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Civ Fame and Fortune Rules

The Fame and Fortune expansion for Sid Meier’s Civilization: The Board Game introduces new components that allow players to expand their capital cities into metropolises, recruit great people, and invest coins, as well as accommodating a fifth player. It includes new civilization sheets, tech cards, markers, and rules for gameplay enhancements, such as looting after battles and fortifying cities. Players can customize their experience by adding or removing certain decks and components as desired.

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0% found this document useful (0 votes)
24 views15 pages

Civ Fame and Fortune Rules

The Fame and Fortune expansion for Sid Meier’s Civilization: The Board Game introduces new components that allow players to expand their capital cities into metropolises, recruit great people, and invest coins, as well as accommodating a fifth player. It includes new civilization sheets, tech cards, markers, and rules for gameplay enhancements, such as looting after battles and fortifying cities. Players can customize their experience by adding or removing certain decks and components as desired.

Uploaded by

Aron Ecsedy
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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• 9 Wonder Markers (3 Ancient, 3 Medieval, 3

Expansion Overview Modern)


With the Fame and Fortune expansion for Sid Meier’s • 23 Investment Markers
Civilization: The Board Game, players may now expand • 5 Metropolis Markers (1 per player)
their capital cities into metropolises, recruit specific • 10 New Hut Markers (2 Friendly Barbarian,
great people, and invest their coins in a variety of ways. 1 Incense, 1 Iron, 1 Native Art, 1 Silk, 1 Spy,
This expansion also provides the components necessary 1 Teacher, 2 Wheat)
to add a fifth player to the game. • 5 New Village Markers (1 Friendly Workers,
1 Native Art, 1 Spy, 1 Uranium, 1 Wealth)
The new components included in this expansion are • 15 Fortification/Caravan Markers
designed to be used all the time with the core game; • 8 Disaster Markers
however, the great people and investment decks may be • 23 Five-point Culture Tokens
easily added or removed from the game as players see fit.
• 14 Fifth Player Markers (7 Military Tech, 3 City, 4
Market Resource)
Components • 1 Reference Sheet (for a fifth player)


This Rulebook
4 Civilization Sheets
Component Descriptions
• 4 Trade Dials This section identifies each component of the Fame and
• 4 Economy Dials Fortune expansion.
• 4 Plastic Connectors (for the trade and economy
dials) New Civilization Sheets, Trade Dials,
• 4 Culture Level Markers (1 per civilization) Economy Dials, Plastic Connectors,
• 4 Home Map Tiles (1 for each civilization) and Culture Level Markers
• 7 Neutral Map Tiles
These components add four new civilizations (the
• 3 Relic Markers Arabs, Greeks, Indians, and Spanish) to the core game
• 6 Plastic Army Figures (for a fifth player) and should be assembled as described in the core game
• 2 Plastic Scout Figures (for a fifth player) rulebook.
• 1 Plastic White Spanish Scout Figure
• 152 Small Cards, including
» Fifth Player Cards (1 Setup, 4 Government,
»41
and 36 Tech)
» Replacement “Flight” Tech Cards
»4
» Replacement “Angkor Wat” Wonder Card
»1
» Military Reference Cards (1 per player)
»5
» New Tech Cards (4 per player)
»20
» New Culture Event Cards
»10
» New Wonder Cards
»9
» Great People Cards
»42
» Investment Cards (4 per player)
»20

2
New Map Tiles and Relic Markers New Tech and
The Fame and Fortune expansion includes four new Culture Event Cards
home map tiles, as indicated by the picture of the These cards are added to
civilization’s leader on the back of the tiles. In addition, their respective decks. They
there are seven new neutral map tiles that do not belong add a number of new options
to any specific civilization. Some of these neutral map to the core game, including
tiles have new squares on them called relics, which are metropolises, as described on
described on page 9. The three included relic markers page 10.
are also used with these new rules.
New Wonder Cards
and Markers
These new wonder cards are
added to the wonder deck, and
the new wonder markers are
placed with those from the
White Spanish Scout Figure core game. When playing with
these extra wonders, players
The white scout figure is included for will need to build the wonder deck at the start of each
the Spanish player’s use, as explained game, as described on page 5.
in “Civilization Bonuses for New
Civilizations” on page 6. Great Person Cards
Replacement “Flight” This deck of great person cards
allows players to recruit the aid
and “Angkor Wat ” Cards
of specific great people from
These cards replace the “Flight” history, such as Hannibal or
and “Angkor Wat” cards that came William Shakespeare. Rules for
with early printings of the core using this deck can be found on
game. Simply remove the old cards page 11.
and replace them with the new cards.
Investment Cards and Markers
Military Reference Cards These cards and markers
These reference cards are included are used to indicate
for the players’ convenience and investments a player has
list the major combat hand size made over the course of
and combat bonus modifiers, as the game. Further details
well as the types of loot that can on investments can be
be claimed by the winner of a found on page 13.
battle.

