Age of Empires 2 ECG Rulebook
Age of Empires 2 ECG Rulebook
Age of Empires 2 ECG Rulebook
Contents
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Each starter box has a 96-card deck, four Age The Ages
Cards, which are used to keep track of what Age you The overall concept of the game involves advance-
are in; a Civilization Card, which shows the bonuses ment through four ages, the Dark Age, the Feudal
that your civilization has; one Booster Pack, which Age, the Castle Age, and the Imperial Age. As your
contains 12 random cards; and this rule book. civilization grows more powerful, you will spend
Players will need their own starter box to play. For resources to advance your civilization into the later
your first game, we suggest you use the provided ages.
deck. After a game or two, feel free to customize
your deck with cards from booster packs. The Deck
The starting 96-card deck is divided into four sec-
Overview tions. These sections correspond to the four ages
Based on the award-winning Microsoft computer mentioned above. The first section contains cards
game, Age of Empires is an expandable card game that have an Age I symbol on them and will be the
in which you will create a village, recruit military cards you will use in the Dark Age. The second, third
units, and research technologies. Players build their and fourth sections correspond to the appropriate
own deck based on one of the eighteen civilizations ages.
from the computer game. This first set contains
Britons, Celts, Goths, Mongols, and Persians. Three terms are used in regard to the deck.Total
Deck refers to all four sections of the deck. Age
Age of Empires is normally a 2-player game but Deck refers to the cards for one Age. Play Deck
there are rules included for multiplayer battles and refers to the deck that you draw from during play
scenarios. These scenarios are meant to be flexible
and allow for whatever type or length of game you Customizing Your Deck
want to play. After you have played a few times, you will be able
to customize your deck further with cards from boost-
Object of the Game er packs. There are a few rules in regard to creating
To win Age of Empires, you must complete one of your own deck.
the following winning conditions. These will be more
fully explained later. There is a minimum of 90 cards in your Total Deck.
(See Table 1) You may have up to five of any card in
1: Destroy all opponents Town Centers or your Total Deck. The only exceptions are Walls,
Villagers. which may have an unlimited number, and Militia, of
2: Collect five Relics and Enshrine them in a which you may have ten. Any card with the same
Monastery for six turns. card title counts toward the five-card limit. An
3: Advance to the Imperial Age, build a Wonder of arbalest, specific to the Britons, still counts as an
the World, and protect it for six turns. arbalest. You may put cards from previous ages into
Note: See Winning Conditions for a complete explanation. later age decks, but later age cards may not go into
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earlier age decks. For example, An Age I card can Building cards represent the structures that make up
go in the Age III deck, but the Age III card may not your village. These cards have a stacked stone block
go in the Age I deck. background. Buildings allow you to gather resources,
build units, and research technologies. The Town
Additionally, some cards list specific civilizations that Center is the most important of the buildings as it
may play it. Any civilization not listed may not use allows you to produce villagers.
the card.
Unit cards represent the military troops that will do
Age I 30 Cards battle with your enemy. They are the horizontal cards
with a wood background. Each unit represents multi-
Age II 30 Cards
ple troops and, as such, will have tokens on it. Each
Age III 20 Cards token represents one, of that troop type. Military
Age IV 10 Cards troops are produced in Barracks, Stables, Archery
Table 1 Ranges, Castles, and Siege Workshops. The site of
production is listed on the bottom of the unit card.
Civilization Cards
The Civilization Card lists any civilization specific Upgrade cards are a form of technology that allow
bonuses you receive. These bonuses are different your units or buildings to be outfitted with the latest
for each civilization so pay close attention to each advancements. These cards are vertical with a wood
players card. Most bonuses are usable without the or stone background. When an upgrade is complete,
need for additional cards. Some bonuses such as all cards that it affects are now considered to have
the Celts ability to pay less for siege weapons the new statistics noted on the upgrade card.
require special Celt only cards. These bonuses are Technologies are the cards with a metal scale back-
key when constructing a deck. Also listed on the front ground. They give your civilization new abilities. Once
of the card are the play costs and statistics for vil- created, these technologies are put off to the side of
lagers and monks. your village in the technology section and remain in
On the back of the civilization card, you will find a effect until they are replaced or removed.
key to the icons used in the game, a listing of the Age cards denote your progress though time. Each
technologies, upgrades, units, and buildings which player will have a set of age cards. They are placed
that civilization can not use, and a listing of the turn atop the appropriate Age Deck. (i.e. the Feudal Age
sequence. card goes on top of the Age II section of your Total
Anatomy and Types of Cards Deck.) This shows both you and your opponent what
There are several types of cards in the game includ- age you are in and what you need to advance to the
ing Buildings, Units, Unit Upgrades, Events, next age. The age cards are played like technology
Technologies, Ages, Wonders, and Relics. cards.
