Contents
- 1 Subsequent Turns in Through the Ages
- 1.1 1. I Have a Plan
- 1.2 2. Actions, Actions, Actions
- 1.3 3. Gotta Keep an Eye on Your Resources
- 1.4 4. Don’t Forget the Military
- 1.5 5. The Age of Progress
- 1.6 6. And the Turn Goes On
- 1.7 7. Make the Most of Your Time
- 1.8 Happiness and Discontent Workers
- 1.9 End-of-turn Sequence
Subsequent Turns in Through the Ages
So, now that we’ve covered the basics of Through the Ages, let’s dive into what happens after the first turn. The game is structured into a series of turns, with each player taking their actions one after the other. In this article, we’ll explore some of the key aspects of subsequent turns.
1. I Have a Plan
When it’s your turn, it’s important to have a plan in mind. Consider what resources you have and what you want to achieve in the coming turns. Having a clear strategy will help you make the most of your actions and keep you on track towards victory.
2. Actions, Actions, Actions
During your turn, you’ll have a limited number of actions you can take. These actions allow you to do various things like recruiting leaders, building structures, and advancing your civilization. It’s crucial to prioritize your actions based on your strategy and the current state of the game.
3. Gotta Keep an Eye on Your Resources
As you take actions, you’ll consume resources like food, ore, and science. It’s important to keep a close eye on your resource production and consumption to ensure that you don’t run out. A well-managed resource economy is essential for success in Through the Ages.
4. Don’t Forget the Military
While building a strong civilization is important, you can’t neglect your military. Having a capable army is crucial for defending against attacks and expanding your influence. Make sure to allocate resources to military development and keep an eye on your opponents’ military strength.
5. The Age of Progress
Through the Ages is divided into four ages, and as the game progresses, new cards and technologies become available. Make sure to keep up with the changing times and adapt your strategy accordingly. Don’t get left behind in the race for progress!
6. And the Turn Goes On
After you’ve taken your actions, the turn passes to the next player. Each player takes their turns in order until everyone has finished. Pay attention to what your opponents are doing, as their actions can impact your strategy and plans. Stay vigilant!
7. Make the Most of Your Time
Remember, time is limited in Through the Ages, and every action you take counts. Make the most of each turn, carefully consider your options, and strive to optimize your civilization’s growth and development. Efficiency is key!
So, there you have it – the crucial aspects of subsequent turns in Through the Ages. With these tips in mind, you’ll be well-equipped to navigate the challenges and opportunities that lie ahead. Good luck, and may your civilization thrive!
When I played my second turn, I didn’t have any military cards, but I drew some at the end. Now, let’s see what we can do with them!
What are Military Cards?
When you play for the second time, the military cards you draw will be placed into three different categories.
Cards with a crown in the top left corner are special because they let you make political moves. They give you the power to shape global events. When you first start playing, you’ll have events and territories. But in the full game, you’ll also be able to use your political power to initiate attacks, start wars, or make alliances.
When I saw the stunning red cards with illustrations of military units, I knew they were tactics cards. These clever cards can be used strategically during your Action Phase.
When you’re colonizing new territories, “military bonus cards” can be a helpful tool. These cards have a dual purpose in the full game – they can help defend against aggressions in the upper part.
Here’s what a complete turn looks like for you:
– First, replenish the card row.
– If you have an exclusive tactic, you can make it available.
– During the Politics Phase, you can play up to one political action.
– Then, move on to the Action Phase, where you can play both civil and military actions.
– Lastly, follow the end-of-turn sequence printed on your player board, which includes your Production Phase.
Now let’s talk about the Politics Phase. This is when you can play your political action, but remember, it’s optional. You have the choice to play at most one political action during this phase.
When it comes to playing this game, there are various political actions you can take, such as playing aggressions, pacts, and wars. However, these actions are not available in your first game. Fortunately, you do have the option to prepare an event, but only if you have an event or territory card.