3
Metropolis Markers Five-point Culture Tokens
These markers are used with the Agriculture tech to These larger denomination tokens are
allow players to expand their capitals using the rules for added to the culture token pool and
“Metropolises” on page 10. make it easier for players to collect
large amounts of culture.

Fifth Player Components


Fame and Fortune includes an additional set of player
components to allow up to five players to play at once
using the 5-player setup shown in the diagram on page
6. These components include an additional set of cards
(including government, tech, and setup), a reference
New Hut and sheet, another set of player markers (including military
Village Markers tech, city, and market resources), and an extra set of
player figures (including 6 armies and 2 scouts).
These markers are added
to the existing hut and
village markers from the
core game. Their new
effects are described on
page 8.

Fortification/
Caravan Markers
These markers are
used with the rules for
disbanding figures to
temporarily boost a city’s Fame and Fortune Expansion Icon
defense or production, as When necessary, components in this expansion are
described on page 8. marked with the Fame and Fortune expansion icon on
their front to allow easy distinction from the core game
New Disaster of Sid Meier’s Civilization: The Board Game.
Markers
These markers (which show
forest on one side and water
on the other) are used to
indicate the effects of the
“Flood” culture event and
the Ecology tech.

4
Expansion Setup Building the Wonder Deck
Before setting up the core game, use the following
instructions to incorporate this expansion. Now that the number of wonders available has
increased, players will need to build the wonder
1. New Civilizations: Assemble the four new civilization deck a little differently in step 3 of the General
sheets as described in the core game rulebook and add Setup of the core game. To do so, carry out the
them to the civilization sheets from the core game. following steps.
This is also a good time to add the four new culture 1. Shuffle the modern wonders, and then deal
level markers to those from the core game. four of them, facedown, into a deck. Return
2. New Tech Cards, Military Reference Cards, and the remaining modern wonders to the box
Metropolis Markers: Add the four new tech cards without looking at them.
to each player’s existing tech deck, and add the 2. Repeat this process with the medieval
metropolis markers to each player’s city markers. The wonders, dealing the four medieval wonders
military reference cards should be placed with each on top of the modern wonders dealt out in
player’s setup card. step 1.
3. New Map Tiles, Hut and Village Markers, and Relic 3. Finally, repeat the process one last time with
Markers: Add the new home map tiles to those from the ancient wonders, dealing the four ancient
the core game and shuffle the new neutral map tiles in wonders on top of the medieval wonders.
with the other neutral map tiles. Then, add the hut and
Once the wonder deck has been built, Egypt (if
village markers to the markers from the core game.
playing) receives the top card of the deck, and
Players may also wish to store the relic markers with
then the top four cards are turned faceup and
the hut and village markers, since all of them are used
when exploring the map. placed in the wonder market spaces.
4. New Wonders and Culture Events: Shuffle the new
wonder and culture event cards into their respective
decks. Note that players must build the wonder deck
before each game, as described in the next column. New Terminology
5. Replacement Cards: Remove the old “Flight” and The Fame and Fortune expansion introduces two
“Angkor Wat” cards from the core game, replacing new terms.
them with the new cards that came with this expansion. Basic Building: A building that is not upgraded.
6. Fifth Player Components: Separate out the fifth For instance, a Granary is a basic building, but
player’s plastic figures, cards, and markers to prepare an Aqueduct is not.
them for use. The five-player setup diagram can be
found on page 6. Immune to Anarchy: A player who is immune
7. Great Person Deck: If playing with the great person to anarchy never needs to change to the Anarchy
deck, see the rules on page 11. Otherwise, return the government. Culture events cannot force the
great person deck to the box. player to do so, and the player may switch directly
8. Investments: If playing with investments, see the rules to a new government type, even if they did not
on page 13. Otherwise, return the investment cards and learn that government on the previous turn.
markers to the box.