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Discard and Draw- Discard any unwanted cards from Town Center on this turn.
your hand and redraw back to seven cards. You may
put cards in either the discard or snuffed pile when Once a new building is paid for, it may be placed
discarding. next to any of your existing buildings or any face
down card. Once a face down card is built, it is sim-
Allocation- Remove one villager token from any ply turned face up, but must stay in the position it
cards being researched. Allocate your villagers to dif- was placed in originally. Also, any new building that
ferent tasks such as gathering materials or getting is played may be used in the same turn it is con-
ready to produce buildings or technologies. structed. (If a barracks is played, militia may be cre-
ated there in the same turn, during the enlistment
Phase Descriptions and Play Structure phase.)
Collection/Upkeep Phase
During this phase, villagers are removed from the Technologies may also be researched during this
resource production buildings, and resources are phase in much the same way as a
placed into that players resource supply for each vil- building is built. The cost associated
lager removed. (i.e. if you remove four villagers from with a technology is removed from the
a Lumber Camp, you gain four wood units.) Villagers resource supply. As with buildings, a vil-
removed from resource cards are removed from play lager cost is associated with a new This symbol
and placed into the villager pool. Any villagers in the technology. Technologies require the shows how
villager pool will be reallocated for production in the investment of time to create; this is many villagers
allocation phase. Resources never expire unless called Research. The research icon must be
used, although events may remove them from a shows the number of villagers that must allocated for
research.
players supply. Upkeep is now paid on any cards be removed from the Town Center and
necessary. placed on the top of the new technology in order to
Construction Phase research it. During your allocation phase you may
In this phase, players may bring into play any new remove one villager from the technology and reallo-
buildings, unit upgrades, or technologies. To bring a cate them. Once all of the villagers are removed, the
new building into play, you must deduct the technology is complete and it takes effect. Therefore
resources needed from the supply. All buildings have technologies that require one villager will only take
a villager cost required for construction. This means one turn to create. But, if you have a technology that
you must remove a number of villagers from the needs three villagers it will require three turns to cre-
Town Center equal to the builder number on the card ate. Some technologies require certain prerequisites
and place them in the Villager Pool. So, if you wish to be met in order to play them. For example,
to construct a new building on your next turn, the vil- Forging and a Blacksmith are prerequisites for Iron
lagers needed to build it must be allocated to the Casting. When a new technology replaces an old
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one, the new technology is placed on top of the old. tant buildings later in the game. You may not discard
(There are certain circumstances where a current any buildings that have enemy troops on them.
technology can be targeted by an effect.) Other cards played during this phase are Relics and
Unit Upgrades are similar to technologies in that they Wonders. More information is available later in the
require research. You pay the cost, allocate the vil- rules about playing these types of special cards.
lagers, and after the research is complete, the
upgrade takes effect. Movement Phase
During the movement phase you may move any of
Researched like technologies, Unit Upgrades act dif- your units. Units reside on a building. If you wish to
ferently once in play. Upgrades change what units move from one building to another building in your
your military buildings produce. If you had a Militia in village, you may simply move to that card, regardless
play and you upgrade to the Man-at-Arms, your of the distance.
Militia automatically becomes Men-At-Arms. In addi-
tion, any further militia cards that are produced auto- Whenever you move a unit in an opponents village,
matically become Men-At-Arms. You still use the you may move that card a number of spaces equal
original unit cards to represent the upgraded version, to its move value. All units have a move value of one
but the upgrade is placed with your technologies to unless otherwise noted on the card. No diagonal
denote that all of a unit type is now upgraded. In the movement is allowed. Only one of your cards may be
above example, all Militia cards would now be Men- located on a particular building at any time.
At-Arms.