Preparing an Event
In this game, event and territory cards are not played directly from your hand. Instead, you place them face down on the future events deck. Only you will know which event you have prepared.
As the game progresses, the future events deck will become the current events deck, and each current event will take effect when it is revealed.
- To prepare an event, select a green military card with the symbol in the upper right corner from your hand.
- Place the selected card face down on the future events space, ensuring it remains hidden from other players.
- Lastly, gain culture points equal to the level of the card you placed.
- Start by flipping over the top card from the current events deck and analyze it.
So, when I’m the first player getting ready for an event, I put the card on the empty future events space. That card then becomes the future events deck. And here’s the cool part – I score 1 culture point (assuming it’s an Age I card). Exciting, right? Then, I reveal the top current event, which is one of those Age A events that were placed there during setup.
Now, let’s say I’m the second player preparing an event. I’ll put my card on top of the one in the future events space, score some culture points, and reveal the next current event. It’s like a chain reaction!
But wait, there’s more! When we finally reveal and evaluate the last card in the current events deck, we shuffle the future events deck and place it on the current events space. Boom! It becomes the new current events deck. It’s like a never-ending cycle of excitement!
So, here’s the deal. Once it’s my turn to set up an event, I place it on the open spot and show everyone the top event from the deck. But get this – that event might’ve been prepared by one of you on an earlier turn! You see, if you’ve got some events up your sleeve, you can strategize and use them to your advantage, even though you don’t know when they’ll pop up.
As we play on, events from different time periods might end up in the same deck of future events. Quite a mix, huh?
When it’s time for the future events deck to become the current events deck, we need to sort it out. We want the events from earlier ages to show up before the ones from later ages. So, we give it a good shuffle and then carefully sort the deck facing down.
The Big Reveal
When I use my political action to plan a future event, a current event is revealed. I have to deal with the current event right away before I continue with my turn.
If an event has the word “Territory” in its name, it means it’s a territory that can be colonized. You can find more information about this on the other page. For all other events, just follow the instructions on the card.
- Do what the card says.
- Then, place the card face up in the past events area. Cards in this pile will not come back into play again.
Events in Age A
During the setup, the first few events are already planned. These events are positive and have benefits for all players. If an event requires players to make a decision, they take turns starting with the current player.
If an event tells you to do something that you would normally do during your Action Phase, you still do it, but you don’t have to spend any actions. If the event allows you to build something for free, then you don’t have to pay any resources for it.
Tip: Some events only give you benefits if you have an unused worker. It’s a good idea to have an extra worker at the beginning of the third round.
If you see an event that says you can “increase” your population, it means you have to follow the rules and pay the food cost. But if an event says you simply “gain 1 population,” you just move a yellow token from your yellow bank to your worker pool without having to pay anything.
Events in Ages I and II
After all the events in Age A are evaluated, it’s time for the events prepared by the players. These events can be good, bad, or both. And sometimes, they may only affect certain players.
Comparing Statistics
If an event mentions the strongest civilizations, the two strongest, the weakest, or the two weakest, you compare their strength ratings. If there’s a tie, the player whose turn it is, or the player who is closer to that player in turn order, is considered to have the advantage.
To help you understand this rule better, let’s break it down. When you’re playing a game, the person who is currently taking their turn has the advantage. They have the opportunity to make themselves stronger before anyone else. So, they are considered the strongest player at that moment. On the other hand, the person whose turn just ended had the chance to increase their strength but didn’t. Therefore, they are the weakest player.
Here’s a tip: There are events in the game that can benefit the strong players, punish the weak players, or even do both. So, it’s a good idea to try and end your turn with higher strength than the other players. This way, even in a game without direct attacks, you can create a sort of “cold war” situation.
The same idea applies when determining who has the most culture points. However, having the most culture points is not always an advantage. It can sometimes be a disadvantage. Additionally, in a game with only two players, there is a special rule. If a card refers to the two strongest or two weakest players, it should be interpreted as “the stronger player” or “the weaker player” in a two-player game.