5
Greece
Five-Player Map Setup Greece begins the game governed by Democracy
As in the core game, the arrows shown indicate instead of by Despotism. In addition, due to
tile orientation. The hole in the center of the Democracy, Greece’s infantry military level marker
map cannot be moved through in any way starts the game at rank 2.
and is considered to be adjacent to the inside
edge of map, rather than the outside (i.e., the India
great person Galileo cannot move figures
next to the hole). India starts the game with a metropolis instead of a
normal capital. The metropolis must occupy two of the
four center squares on India’s home map tile and cannot
be placed diagonally. The effects of having a metropolis
are explained on page 10.

Spain
Spain takes the white Spanish scout figure and adds it to
their figures. When figures are placed on the map, Spain
places the white scout figure on the map as well. As
with Russia, this increases the number of figures that
Spain can have on the map at the same time. Note that,
unlike with Russia, Spain’s stacking limit still starts at
2, so Spain may not place all three of its figures in the
same square at the start of the game.

Civilization Bonuses A Note on America


for New Civilizations When playing with the great person deck as described
on page 11, it is worth noting that America draws a
The bonuses each new civilization receives at the start great person card at the start of the game, just as though
of the game are summarized as follows. they had gained a great person during the game.
Arabia
Arabia gains one of each type of resource token found
in the market. Specifically, they start with 1 incense,
1 iron, 1 silk, and 1 wheat. In addition, due to their
Mathematics technology, Arabia’s artillery military
level marker starts the game at rank 2.

6
The winner immediately spends the loot they received
Rules Changes and to purchase effects from the following table. A winner
Clarifications receiving more than one loot may purchase as many
effects as they can afford, and they may purchase
All the rules found in this book supersede the rules the same effect multiple times. For instance, a player
found in the core game and should always be used when receiving 2 loot could purchase a 2-loot effect, two
playing with the Fame and Fortune expansion. If not different 1-loot effects, or the same 1-loot effect twice.
using the great person or investment decks, disregard
the rules for those components. This section contains 1 Loot Effects
general rules changes that clarify and replace those • Steal up to three points of trade from the loser’s
found in the core game. trade dial.
• Steal up to three culture tokens from the loser.
Adding Wonders to the Market Board
• Steal any one resource token from the loser
Each time a wonder is purchased from the market, the (facedown hut and village tokens may be chosen, but
next wonder in the deck must be drawn and placed the winner does not get to see what they are before
faceup in the market to replace it, along with its choosing).
accompanying wonder marker. This rule was omitted • Force the loser to discard a coin token of the
from the first printing of the rulebook by accident. winner’s choice. This cannot affect investments.
Obsoleting Wonders in the Market 2 Loot Effects
When obsoleting a wonder using a tech card, a player • Learn one of the loser’s known techs that the winner
may choose a wonder still in the market to obsolete. does not know, without having to pay the trade cost.
In this case, the obsoleted wonder is discarded from The winner must have a legal spot in their tech
the market along with its marker, and a new wonder is pyramid to do so.
drawn from the deck to replace it, as indicated above. • Steal one of the loser’s culture event cards. The
winner only gets to look at the card backs when
Looting After Battle choosing.
• Steal one of the loser’s coin tokens and place it on
Although the losses incurred by the losing side remain
the winner’s civilization sheet. This cannot affect
basically the same, the looting system has been adjusted
investments.
to simplify it and to avoid certain abuses of the game.

If the loser had one or more figures in the square:


The winner gains 1 loot.

If the loser was defending one of their non-capital


cities: The winner gains 2 loot.

If the loser was defending their capital city: The


winner immediately wins the game with a military
victory.

