You have created towering wonders to stand the test of time, built vast cities populated by the greatest minds in history, and tamed sprawling wilderness in the name of progress. Now, prepare to guide your civilization to new heights of power and influence.
Build your empire even more efficiently with Wisdom and Warfare, the second expansion for Sid Meier's Civilization: The Board Game! New unit cards make combat more tactical than ever, while the addition of Social Policies help shape the direction of your growing civilization and refine your government. With six brand new civilizations, new map tiles, and more, the Wisdom and Warfare expansion helps your civilization become greater than you ever imagined.
New Civilizations On the Rise
“Victory belongs to the most persevering.”
Six new civilizations enter the race to greatness in Wisdom and Warfare. Take on everything in your path on horseback with Genghis Khan and his Mongols, or explore new lands with Montezuma and the Aztecs. The English, led by Queen Elizabeth and her Navy, excel at building shipyards and sailing across water spaces.
Meanwhile, the chivalrous Japanese and their feudal empire, led by Shogun Ieyasu Tokugawa, can research tech at a lowered cost, making them powerful adversaries in the race to space.
Legendary general Napoleon and his French forces are prepared for battle with a built-in combat bonus, while Shaka and his fierce Zulu warriors are uniquely positioned to explore villages and huts, gaining valuable bonuses as they do so. Each new civilization brings its own path to victory – and with them, even more strategic options for players.
New Options at Home and Abroad
“Conquering the world on horseback is easy; it is dismounting and governing that is hard.”
– Genghis Khan
Every civilization could use a little guidance during its rise to power. Social policies offer just that, and your civilization can now adopt them. These policies, which expand the role of your government and provide long term strategic options for your empire, also help to shape your growing civilization. For example, adopting Military Tradition allows you to build a military unit for free each turn, while adopting Patronage allows you to draw culture cards each turn at a reduced cost.
Combat is a necessary evil while empire-building, and for some civilizations, it is the key to domination. Optional replacement combat cards make battling rivals even more tactical. Combat cards now have both strength and health values, which means your military engagements are now resolved by a new method of determining combat value at the end of each battle.
Battles are now resolved as shown in the following example:
Player B has a Pikeman in play with a “3” for both strength and health value. Player A, his opponent, plays his Rifleman on the same front. The Rifleman has “3” his strength value, and “5” for his health value. He shoots and deals three wounds to the Pikeman unit, which kills it, but the Pikeman is able to get one good strike in before he meets his end, and deals three wounds in return. Three wound tokens are placed on the Rifleman unit to record this damage.
Once both players have played all of the battle forces in their hands, the battle is over. Before the wound tokens are removed from surviving units in battle, the players add together the health values of their surviving units, and subtracts the total number of wounds from their surviving units. Then, the value of the combat bonus card (if a player has it) is added to determine the final combat value. The player with the highest total is the winner.
In this example, Player A’s surviving units have a total health value of 10, and have sustained 7 wounds. Player B’s surviving unit has a total health of 4, but has sustained 3 wounds. Player A has a Great General (+4 combat bonus) and Player B has a Barracks (+2 combat bonus), so Player A takes the combat bonus card and sets it to +2 (to represent the difference in their bonuses). Player A has the highest total combat value (10 - 7 + 2 = 5) and wins the battle.
Previously, combat value was determined by strength of surviving units, plus combat bonus card value, if applicable. Using health value of surviving units, minus wounds suffered, plus combat bonus card, means that wounds that don’t kill a unit still impact the outcome of battle, making combat more tactical and realistic.
Memorialize Your Greatness
“Impossible is a word to be found only in the dictionary of fools.”
The Wisdom and Warfare expansion includes six new wonders to make your civilization even more impressive! From the ancient Great Lighthouse, which helps your city generate trade, to the modern Pentagon, which boosts your military performance, these marvels make sure to show your opponents that your civilization is supreme.
Constructing wonders for your civilization requires high production. Fortunately, cities now have the choice of a fourth city action – starting a building program. A building program is a power-up for production in a city’s outskirts when that city produces a figure, unit, building, or wonder.
With twelve new map tiles, two new relics, nearly one hundred and fifty new cards, and more, the Wisdom and Warfare expansion for Sid Meier’s Civilization: The Board Game provides great new options to help build your civilization to incredible new heights.
|14+||2 - 4 ||2 - 4 hrs |
The copyrightable portions of Sid Meier’s Civilization: Wisdom and Warfare is © 1991-2013 Take-Two Interactive Software, ©2013 Fantasy Flight Publishing, Inc. Take-Two Interactive Software, Inc., 2K, 2K Games, Firaxis Games, Sid Meier's Civilization V, Civ, Civilization, and their respective logos are trademarks of Take-Two Interactive Software, Inc. Fantasy Flight Supply is a trademark of Fantasy Flight Publishing, Inc. All rights reserved to their respective owners