If you wish to move one of your Units to attack
You may upgrade your already upgraded units. To another player, the attacking Unit must first move
replace an obsolete unit upgrade in the technology through the edge of your own village. The edge
section, place the new upgrade on top of it. Buildings of any village are called the Fringe. Once
at the fringe, you may either move directly to your
Similar to technologies, Age Advancement also opponents village or you may stop in between the
requires research. The cost to advance to the next two villages. This area is called No-Mans-
age is listed on the Age card. To advance in age you Land(NML). No-
must also meet the building prerequisites listed on Mans-Land will be
the new card. Once your research is complete you explained in more
immediately enter that age. Since research is com-
pleted in the allocation phase, you cannot play cards Table 5: Unit placement.
from the new age during the turn you remove the last detail later in the
villager for research. rules.
During this phase, you may also discard any build-
ings in your village in order to make room for impor-
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X
X
Opponent s
Village
When moving to an opponents village, you may
X X X X place your attacking units on any of the opponents
fringe buildings (excluding the rear edge).
During your movement, you may move as many
No Man s Land units as you like. All units move simultaneously, so
units may exchange places in your movement phase.
A unit may cross a blank square in order to move far-
ther into a village without paying the movement cost
for the blank square.
A unit may not occupy a blank square on the edge of
a village unless they have destroyed the building that
was there.
Note: During Age I- the Fog of War is in effect. This means you
cannot attack or move to your opponents village. Once a player has
Unit #1 entered Age II, the Fog of War is lifted for that player. If an Age II
player attacks an Age I player, the Age I player may, on future turns,
attack the Age II player.
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Attack Declaration lated and subtracted from the buildings heath points.
If you have a unit at a location containing an enemy To calculate damage, multiply the tokens on the
unit card, enemy villagers, or at an enemy building, attacking unit card by the attack value, this is the
they may declare an attack. If you are at a location total damage dealt by the unit for one round.
where there are multiple enemy targets, you may Damage is delivered on a round per round basis,
choose to attack whichever target you like from those rounding down to the nearest ten. Place one damage
available. You must declare all of your attacks before token on the building for each ten points delivered. If
resolving any of them. An assisted attack may be the building takes damage greater than or equal to
performed as well. This will be explained below in its heath points, it is destroyed and placed on the
the resolution phase section. discard pile.
Note: You may initiate an attack with your villagers, but only within If the attacker is targeting a building that has vil-
your own village. Your villagers may not go to your opponents vil- lagers on it, the villagers may step in to defend. If the
lage. Also, only villagers left on a building after the upkeep phase
may participate in an attack. villagers on a building do not defend, and the build-
ing is destroyed, the villagers are placed in the vil-
Attack Resolution lager pool to be reallocated later. If the villagers
The attacker chooses in which order to fight the bat- defend, all villagers on that card must defend. In
tles. After the order has been chosen, the defender addition, villagers may not enter combat against ram-
may Fast Respond to all the attacks. Fast response type, siege weapons.
means the defender has the opportunity to move
each of their units in their village one space (not Important fact: Villagers have 4 health points and 3 attack points.
diagonally) to join a defense. Villagers may not fast If villagers are the targets and there is no unit to fast
respond. (Note: If an enemy unit moves onto your respond, the villagers must enter combat. If there is
building, but doesnt declare an attack, you may still a unit available, they may defend the villagers.
fast respond to that unit.) There are certain cards
that will increase the response range. A unit that can- When calculating Damage, combat is broken down
not enter the building square being attacked may not into two rounds. Casualties are removed at the end
fast respond. Therefore, fast response only occurs of each round. To calculate damage, multiply the
when defending a building or villagers. Remember number of tokens on your unit card by the attack
that you may have only one enemy and one friendly value, (including any bonuses from events, technolo-
unit on the same building. gies and unit specialties) then divide that number by
the enemy units Health Points, rounded down, and
After the fast response is complete, combat begins. remove that many tokens. Each player removes
Combat lasts for two rounds. If there is no unit or vil- casualties at the same time since damage is simulta-
lager at the building being attacked, and the building neous.
doesnt have its own attack value, damage is calcu-
Combat continues until one unit is destroyed by los-
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Assisted Attacks Archers have a special Hit and Run Attack. This
If an attacker has two units on adjacent buildings, allows them to attack an enemy unit and retreat after
one unit may assist the other unit with an attack on a the ranged combat round. This may only be used
building. For example, if the attacker has a militia on when an archer unit is attacking. The hit and run
a house and a knight on an adjacent barracks, and maneuver may only be used against units. If the
the militia declares its attack against the house, the ranged round is negated, no retreat is allowed, and
knight could assist the militia and declare its attack both units must enter the first round of normal com-
on the house instead of the barracks. The primary bat.
attacking unit (the militia) that is located on the tar- Note: Cavalry units negate the range round and therefore hit and
geted building (the house) will complete its combat run attacks may not be used on them.
first. After this combat is finished, the assisting unit
(the knight) will be able to assist with its attack only if Enlistment Phase
the following two conditions are met: During the Enlistment Phase you may construct new
units, villagers, and monks, or replenish units.
