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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