Unplaced Items:
Buying sea-life attractions for an owned port - a port gets a number - the sea-life attractions produce fish
Owning a vault gives you the right to roll 3 dice and then choose your resource harvest from 2 of those dice.
Use a Raft / Boat to circle the outside of an the island - cost of fish
Off the cuff ideas:
Add a ark which will cost 1000 resources and use it in a flood or Tsunami situation
Caravan Enhancements
New Caravan Features
Build an oasis on a desert hex. Your camels and get refreshed.
Open questions - what does an oasis look like? How do your camels get refreshed?
What is required to merge two caravans?
Camels can leave portals - put a code on two hexes just like you do for battle. The camel can enter the portal and appear at the other one as part of the dice roll without costing extra wheat to traverse the distance.
New Resource / Hex Suggestions
Artifact - maybe an off-chute of the desert
Gold - Turn an ore hex into a gold mine
Artifact - have a hex where you can perform an archeological dig and get an artifact resource card. This could be used in building museums...
New Hex Types
Iceberg - you boat or raft must sail around it.
Volcano - could be used for geothermal power or for a destruction event.
Jungle
Gold Field
Event / Quest Cards
Adding quest cards #13-#?? (Roll 4 + Dice) to pick the card you get until such time that actual cards are available.
New Quest / Event Cards - Allows you to perform a special action based on what the card states
Quest cards allow you to take on monumental building tasks such as add the great wall of china to an island or build and intermediate giant stone henge which grants you a large quantity of victory points. When you buy a quest card, the card will be picked by the roll of one or two yellow dice.
Quest Card
0 Points
1
1
1
1
1
1
0
Quest Card #13: Build a medium stone henge with a circle of 6 hexes surrounding one in the middle.
Quest Card #14: Build a Crop Circle
Quest Card #15: As above, so below - build monuments in the shape of a star constellation
Quest Card #16: Build a sky city on a hex with 6 pillars
Quest Card #17: Establish a shared road agreement with another settler
Quest Card #18: Build the circle of OG - 4 outers rings with single ring connectors
Quest Card #19: Discover a gold mine on your owned Ore hex
Quest Card #20: Build an underwater stone henge on a water tile
Quest Card #21: Build a Settlement
Quest Card #22: Build a City
Quest Card #23: Build a walled city
Quest Card #24: Build an ancient city
Quest Card #25: Build a stone henge pillar
Quest Card #26: Build a castle
Quest Card #27: Build an obelisk
Quest Card #28: Build a great pyramid
Quest Card #29: Build a tower of babel
Quest Card #30: Build a fort
Quest Card #31: Build an amphitheater
Quest Card #32: Build an industrial road
Quest Card #33: Build a guarded road
Quest Card #34: Build a bridge
Quest Card #35: Get a whale for a seaport attraction
Quest Card #36: Start a caravan - get one free camel
Quest Card #37: Start an army - get one free war elephant
New Hex Angle Structures
Bridges - Industrial Roads - Guarded Roads - Great Wall
Bridges
Receives 2 resources of the hex type on a dice roll.
Diamond home improvement has long strips of molding that may work well for this.
Bridges
2:1 Point(s)
0
2
0
0
2
0
0
Industrial Road(s)
Built around an owned hex
An industrial road can be simulated by placing two roads side by side
Allows more resources to be transported
Produces + 1 resource per industrial road
Regular road is 3/16
Industrial road is 1/4
Guarded Road is 3/8
Industrial Road - 1 Pts
2
2
0
0
0
0
0
6:1 Points
Guarded Road
Each guarded road comes with 1 Knight - (Dev Card Knight)
A guarded road can be simulated by placing 3 roads side by side
Camels cannot cross guarded roads
Regular road is 3/16
Industrial road is 1/4
Guarded Road is 3/8
Cost to Implement
3/16 roads are $2 for 24 inches - 5 sticks = $10, 11 * 5 = 55 roads (11 roads per foot)
1/4 roads are $1 for 48 inches - 5 sticks = $5, 44 * 5 = 220 roads (11 roads per foot)
3/8 roads - (stone henge lentils) - $1.42 * 5 = $7.10, 33 * 5 roads = 165 roads (6 roads per foot)
Guarded Road(s)
1 Point(s)
2
2
0
0
0
0
1
New Hex Centers
This section shows the requirements / cost for structure that can be placed into an owned hex.