1. The primary attacking unit (the militia) is the only Certain buildings, such as Barracks, Stables, Archery
unit remaining on the target building (the house) after Ranges, and Castles, have a Garrison Value. The
the attack is resolved. total garrison value of all your buildings in play deter-
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mines how many unit tokens you may have on the upgrade card.
table at any time. If you have one barracks, you may
only have 10 unit tokens on the board. If you have If you have a military unit that has less than five
multiple building types, such as a Barracks and an tokens on it you may Replenish tokens on that unit
Archery Range, you may mix and match the types of without a new unit card. To replenish tokens to this
unit tokens that you are producing. (i.e. your total unit, the unit must not have moved, or have partici-
garrison value with those two buildings is 20, so you pated in a battle during the turn. Also, you may not
may have 18 archer tokens and 2 militia tokens, or add tokens to units that are in your opponents vil-
15 militia tokens and 5 archer tokens.) lage or in No-Mans-Land. The card does not have to
be on the appropriate production site to receive new
Military producing buildings may only produce five tokens. (To have more tokens added, a militia unit
tokens per turn. For example, if you have one bar- does not have to be on a barracks.)
racks, you may produce five militia tokens per turn. If
you have two barracks and two militia cards in play, When building new villagers, you must obey the
you may produce 10 militia tokens. Villager Population Limit for your village. For each
House and Town Center you may have five villagers
Military Units may be built by playing a Unit Card in play. For example, If you have one town center
from your hand at a vacant unit production facility and two houses in play, you may support 15 vil-
such as a barracks. Each Unit Card has a specific lagers.
type of military unit listed on it. Unit production facili-
ties can produce specific types of units, so the cor- To build a new villager, pay one food, and put a
rect unit must be built at the correct production facili- token into the villager pool to be allocated in the allo-
ty. For example, if you wish to build a Militia, you cation phase. You may only create five villagers per
must have a barracks with no friendly units located turn, no matter how many town centers you have.
there. New units can be built on a building that has
an enemy unit on it. Each unit card may support up If at any time, a building is destroyed which would
to five tokens. Unit cards denote the unit type, while reduce your population or garrison limit below your
the tokens represent the number of that type of troop current population or garrison total, you may not
on that unit. build any new tokens of that type. You do not, how-
ever, have to remove tokens to match your current
Place the new unit sideways across the building limit.
card. You may then place a token on the card for
each troop purchased, up to the unit maximum. Discard and Draw Phase
If your unit has been upgraded, you only pay the During the Discard and Draw phase, you may dis-
token cost listed on the units card, and not the card as many cards as you want into the discard or
upgrade cost. All other statistics are listed on the snuffed pile and draw back up to seven. You may
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only discard and draw once per turn (No discard, As mentioned earlier, there are three ways to win the
draw, discard, draw, etc). If you run out of cards, game:
shuffle your discard pile, not including the snuffed
pile, and make a new play deck. Since your discard 1. Destroy all enemy town centers or villagers. When
pile is face up, if you discard a card, your opponent you destroy your opponents final town center, you
may look at it or any other cards in the pile. All event immediately win the game. Also, if after destroying all
cards must be played before this phase. of your opponents villagers, that player cannot cre-
ate additional villagers, that player loses at the end
Allocation Phase of their next turn.
During this phase, take any unused villagers from
your village and add them to the villager pool. 2. Advance to the Imperial Age and create a Wonder
Remove one villager from any card being researched of the World. A Wonder takes four turns to construct.
and place it in the villager pool. When the last villager When constructing a Wonder, you will pay the costs
is removed, that card takes effect. associated with the card on the first turn of construc-
tion. The wonder enters play with 110 health points.
