Happy Friday the 13th!
It’s an “Axis and Allies” theme session of Civilization: The Board Game. Russians, Germans, Romans, and Americans vie for world supremacy. Read what happens with this base game without expansions using the original board game rules. This session of the Civilization board game kicked off on March 13, 2015.
Start with 2 armies and their stacking limit increased by 1. Once per turn, they may move an army or scout into an enemy city and sacrifice it for research a tech known by that civilization. They start with Communism (3rd level) and a Communist government.
Start with 2 extra infantry units. Each time they research a tech that upgrades or unlocks a unit, they build one of that unit (never buildings) for free and gain one resource of their choice from the market. They start with Metalworking (1st level) and Despotism..
Advance one space on the culture track for free each time they build a wonder or city and each time they conquer a city or village. They start with Code of Laws (1st level) and a Republic.
Start with a free random great person in the Capital. They convert 3 trade into 2 production. They start with Currency (1st level) and Despotism.
Russians: 3 trade starting northwest of map.
Germans: 3 trade starting northeast of map.
Romans: 3 trade starting southwest of map.
Americans: 4 trade starting southeast of map with an Artist.
Russia I: Communism
German I: Metalworking
Rome I: Code of Laws
America I: Currency
Communist Russia: Speed 2 (not cross water), Culture hand 2, Stacking 3, Max cities 2
Despotic Germany: Speed 2 (not cross water), Culture hand 2, Stacking 2, Max cities 2
Republic of Rome: Speed 2 (not cross water), Culture hand 2, Stacking 2, Max cities 2
Despotic America: Speed 2 (not cross water), Culture hand 2, Stacking 2, Max cities 2
1.1 Start of turn (Russia)
No new cities or governments.
Russia 3 + 3 trade to 6. 0 coins.
Germany 3 +3 trade to 6. 0 coins.
Rome 3 +3, trade to 6. 0 coins.
America 4 +4 trade to 8. 0 coins.
1.3 City management
Russian capital with 6 production + 2 communism, builds an artillery unit.
German capital with 5 production, harvests an iron resource.
Roman capital with 6 production, exchanges 3 trade for +1 production, builds a trading post.
American capital with 5 production, harvests incense resource.
A Russian army figure moves 1 square and explores a tile to its east with 2 huts. A Russian army escorts a scout moves 1 square south, exploring a tile with 1 hut and village.
A Germany army escorts a scout 1 square west, exploring a tile with 2 huts.
Roman army and scout explore a tile north with 1 hut and village. Water blocks their way.
American army and scout explore a tile west with 2 huts.
Russia: Pottery (I) – trade to 0, culture hand size to 3.
Germany: Navigation (I) – trade to 0, units can cross water.
Rome: None, trade remains at 3.
America: Navigation (I) – trade to 0, units can cross water.
All four powers felt necessary to explore immediately. Poor luck for the Roman Empire to be blocked by water. Feeling necessary to build to their strengths, Rome trades for production for a trading post. Russia expands their military. United States and Germany harvest resources, a result of choosing technology over new buildings.