7
How to Use This Expansion Disbanding Figures, Fortifying
Cities, and Sending Caravans
All the rules found in this book supersede the rules
found in the core game and should always be used when In this expansion, armies and scouts may now be
playing with the Fame and Fortune expansion. If not removed from the board voluntarily. This is called
using the great people or investment decks, disregard disbanding the unit. In order to do so, the player must
the rules for those components. This section describes first move the figure into the city center of one of their
how to use the new component types and new game own cities. The figure is then removed from the board.
rules for the Fame and Fortune expansion. Disbanding is strictly voluntary – figures may still
move through friendly city centers as long as they don’t
New Hut and Village Effects end their movement there. By disbanding a figure in the
city, the player can gain a benefit, either fortifying the
To provide more variety, this expansion adds hut and city or sending a caravan to it, depending on whether an
village markers with several new hut and village effects, army or a scout is disbanded.
as described below.

Friendly Barbarian: Immediately reveal


Fortifying a City
and discard this marker, then either build If a player disbands an army, they may choose to fortify
one unlocked unit for free and add it to the city that the army figure was disbanded in. To do so,
your standing forces, or build a figure for the player takes a fortification/caravan marker and places
free and place it in the square where this it on the city center, fortification side up. A fortification
marker was found (this placement must marker indicates that temporary defenses have been built
not exceed your stacking limit). to protect the city. When a player defends a fortified city,
they receive an extra +2 combat bonus.
Friendly Workers: Reveal and discard
this marker during city management to If a fortified city successfully defends itself against an
have one of your cities produce an extra attacker in combat, the fortification marker is discarded
4 ! that turn. (and if the city isn’t successfully defended, the city
is destroyed, of course). A city may only have one
Native Art: Immediately reveal and fortification marker on it at a time, and a fortified city
discard this marker, then gain either 3 or cannot also have a caravan marker placed on it.
6 culture tokens, as indicated on the hut
or village marker. Caravans
If a player disbands a scout, they may choose to send a
Teacher: Keep this marker. Reveal and
caravan to the city that the scout figure was disbanded
discard it during the Start of Turn Phase
in. To do so, the player takes a fortification/caravan
to learn a level I tech for free.
marker and places it on the city center, caravan side up.
A caravan marker indicates that the city is benefitting
Wealth: Immediately reveal and discard from a burst of productivity. When a player takes a
this marker, then gain one coin token, build action in a city with a caravan marker, they may
placing it on your civilization sheet. discard the caravan marker to have the city produce 2
extra ! that turn.

8
A city may only have one caravan marker on it at a
time, and a city with a caravan cannot also have a When one or more army figures end their movement
fortification marker placed on it. on a relic square, their owner removes the relic marker
from the board, gaining a special one-time ability as
Relics described below. Once the relic marker is removed from
the board, the relic square may be built over or altered
Sending a Caravan to a City as normal.

The purple player disbands a scout figure from Atlantis


the city center.
The player who removes the Atlantis
relic marker from the board learns
a free tech of their choice at the
start of the next turn. The player
must have a legal space in their
tech pyramid to place the new tech.
Atlantis is a water square.
Then, the player places a caravan marker on
the city center. School of Confucius
The player who removes the School
of Confucius relic marker from the
board immediately gains two great
people. The School of Confucius is
a mountain square.

Note: If the Greeks remove this relic marker, the Greek


player first draws two great people and chooses one to
keep and then draws two more great people and chooses
Relics one to keep
Three of the new neutral map tiles in this expansion
contain a special square on them known as a relic – a Seven Cities of Gold
ruin or object left over from a bygone age. When a The player who removes the Seven
map tile with a relic is discovered, place the matching Cities of Gold relic marker from
relic marker on the appropriate square. While the relic the board invests two coins for free
marker remains in place, the square cannot be built at the start of the next turn (i.e.,
in or altered by any culture event, tech, or other game that player gains two investment
effects (such as “Deforestation”). In addition, while the markers, but does not lose two coin
relic marker remains, no cities may be built adjacent tokens to pay for them). The Seven
to it, nor may any scout figures enter the square unless Cities of Gold is a forest square.
accompanied by one or more armies (not even if
owned by a player whose civilization is governed by a
Republic).