If you have finished researching age advancement, On subsequent turns, the wonder continues gaining
shuffle your new Age Deck into your Play Deck. You health points with each turn as described on the
also have the option of shuffling in your discard pile at card. At the beginning of the fourth turn, the wonder
this time. is complete and you must defend it for six of your
opponents turns.
Decide which resources you would like to produce
next turn by taking tokens from the villager pool and 3. Gather five different Relics and enshrine them in
allocating them to the appropriate buildings. Each your monastery for six of your opponents turns.
lumber camp, farm, or mine may only take up to 5 vil- Relics are unique, and therefore only one copy may
lagers on it. If you have a lot of villagers, some may be in play at a time.
be idle. (You may add additional villagers to a produc-
tion facility, but only 5 units may collect resources.) If Siege Units
you wish to allocate villagers to build buildings, play Siege Units are the products of the Siege Workshop.
events, or research cards, place them on your town These units may only have one token per card in
center for use during your next turn. Remember to play at any given time. Some siege weapons have a
place your villagers in safe locations, because they special attack type called bombardment.
can be major targets for your opponent. The turn is Bombardment allows the unit to attack buildings, vil-
now over. lagers or units from a distance. The bombardment
Note: Players alternate turns until one of the winning conditions is value tells you how many spaces away you may
met. attack. All attacks must be in a straight line and may
Winning Conditions not be made diagonally. (Table 7) Siege units in NML
may attack buildings on the opponents fringe but are
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bonus can be positive or negative and directly raises To bring a relic into play, you must play the card from
or lowers the conversion rate respectively. Upon a your hand into No-Mans-Land (NML) during the con-
successful conversion attempt, the token is struction phase. Since each relic is unique, there can
destroyed and removed from play. If the conversion only be one copy of a particular relic in play at any
attempt failed, there is no effect. If, after a conver- time. To retrieve a relic normally takes two turns. On
sion attempt, there are tokens left on the enemy unit, the first turn the relic is placed into NML, and a unit
combat now ensues. with monks attached is dispatched to retrieve it.
Upon reaching NML, the unit may pick up the relic
Important Fact: Monks cost three food to create and have 6 health but may not use any remaining movement. The fol-
points and 0 attack points. lowing turn the unit with the relic may move back to
the village. Once the unit has reached the monastery
Monks may heal units instead of converting them. If or an adjacent building, the relic is enshrined in the
you choose not to utilize the conversion attempt, you monastery. When a relic is enshrined it is placed
may make a Healing Attempt when one of your under the monastery. Each unit may only carry one
monks or units has been killed in a round of combat. relic at a time. Each unit may only pick up one relic
You may make only one healing attempt per attack. per turn.
A Healing Rate is calculated the same way as a con-
version rate. If the roll is successful, then you lose While retrieving a relic in NML, your unit may be
one less unit or monk than you normally would. A attacked. To attack a unit carrying a relic, you do not
unit with monks attached may only attempt to convert have to have Cartography or an Outpost. If attacked
or heal, not both in the same turn. and forced to retreat or killed entirely, the unit drops
the relic. If the unit that killed the retrieving unit has
When combat damage is being assigned, the attack- monks, they may pick up the relic and prepare to
er may choose to kill off the defenders monks bring it back to their village.
instead of military units. If a military unit loses its last
token but still has monks attached, these monks Once a relic is Enshrined in your monastery, you
keep the unit alive and in play. The unit may be gain three gold for each relic, during your collection
retreated to your village and reinforced. phase. If your opponent has relics in their
monastery, you must destroy the monastery in order
Relics to get to them. If the monastery is destroyed, any
Relics are a special type of card that represent some unit with monks attached may move to that location
of the greatest cultural, religious, or scientific items and pick up one relic. If a unit drops a relic, it
ever created. There are currently five different relics remains on its current location. Once the fifth relic is
in the game. If a player obtains five different relics enshrined, the six turn victory countdown begins.
and enshrines them in one or more monasteries for
six turns, that player wins the game. Multiplayer and Scenarios
Multiplayer games are a great way to play Age of
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Empires. You can play with as many players as you another category.
like, although if there are more than six, it becomes
time and space consuming.