Sphinx
# Resources on dice roll
A Sphinx was a hand on a clock that pointed to a location in the 12 constellations as procession took place.
A Sphinx also acted as a guardian for the Great Pyramid.
A Sphinx is an add on like an obelisk to a hex - not a replacement for the center structure.
Sphinx(s)
125 Points
0
0
0
0
125
0
0
Light house(s)
100 resources on dice roll
Built on a costal hex
If you have a boat per port - you get double resources on a dice roll so that your commerce customers don't run into rocks.
Light House(s)
150 Points
0
150
0
0
150
0
0
UFO on Great Pyramid(s)
1000 Resources on dice roll
You must have 3 universities & 2 Libraries to add a UFO
UFO(s)
1000 Points
0
0
0
0
1000
0
0
Fort
Produces trained troops at the same rate of a regular harvest on standard hexes.
A fort hex does not produce resources.
Fort(s)
75 Points
0
75
0
0
0
0
75
Amphitheater
Receives 500 resources of the hex type on a dice roll.
The concept of this hex center structure will enable you to build libraries, universities, markets, great halls, chapels and other such items.
Amphitheater(s)
100 Points
0
0
0
0
175
0
0
Hex Corners
To be described...
Moi(s)
Receives 175 resources of the hex type on a dice roll.
Moi(s)
250 Points
0
25
0
0
300
0
0
Gobekli Tepe T shared pillar(s)
Receive 150 resources of the hex type on a dice roll.
T shape(s)
400 Points
0
0
0
0
500
0
0
HBlock(s)
Receives 75 resources of the hex type on a dice roll.
HBlocks
450 Points
0
0
0
0
250
0
0
Long build turns
As the game progresses, and build time becomes longer for a player, then the floor is available for open building. This will keep the game from getting boring.
Battle Time
If a long battle is taking place, other players may build as long as they do not build in the fighting area.
Game Strategies
New techniques for game play
[Hex Claimer]
Use roads to claim hexes before building structures
[Port King]
Target a monopoly
[Isolation Master]
Use roads to section off parts of an island so that other settlers cannot cross them
[Island Master]
Use the entire resources of an Island
[Hex Monopoly]
Own all the hexes of one type of resource in the game.
Currency
Gold
Gold Exchange
You can exchange resources for gold once you have a palace.
I recommend using gold resource cards instead of representational tokens.
Resources | Gold |
---|---|
3 : 1 @10 resources | 1 |
2 : 1 @30 resources | 1 |
1 : 1 @100 resources | 1 |
New Tokens
A new token will be added to indicate that an owned hex produces resources on all dice roll numbers. This is not a new feature just a way to keep less items on the game board. The token will be an A if available.
Purchasing Soldiers
The cost of a war license is 25 gold & 1 gold per turn per soldier.
Hiring the Robber
You can hire the robber to rob and owned hex and you must own a hex on a desert outpost.
Knights can fight against the robber.
Robbers cannot break into vaults.
3 Dice Probability - Pip Table
This section explores the concept of rolling 3 dice each turn instead of 2.
The table below shows the percentages of each number and its pips.
Number | Probability |
---|---|
3 * [1 pip] | 1 - [0.463%] |
4 * * [2 pips] | 3 - [1.389%] |
5 * * * [3 pips] | 6 - [2.778%] |
6 * * *, * [4 pips] | 10 - [6.630%] |
7 * * *, * * [5 pips] | 15 - [6.944%] |
8 * * *, * * * [6 pips] | 21 - [9.722%] |
9 * * * ,* * *, * [7 pips] | 25 - [11.574%] |
10 * * * ,* * *, * * [8 pips] | 27 - [12.5%] |
11 * * * ,* * * ,* * [8 pips] | 27 - [12.5%] |
12 * * *, * * * ,* [7 pips] | 25 - [11.574%] |
13 * * *, * * * [6 pips] | 21 - [9.722%] |
14 * * *, * * [5 pips] | 15 - [6.944%] |
15 * * *, * [4 pips] | 10 - [6.630%] |
16 * * * [3 pips] | 6 - [2.778%] |
17 * * [2 pips] | 3 - ]1.389%] |
18 * [1 pip] | 1 - [0.463%] |
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