9
Metropolises Growing a Capital into a Metropolis
The Agriculture tech introduced in this expansion When a player learns the Agriculture tech, their capital
allows a player to grow their capital into a metropolis. A immediately grows into a metropolis, if possible. To do
metropolis is larger than a normal city and provides the this, the player removes their capital marker from the
following benefits: map and then takes their metropolis marker and places
it on the map, according to the following rules.
• A metropolis has two extra squares in its city
outskirts. • The metropolis marker must occupy the square that
the capital marker occupied plus one of its four non-
• When devoted to the arts, a metropolis produces a
diagonally adjacent squares (this square is called its
base of 2 culture instead of 1.
expansion square).
• A metropolis receives an extra +2 combat bonus
• The expansion square must not contain any enemy
when a player is defending it.
figures.
• A metropolis may extend partially into water and
• If the expansion square contains any friendly
doesn’t count as water for movement, so its owner
figures, the player immediately moves them to
can use it as a makeshift bridge.
an adjacent square that they can legally end their
Both squares containing a metropolis marker are that movement in.
city’s center, while the 10 squares surrounding the
• If the expansion square contains a wonder, great
metropolis marker are the city’s outskirts (the squares
person, or building, then the square’s previous
with arrows pointing to them on the diagram below).
contents are overbuilt, as described in the core
rulebook.
• An expansion square may be a water square. If so,
the square is no longer considered to be water for
Metropolis Outskirts purposes of movement.
A metropolis has 10 squares in its city • The metropolis’s new outskirts cannot overlap
outskirts rather than eight. another city’s outskirts, nor can the outskirts extend
off the map or into unexplored territory.
If a capital can be grown into a metropolis when
Agriculture is learned, then it must be. However, if it
cannot be grown into a metropolis that turn, the player
must grow it into a metropolis during the Start of Turn
Phase on any subsequent turn in which it becomes
possible.

10
Example of Metropolis Growth
The purple player wishes to expand their The purple player decides to expand into
capital into a metropolis. Squares A and B square B, overbuilding the Harbor (and
are legal expansion squares. Squares C and D returning it to the market as per the core game
are not legal expansion squares. C is illegal rules). The purple player removes their capital
because the outskirts extend off the map. D is marker from the map, replacing that marker
illegal because an enemy figure is in it. with their metropolis marker.

D B

Great Person Deck Gaining Great People


This expansion introduces the great person deck. When a player gains a great person, that player draws a
Using this deck makes pursuing culture victories more card from the great person deck, without revealing the
desirable and allows players to recruit specific great card to the other players. The card indicates which great
people from history. All players must agree at the start person the player gains, and the player takes the type of
of the game whether or not to use this deck. great person marker that matches the picture shown on
the card. (The artist, builder, general, humanitarian, and
Setup scientist great person markers correspond to cards of
the same name, but the industrialist markers correspond
During step 6 of the core game setup, do not shuffle to the “Great Merchant or Explorer” cards.) The great
the great person markers facedown. Instead, turn them person marker may be placed on the board or held in
faceup and sort them by type. There are six different reserve as normal and otherwise behaves according to
types of great person markers in all: artist, builder, the core game rules. The great person card must be kept
general, humanitarian, industrialist, and scientist. facedown and secret from the other players until used.
After sorting the great person markers, shuffle the great
person deck and place it facedown near the great person
markers.

