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Information
Designer
Artist
Publisher
Year Published
2008
# of Players
3 − 6
User Suggested # of Players
Best with 5, 6 players
Recommended with 4, 5, 6 players
(1 voter) [poll]
Playing Time
720 minutes
Mfg Suggested Ages
12 and up
User Suggested Ages
16 and up
(2 voters) [poll]
Language Dependence
Some necessary text - easily memorized or small crib sheet
(2 voters) [poll]
Honors
Subdomain
(2 voters) [vote]
Category
Mechanic
Expansion
Expands
Family
Primary Name
Civilization CHR
Alternate Names
Website
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ObjectID: 30333
Description Edit | History

Civilization CHR is an alternate gaming system for "Sid Meier's Civilization" from Eagle Games (2002).
Consider it as a group-up rewrite of the original game still using all of the original components adding new cards and pieces.

The game mechanics are similar to the original one but enhanced and revised to make it a whole new experience for a typical "Civilization" fan.

Civilization CHR goals are:
1) Add variety to game strategies
2) Reduce the "Risk effect"
3) Reduce Luck (introducing balancing rules)
4) Give a chance to catch up on to unlucky players
5) Implement some additional PC game rules
6) Increase realism and players interaction
7) General game speed up (slowed down by new rules)
8) Better time management in slow phases or deadlocks
9) Having more "suspense" with destabilizing or unpredictable events
10) Increase simultaneous player goals

This boardgame cannot be purchased because it is free, so it has to be downloaded and "printed" from the publisher. In addition to this, you must own the original "Sid Meier's Civilization" from Eagle Games.

Re-implements:

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More Information Edit | History

List of the major differences from the original version:

Game setup

Greatly reduced initial luck to avoid excessive differences among players.

Civilizations

It is now possibile to choose a civilization type and obtain relative bonuses during the whole play session. There are 7 civilization types available: militaristic, expansionist, seafarer, religious, industrial, commercial and scientific.

Governments

Every player can choose to adopt a government type for his civilization at any time accepting pros and cons. This variant makes the boardgame more closer to the original PC game.

Governments include: despotism, monarchy, republic, democracy, fascism, fundamentalism and communism.

Strategy cards

These cards are mini objectives that, if completed, reward players with a lot of different prizes like gold, units, special bonuses and more.

War and rewards

You can land and bombard with fleets and retreat with any unit. War is now more complex and strategically more interesting. If you win or just join a battle you get experience points that can be used later to get interesting prizes: a good reason to go to war.
Even settlers can be captured!

Roads, railroads, docks and airports

It is now possible to build roads and upgrade it to railroads. Roads and railroads are used to speed up movements and commerce. A road represent also a dock and a railroad represent also an airport used to build fleets and airplanes.

Resources

Gems and Wine are not the only worth having resources. Others resources have also special bonuses, depending on the Era.

Prospection & Terraforming

You can now prospect empty regions to have a second chance to discover something.
With terraforming you can even improve deserts, forests and mountains.

Barbarians & Civil war

When you discover a Minor Civilization you can encounter hostile barbarians: they will act as a thinking player by using artificial intelligence rules.
During the early eras you can experience a civil war in your unhappy settlements.

Revolts

In unhappy cities you can experience revolts if you have a certain type of government, civilization, or military absence.

Revolutions

With some governments if you have more unhappy cities than happy ones your civilization will automatically engage a revolution.

Events

At each turn it can happen a good or bad event for any region or player. Among bad events there are natural disasters like volcanoes, hurricanes, plagues, etc. Depending on the intensity roll the natural event can be light or devastating. Certain type of events can subvert the game flow.

Intelligence

Spies are now part of the game set. You can try to accomplish tricky missions to damage your opponents or as a support for war.

Obsolescence

City improvements do not cease to be useful after changing Era. Previous Era improvements have half value; you need two of them to make a city happy or productive. Improvements older that 2 Eras have to be considered obsolete and therefore eliminated.

Military units will never get obsolete.

Capital

Every player owns a Capital. This city is important for commerce, intelligence activity and other aspects.

Cultural influence

It is now possible to assimilate cities. If you are culturally advanced you can assimilate a city just being close to it and bigger. No military units are strictly necessary to get the job done.

