How to Play

Sid Meier's Civilization: The Board Game

2-4 players 120-240 min 7.4 Board Game Geek Rating

Players lead historical civilizations from humble beginnings, starting with one city and army. Through exploring, building cities, researching technology, developing culture, and military conquest, civilizations grow across the ages. Four distinct victory paths offer multiple strategies: military domination, technological advancement, cultural development, or economic prosperity, ensuring varied gameplay for different playstyles.

Published 2010

Sid Meier's Civilization: The Board Game

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Select civilizations
Each player randomly draws a civilization sheet and places it face up in front of them, or players may agree to choose their preferred civilization
2
Choose player colors
Each player selects a color and takes matching components
3
Gather player components
Each player receives 8 plastic figures (6 armies and 2 scouts), 3 city markers (1 capital and 2 regular cities), 4 military tech markers, and 1 deck of 36 technology cards
4
Distribute additional materials
Each player receives 1 reference sheet, 1 setup card, and 1 government card deck (4 cards)
5
Place market board
Set the market board at the end of the table
6
Sort military unit cards
Separate cards by type (artillery, infantry, cavalry, aircraft), shuffle each deck, and place on marked spaces
7
Take starting military units
Each player draws 1 artillery, 1 infantry, and 1 cavalry card face down to form their standing forces
8
Position military tech markers
Each player places their lower-rank markers (1 dash side up) below artillery, infantry, and cavalry decks, and their aircraft marker (star side down) below aircraft deck
9
Organize building tokens
Sort building tokens by type and place on designated market spaces
10
Prepare wonder cards
Shuffle ancient, medieval, and modern wonder cards separately; place modern wonders face down, then medieval wonders face down on top, then place 4 ancient wonders face up in the market spaces below
11
Set up wonder tokens
Match wonder tokens to the 4 face-up wonder cards and place beside them
12
Prepare culture event cards
Separate into ancient (1 column), medieval (2 columns), and modern (3 columns) decks; shuffle each and place face up below the culture track
13
Place culture level markers
Each player places their culture marker on the starting space of the culture track
14
Prepare market resources
Place resource tokens equal to player count beside the market board
15
Build the map
Each player places their home map tile (showing their leader on reverse) face up according to the diagram for player count
16
Add neutral tiles
Shuffle neutral map tiles and place face down to complete the map according to the setup diagram
17
Shuffle random tokens
Place great person tokens face down and shuffle without looking; repeat for hut tokens and village tokens
18
Create token banks
Place culture, wound, and coin tokens in separate piles near the market board
19
Set aside special components
Place battle bonus cards, Space Flight technology card, and disaster markers beside the market board
20
Select starting player
Choose the player who can trace their family history furthest back, or select randomly; give them the first player marker
21
Place capital city
Each player chooses one of the four central squares on their home tile and places their capital marker (non-walled side up)
22
Apply civilization bonuses
America receives 1 random great person; China starts with walled capital; Egypt receives 1 random ancient wonder; Germany receives 2 additional infantry units; Rome starts with Republic government; Russia takes white army figure and starts with Communism
23
Deploy starting figures
Each player places 1 army and 1 scout figure in their capital's outskirts (not on water)
24
Learn starting technology
Each player finds the technology card shown on their civilization sheet and places it face up as the base of their tech pyramid
25
Set starting government
Stack government cards with Despotism/Republic card on top showing Despotism (except Rome shows Republic, Russia shows Communism)
26
Calculate starting trade
Count trade symbols in all 8 squares surrounding the capital and set the trade dial to that number
27
Set economy dial
Set the economy dial (inner dial) to 0 (unless starting bonuses provide coins)
28
Prepare unbuilt figures
Place 1 city marker and remaining figures beside the civilization sheet as available for production (second city marker is unavailable until Irrigation is researched)

On Your Turn

What you can do during your turn.

