Through the Ages A New Story of Civilization – The Full Game

By: Dennis B. B. Taylor

Traveling Back in Time with Through the Ages – The Full Game

Hey there! Have you ever wondered what it would be like to travel back in time and witness history unfold before your eyes? Well, look no further because Through the Ages – The Full Game is here to make that dream a reality. With this interactive and immersive experience, you can step into the shoes of people from different eras and see the world through their eyes.

Picture this – You wake up one morning and find yourself transported to ancient Egypt. You are surrounded by towering pyramids and bustling markets. You can feel the scorching sun on your skin and hear the echoes of conversations in a language you don’t understand. It’s a whole new world, and you are right in the middle of it!

As you explore this ancient civilization, you will encounter various challenges and puzzles that will test your problem-solving skills. Can you decipher the hieroglyphics on the walls of the pyramids? Will you be able to trade with the locals and gather the resources you need to survive in this unfamiliar environment? The choices you make will determine your fate and shape the course of history.

But ancient Egypt is just the beginning. Through the Ages – The Full Game takes you on a journey through different time periods, from the Middle Ages to the Industrial Revolution and beyond. Each era has its unique challenges and opportunities, and it’s up to you to navigate through them.

One of the things that sets Through the Ages – The Full Game apart is its attention to detail. The creators have put in a tremendous amount of effort to recreate each time period as accurately as possible. From the architecture to the clothing, every aspect of the game is designed to transport you back in time and give you an authentic experience.

Another standout feature of Through the Ages – The Full Game is its educational value. As you play, you will learn about the customs, traditions, and historical events of each era. It’s a fun and engaging way to gain a deeper understanding of the world we live in and how it has evolved over time.

So, whether you’re a history buff or just looking for a unique and exciting adventure, Through the Ages – The Full Game has got you covered. Step into the shoes of people from the past, unravel the mysteries of history, and make your mark on the world. Are you ready to embark on this epic journey through time?

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When you reach the full game, Age III becomes just as significant as Ages I and II. Once you’ve completed Age II, you’ll need to mix up the Age III civil and military decks and place them on the current age board as the new set of decks. This allows the game to continue for one more age.

Age IV is the final age that determines the end of the game. It works similarly to the game-ending age in your first game:

  • When the Age III civil deck is completely used, any Age II cards you have in your hand must be discarded, along with any Age II leaders, unfinished wonders, and pacts that you currently have in play. Additionally, you’ll need to remove 2 yellow tokens from each player. At this point, Age IV begins, and there are no more current age decks.
  • If Age IV starts during the first player’s turn, it means that it’s the final round. If not, then the following round will be the last one.

Age III Wonders

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Age III wonders have a unique effect that occurs only once they are completed. The completion of these wonders earns you culture points, which are determined by your other cards and workers in play.

Welcome, Air Force Units

Air forces are a brand new type of military unit that are exclusive to age III.

Like any other military unit, an air force unit adds to your overall strength rating. While air forces are not required for any specific tactic, they can be added to an army to double its tactical strength. Each air force unit can only be assigned to one army at a time.

For Example

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All of these units help make you stronger. Plus, you can form three armies with your tactic.

Usually, an army’s strength is +2, but two of them also have air force units, so their strength is doubled to +4.

All together, the armies give you a strength of +10.

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So, imagine this: I have a strategy, a tactic, that the Conquistadors used to employ. And let me tell you, it’s pretty amazing. Here’s how it goes: I form two armies, but one of them has an outdated warrior unit. You know, the kind that doesn’t really do much on the battlefield anymore.

But here’s the secret sauce – each army also gets an air force. And this is where things get really interesting. The air force essentially doubles the tactical strength of the armies. It’s like a power boost. And you wanna know how much it boosts? Well, for the outdated army, it gives me +6. Not too shabby, right? But wait, it gets better. The other army with the up-to-date warrior unit gives me +10. And when you put these two armies together, they contribute a whopping +16 to my overall strength rating. Can you believe it? That’s on top of the individual strengths of my units.

So, there you have it. The Conquistadors had this incredible tactic up their sleeves, and it really worked wonders for them. Just imagine the power and advantage I could have if I implemented this strategy in my battles.

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If you switch to Shock Troops instead of Conquistadors, you won’t be making a better choice. You’ll end up with just one army, and it’s not an upgraded one—it’s an Age I unit, so it’s outdated. Even if you use an air force unit to double its strength, it will only have a tactical strength of +12.