11
Great Person Abilities
Great Person Card Breakdown The abilities listed on great person cards are similar to
those on wonder cards, but are generally less powerful
A. Picture B and are often usable only by discarding the card. Each
A ability indicates when it can be used. When a player
B. Name wishes to use a great person ability, the player turns
C the card faceup, revealing it to the other players, and
C. Quote then uses the ability. If the great person card must be
discarded for the ability to be used, the player discards
D. Effect D the card faceup to the bottom of the great person deck;
otherwise, it remains faceup in front of its owner.
E. Type
E Note: A player cannot use a great person’s ability unless
they have at least one great person marker of that great
person’s type on the map. For example, in order to use
the ability of “William Shakespeare,” the player must
have at least one artist great person marker on the map.
If no great person markers of the type shown on the
drawn card are available, the player discards the great
person card faceup to the bottom of the great person
Killing Great People
deck and draws again until he draws a type of great When a great person marker is killed (normally by a
person that is available. If there are no great person culture event or the destruction of a city), the player
markers available at all, then the player doesn’t receive must check to see whether they now have too many
a great person. great person cards of that type. A player may only have
one great person card for each great person marker of
Example: Rome gains a great person and draws a that type they possess (including markers on the map
card from the great person deck. The drawn card is and those held in reserve), regardless of whether the
“Archimedes,” a great scientist. However, there are no cards are faceup or facedown. Thus, a player with two
scientist great person markers left, so “Archimedes” is artist great person markers may have no more than two
discarded faceup to the bottom of the great person deck. great artist cards total. If a player has too many of the
Drawing again, Rome receives “St. Francis of Assisi,” same type of great person card, they must randomly
a great humanitarian. There are two humanitarian discard cards of that type (one at a time) until they no
great person markers left, so Rome takes one of the longer have too many.
two markers and places the “St. Francis of Assisi” card
facedown next to their civilization sheet. Example: Rome has two artist great person markers on
the map and possesses “William Shakespeare” (faceup)
Note: When the Greeks draw a great person, the Greek and “Michelangelo” (facedown). Egypt plays a culture
player draws until the player has two valid great person event card that kills one of Rome’s artist great person
cards to choose between. markers. Now, Rome has one too many great artist
cards, so that player selects one of their two great artist
If the players go through the entire great person deck cards at random without looking (“Michelangelo,” in
and a faceup card is revealed on top of the deck, turn this case) and discards that card faceup to the bottom of
the deck over and shuffle it to create a new deck. the great person deck.

12
Investment Deck Investment Effects
This expansion also introduces the investment deck. When adding an investment marker to an investment
This deck provides more interaction between the card, the player looks to see if an ability becomes active.
economic victory path and the other three victory paths An investment ability becomes active when the total
by allowing players to invest their coins in a variety of number of investment markers on the card is equal to or
ways. All players must agree at the start of the game higher than the number shown to the left of the investment
whether or not to use this deck. ability. However, only the most expensive active ability on
an investment card has an effect. Once a more expensive
Note: When playing with the Arabs, the investment ability on an investment card becomes active, less
deck must be used, as one of their civilization abilities expensive abilities on that card cease to function.
depends upon it to function.

Setup
During step 2 of General Setup in the core game, give
each player their deck of four investment cards.
Superseding
Investment Effects
Investing Coins A player has three investment markers on the
Each player may invest one (and only one) coin each “Military-Industrial Complex” card. Therefore,
turn. Coins are invested during the start of the turn. the +4 combat bonus ability is active.
Only coin tokens may be invested – coins printed
on the map, on tech cards, or on buildings cannot
be invested. In order to invest a coin, the player
discards one of their coin tokens from play (lowering
their number of coins by one) and then gains one
investment marker.

The player then chooses one of their investment cards Then, the player places a fourth investment
and places the investment marker on top of the card, marker on the “Military-Industrial Complex”
keeping the card faceup for the other players to see. card, making its +8 combat bonus ability active.
Each time a player invests, they may place the new This four-marker ability supersedes the less
investment marker on a different one of their investment expensive two-marker ability that previously
cards, or they may pile several investment markers on provided the +4 combat bonus.
top of the same card.

Investments do not count towards the 15 coins


needed for an economic victory, but neither can
investments be discarded from play by other players.

13
Credits Firaxis Credits
Art Director: Steve Ogden
Expansion Design: Kevin Wilson
Marketing Director: Kelley Gilmore
Special thanks to James Hata and Team XYZZY.
Additionally, a very special thanks to Sid Meier and the Marketing Associate: Peter Murray
good people at Firaxis.
Firaxis Playtesters: Ed Beach, David McDonough,
Producer: Sally Hopper and Mark O’Connor Peter Murray, and Brian Wade
Editing & Proofreading: Mike Montesa, Mark 2k Credits
O’Connor, and Julian Smith
Director of Digital Sales: Paul Crockett
Graphic Design: Chris Beck, Brian Schomburg, and
Michael Silsby © 1991–2011 Take-Two Interactive Software, Inc. and its subsidiaries. Sid
Meier’s Civilization, Civ, Civilization, Firaxis Games, the Firaxis Games logo,
2K, the 2K Games logo and Take-Two Interactive Software are all trademarks
Managing Art Director: Andrew Navaro and/or registered trademarks of Take-Two Interactive Software, Inc. in the
United States and/or foreign countries. Board game design and Fame and
Map Art: Henning Ludvigsen Fortune © 2010 Fantasy Flight Publishing, Inc. Fantasy Flight Games, Fantasy
Flight Supply, and the FFG logo are trademarks of Fantasy Flight Publishing,
Leader & Cover Art: Tom Garden Inc. All rights reserved to their respective owners. Fantasy Flight Games is
located at 1975 West County Road B2, Suite 1, Roseville, MN, 55113, USA
Figure Designs: Jason Beaudoin and can be reached by telephone at 651-639-1905. Retain this information
for your records. Not suitable for children under 36 months due to small parts.
Additional art was used from the Firaxis archives. Components may vary from those shown. Made in China. THIS PRODUCT IS
NOT A TOY. NOT INTENDED FOR USE OF PERSONS 13 YEARS OF AGE
Thanks to all of these artists for their contributions. OR YOUNGER.