1
Follow five phases
Complete phases in order: Start of Turn, Trade, City Management, Movement, Research
2
Pass first player marker
At the start of each turn (except the first), pass the marker one player to the left
3
Take actions in player order
Starting with the first player and proceeding clockwise, each player completes all actions in a phase before the next player begins
4
Perform start of turn abilities
Resolve any abilities from wonder cards or culture events that activate at start of turn
5
Build new cities
If you have fewer cities than your maximum (2, or 3 with Irrigation), place a city marker where a scout stands if the square meets requirements
6
Remove the scout
Return the scout figure to your civilization sheet when founding a city
7
Move displaced figures
If friendly figures occupy the new city center, immediately move them to the nearest legal square
8
Change government
Switch to any unlocked government form; if not the turn after unlocking, must first change to Anarchy (lose capital's action that turn)
9
Collect trade dividends
Sum all trade symbols in all city outskirts and advance your trade dial by that amount (maximum 27)
10
Account for blockades
Squares containing enemy figures produce no trade for you
11
Use scout gathering
Scouts collect trade from their square and send it to a designated city
12
Negotiate with players
Trade with other players exchanging: promises, trade points, unused culture tokens, resource tokens, or culture event cards
13
Complete trades simultaneously
All players may conduct trade phase actions at the same time to save time
14
Perform one action per city
Each city takes exactly one action: produce something, devote to the arts, or harvest a resource
15
Calculate production capacity
Count production symbols in the city's 8 outskirts squares
16
Account for production blockades
Squares with enemy figures produce nothing
17
Accelerate with trade
Spend 3 trade points to gain 1 additional production for that turn
18
Produce figures
Spend 4 production for an army or 6 production for a scout; place the figure in the city's outskirts (not on water unless you have sailing technology)
19
Produce military units
Spend production equal to unit cost (5/7/9/11 for ranks 1-4, 12 for aircraft); draw randomly from appropriate deck and add to standing forces
20
Produce buildings
Spend production shown on the technology card that unlocks the building; place the token in city outskirts on appropriate terrain
21
Apply building effects
Building tokens replace all icons on their square with the building's icons
22
Respect building limits
Only one starred (limited) building per city; buildings have terrain restrictions shown on market board
23
Build city walls
Use Masonry technology to spend production and flip city marker to walled side
24
Produce wonders
Spend production cost shown on wonder card (reduced cost if you have the listed technology); place wonder token in outskirts and take wonder card
25
Replace drawn wonders
When a wonder is built, draw a new wonder card from the deck to refill the market
26
Replace existing structures
When placing a new building or wonder, you may remove one of your existing buildings or wonders from that city
27
Devote to the arts
Take 1 culture token plus 1 additional token per culture symbol in that city's outskirts
28
Account for culture blockades
Squares with enemy figures produce no culture
29
Spend culture tokens
Pay the cost shown on the culture track to advance your culture marker one space and receive the indicated reward
30
Pay combined costs
Later spaces require both culture tokens and trade points
31
Draw culture events
When landing on a culture event space, draw from the indicated deck and add to your hand
32
Gain great persons
When landing on a great person space, draw a random great person token
33
Place great persons
Put great persons in any city's outskirts; they function like buildings but return to your civilization sheet if replaced
34
Harvest resources
If a resource icon exists in city outskirts, take one matching token from the market and place on your civilization sheet
35
Respect resource limits
Cannot harvest if no tokens of that type remain in the market; only one resource per city action
36
Move figures sequentially
Move each figure one at a time, completing its movement before starting another
37
Observe travel speed
Move up to your civilization's travel speed (starts at 2, increased by technologies like Horseback Riding)
38
Move orthogonally only
Figures cannot move diagonally
39
Move groups together
Figures starting in the same square may move together as a group
40
Respect stacking limit
Never exceed your stacking limit (starts at 2) of figures in one square
41
Handle water movement
Initially figures cannot enter water; Navigation allows crossing but not stopping; Sailing/Steam Power/Flight allow stopping on water
42
Explore map tiles
Spend 1 movement point when adjacent to a face-down tile to flip it; orient the arrow away from your figure
43
Place huts and villages
After revealing a tile, draw and place face-down hut tokens on hut symbols and village tokens on village symbols
44
Investigate huts
When an army enters a hut square, stop movement and take the token; place face down on civilization sheet to use as a resource