The other air force unit won’t be part of any army, but it will still contribute 5 to your overall strength rating, just like the one in an army. However, if you upgrade one of those knights, your army won’t be outdated anymore. In fact, you’ll get a +22 boost from having one upgraded army!

Politics Phase

In the full game, you get to play with all the military cards. The decks now include aggressions, wars, and pacts. These give you new options during the Politics Phase of the game. If things are going really badly for you, you even have the option to resign.

If you want to learn how to play these cards, just turn to page 4 of the Code of Laws. You’ll find all the rules right there. When it comes to wars, they get resolved one round after they’re played. Don’t worry, it’s all explained on page 3.

But let’s not get too ahead of ourselves. I’ll give you a quick rundown here.

Getting Down to Business

The military aspect is a big deal in this game. You can’t expect to win solely with brute force, but you can definitely lose if you neglect it.

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Events

Even if I’m not the most aggressive player, events can still impact the outcome of the game. The civilizations that have the most strength will benefit, while the weaker ones will struggle. To be successful, all I need to do is ensure that my civilization is slightly stronger than the others each turn.

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Aggressions

When someone gets a lot stronger than you in the game, they may decide to take aggressive action against you. These aggressive moves are called “aggressions” and they can greatly impact your progress. Aggressions are a type of political action that the attacker can take, but they also require the expenditure of military actions. The attacker needs to think strategically and consider their military resources before launching an aggression against you.

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When it comes to defending, it’s important for me to meet or surpass the attacker’s strength. To do this, I can play bonus cards from my hand that will add their defense value to my own strength. These defense values are shown on the top half of the card. If needed, I can also discard a military card face down to gain an additional +1 bonus. However, I can only play or discard cards up to the number of red tokens I possess.

If I’m unable to match or exceed the attacker’s strength or choose not to, the aggression will succeed. In this case, the attacker will usually seize or destroy something that belongs to my civilization.

In order to stay prepared against aggressions, it’s crucial for me to not fall too far behind in strength. It’s especially important when I don’t have any bonus cards to defend myself. On the other hand, if I find myself significantly ahead of an opponent, it might be a good opportunity to launch an attack.

Here’s a helpful tip: After a civilization colonizes a new territory, they are often in a vulnerable position. This is because they may have just lost military units and used up bonus cards.

The Perils of War

War can be a tricky thing. It’s like a double-edged sword that can both elevate and devastate a civilization. When someone engages in war, they must be prepared for the consequences that come with it.

If you’re thinking about going to war, there are a few things you need to keep in mind. First and foremost, it’s important to understand the potential risks and rewards of such a decision.

One of the key risks is the toll it can take on your military. Wars can be brutal, and if you don’t have a strong and well-trained army, you could end up losing a lot of units. This not only weakens your military power but also leaves you vulnerable to attacks from other civilizations.

Additionally, engaging in war means you’ll be spending valuable resources. You may have to use up bonus cards or spend money to support your military efforts. It’s essential to take these costs into account and consider if the potential benefits outweigh the expenses.

Another thing to consider is the response of other civilizations. War can cause tensions to rise, and you may find yourself facing retaliation from other factions. This can lead to a never-ending cycle of conflicts, making it difficult to achieve long-term peace and stability.

Overall, the meaning of war can vary depending on who you ask. Some may see it as a necessary evil, while others may view it as a means to expand their power and influence. It’s important to interpret the intentions of all parties involved and understand the potential consequences of your actions.

So, if you’re thinking about going to war, make sure you carefully assess the risks, consider the possible benefits, and weigh the potential consequences. Remember, war is not a decision to be taken lightly.

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Have you ever felt tired of the never-ending competition? Sometimes, you can fall so far behind that not even extra cards can help you. So, you might decide to focus on more peaceful endeavors, accepting the fact that you’re vulnerable to other people’s aggressions. But is this a wise strategy, or are you simply inviting an all-out war?

When a player declares war during their Politics Phase, the battle doesn’t begin right away. Both players have one turn to strengthen their forces. However, the player who started the war has already used some of their military actions for the declaration, so they might not have many left. The actual conflict will be resolved at the start of the attacker’s next turn.

  • Neither player receives any strength boosts from bonus cards or discarding military cards. Only the cards already in play count towards their overall strength.

