A Beginner's Guide To
Civilization (Part Two)
By Gihan
Bandaranaike
This
article assumes the optimum 7 players playing the original "basic"
boardgame. Part 1 dealt with game mechanics. Part 2 deals with strategies,
concentrating on openings for each culture. Part 3 will deal with card analysis,
strategy changes due to less players, rule changes in the Advanced game and will
also give rules for "Hybrid Civilization" which incorporate the best
aspects of the Advanced game whilst utilising components from the basic game
only.
THE
PROGRESS CHART
The
Progress Chart has 5 Epochs. Cultures start in the 1st Epoch, the "New
Stone Age". 2 cities are required to enter the 2nd Epoch, the "Early
Bronze Age". Civilization Cards from 3 different groups are required to
enter the 3rd Epoch, the "Late Bronze Age". 7 Civilization Cards are
required to enter the 4th Epoch, the "Early Iron Age". Civilization
Cards totalling 1000 points are required to enter the 5th Epoch, the "Late
Iron Age". In addition, in this last Epoch, values are listed on the Chart:
a culture requires the stated value in Civilization Cards, Trade cards and tax
tokens in order to enter, remain in and leave the square. The "winning
post" has no requirements. If more than 1 culture finishes simultaneously,
the winner is the culture with more points, including Trade cards and tax
tokens.
The
Progress Chart, a term used in the Gibsons game, is called the Archaeological
Succession Table (AST) in the Avalon Hill version (hence "AST order"
is the same as Progress Chart order). The position of cultures on the Progress
Chart, and not their size on the map, is the true indicator of who is winning as
the game is a race to fufill all the requirements on the chart and finish first.
Cultures
have different starting locations and so some have geographical advantages
whilst others are disadvantaged. Hence cultures have different Epoch entry
times, some early (hard) and others later (easy), in order to maintain play
balance between the cultures. Study the Progress Chart and know the starting
zones of all cultures before choosing your culture.
CHOOSING
YOUR CULTURE
Looking
at the board, a player will see that Africa and Egypt are isolated in the south,
Crete starts in the centre and the other 6 cultures start in the north-west
(Italy, Illyria, Thrace) and north-east (Asia, Assyria, Babylon). As land and
city site shortages exist, new players should realise that to have all 3 NW or
NE cultures in a game will create a lot of congestion in that area and undesired
conflict. In most 7 player games, the 2 cultures not played will be 1 of the NW
and NE cultures. In fact, a game of experienced players will avoid the Italy/Illyria
and Assyria/Babylon combinations.
However,
you cannot legislate for beginners who do not appreciate congestion nor for
players who have an irrational liking for playing a culture. Hence games with
all 3 NW or NE cultures will occur. So, if picking your culture early and unsure
of the players, as you do not want to start in a congested corner due to later
choices, avoid the northern cultures - or, better still, ask if you can pass and
choose last. As a personal preference, if with players who know the "4 City
Opening" (detailed below), choose Thrace otherwise choose Egypt. Crete,
Africa and Asia are next best, with Italy preferable to Illyria and Assyria to
Babylon. However most cultures have their merits.
THE
4 CITY OPENING
The
first problem a culture encounters is acquiring Civilization Cards from 3
different groups to enter the 3rd Epoch. The cheapest way is with Mysticism
(30pts) and Pottery/Clothmaking (45pts) as Mysticism is in 2 groups. Egypt and
Babylon are required to enter the 3rd Epoch in turn 7. But obtaining 75 points
of Trade cards and taxes by turn 7 is not hard. There are only 3 Mysticisms. As
cultures low down on the Progress Chart order choose first when acquiring
Civilization Cards, this means the cheapest option is not available to cultures
high up on the Progress Chart order. The next cheapest way is to get
Architecture (80pts), another 2-group card, instead of Mysticism, which is 125
points by turn 8 or 9. This is far harder and dependent on skillful trading,
hence risky. How much easier it would be for the cultures high up on the
Progress Chart to somehow acquire Mysticism. The 4 City Opening achieves this -
and also sabotages those cultures who expected to acquire Mysticism in order to
advance into the 3rd Epoch.