In this section we will explain the scenario point sys- Once you have chosen the cards you will purchase,
tem that is built into the cards, as well as a few basic put them into play as if they had been brought into
scenarios. This scenario point system will allow you play in the course of a normal game.
to create your own custom games, and if you wish to If you are playing a defined point game and have
play shorter games. You can use this system to play leftover points in certain categories, you may use
games that start in later ages. The scenario point those to buy additional resources. You may not play
system can be used in mulitplayer as well as two units in No Mans Land or in your opponents village.
player games. Also, if you are starting in a later age, remove all the
Basic Point System decks from previous ages and start with the current
Most cards have listed on them, the number of sce- age deck as your draw deck. Players must adhere to
nario points they are worth. Scenario points are listed deck minimums. If you are starting in the third age,
in the small red flag icon on unit, technology, build- you must still have two decks; a third age deck with
ing, and upgrade cards. There are no scenario points at least 20 cards in it, and a fourth age deck with 10
on event cards, as they cannot be purchased in a cards in it.
point-based game. When you play a point-based A few basic rules about point games, both defined and
game, each player or team will start out with a spe- general. If you purchase a unit card, you get a full
cific number of points worth of cards in play. complement of tokens for that card. For example, If
you purchase a militia card you pay the cost listed on
There are two different types of games that may be the card and you receive 5 militia tokens on that card.
played using the point system, General and Defined. Technologies may not be purchased unless you also
If you are playing a General Game, you will be purchase the building and prerequisite technologies
assigned a certain number of points and you will be needed to create it. The age can be set in one of two
able to spend these points in any way you see fit. ways, either you may decide that players must pur-
You may spend them on buildings, units, technolo- chase age advancements or you may set a starting
gies, resources, and age advancements. age and each player must start in that age. Please
see the chart on the next page for the cost of non-card
If you are playing a Defined Game, you will receive items that you may pay points to receive.
points that can be spent in the different categories of Any cards purchased count towards the total number
cards. You get points to put into buildings, technolo- of that card allowed in your deck. If you buy eight mili-
gies, units, resources, and ages/villagers/monks. You tia cards, you may only have two of them in your
may not use points from one to buy things from deck. Walls are the exception. Since you may have
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1 Gold 1 SP
Advance
30 SP
to Age IV
1 Monk 3 SP
A special note about Age IV games: We suggest that you play
1 Villager 1 SP without a wonder victory, otherwise you will find the winner will be
the first person to draw a Wonder of the World. (Relic and Conquer
Table 9
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victories are acceptable for Age IV games.) See Table 12 Attacking your allies or gifting resources to your ene-
Age IV General Defined
mies is not allowed.
Totals 425
Race Games - First player to finish researching the
Units 60 pre-chosen age wins the game.
No Advance Age (Set Age)- No player may pay
Unit Upgrades 35
resources to advance beyond the starting age of this
Buildings 425 180 scenario or point based game.
Technologies 60 Team Games- Players work together as a team and
Resources 60
win/lose as a team.
Villagers/Monks 30 Other conditions may be created but, these will be
the major options used in published scenarios.
Scenarios
On pages 40 and 41 there are two examples of sce-
nario games. We hope you enjoy them. You may go
to our website (www.journeymanpress.com) for addi-
This is a list of additional options that may be used tional free scenarios.
for Point-Based games.
In scenario games, you may have alternate winning
No Relic Victory- You may not win by collecting the conditions. Also, if there is an additional starting
five Relics. Although, collecting the relics still gives building listed, you may begin with these buildings in
you the gold for collecting them. play, without paying the cost.
No Wonder Victory- Same as above, but you cannot
win by building a Wonder.
No Gifting- Gifting resources between players is not
allowed.
Allies- This is a team game, with equal teams. They
may be from the same or different civilizations.
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Storm the Castle - (3 player) This scenario features each player controlling civiliza-
tions surrounding a large sea. Four or more people
This is a unique winning condition scenario, in which play until there is one player left standing. Each player
there are two civilizations attempting to destroy the may only attack players to the immediate left and the
fortified town of a third. The two attacking players immediate right of their current position. This scenario
start with fewer resources, technology, buildings and can also be played with teams if there is an even num-
units than the castle player, but there are two of ber of players. Team players alternate turns as they
them. The object for the two attacking players is to proceed around the table.
destroy the opponents castle, while the defender
must stay alive for 20 of their turns. If the castle is
destroyed in 20 turns or less the attackers win, other-
wisePlayer
the defenderAttackers
has won (2) the scenario.