45
Attack villages
When an army enters a village square, stop movement and fight barbarians
46
Handle enemy scouts
If your army enters a square with only enemy scouts, they are destroyed and you collect spoils
47
Initiate combat
If your army enters a square with enemy armies, battle occurs immediately
48
Move through friendly cities
Figures may pass through your city centers but cannot end movement there
49
Restrict scouts
Scouts cannot enter squares with huts, villages, or enemy figures; scouts cannot enter enemy city centers
50
Determine attacker and defender
The moving player is attacker; the stationary player (or barbarian controller) is defender
51
Draw battle hand
Shuffle your standing forces and draw cards equal to your battle hand size (base 3)
52
Increase hand size
Add 2 cards per additional friendly army in the square; add 1 for Fundamentalism government; add 3 when defending a city
53
Orient unit cards
Rotate each card so the edge matching your military tech marker rank faces up
54
Calculate combat bonuses
Total your bonuses: +2 per Barracks, +4 per Academy, +4 per Great General on map, +6 defending non-capital city, +12 defending capital, +4 defending city with walls
55
Take bonus card
Player with higher total bonus takes the battle bonus card set to the difference between bonuses
56
Play units alternately
Defender plays first, then alternate; each play either creates a new front or attacks an enemy front
57
Create fronts
Play a unit card without attacking; it remains until destroyed or battle ends
58
Attack existing fronts
Play a unit against an enemy unit; both deal damage equal to their strength simultaneously
59
Track wounds
Place wound tokens on damaged units; units destroyed when wounds equal strength
60
Apply trump effects
When a unit attacks or is attacked by the type it trumps (shown by effectiveness symbol), it deals damage first; if this destroys the enemy, no return damage is taken
61
Use aircraft
Aircraft (strength 5-7) cannot trump or be trumped
62
Use battle abilities
Activate resource abilities before or after attacking a front, never during
63
Resolve battle end
When both players play all battle hand cards, remove all wound tokens; each player totals remaining unit strength plus bonus card value
64
Determine winner
Higher total wins; defender wins ties
65
Calculate winner's losses
Winner loses 1 army figure per 2 units destroyed (never the last army)
66
Claim spoils from figures
If defeating enemy figures, choose one: up to 3 trade points, up to 3 culture tokens, or any 1 resource token
67
Destroy defeated cities
If attacker defeats a non-capital city, remove city marker to owner's sheet; return buildings to market; remove wonders and great persons from game; winner may learn one defender's technology (if legal placement exists), steal one culture event card, or steal up to 2 resources
68
Win military victory
Attacker capturing a capital wins the game immediately
69
Return surviving units
All surviving military units (winner's and loser's) return to standing forces; destroyed units go face up to bottom of their decks
70
Research simultaneously
All players perform research at the same time
71
Check trade requirements
Technology costs are: Level I = 6 trade, Level II = 11, Level III = 16, Level IV = 21, Level V = 26
72
Verify pyramid placement
Level I technologies form the base; each higher level technology must rest on two lower level technologies
73
Select technology secretly
Choose a technology card and place face down in your pyramid
74
Reveal together
All players flip their new technologies simultaneously
75
Spend all trade
Research consumes all accumulated trade regardless of cost (dial resets toward 0)
76
Retain trade with coins
Keep 1 trade point per coin you possess after researching
77
Apply technology effects
Immediately gain all benefits listed on the new technology card
78
Unlock items
Gain access to produce any building, unit type, or government shown on the card
79
Upgrade units
When gaining a unit upgrade, move or flip your military tech marker; all existing units of that type immediately upgrade
80
Upgrade buildings
When unlocking an upgraded building, flip all your existing base buildings of that type
81
Use resource abilities
Spend indicated resources during specified phases to activate technology abilities; each ability once per turn maximum

Winning

How to claim victory.

1
Achieve cultural victory
Advance your culture marker to the final space of the culture track marked "Culture Victory"
2
Achieve technological victory
Research Space Flight, the only Level V technology, requiring at least 5 Level I, 4 Level II, 3 Level III, and 2 Level IV technologies (minimum 15 total)
3
Achieve economic victory
Accumulate 15 coins on your economy dial through buildings, map squares, and technology abilities
4
Achieve military victory
Capture any opponent's capital city by winning a battle there
5
End game immediately
The game ends the moment any victory condition is achieved; there is no final round
6
Recognize single winner
Only one player can win; the first to achieve any victory condition claims victory

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