When comparing things, we don’t always need to pick a winner. If something affects “all civilizations” with the most of something, then all civilizations that tie for the most are affected. We don’t have to decide who comes out on top.
Other Ways Things Can Affect Us
Just like events in Age A, we don’t have to use up our actions when we make something happen, unless the thing we’re doing says we have to.
Some effects are explained on our quick reference sheet. And if there’s a certain card we want to know more about, we can check the Appendix at the back of the Code of Laws.
Colonization
So, you’ve stumbled upon an interesting territory that’s up for grabs. Well, strap in because it’s time for some fierce competition! All of us players will be vying to see who gets to colonize this precious piece of land. It’s an all-out bidding war, my friend!
Let the Bidding Begin
The bidding starts with the player who’s currently sorting out their Politics Phase. Then, it goes around the table clockwise, giving each player a chance to make their move. You can either place a bid or gracefully drop out of the race, it’s up to you.
If you decide to bid, here’s the deal. You need to announce a whole number that’s higher than 0 and beats any previous bid. But hey, there’s a catch! Your bid can’t go over the maximum colonization force you can muster. We’ll talk more about that later.
Now, if you choose not to bid, that’s cool too. Just sit back and pass, bowing out of the bidding frenzy.
So, what’s at stake? Here are the possible outcomes:
- First, I count the strength of all the units I’m sending.
- If any of these units can form armies, I add the tactical strength of those armies. (I’ll explain armies later.)
- Next, I add any modifiers I have from cards that are currently in play.
- I can also play military bonus cards and include their colonization value in the total.
- If you gain a yellow or blue token, you take it from the box and put it in the corresponding bank on your player board.
- If you lose yellow tokens, you have to return them from your yellow bank to the box. If you don’t have enough, you can only return all the ones you have in the bank, but not more than that.
- Spend 1 military action (shown in the upper left corner of the card).
- Place the card in your play area.
- Put your tactics standard on the card to mark it as your current tactic.
- Update your strength rating.
- I can choose any tactic from the common tactics area.
- I need to spend 2 military actions (shown on the military board).
- I move my tactics standard to the chosen card. It becomes my current tactic.
- I update my strength rating.
- Option 1: You can upgrade your temple. This will boost your happiness rating up to 2, and you’ll only have one unhappy worker left. Luckily, that unused worker can take the place of the missing smiley face, so you won’t have to deal with a rebellion.
- Option 2: You can build a new temple from the first age. The worker that’s currently sitting on the happiness indicator can be used for this. Building this new temple will raise your happiness rating up to 3, which is just enough to keep everyone content. No more unhappy workers for you!
- If you want to increase your population, you can do so. This will give you an extra worker, without removing any workers from subsection 4. You will still have two discontent workers, but now you will have an additional unused worker. Place this worker on the second missing happy face to show that the number of discontent workers does not exceed the number of unused workers. This means there will be no uprising this turn, but it’s important to find a more permanent solution. If you increase the population again, you will empty another subsection and the new worker will go in the space for the missing happy face.
- Another way to get an unused worker is by destroying a farm, mine, urban building, or by disbanding a military unit. However, this is not a very good option.
- The worst option is to let the uprising happen and accept it. You should only do this rarely and as a last resort.
- The blue bank is where I keep my blue tokens.
- There are cards and effects that might change the number of blue tokens I have. I only take or return blue tokens from the box in special cases.
- During my Production Phase, I take blue tokens from the blue bank and put them on my farm and mine technology cards. I put one blue token for each yellow token on the card.
- A blue token on a farm or mine technology card represents the amount of food or resources shown at the bottom of the card.
- Even if a card has no workers, blue tokens can still represent food or resources.
- The number of white tokens I have determines how many civil cards I can have in my hand.