The
4 City Opening is available to Italy/Illyria/Thrace assuming only 2 of them are
in the game. It is also usable by Asia and/or Assyria who, seeing the threat the
4 City Opening poses, have opted to react similarly. In the Avalon Hill game,
with its different starting zones, Africa can also do this opening. It is simply
the doubling of population for 5 turns to 32 tokens whereupon 4 cities are built
at city sites, leaving a minimum 8 token city support. Next turn, at 16 tokens,
a 5th city is built leaving a minimum 10 token city support. The plan is to ally
with another culture also doing the 4 City Opening and, taking 4 Trade cards
turn 5 and 5 Trade cards turn 6, one culture has 4 Grain (64pts) and the other
has 4 Salt and 2 Cloth (68pts). Together with other Trade cards and taxes, the
75 points required is always achieved - in turn 6!
Note
3 cultures can ally in a 4 City Opening for greater effect, one with 6 Salt
(108pts), another with 6 Grain (144pts) whilst the third gets 3 Cloth (45pts)
plus all the other Trade cards (27-88pts), but this requires trusting Trade to
engineer. In this case, although the temptation exists to acquire Mysticism and
sabotage other cultures, the players should hold on to their half-sets with the
intention of trading for a full set in turn 7 (the third player, who holds 15
trade cards, should buy Mysticism with his non-Cloth cards).
STRATEGIES
FOR CULTURES
There
follows a quick resume of recommended strategies for each of the cultures. It is
beyond the scope of this short article to give detailed strategies. City sites
are referred to by the names given to them on the Gibsons game. For full
understanding, the Gibsons map should be laid out in front of you. Apologies to
those who own the Avalon Hill game which does not name city sites.
AFRICA
Africa
must first make it clear that Sicily and Cyrene are African. Egypt, with
plentiful city sites, will concede Cyrene but Sicily will be a problem if all 3
NW cultures are in play. Hence don't choose Africa if this is (or could be) the
case! Africa enters the 2nd Epoch at end of turn 5. In the Gibsons game, Africa
can only achieve a 31 Census in turn 5 (because, turn 4, the 16th token must be
placed in a "3" zone, usually Carthage, hence does not double). Even
then, Africa is unable to build Cyrene hence usually builds Leptis, Hadrumentum
and Carthage, the latter cities severely limiting sea raids. A poor opening,
recommended only if all 3 NW cultures are in play.
A
better opening would be in turn 4 (when at 16 tokens) to use 2 tokens to build a
Ship at Hadrumentum and ferry over 5 tokens (embarking at Hadrumentum and
Carthage) to the 5 total population of Sicily. Thus, in turn 5, with a Census of
28, Africa builds Syracuse and Leptis to advance into the 2nd Epoch - and has
sufficient land for the remaining 16 tokens to occupy and continue doubling. In
turn 6, Panormus, Cyrene and Hadrumentum are built (note that Africa must
advance westward from the start to be able to build Cyrene in turn 6). Carthage
is always built as late as possible as it is fertile and a platform to stage sea
raids. Of course, if Italy is not in play, only 3 tokens disembark in Sicily
with the other 2 tokens landing in Italy to partition Italy with Illyria. Africa
is in a very strong position in a game without Italy.
Africa's
9 potential cities are: Carthage, Hadrumentum, Leptis, Cyrene, Panormus,
Syracuse, "1" zone in SW corner, "1" zone south of Cyrene
and 1 other (due to its lack of city sites, Africa should build map-edge
12-token cities which are very safe from attack, the latter closing the Egypt
border which keeps Egypt happy). However, to support 9 cities requires
Agriculture or tokens outside its usual area. But, due to its easy Epoch entry
times, Africa does not need to have 9 cities to win.
ITALY
/ ILLYRIA / THRACE
Assuming
only 2 of Italy/Illyria/Thrace are in play, they should do the 4 City Opening.
One culture builds Tarquinii, Cumae, Tarentum and Apollonia, building 2 Ships
with tax to build Corcyra as the 5th (and Olbia as the 6th). The other culture
builds Istrus, Odessus, Byzantium and Potidaea, building 2 Ships with tax to
build Chalcis as the 5th (and Eretria as the 6th). Engineering this can be
tricky (remember co-existence) so plan your expansion carefully to ensure these
cities can be built in turn 5 and 6. No further city sites can be gained unless
you negotiate well otherwise you will end up annoying one of Africa, Crete or
Asia. So to build more cities peacefully requires building 12-token cities in
the "1" zones, ideally inland as your cities are coastal. Of course,
should a neighbouring culture not be in play, that is the direction to advance
and the allocation of city sites will be different. Like Africa, with easy Epoch
entry times, Italy/Illyria/Thrace do not need to have 9 cities to win. Unlike
Africa, these cultures do not have fertile land problems to support their cities
so they can be generous when conceding non-city site zones to Crete who has
severe land problems.
