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Expansion for Sid Meier's Civilization: The Board Game
Sid Meier's Civilization: The Board Game – Wisdom and Warfare
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- Published
- 2013
- Reach
- Known (via base game)
- Players
- 2–4
- Play time
- 180 min
- Weight
- Not enough ratings yet
- Ratings
- 0
- Civilization
- Expansion for Base-game
- Exploration
- Negotiation
How it plays
No rules summary yet for this game.
Main mechanics
- Hand management
- Action programming
- Trading & negotiation
- Hand management: Timing which card to spend is the core puzzle.
- Action programming: You commit to moves in advance and watch them play out.
- Trading & negotiation: Deals between players move the game forward.
Full publisher description
In Sid Meier's Civilization: The Board Game - Wisdom and Warfare , six new civilizations join in the battle for supremacy: Aztecs, English, French, Japanese, Mongols, and Zulu each with its own special powers. Along with the new civilizations comes new technologies, relics, wonders, and culture cards. An alternative set of combat cards in which each unit now has separate Strength and Health values is provided for more tactical battles. With these new cards, a battle's winner is determined by comparing the total health minus the wounds of each side, plus any combat bonuses. Even if you can't completely kill a unit, damaging it will still have an effect on future turns. Wisdom and Warfare also provides the rules for a new city action, Starting a Building Program , which is a power-up for when that city produces something. This expansion also includes Social Policies that civilizations can adopt, such as Rationalism and Organized Religion , and these policies offer options and provide bonuses for long-term planning.
How this expansion changes the base game
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