Playtesters: Shaun Donnelly, James Hata, Chris


Gerber, John Goodenough, Evan Kinne, Andrew
Liberko, Lukas Litzsinger, Thyme Ludwig, Dallas
Mehlhoff, Adam Sadler, and Brady Sadler

FFG Licensing & Development Coordinator: Deb Beck

Production Management: Eric Knight

Executive Game Designer: Corey Konieczka

Executive Producer: Michael Hurley

Publisher: Christian T. Petersen

14
Index
Agriculture Tech 4, 6, 10
Atlantis 9
Basic Building 5
Building the Wonder Deck 5
Caravans 8
Civilization Bonuses 6
Component Descriptions 2
Components 2
Disaster Markers 4
Disbanding Figures 8
Expansion Overview 2
Expansion Setup 5
Fame and Fortune Expansion Icon 4
Five-Player Map Setup 6
Fortifying a City 8
Great Person Card Breakdown 12
Great Person Deck 11
How to Use this Expansion 8
Hut Effects 8
Immune to Anarchy 5
Investment Deck 13
Looting 7
Metropolises 10
Military Reference Cards 3
New Terminology 5
Relics 9
Replacement “Flight” and “Angkor Wat” Cards 3
Rules Changes and Clarifications 7
School of Confucius 9
Seven Cities of Gold 9
Village Effects 8
Wonders 7

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New Hut and Village Effects Relic Effects
This expansion adds several new hut and village effects, as Three special squares known as relics may be found on the
described below. neutral map tiles in this expansion. The first player to end
the movement of one of their army figures on a relic square
Friendly Barbarian: Immediately reveal removes its relic marker from the board and gains a one-time
and discard this marker, then either build one ability, as described as follows.
unlocked unit for free and add it to your standing
forces, or build a figure for free and place it in Atlantis: The player who removes the Atlantis
the square where this marker was found (this relic marker from the board learns a free tech
placement must not exceed your stacking limit). of their choice at the start of the next turn. The
player must have a legal space in their tech
Friendly Workers: Reveal and discard this pyramid to place the new tech. Atlantis is a
marker during city management to have one of water square.
your cities produce an extra 4 ! that turn.
School of Confucius: The player who
Native Art: Immediately reveal and discard this removes the School of Confucius relic marker
marker, then gain either 3 or 6 culture tokens, as from the board immediately gains two
indicated on the hut or village marker. great people. The School of Confucius is a
mountain square.
Teacher: Keep this marker. Reveal and discard
it during the Start of Turn Phase to learn a level Seven Cities of Gold: The player who
I tech for free. removes the Seven Cities of Gold relic marker
from the board invests two coins for free at the
start of the next turn (i.e., that player gains two
Wealth: Immediately reveal and discard this
investment markers, but does not lose two coin
marker, then gain one coin token, placing it on
tokens to pay for them). The Seven Cities of
your civilization sheet.
Gold is a forest square.

Metropolis Benefits
A metropolis is larger than a normal city and provides the following benefits:

• A metropolis has two extra squares in its city outskirts.


• When devoted to the arts, a metropolis produces a base of 2 culture instead of 1.
• A metropolis receives an extra +2 combat bonus when a player is defending it.
• A metropolis may extend partially into water and doesn’t count as water for
movement, so its owner can use it as a makeshift bridge.
Both squares containing a metropolis marker are that city’s center, while the 10
squares surrounding the metropolis marker are the city’s outskirts.

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