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Tom Eskey
United States
Ellicott City
Maryland
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Files
Aug 27, 2011
CivUp 1.1.zip (153 KB) (Log in or Register to download.)
This variant is my attempt to shorten the game so it can be enjoyed more often, with an additional goal of putting more emphasis on Civilization Cards. The current file contains corrections and clarifications, and completely replaces the original file. Thanks for your interest.
Downloads:71
Mar 10, 2011
CivUp.zip (152 KB) (Log in or Register to download.)
This variant is my attempt to shorten the game so it can be enjoyed more often, with an additional goal of putting more emphasis on Civilization Cards.
Downloads:83
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How much playtesting has gone into this?
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  • Posted Thu Mar 17, 2011 2:59 pm
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Tom Eskey
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Ellicott City
Maryland
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This variant was playtested just nine times at this point. The rules that I posted are the 5th version. The playtests covered 3, 4, 5, and 6 player games (the 7 player game has not been tested yet). With the current version of the rules, the variant seems fairly balanced.

I was hoping that other players would give it a try and provide me with additional feedback. Overall, I think the variant is a fun and viable alternative, although I can't say it's "tournament ready" at this point.
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  • Posted Sun Mar 20, 2011 3:10 am
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Tom Eskey
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Maryland
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This variant was never considered to be a "tournament version" of Adv Civ. It's a fun and quick alternative (4-6 hours) to the full game. My hope is that some players who don't have time for the full game would enjoy this variant.
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  • Edited Wed Aug 31, 2011 2:08 pm
  • Posted Thu Apr 14, 2011 6:57 pm
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Kevin Worth
Canada
Edmonton
Alberta
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Two questions:

Can you clarify the turn 1, specifically how many population expansions and moves are to be done in turn 1?
The rules as written indicate zero, if the population expansion is skipped then people wouldn't be building cities until turn 6. Doing 3 population expansions in turn 1 doesn't really make sense either because most nations would easily be able to purchase one advance from all 5 groups by turn 5. Cities of 2 in turn 3, 5 in turn 4, 9 in turn 5 for 530 civ points.


Are the level 2 calamities used exclusively from turn 7 on? Or are they added to the level 1 calamities?
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  • Posted Thu Aug 25, 2011 12:24 am
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Tom Eskey
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Ellicott City
Maryland
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Kevin,

Thanks so much for the question. Obviously, that was not my intention. I apologize for the error in the summary. I have re-written the Turn 1 sequence to correct this:

Sequence of Play for Turn 1 (Quick Start):

Place one token in a cup for each player.

A. Draw one token from the cup — That player takes actions B through E below in order:

B. Expand population.

C. Move tokens (players may not move tokens into other players’ start zones during Turn 1).

D. Resolve conflicts.

E. Repeat actions B through D until that same player has performed this sequence of actions three times.

Repeat steps A through E until all players have completed the Turn 1 Quick Start.

Note: Once a player’s token is drawn, it is not returned to the cup for the remainder of Turn 1.

Kevin - please let me know if you think this is unclear. Thank you again for asking me about this - it gave me the chance to fix this error that I didn't know existed until now. I appreciate it. I have submitted an update to the documentation to fix and clarify this. In answer to your 2nd question: only Level 2 calamities are used during turns 7, 8 and 9. Level 1 calamities are not used after turn 6.

Tom Eskey
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  • Edited Sat Oct 8, 2011 4:50 pm
  • Posted Sun Aug 28, 2011 3:11 am
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Jonathon Keller
United States

Ohio
We ran a 4-player game yesterday (26 November 2011). We started at noon and were finished at 5:00pm. We all were doing fairly well until Italy got hit with Civil War. That basically ended his game on turn 7. Babylon had a big Flood, but was otherwise not really affected by calamities. He ended up winning.

Comments:

It really seems to pay to hold off building cities until you can build about 3-4.

Calamities are pretty random, even though only one happens to a given player on a given turn.

You don't get quite all the benefits from Civ cards; Pottery, for example, is now just a credit for other crafts. Mining only aggravates calamities. They do add toward your final score, at least.

I spent too much time getting cheap milestone points instead of building many cities and buying expensive Civ cards, which are more easy to acquire earlier in the game than with normal rules, I feel.

