This round is the last if Age IV begins during the starting player's turn.If Age IV starts, determine which round will be the last.Drawing military cards is not possible in Age IV. If Age IV has begun, there is no new military deck.Shuffle the new age's military deck and place it on the current age board. Remove the military deck from the previous age. If Age IV has begun, there is no new civil deck and the empty spaces will remain empty.Continue filling the card row if there are still empty spaces.Shuffle the civil deck for the age that has begun.Note: Other cards in play (technologies, colonies, completed wonders, exclusive and common tactics, declared wars) remain in play even if they are antiquated.All antiquated pacts are removed from play.(Blue tokens on them are returned to the players' blue banks.) All antiquated unfinished wonders are removed from play.All antiquated leaders are removed from play.Players discard all antiquated cards from their hands.Cards from ages older than the one that just ended (but not cards from the age that just ended) become antiquated:.The game is played through all four ages.Įnd when the last card of the current civil deck is dealt to the card row. 1 point per discovered technology’s level.1 point per science rating, strength, food/resource production.Game end scoring is added to accumulated culture points: The end of game is triggered when the Age II deck is exhausted. All aggression and war cards are removed from the political deck.Īll aggression, war, and pact cards are removed from the political deck.
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