If
all 3 NW cultures are in play, they are at a severe disadvantage unless Crete is
not in play. In this scenario, Illyria advances south every turn to reach Athens
in turn 5 and to take over Crete's traditional role in the Aegean. Even so, the
NW cultures are unable to do the 4 City Opening and so Italy and Illyria may
have problems entering the 3rd Epoch in turn 8 (Thrace enters it in turn 9).
CRETE
Crete
is tricky to play. Its opening needs careful thought and it suffers from a
chronic fertile land shortage whilst being a target due to its access to
plentiful city sites. Crete is for the negotiator as it must concede city sites
for fertile land with neighbours. It must also take a low-Census strategy with
many Ships as a mobile reaction force because its cities are central and
coastal, hence are very vulnerable, especially to cultures with Astronomy.
However, Crete does have easy Epoch entry times to compensate for its perverse
glut of city sites.
The
opening for Crete is, in turn 3 (on 8 Census) to use 2 units to build a Ship in
Knossos. 5 tokens are then transported to Sparta, Corinth and the "2"
zone north of Corinth. To ensure Illyria does not already occupy this last zone,
urge the 2 NW cultures to adopt the 4 City Opening and, if that doesn't work, as
Crete moves after Illyria in turn 3, threaten to evict his tokens by attacking
with 3 tokens. But a sensible Illyria will co-operate and concede. They should
also give you the "2" zone west of Potidaea in turn 4 (after all, they
have the very fertile lands in the NW) on the understanding that you concede
Corcyra, Chalcis and Eretria to them. However, so bad is your fertile land
shortage that you must, later on, persuade Asia to concede coastal non-city
sites in the east; as Asia has no land problems, it should co-operate,
especially as you are not disputing mainland city sites.
Once
5 tokens are on the mainland, they double to occupy adjacent zones in turn 4
and, in turn 5, Sparta and Mycenae are built. Meanwhile Crete has 4 tokens from
the 1 token left behind in turn 3. In turn 6, 4 taxes are used to build 2 Ships,
at Athens and Knossos. The former picks up 4 tokens at Athens, drops 1 at Thera,
picks up 2 at Phaestus and drops 5 at Rhodes. The latter picks up 4 tokens at
Knossos, drops 1 at Rhodes and the other 3 in Cyprus (ask Asia if you can drop
any in Turkey but a wise Asia will refuse this concession early on). You build
Rhodes and Corinth to leave 6 tokens on the mainland (including Athens) and 2 in
Crete. You also can keep all 6 Trade Cards you hold at the end of turn 6. In
turn 7, with a 24 Census, you build Salamis and Athens to give you 6 cities and
12 tokens to support it (but you must use taxes to build 2 Ships in mainland
Greece and Crete to ferry over 2 excess tokens from mainland Greece to Cyprus).
With your 12 Trade cards, you hopefully Trade for a good set and acquire useful
card(s), ideally Agriculture.
Note
that Crete has until turn 9 to get 3 different groups hence Crete does not need
to acquire 2-group cards, preferring cheap and useful cards in order to make the
4th Epoch's 7 Card entry requirement. Crete is able to buy several cheap cards
due to its 1200 finishing requirement. Notice also how no cities are not built
in centrally located Crete, the population source, unless it is a last option.
This is especially true of Knossos, the only "3" zone in the vicinity,
far more valuable for city support.
Following
the above opening, Crete's 9 cities are: Knossos, Phaestus, Thera, Sparta,
Mycenae, Corinth, Athens, Rhodes and Salamis. However, finding the land for 18
city support is a problem. Crete, like all cultures high up on the Progress
Chart order does not need 9 cities to win. But, if ever in that position (which
is easy if the land can be found for city support), Crete can then coast to a
victory due to its easy Epoch entry times and 1200 points finishing requirement.
But experienced players will not allow Crete to achieve this 9 city dominance
and the easiest method is to attack its meagre city support tokens and capture
its scarce non-city lands.
More
than the obvious acquisitions of Astronomy and Clothmaking (very aggressive),
Crete must acquire Agriculture early to alleviate its land shortage. Otherwise,
it finds itself vulnerably spread out all over the board, forced to filling gaps
due to the range of its Ships and its usual later movement.