Automatic points for number of cities makes it a "richer" game. Overall, enjoyable as a "quick" taste of Adv. Civ, but missing a lot of the excitement and strategy of the Trading sessions. For what it is, though, job very well done!
 
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  • Posted Sun Nov 27, 2011 3:51 pm
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Tom Eskey
United States
Ellicott City
Maryland
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Malgoffen wrote:
We ran a 4-player game yesterday (26 November 2011). We started at noon and were finished at 5:00pm. We all were doing fairly well until Italy got hit with Civil War. That basically ended his game on turn 7. Babylon had a big Flood, but was otherwise not really affected by calamities. He ended up winning.

Comments:

It really seems to pay to hold off building cities until you can build about 3-4.

Calamities are pretty random, even though only one happens to a given player on a given turn.

You don't get quite all the benefits from Civ cards; Pottery, for example, is now just a credit for other crafts. Mining only aggravates calamities. They do add toward your final score, at least.

I spent too much time getting cheap milestone points instead of building many cities and buying expensive Civ cards, which are more easy to acquire earlier in the game than with normal rules, I feel.

Automatic points for number of cities makes it a "richer" game. Overall, enjoyable as a "quick" taste of Adv. Civ, but missing a lot of the excitement and strategy of the Trading sessions. For what it is, though, job very well done!


Jonathon,

Thank you for the feedback. The comments are really helpful.

You're right about Civil War - it is devastating (in this variant as well as in the full game). My current thinking is that for this variant, Civil War can enter the mix only on turns 8 and 9 (instead of turns 7 thru 9). By that point, players have had a chance to buy Music, Drama and Poetry, and perhaps Democracy, to mitigate the effects.

My intention for Pottery was that players with that card reduce Famine losses by four units, in addition to providing credits. But that certainly is not mentioned in my rules summary. Sorry for that omission. And you are right, Mining loses its potential positive impact in this variant. Any suggestions?

Your comments about milestone points are really interesting to me. The idea, of course, was to use milestone points as a substitute for the Age requirements on the AST. But if going for milestone points kept you from maximizing your Civ Cards, maybe this should be eliminated or altered in some way. Again, I would appreciate any ideas that you have.

Thanks again for trying out the variant and providing the feedback. I'm thrilled that you were able to get some enjoyment out of it (and finish in 5 hours).

 
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  • Edited Thu Dec 1, 2011 11:43 pm
  • Posted Wed Nov 30, 2011 11:00 pm
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Jonathon Keller
United States

Ohio
flowgamer wrote:

Jonathon,

Thank you for the feedback. The comments are really helpful.

You're right about Civil War - it is devastating (in this variant as well as in the full game). My current thinking is that for this variant, Civil War can enter the mix only on turns 8 and 9 (instead of turns 7 thru 9). By that point, players have had a chance to buy Music, Drama and Poetry, and perhaps Democracy, to mitigate the effects.

My intention for Pottery was that players with that card reduce Famine losses by four units, in addition to providing credits. But that certainly is not mentioned in my rules summary. Sorry for that omission. And you are right, Mining loses its potential positive impact in this variant. Any suggestions?

Your comments about milestone points are really interesting to me. The idea, of course, was to use milestone points as a substitute for the Age requirements on the AST. But if going for milestone points kept you from maximizing your Civ Cards, maybe this should be eliminated or altered in some way. Again, I would appreciate any ideas that you have.

Thanks again for trying out the variant and providing the feedback. I'm thrilled that you were able to get some enjoyment out of it (and finish in 5 hours).



Tom,

We actually did modify Pottery in the way you suggest above, I just didn't mention it earlier. It seems the logical thing to do. However, the best I can come up with for Mining is that it should give extra credits toward Law, Military or Democracy, and that's not much, since most players I know will purchase those before Mining. Maybe Mathematics...?

Without the AST to provide the steps to advancement toward the endgame, milestone points are a fine way to estimate, within the particular game, how "advanced" one civilization is over others. However, players should be warned that these points will not necessarily win the game for them. As players play this variant, they will come to see that, I think.

Cheers, Jonathon.
 
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  • Posted Tue Dec 13, 2011 11:29 pm
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