Defender (1) Player All Players
Starting Age Variable
Starting Age Age 2- Feudal Age 3- Castle
1-Town Center
Starting
1-Town Center (Additional buildings purchased based on starting
1- Castle Buildings
Starting 1-Barracks
1-Town Center Starting Units Units purchased based on points allowed per age
Buildings 1-Stable or
1- Barracks
1-Archery Range Starting Technologies based on points allowed per
Starting
Starting Units None 2- Militia (5 tokens per card) Starting at Age: I- 0 Points
Points for II- 160 Points
Starting Distribution III- 300 Points
None None
Technologies IV- 425 Points
Points for Starting Player Randomly Chosen
160 300 Free-for-all: One player remains after all other Town
Distribution
Victory Centers have been destroyed.
Starting Player Defending player startsfirst Conditions Team Game: One team destroys all enemy Town
Attacker Victory: Destroy Castle Centers
Victory Defender Victory: Castle standing after 2nd Age I: 10 Wood, 5 Gold, 5 Food
Conditions Starting
players 20th turn Age II-IV: Purchased based on points allowed per
Resources
starting age
Additional Table 14: Mediterranean Mayhem
Defender may not build additional castles
Rules
Please Note: There are additional rules for the Mediterranean
Table 13: Storm the Castle Mayhem Scenario on the following page.
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Age Rules.qxd 10/13/00 9:42 AM Page 42
Age IV (10) Starting Cards (5) Age IV (10) Starting Cards (4)
1- Spies 1- Town Center 1- Spies 1- Town Center
2- Banking 1- House 1- Banking 1- House
1- Holy War 1- Lumber Camp 2- Holy War 1- Lumber Camp
1- Alchemist 1- Double Bit Axe (See 1- Alchemist 1- Mill (Raider)
1- Conscription Civiliazation Power) 1- Conscription
1- Sappers 1- Mill (European) 1- Sappers
1- Hoardings 1- Hoardings
1- Guilds 1- Guilds
1- 2 Hand Swordsman 1- 2 Hand Swordsman
44 45
Age Rules.qxd 10/13/00 9:42 AM Page 46
A F P
Activation 11 Farms 10 Persians 2, 47
Age Advancement 18 Fast Respond 22 Phase Descriptions 16-
Age Card 5 Feudal Age 3,9 28
Age Deck 3, 28 Fishing Ships 10 Play Deck 3,13-14, 28
Allocation 11,15, 28 Fog of War 21
Area Effect 30 Food 8, 10 R
Attachment 6 Fringe 19 Range points 8
Attack(s)- Ranged Combat 25
Assisted 22, 24 G Ranged Damage 8
Declaration 15,21 Game Setup 12 Relics 6, 19,29,32-33
Hit and Run 25 Garrison Value 9, 25 Replenish 26
Points 9, 23 General Game 34 Research 17
Resolution 15,22 Gift36 Resource(s)-
Gold- 10 Supply 10
B Icon 8 Retreat 23-24
Basic Point System 34 Mines 10
Bombardment 29 Goths 2, 45 S
Britons 2, 43 Guild 36 Scenarios 34, 37-42
Buildings- 4, 12 Siege
Upgrades 5 H Units/Weapons 29
Healing 31-32 W eapons 23
C Health Points 8,23 W orkshop 29
Castle Age 3,9 Snuffed Pile 13, 27
Celts 2, 44 I Stone- 10
Civilization- Icons 8-9 Icon 8
Bonuses 4, 13 Imperial Age 3,9 Mines 10
Card(s) 4,13
Collection/Upkeep 15, L T-V
16 Lumber Camps 10 Technologies 5,8, 17
Combat 22 M Total Deck 3
Construction 11, 15,16 Mediterranean Mayhem Town Center 5, 10
Conversion 31 41 Turn Sequence 15
Military Units 26 Unit- 4-5
D Card 26
Damage 23 Militia 3
Minimum Distance 30 Upgrades 5, 18
Dark Age 3,9 Village 2,9,10
Defined Game 34 Monastery 31,33
Mongols 2, 46 Villager(s) 2, 10
Discard & Draw 15,27 Pool 11, 16
Discard Pile 13, 27 Monks 31
Movement 15,19 Population Limit 27
E Multiplayer 33-34 W
Enlistment 15,25 W alls 3
Enshrine 29,33 N
No-Man s-Land or W inning Conditions 28
Events 6 W onder 6, 19, 29
(NML) 19
W ood 8, 10
48