Only
if all 3 NW cultures are in play or you get a hostile Illyria unwilling to
concede land or Asia is not in play should Crete alter its opening and open
eastward in its turn 3 ferrying. But all 4 tokens must be placed in the eastern
mainland if 6 cities are to be built by turn 7 (not a problem if Asia is not in
play). Hence this is not the ideal opening. Nevertheless, Crete should still be
able to coast into the 3rd Epoch despite opening east but may have problems
acquiring 7 Civilization Cards for the 4th Epoch without suffering a set-back.
ASIA
/ ASSYRIA
Asia
and Assyria are very straight-forward to play, assuming only 2 of the NE
cultures are in play. In turn 5, with 32 Census, they build the minimum 2
cities, ideally in sites which can't be attacked next turn (or build a Ship next
turn to ensure 6 units in Stock to avoid surrenders). In turn 6, with a 40
Census, they build another 4 cities, leaving 16 units to support 6 Cities. And
so on, expanding at a doubling rate and building cities so that sufficient
tokens are in Stock after tax to expand fully. In such a scenario, Asia should
expand west at every opportunity and build the following 9 cities: Trapesus,
Hatussas, Kanesh, Gordion, Troy, Sardis, Miletus, Aleppo and Palmyra. Asia
should avoid isolating its tokens in northern Turkey by building cities around
it. Also refuse Crete entry to mainland Turkey if asked early on as they will
breed and be hard to expel. Later on, once Asia is stable, to avoid a war, allow
Crete a few coastal lands in south Turkey as Asia has plentiful land.
Meanwhile,
Assyria should expand south at every opportunity and build the following 9
cities: Nineveh, Assur, Mari, Damascus, Jericho, Susa, Babylon, Lagesh, Ur (they
all are inland cities!). The key strategic "3" zone south of Assur
must be Assyrian (non-negotiable).
Note
that there is a bit of leeway here: should Thrace claim Troy (common and
historical), Asia can build Sidon instead (Egypt still has 9 city sites). So,
when there are only 2 NE cultures, there is neither land or city site shortages.
As a result, Asia and Assyria have hard Epoch entry times and require 1400
points to finish. Hence they cannot afford to buy cheap cards with cheap
commodities (they can just about afford to take the cheapest way of entering the
3rd Epoch) and so need to build 9 cities to do well and advance without
set-backs.
The
first setback they may encounter is if the NW cultures do the 4 City Opening. In
this scenario, these cultures must either risk good trading to achieve 125
points in turn 8 or react with a 4 City Opening as well (to pre-empt and take
Mysticism before them) or one of them can offer to join the 2 NW cultures as a
3rd trading ally, which means Mysticism is usually spurned for better Cards.
The
major problem is if all 3 NE cultures are in play. In this case, Assyria usually
builds Aleppo, Palmyra, Sidon and Tyre whilst losing Babylon, Susa, Lagesh and
Ur as a minimum to Babylon who will usually insist on more and if refused, will
attack Assyria. As can be seen, no culture will be happy with this congestion as
it results only in widespread, wasteful conflict. So, like 3 NW cultures, avoid
having 3 NE cultures in play.
BABYLON
Babylon
shares the same lands as Assyria, who starts extremely close by, whilst not
being able to reach city-rich Palestine as fast as Assyria and having even
harder Epoch entry times. This would be balanced by its position lower down on
the Progress Chart order. However, the fact that Babylon is required to build 2
cities very early in turn 4 to enter the 2nd Epoch, keeping it small, makes it a
far inferior choice to Assyria.
No
experienced player will choose Babylon if Assyria has already been chosen (if
Assyria has not been chosen, the player will choose Assyria instead). In the
situation where, choosing last, Asia and Babylon remain unchosen, an experienced
player will usually choose Asia and give Babylonia to Assyria. The reason for
the Babylon/Assyria incompatibility is simple: Babylon must build 2 cities in
turn 4 to not suffer a set-back which means it must not lose a single of its 16
tokens in turn 4 as the remaining 4 tokens after building 2 cities are required
for city support. Babylon moves after Assyria in the equal Census early turns
hence can react to any Assyrian attack. But Assyria can place 2 tokens in turn 4
in each of the 7 city sites within Babylon's reach, hence to build any city will
necessitate a conflict and a loss of Babylonian tokens (Assyria can afford to
lose tokens) hence Babylon must suffer a set-back! An Assyria who finds himself
with Babylon should use this threat to ensure Assyria gets Nineveh, Assur and
Mari and make Babylon feel grateful for the concession of the cities by the
floodplains. To actually cause Babylon a set-back, though fun in a spiteful way,
will only cause trouble and create a warring neighbour so is not advisable; the
threat is good enough.