- If I’m already at my hand limit, I can’t take any more civil cards into my hand.
When no one bids on a territory card, it goes into the past events pile because the current event has been resolved. However, if there are bidders, the auction continues until only one player remains. That player becomes the winner of the auction and must create a colonization force that is equal to or greater than their last bid.
Once you win the auction, there’s no turning back. You are now responsible for colonizing the territory. To do this, you must send one or more military units to the territory.
When you’re building your colonization force, the strength of these units is what you should focus on. In addition, you may have cards that provide a colonization modifier, which is represented by the symbol .
If you want to increase the power of your force, you can play military bonus cards. These cards have a colonization value at the bottom, and this value is added to your total colonization force.
When figuring out how many units I need to send for colonization, it’s important to follow these steps:
Keep in mind that effects that change my strength rating don’t affect my colonization force. For example, abilities like those of Alexander the Great, the Great Wall, and the Warfare technology don’t affect colonization.
Remember, even if the modifiers and bonuses alone cover my bid, I still need to send at least one unit.
Note: Arenas are buildings in cities, not soldiers. Even though you count them as part of your strength, you can’t send them with your colonization force.
Units you send as part of a colonization force are lost – their yellow tokens are taken off their cards and returned to your yellow bank.
Any military bonus cards you play are discarded.
Getting a Colony
You place the territory card you won in your area of play. Now it’s your colony. Each territory card has two effects.
The symbols at the bottom of the card are the colony’s permanent effects. These might change your statistics, as explained in the “Updating Your Statistics” box on page 11. If there are yellow or blue tokens shown, check out the “Gaining and Losing Yellow and Blue Tokens” box on this page.
The effect you see below the name of the card is something that happens right away and helps you as soon as you start colonizing the new territory. Once you’ve taken over the territory, you get the long-lasting effect first and then you get the immediate benefit. This benefit could be things like food, resources, science, culture, or military cards. It might even let you increase your population without having to pay anything.
In certain special situations, your colony might get taken away from you. If this happens, you lose the long-lasting effect, but you still keep the immediate benefit. That part of the card only works when you first colonize the territory.
Gaining and Losing Yellow and Blue Tokens
When I start the game, I have 25 yellow tokens and 16 blue tokens. Each time I play a card with or
symbols, I gain a certain number of yellow or blue tokens. These tokens are taken from the box and placed in the appropriate bank on my player board. However, if the card I played is removed from play, I have to return the corresponding tokens from my bank back to the box.
I want to talk to you about how this symbol works. It’s a bit different from the others. When you play a card, you actually move a blue token from your blue bank to the box. But if the card leaves play, you get a blue token from the box. It’s kind of like a give and take situation.
Now, there are some special things that might happen where you need to gain or lose yellow or blue tokens. Unlike white and red tokens, you can’t just look at the cards you have to figure out how many yellow or blue tokens you have.
When you lose blue tokens, you need to put them back in the box. If you don’t have enough, you have to take some from your technology cards to make up the difference.
Tactics cards let you organize your units into armies, which make your civilization stronger.
Right now, you have a tactic in play.
When playing the game, it’s important to remember that each player can only have one tactic at a time. Your current tactic is indicated by your tactics standard. At the beginning of the game, everyone’s tactics standards are placed in the common tactics area of the military board, and no one has a current tactic.
To choose your current tactic, you have two options during your Action Phase: playing a tactic or copying a tactic. You can only perform one of these actions per Action Phase. Once you have chosen a current tactic, it will remain in effect until you decide to change it.
Playing A Tactic
During your Action Phase, you can play a tactics card from your hand. Here’s what you need to do:
If you already had a tactic, it won’t apply anymore. Your armies will be reorganized to fit your new tactic.
To make your tactic available, keep it in your play area. This way, no one else can use it. However, word travels fast and soon everyone will know your new trick.
Before your Politics Phase, after replenishing the card row, move any tactics card from your play area to the common tactics area on the military board. This means your tactic is only exclusive to you for one round.