When it comes to war in the game, it’s crucial to understand how it works. There are a few key points to keep in mind.

First, in a war, either side can win and impose penalties on the losing civilization. So, if you initiate an attack and don’t come out on top, your efforts will be in vain.

Second, the severity of the penalties depends on the difference in strength between the two sides. It doesn’t matter if you lose by a little or by a lot – in a war, the margin of defeat matters. So, it’s important to carefully consider your chances before engaging in battle.

With these factors in mind, it becomes clear that neglecting your military can have dire consequences. Other players may see your vulnerability and declare war on you, taking advantage of your weakened state. So, it’s crucial to maintain a strong defense and not underestimate the importance of a well-equipped army.

On the flip side, if you notice that other players are falling behind in terms of strength, you might consider declaring war. However, you should proceed with caution. It’s possible for a civilization with a robust economy to quickly boost its strength rating in just one turn. So, declaring war on them could backfire if you’re not prepared.

In conclusion, war in the game is a double-edged sword. It can elevate your civilization to victory or regenerate a strong response from your opponents. Understanding the dynamics of war, balancing military strength and diplomacy, will greatly influence your success in the game.

Pacts are a special feature that you can use in the game, but only when playing with three or four players. If you’re playing with just two players, make sure to take the pacts out of the deck before you start.

Pacts are all about diplomacy and teamwork. During your turn, you have the option to offer a pact to another player. They can choose to accept or reject the pact. If they say yes, the pact becomes active and stays in play. If they say no, the pact goes back into your hand. This means your turn ends, but you can try again later.

Important: Don’t try to talk about the pact with the other player before you offer it. That would break the rules!

You can have more than one pact at a time, but you can only have one of them in play. If you offer a new pact and the player accepts, any pact you already have in play gets automatically cancelled. You can also use your turn to cancel a pact that you’re a part of.

When an age comes to a close, pacts are automatically discarded, much like leaders and unfinished wonders.

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Have you ever noticed that some agreements can be both good and bad at the same time? It’s like having a friend who can be really nice, but also has the potential to turn on you when you least expect it. These kinds of agreements are called symmetric pacts, and they have their pros and cons.

Imagine you and another civilization have an open border agreement. At first, it seems great because it allows for free movement and trade between your two civilizations. You can explore each other’s lands and share resources. But what happens when the other civilization decides to attack you? Suddenly, that open border is a vulnerability, and you find yourself wishing you hadn’t made that agreement.

Another example is when both civilizations agree to collaborate on scientific research. It starts off well, with both parties sharing knowledge and making progress. But what if the other civilization starts using all your science points without contributing any of their own? Now you’re left with no progress and a lot of wasted resources.

So, while symmetric pacts can bring benefits, they can also come with risks. It’s important to carefully consider the potential downsides before agreeing to them. After all, a seemingly positive agreement can quickly turn sour if the other party decides to take advantage of it.

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Have you ever thought about how some agreements are like puzzles? They fit together, each piece filling in the gaps of the other. It’s like a game of give and take, where one person brings something to the table that the other person is missing. It’s a curious thing, isn’t it?

Let me explain further. You see, when it comes to partnerships, it’s essential to find someone who complements you. Someone who has strengths in areas where you may have weaknesses, and vice versa. It’s like two puzzle pieces that fit together perfectly, creating a beautiful picture.

But here’s the catch – not all partnerships are equal. Some are unbalanced, with one side having more to offer than the other. Think of it as a seesaw – if one person is carrying all the weight, the balance is thrown off.

That’s why it’s important to find a partner who is similarly committed to giving and receiving. You want someone who brings as much to the table as you do – someone who is willing to work together for mutual benefit.

But don’t worry, finding the right partner doesn’t have to be difficult. It’s all about understanding what you bring to the table and what you need from the other person. It’s a delicate dance, a back-and-forth that requires communication and compromise.

So, next time you’re looking for a partner – whether it’s for a school project, a sports team, or even a business venture – remember the puzzle analogy. Look for someone who complements you, who fills in the gaps where you may fall short. Find that perfect fit, and together, you can create something truly amazing.

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Did you know that there are different types of pacts in the world? Some pacts are unevenly balanced, where one person offers something in exchange for safety or peace. It’s like a way to keep the stronger civilizations from bothering the weaker ones. If you find yourself in a vulnerable position, you can offer this kind of pact to get the stronger people to leave you alone.