In
a game without Assyria, Babylon does well, claiming the same 9 cities which
Assyria usually gets. However, due to its 2 city build requirement in turn 4
(don't build floodplain cities until last), Babylon must re-expand to a 32
Census in turn 7 when another 3 cities are built. It then has 11 Trade cards in
which to hopefully gain the 75 points cheapest entry method to the 3rd Epoch.
But, when compared to Assyria who has 6 cities in turn 6, Babylon is obviously
inferior to Assyria.
Also,
Babylon is helpless if the 2 NW cultures adopt the 4 City Opening as they, along
with Egypt, will take the 3 Mysticisms. Babylon is almost certainly unable, in
turn 7, to achieve 125 points, the next-cheapest method of entering the 3rd
Epoch, hence must suffer a set-back. If it does manage to buy Mysticism and
advance by spending 75 points, it is then unable to buy any more cheap
Civilization Cards (because, if it does, it is very difficult to finish on 1400
points due to a maximum 11 Civilization Cards). Babylon's extremely difficult
Epoch entry times is a flaw in the basic game (easily rectified by a house rule
of postponing its 2nd Epoch entry time to turn 5).
EGYPT
Whilst
Egypt, like Babylon, also must build 2 cities in turn 4 and must acquire 3
different groups in turn 7, Egypt is not as disadvantaged and has an isolated
position, fertile lands and plenty of city sites to make it a personal favourite.
It is not hurt should 2 cultures adopt the 4 City Opening as it has first choice
for the 3rd Mysticism. When 3 cultures adopt a 4 City Opening, they will keep
their 6-commodity sets and go for the full set and better cards. Hence Mysticism
is almost guaranteed and, unlike Babylon, Egypt can afford to buy a few more
cheap Civilization Cards as it only needs 1300 points to finish. Also, despite
also having to build 2 cities in turn 4, Egypt does not have Babylon's problem
with Assyria as there is no neighbour to sabotage its progress.
Egypt's
best opening is to ensure that, by turn 4, a token is in Jersusalem, Petra and
the "1" zones of the Sinai peninsula whilst 12 tokens build
Hieraconpolis and Thebes (non-floodplain cities). This requires a bit of
planning and a limited expansion northward. Having established your foothold in
Palestine, Assyria/Babylon will not deny you Jersualem, Petra and 1 other (ask
for Jericho and settle for Sidon). If the 2 NE cultures have carved their cities
amicably, there may be a spare city site in Palestine which you should try to
claim instead of building Akhentaen which is a highly fertile "5"
zone.
On
the western front, magnanimously concede Cyrene to city site-hungry Africa on
the condition that Africa later builds a 12-token city in the "1" zone
south of Cyrene - and has no tokens east of these 2 cities (this is not
unreasonable and is part of African strategy). Thus, building Jerusalem and
Petra, with the 2 African cities in the west, by mid-game Egypt has effectively
closed up both land borders with fort-like frontier cities. Also, most of its
cities are inland whilst the coastal cities can be continually reinforced
against armadas with excess population. This is an almost impregnable situation
if it is ever achieved. Experienced players will not allow Egypt to achieve such
security.
Egypt's
early strategy follows Babylon; in turn 7, it must build 3 cities (Memphis and
any 2 Palestinian cities - don't close up the eastern border before building
either Sidon or Jericho). With 11 Trade cards and tax, it is not hard to buy
Mysticism plus Pottery (75 points) and enter the 3rd Epoch. The remaining Epoch
entry times are also very early hence hard to achieve unless it builds all 9
cities: Hieraconpolis, Thebes, Akhentaen, Memphis, Sais, Tanis, Jerusalem, Petra
and Sidon or Jericho. But to support these 9 cities requires either Agriculture
or vulnerable tokens outside Egypt's closed borders hence Akhentaen must be the
9th city and is only built after Agriculture is bought. Alternatively, build a
12-token city in the map edge "1" zone west of Akhentaen as the 9th
city instead of Akhentaen (or negotiate another city in Palestine). But to build
all these cities quickly will require Egypt to build only 2 cities in turn 7 and
an ensuing loss of a Trade card. This decision, like many in the game, is
influenced by the strategies and number of cities of the other cultures.