Your tactics standard stays on the card, so it’s still your current tactic and it doesn’t affect your strength rating. The only difference is that now anyone can copy it.
Let me tell you something interesting – there’s no limit to how many tactics cards can be in the common tactics area. So, you can organize them any way you like, no problemo!
How to Copy a Tactic
When a tactics card is placed in the common tactics area, I have the ability to copy it during my Action Phase.
It doesn’t matter how a tactic became my current tactic. Copied tactics have the same effect as tactics I played myself.
In the common tactics area, multiple players can have their standards on the same tactics card. We can all use it without any limitations.
Some tactics cards in the common tactics area may not have any tactics standards if all players abandon them. However, they still remain on the board and can be copied.
Heads up: Using someone else’s strategy will cost you 2 military actions, even if it’s the same one you used before.
The Impact of Your Current Strategy
Troops
When you have a plan in place, your military units gather together and form armies. In fact, each group of units becomes its own army. If you have multiple groups, then you have multiple armies. The tactics card will tell you how many units of each type you need for one group.
Now, every army is made up of a specific set of units that you see on your tactics card. It’s important to note that each unit can only belong to one army.
Each army has its own tactical strength, which adds to your overall strength rating. This strength is in addition to what each individual unit brings to the table.
You don’t have to spend actions or physically move your units to create armies. The units automatically form armies on their own. All you have to do is calculate your strength rating and update it accordingly.
Outdated Armies
When it comes to Age II and Age III tactics cards, there are two types: one for normal armies and another for outdated armies.
If any unit in an army is two or more levels lower than the tactics card, that army is considered outdated. For example, if you’re using an Age II tactic, any army with an Age A unit is outdated. In this case, the army will have the lesser tactical strength indicated on the tactics card.
Your armies automatically group together in a way that maximizes their tactical strength.
Important: To determine whether your army is outdated or not, you need to look at the age listed on the tactics card, not the current age.
Armies during Colonization
Even the units sent to colonize a territory can form armies, and their tactical strength plays a role in the colonization force.
Happiness and Discontent Workers
If you want your population to be happy and willing to work, it’s important to consider their happiness.
When playing the game, there are various ways to increase your happiness rating. This can be done by constructing specific urban buildings or accomplishing certain wonders. As you successfully do this, your happiness rating marker will progress across the top of your yellow bank. Underneath each circle on your happiness indicator, you’ll find a different part of your yellow bank. Once a section is depleted, it means you need to improve happiness to ensure everyone remains content.
If you don’t have enough happy faces, you’ll have workers who are unhappy and dissatisfied.
The number of discontent workers you have is equal to the number of empty sections to the left of your happiness marker.
If there are more unhappy workers than available workers, it’s a problem. If you don’t address it, there will be a revolt and you won’t be able to proceed with production. Here are some examples:
The importance of happy employees
Once you’ve expanded your population a second time, you’ll notice that subsection 1 of your yellow bank is now devoid of any smiling faces. It’s important to have at least one happy face in order to keep your people content.
There are two options you can consider in this situation. You can either boost your happiness rating by constructing something that improves the overall mood, or you can simply accept the reality that one of your workers will be dissatisfied.
Making Sure They’re Happy
If you manage to make yourself happier by at least one unit, then things are going well. Your happiness level is higher than the empty section, and everyone is content.
An Unhappy Employee
However, if you don’t provide some joy to your people, you’ll end up with an unhappy employee. This can be portrayed by taking one of your available employees and placing them in the circle above the empty section.
Hey there! I wanted to chat about a neat little game mechanic called the “discontent worker.” Now, this worker might seem like any other unused worker, but there’s actually a good reason why it’s not in the worker pool.
But before I dive into that, let me quickly explain what an unused worker is. You see, in this game, you have a bunch of workers that you can assign to different tasks. Think of them as little workers waiting to be put to work. You can take these unused workers and assign them to different jobs to make your civilization more efficient.
