Bow+Arrow = 1 wood + 1 metal + 1 gold + 1 soldier (meaning that the soldier is converted to the archer the nature just gave you!!)
1 catapult = 2 wood + 1 metal + 1 gold + 2 soldiers (the two soldiers are now in command of the catapult!)
Before the TRADE with NATURE, the NATURE gives the player the following cards:
1 food card for each farm or farmer (whichever is lesser)
1 wood card for each woodcutter or forrest*2 (whichever is lesser)
1 metal card for each miner or quarry*3 (whichever is lesser)
1 gold card for each miner(not working at the quarry) or goldmine*5 (whichever is lesser)
NOTE: At this point, it must be noted that the idea behind the above step, is to increase the resources of each civilization as it grows.
IF THE PLAYER CHOOSES, the player can ATTACK THE NEIGHBOR !!
trumpet plays in the background are two armies prepare for war !! But who will win? Lets find out..
Each player is requested to total their points using the following key:
1 catapult = 5 pts
1 archer = 2 pts
1 soldier = 1 pts
In the end, the PLAYER with more points wins the Battle and is now in control of both the civilizations (meaning that he gets the other players cards as well)
But here's the catch!! If they are equal .... then they both lose their army alone. They are back to square one with no army and have to rebuild from the resources they have. And and, each player has only one ATTACK card.. so in the even of a no-result war... the player who waged the war, loses the attack card to NATURE and hence can only sit and accumulate resources, since someone is going to attack him!!