But here’s a twist: if you’re the one with the power, you can actually use this pact to your advantage. You might be able to get something valuable out of a weaker civilization by offering them protection. When you propose an imbalanced pact, you make it clear who is on what side. The other person can either accept the deal or reject it.

Just remember: unless a pact specifically states otherwise, it doesn’t stop the parties from attacking each other. And even if there is an attack, the pact can still be in effect.

Don’t Forget About Extra Production

When you form certain alliances, you can boost your production. Just place a red token on an Age A farm or mine from the box to show that you’re getting extra resources. You can use this trick with other cards, too, like the Transcontinental Railroad.

Deciding to Quit

Hopefully, it won’t happen to you, but sometimes things don’t go your way. If everyone else is doing better and your economy isn’t strong enough to catch up, you might find yourself falling further and further behind each turn. This makes you an easy target for attacks, wars, and negative events until the game ends.

Of course, you can still enjoy the game even if you’re losing. You don’t have to quit. But there’s also the option to resign with honor. By doing so, you admit defeat and allow the other players to focus on competing with each other rather than taking advantage of your weakness.

When you decide to resign from your political action, something interesting happens. Any wars that have been declared against you are automatically cancelled, relieving you of their consequences. However, the players who declared those wars will still receive some culture points, ensuring that history will remember the ones who initiated the conflicts.

Once you resign, your civilization and all its cards are completely eradicated from the game. It’s like you never existed. However, if there are still two or three players remaining, the game continues as a two- or three-player game, with new dynamics and strategies coming into play. But if only one player remains standing, that player is declared the ultimate victor.

Although there are situations where resigning is a valid option, most of the time the game should end with everyone still actively participating, ready for the final scoring. It’s in this climactic moment that true champions emerge.

The End of the Full Game

Just like with your first game, the full game will come to an end when the player to the right of the starting player completes their final turn. It’s at this point that the excitement reaches its peak and the anticipation of victory or defeat intensifies.

Unlike the first game, the final scoring list doesn’t apply here. Instead, only certain aspects of your civilization will be considered for scoring. The players will collaboratively determine these final scoring parameters throughout the game, strategically planning and preparing for the grand finale.

Calculating Final Score

When the game is nearing its end, it’s time to calculate your final score. To do this, we need to consider the events from Age III that are still left in the current and future events decks. Let’s go over the process step by step.

Note: Only events from Age III have an impact on your final score. Events from earlier ages do not count.

Age III Events

Age III events offer various opportunities for civilizations to earn culture points. Throughout the game, you may have encountered some of these events, and some may still be waiting to be revealed. It’s important to note that all Age III events, both revealed and unrevealed, will be evaluated at the end.

Now, let’s dive into the details of how these events contribute to your final score:

Each Age III event describes a specific way for civilizations to earn culture points. These events can be resolved as you play the game, or they may remain hidden until the end. Regardless, when it’s time to tally your score, all the Age III events that are still in the current or future events decks will be evaluated.

While playing the game, please keep in mind that when an Age III event is added to the game, you can be sure it will have an impact on your final score. So, make your decisions wisely and strive to take advantage of these opportunities to earn more culture points.

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Oh boy, let me tell you about this cool thing called Age III events! So, as you may know, these events are a pretty big deal in the game. They happen and everyone gets culture points based on the cards and workers they have on the table. It’s like a little reward for all your hard work!

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When it comes to Age III events, some of them award players points based on their rankings in a specific category. Take the Impact of Science event, for example. If you see the notation “14/7/0,” it means that the player with the highest science rating gets 14 points, the player with the second highest gets 7 points, and the third player scores nothing.

But what happens in case of a tie? Well, the usual tie-breaker rules apply. The player whose turn it is, or the player closer to that player in the play order, wins the tie.

During the final scoring, ties are resolved as if it were the starting player’s turn. This means that the starting player gets a slight advantage in breaking ties.

It’s important to note that while going last may have its disadvantages, it also has its advantages. Players who go later have the benefit of knowing the final statistics of those who finished the game earlier. This can be quite advantageous when making strategic decisions.

The Winner

Once all the Age III events have been evaluated, the scores become final. It’s time to determine the winner!

The game is simple: the player with the most culture points wins, and if there’s a tie, everyone who tied shares the victory. But it’s not just about winning – it’s about each player’s civilization and the story they tell.

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