CATCHING-UP
STRATEGY
A
criticism of the basic game is that if, amongst good players, you suffer a
Progress Chart set-back, it is impossible to cause all the cultures ahead of you
to also have set-backs hence you cannot win.
Well,
it is admittedly very difficult to get back as a front-runner in the Progress
Chart race - but it is not impossible. The trick is (1) not to have another
set-back and (2) ensure those lagging behind work together to sabotage the
progress of front-runners. You may be the only culture behind but if you
sabotage the progress of a vulnerable front-runner down to your level, you gain
an ally to help you sabotage the others. Those lagging behind can only grow in
number whilst front-runners can only diminish. Sabotage the progress of the most
competitive players first as they want to win so will aid you. Leave any players
you can manipulate until later as they will help you against "rival"
front-runners. Leave any immature players until last and try to avoid dealing
the final blow as they will want revenge. Judging a player's reactions to
sabotage is vital here. However, if you are the front-runner and you are faced
with a co-ordinated sabotage strategy, keep friendly and co-operative with
everyone and vow mindless revenge as a deterrent (this is a hollow threat if
you're competitive).
When
lagging behind, point it out during allocation of secondary victims of
Calamities to show you are no threat and should not be a victim. You should be
the benefactor of all Civil Wars. If you track Calamities, try to engineer the
largest culture gets Civil War as you will benefit greatly. Always remember that
your first priority is not have another set-back; only then can you sabotage.
SABOTAGING
TACTICS
The
obvious ploy is a trade embargo; if other players are envious of a player doing
better, they could be persuaded to join in a trade embargo. Of course those
lagging behind will keep to it as they realise they must play negatively to have
a chance of winning. However, other front-runners will want commodities which
the pariah culture has and hence they will usually ignore embargoes.
A
variant that works if you have as many cities as your target (and do not need to
acquire many or expensive Civilization Cards that turn) is to Trade for the same
commodity as your victim wants (because he holds a few of them). Explain this to
all the other players and, as you are behind in the Progress Chart and you also
have what they want, they should Trade it to you instead. Another ploy is to
co-ordinate attacks on a culture. Against a high-Census culture moving first, it
easy for other players to target undefended cities. Against a lean low-Census
culture, the method is to swamp the tokens and reduce cities due to lack of
support. The problem here is the Pyrrhic combat system. Encourage others lagging
behind to attack but avoid attacking yourself unless the city will surrender as
you must always keep your culture strong to avoid another set-back.
The
best way of destroying a culture is with Calamities. Conspire with all other
players to pass all tradeable Calamities to the player. Front-runners, eager to
see a rival front-runner weakened, will co-operate. Also ensure that Calamities
with secondary victims target the player to the maximum. Of course, once the
player has declared 2 Calamities, save any other Calamities for the next turn.
And always follow-up and spoil ensuing coastal city rebuilding as the attacker
loses few tokens to do this.
Once
a culture is a runaway leader with others lagging 2 steps behind, the only
option is reduce it to zero cities. All players should agree on this but this is
almost impossible if the culture has any inland cities, especially if they are
adjacent to other cities, reducing attackable borders (coastal cities can
usually be attacked by armadas using Astronomy). If the leader does not have
Law, players must save 2 Calamities, "Civil Disorder" and
"Iconoclasm & Heresy" until a turn when the runaway leader has no
Calamities whereupon they (and no other Calamities) are traded to him - then
invoke an embargo to prevent Law being bought. Without Law, the victim is
reduced to zero cities and regresses whilst other cultures advance to catch him
up. Organising this should be easy as all players will be united in catching up
a runaway leader.
The
best time for an attack on cities is the turn before entry to a new Epoch as the
attacked culture will be depending on the Trade cards from his cities to help
him fund the Civilization Cards he requires. This is also the best time to
invoke a temporary 1 turn Trade embargo as it is devastating in this crucial
turn. Such embargoes actually work if players do not need sets of commodities
that turn and hence have no reason to trade with the pariah culture that turn.
Further
subtleties in the Trade cards, Calamities and Civilization Cards, which can aid
or protect against sabotage, will be dealt with in Part 3.
Reprinted
from Spring Offensive 39
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