Commerce

Commerce phase has been deeply revised to make trading more realistic and not feasible at every time and place.

Unit upgrades

In addition to sell old units you can upgrade it, saving gold: restrictions apply.
Timed phases
Slow phases may be shortened using an hourglass: push on players who think about doing their moves just in their turn while in the rest of the game they are thinking to something else.

Fast startup

Some rules have been slightly modified to make the Ancient and Medieval Era shorter to play.
Spend most your playing time in last two Eras that are strategically more interesting.

Luxury and waste

Who earns a lot of gold is proportionally penalized with waste and luxury. This limitation helps other players to have a chance to gain some "positions" compared to rich civilizations that are earning more and more and are theoretically unreachable.

Nuclear weapons

After Fission discover who owns Rare Metals can build nuclear weapons. Nuclear weapons can't miss a target having devastating effects.

Players can left the game

A player can quit the game session at every time leaving the others the decision to stop the entire game or not. This rule avoids boring game saving or to stop the entire game session.

Game save

In the v3.x ABaKUS there is a sheet to save the boardgame if you have to stop it prematurely or you have just expired your playing time. You can continue to play the same game session in a different day.

Player replacement

Instead of leaving the game session and let others cannibalize every city/resource you have, a new player can replace the leaving one.

Versions
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Civilization CHR
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Third edition
Publisher: (Web published)
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Year: 2008
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English, Italian
Release Date:  
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Civilization CHR
Nick: 
Second edition
Publisher: (Web published)
Artist: 
Year: 2007
Size:  
Italian
Release Date:  
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Civilization CHR
Nick: 
First edition
Publisher: (Web published)
Artist: 
Year: 2006
Size:  
Italian
Release Date:  
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2 Civilization CHR v1.0RC3 Historical annotations about governments
A brief digression about governments and real history
2008-09-22
1 Rules for two players v0.1 (playtesting)
An integration to the CHR rules to play it with two players only (v1.0RC3 compatible) by Michel & Mariek Keijzers
2008-04-11
1 Small railroads image fix for CHR v1.0RC3
Fixes a minor issue when printing small railroads transparent sheets
2008-04-11
1 Civilization CHR v1.0RC3 English HiRes (4/6)
Civilization CHR v1.0RC3 Main package: contains rules, cards and reference cards English version in High Resolution (recommended for printing) Part 4/6
2008-01-14
1 Civilization CHR v1.0RC3 English HiRes (6/6)
Civilization CHR v1.0RC3 Main package: contains rules, cards and reference cards English version in High Resolution (recommended for printing) Part 6/6
2008-01-14
1 Civilization CHR v1.0RC3 English HiRes (5/6)
Civilization CHR v1.0RC3 Main package: contains rules, cards and reference cards English version in High Resolution (recommended for printing) Part 5/6
2008-01-14
1 Civilization CHR v1.0RC3 English HiRes (3/6)
Civilization CHR v1.0RC3 Main package: contains rules, cards and reference cards English version in High Resolution (recommended for printing) Part 3/6
2008-01-14
2 Civilization CHR v1.0RC3 English HiRes (2/6)
Civilization CHR v1.0RC3 Main package: contains rules, cards and reference cards English version in High Resolution (recommended for printing) Part 2/5
2008-01-14
3 Civilization CHR v1.0RC3 English HiRes (1/6)
Civilization CHR v1.0RC3 Main package: contains rules, cards and reference cards English version in High Resolution (recommended for printing) Part 1/5
2008-01-14
4 Civilization CHR - Printing Guide
How to manufacture all the things you need to play (use the High Resolution package for printing!)
2008-01-14
Statistics
Board Game Rank: N/A
Num Ratings: 13
Average Rating: 7.35
Standard Deviation: 1.82
Num Views: 27419
GeekBuddy Analysis: Analyze
Similarly Rated: View
Avg. Game Weight: 4.2
Fans: 3
Personal Comments: 9
Users Owning: 35
Users Wanting: 2
Users Trading: 5 [find trade matches]
Has Parts For Trade: 1
Want Parts In Trade: 0
Price History: View
Total Plays: 4
Plays This Month: 0
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