Alright, back to our discontent worker. It’s kind of like a grumpy worker who’s not happy with how things are going. This worker still counts as an unused worker, so you can use it just like any other worker. However, it’s not in the worker pool for a specific reason – it’s there to remind you that you have a disgruntled worker.
Here’s why it’s important to pay attention to this discontent worker. If you don’t have enough unused workers to cover each missing happy face, then you’re in trouble. When that happens, there’s a chance that an uprising will occur at the end of your turn. And trust me, you don’t want that.
An uprising means that your civilization won’t produce anything. Imagine all your hard work going to waste just because you neglected the needs and happiness of your workers. It’s a double-edged sword, really. You have to keep your workers content or else they might rise up against you.
Let’s Look at an Example
Now, let’s take a look at a situation you might encounter in the game. Picture this:
Imagine this: you’ve got two disgruntled workers on your hands, but you only have one worker left who isn’t doing anything. That means one of those unhappy workers has to get to work. And trust me, if you don’t fix this situation, things are going to get ugly.
So, what are you gonna do? Here are a couple of options:
End-of-turn Sequence
As my civilization grows, I find that all steps of my End-of-Turn Sequence become relevant. It’s interesting how each aspect plays a crucial role in maintaining and expanding my empire.
Let Go of Extra Military Cards
First, I need to discard any excess military cards I may have. These cards represent the strength and power of my civilization, but having too many can be overwhelming and inefficient. By letting go of the extra cards, I can streamline my resources and focus on the ones that truly matter.
Imagine having a hand full of options but not being able to decide which one to use. It can be paralyzing and hinder my progress. Discarding excess military cards helps me prioritize and strategize better, making my decisions more deliberate and effective.
So, be mindful of the military cards you hold and let go of the ones you don’t need. Trust me, it will make a world of difference in your conquest!
The number of red tokens you have determines the maximum number of military cards you can keep after this step.
If you have more military cards than your red tokens allow, you must discard some of them.
These discarded cards are placed face down.
Simplifying the Game
Once you’ve chosen which military cards to discard, the rest of your turn happens automatically.
There are no more decisions to make. The next player can start their turn right after you finish discarding.
However, if anything happens on that player’s turn that affects your civilization, their turn will be paused until you finish your End-of-Turn Sequence.
Production Phase
Uprising
If you have more grumpy workers than available workers, you’ll deal with a revolt and miss out on the Production Phase.
Let me explain what revolts are. Basically, if your society is making unhappy people work, they’ll get really angry and refuse to produce anything for you. It may seem like just missing out on the Production Phase, but trust me, it’s a big deal. A lot of important things happen during that phase.
Score Science And Culture
Hey there! I’m here to explain how you can keep track of your points in a game. Gotta love those science and culture ratings, right?
So, here’s the deal. If you’re doing an amazing job and your points go beyond what can fit on the scoring track, don’t worry. Just flip that counter over, and now it represents all your extra points!
Let me give you an example. Imagine your culture points counter is flipped over on space 10. This means you’ve got a whopping 160 culture points. Impressive, huh?
But wait! There’s more…
When you have too much food and resources stored, corruption can occur. Corruption can also be caused by leaving a wonder unfinished. It seems that whenever there are extra food and resources available, they somehow manage to disappear.
If any negative numbers in your blue bank are visible, the leftmost one represents the amount of corruption you’ll experience. However, if all the negative numbers are covered, there is no corruption.
You won’t face any corruption if you have at least 11 blue tokens in your blue bank.
Example: In this case, you will experience a corruption penalty of -4.
During this step, you will have to give up resources equal to your corruption penalty. If you don’t have enough resources, you will lose all your resources and make up the difference by losing food.
In simpler terms, you will have to move blue tokens, which represent resources, from your mine technology cards to the bank. And if you don’t have enough resources there, you will have to move blue tokens from your farm technology cards. Remember, each blue token can represent more than one resource if it is on a higher level technology card.
