Ambrai's Advanced Civilization
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Never Enough Time to Finish a Game?
I play Civ with between 5-9 players, and our schedules never seem to coincide
for the long periods of time it takes to play the game - So I figured out a
way to "save" the game and pick it up later! Please send me your time saving
tips and I will post them here!
How to "save" the game
How to speed up the game
How we "save" the game:
1) Make photocopies of the map inside the Adv Civ book.
2) Print out a copy of the excel spreadsheet available by sending me mail requesting it. (Sorry, I don't have enough space on my server...)
The spreadsheet is a great way to
record each player's stock, treasury, trade and civilization cards
without forgetting anything.
3) Use colored markers to mark each Civilization's token, city, and
ship placement on the board.
4) Setting up the game will take some extra time. Deal out the trade and
civilization cards to the players according to the spreadsheet. Shuffle
remaining trade cards and calamities together(so yes, its possible to receive
a calamity in the first round!)
5) If the same people are not available, randomly draw Civilization names to
assign players.
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How Bernie Roessler Speeds Up the Game
Civilization is my favorite game, and has certainly obtained "classic" status
among adult boardgamers. Still, I don't get to play it as often as I would
like, due to the difficulty in recruiting enough players willing to commit
to the eight or more hours required for the full game. The following hints
may help players in speeding up the course of the game so that they may get
that extra hour or so of rest before the next days activities (another
Civilization Game, right !) . The suggestions do not change any rules, and
probably include some practices your group already uses . I will (generally)
follow the sequence of play in presenting the suggestions.
Section 17.2 of the Advanced Civilization rules summarizes the core of these
suggestions. It states: "To speed play, in many phases all players may carry
out the required activity simultaneously, as their actions will have no
effect on other players. However, situations often arise in which the
actions of other players are of crucial importance in determining a player's
actions. Players may insist at any time that activities in a particular
phase be carried out in the proper order."
The best way to speed the game, in my opinion, is to have players follow
the advice of the first sentence in the aforementioned rules and move
simultaneously whenever possible. When it is not possible to do so, without
giving other players significant advantages, the trick is to perform the
necessary actions, that may influence subsequently moving players, as
quickly as possible. Here are my suggestions on how.
First, as the game proceeds (no use wasting time doing it before the
game), it is very helpful to arrange your stock tokens in neat rows of five,
and treasury into rows of three on your player's mat. By doing so you will
always be able to quickly determine exactly how many tokens you have in each
pile. It also makes it easy for you (and others) to determine if you have
moved the proper amount of tokens from one pile to the other when paying
taxes, etc. More importantly, it allows you to quickly perform your Census,
when you have a large number of tokens on the board, by subtracting the
number still on your player's mat from the total number available.
At the beginning of the game, all players will have the same number of
tokens on the board until the end of turn four (except Crete). Anyone
reading this will also be aware that any player having more than 18 tokens
in his or her treasury is doing something very wrong.
During the Population Expansion Phase, I have found it helpful for players
to stack the newly placed token on top of the existing token. This helps
players keep track of which tokens have already "multiplied'. Also, first
multiply any tokens adjacent to ships. This allows any players who move
later in AST order and can only be reached by ship to begin their placement.
Next, multiply tokens that are adjacent to other players tokens who are
moving later in the turn. Once this is done, any other placement will have
little, if any, effect on the adjacent players, and they too may begin their
placement.
The same procedure holds true during movement. First of all, the
unstacking of the multiplied tokens will assist in keeping track of which
tokens have already moved. A player should always move his ships first. Once
this is done, a subsequent player who could only be reached by ship, may
begin moving. Next, move all tokens that will be moving into areas adjacent
to players moving later in Census order. Of course, it's possible for two
players on opposite sides of the board to move simultaneously.
One aside here if I may. For some reason in our games, we often forget to
pay for maintenance on existing ships. Because of this, I appoint a ship
monitor to remind everyone to do so. Traditionally, I appoint Babylon to
this job, as it's to the usually shipless Babylonian player's advantage to
remind others to pay the maintenance.
As the rules suggest, it's a good idea to limit trade sessions. A sand timer
seems particularly appropriate for this. This doesn't mean it's too late to
trade cards once time runs out, but that negotiations are over and it's
either take it or leave it.
Make good use of the Civilization Card Credit Chart on the back of the
Advanced Civilization Booklet. At the bottom of the chart, write down what
the actual cost of the card will be to you after deducting all the credits.
Keep plenty of spare copies of this chart around for use as needed. Keep a
couple of calculators handy, and have players plan ahead as to what they
intend to buy as well as alternatives. Photocopy pages 14 and 15 of the
Advanced Rules for novice players, so that they can study what Civilization
Cards will do for them, BEFORE it's time to buy. Experienced players should
assist novices in both calculating credits and choosing which card to buy.
As much as possible, have players begin purchasing new cards while
resolving calamities- though they still won't be able to use the newly
purchased cards to reduce the calamities effects of course.
Finally, take a break from the game! A dinner break away from it all will
make every one more enthused about the end game and, in my opinion, help
speed things along.
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