Here’s a helpful tip: You can avoid corruption by planning ahead, acquiring cards that provide more blue tokens, and focusing on developing advanced farm and mine technologies. Higher level technology cards can store more food and resources while requiring fewer blue tokens.
Now let’s talk about food production.
Hey there! Let’s talk about technology on farms. When you have a worker assigned to a technology card, you’ll need to pay attention to a few things. First, for each worker on a farm technology, you’ll move one blue token from your blue bank to that card. It’s like an investment. The more workers you have, the more tokens you’ll need to spend, but don’t worry, it’s worth it!
Getting More Food
When you uncover one or more negative numbers in your yellow bank, the leftmost number that is uncovered tells you how much food your civilization consumes. But if all the numbers are covered, it means there is no consumption at all.
For this situation, you’re going to eat 3 food during the Production Phase.
You have to pay for that amount of food. If you don’t have enough, pay as much as you can. Just remember, for every A you can’t pay, you’ll lose 4 culture points.
Keep in mind: Early in the game, it’s not likely that you’ll run out of food. Consumption happens after food production, so you should have enough unless you made a mistake like destroying all your farms. However, as the game progresses, consumption increases. If it becomes more than what you produce, you’ll need to address the issue.
Generating Resources
Like always, when I have a worker on a mine technology, I move one blue token from my blue bank to that card. If the worker is on a higher level card, it still only produces one blue token, but that token is worth more resources.
Summary – Blue Bank
When you play the game, you use blue tokens to pay for food or resources. Simply move the blue tokens back to the blue bank to make your payment. And here’s the cool part: you’re allowed to make change! That means you can move a token to a lower value card or exchange a token on a higher value card for multiple tokens of lower values. But remember, you can’t move tokens from lower value cards to higher values for change.
Now, those blue tokens also come in handy for your unfinished wonders. When you place them on your wonders, it represents the completion of each stage. It’s like a little celebration for progress!
Oh, and don’t forget about the blue bank. It’s always filled from left to right. Keep an eye out for those red negative numbers though, because they indicate corruption in your civilization. But don’t worry, corruption is just a little setback. It doesn’t affect you until your Production Phase. During that step, you have to pay the same number of resources as the uncovered red number. If you fall short, no problem! Just pay the difference with food.
Okay, let’s move on to the next step: drawing military cards.
When I have unused military actions, I get to draw 1 military card from the current military deck for each action. Even if I already have a lot of cards, I still get to draw them. But there’s a limit – I can’t draw more than 3 cards this way.
If I have more than 3 unused military actions, I can only draw 3 cards. So even if I have 5 unused actions, I can only draw 3 cards. I guess they don’t want me to have too much power!
If the current military deck runs out of cards, I have to shuffle the discarded cards from the same age and use them to create a new military deck. It’s like regenerating the deck and giving it a fresh start.
But here’s a special rule for my first game – in Age III, I don’t get to draw any cards. I guess they want to make it a bit more challenging for beginners.
Summary – Cards In Hand
Wonderful Wonders
Did you know that wonders can still come your way, even if you’re already overwhelmed? Wonders are unique because they go straight into play instead of cluttering up your hand.
When it comes to military cards, your hand limit is determined by the number of red tokens you possess. Unlike the limit for civil cards, this military hand limit won’t stop you from drawing more military cards.
Keep in mind that you only need to check your hand limit for military cards during the first step of your End-of-Turn sequence. If you happen to exceed the limit at that time, you’ll have to discard cards until you’re within the limit.
However, later in the sequence, when you’re drawing fresh military cards, don’t worry about the limit – you’re free to exceed it once again.
Reset Actions
So here’s the thing: after you’ve taken all your actions, it’s time to wrap things up and move on. And the final step in this process is to bring back all the actions you’ve already used and put them back on your government card.