How to Play

Through the Ages: A New Story of Civilization

2-4 players 120-120 min 8.3 Board Game Geek Rating

Players develop civilizations across three historical ages by drafting technology, leader, and wonder cards. Success requires balancing science, food, and resources to build improvements while maintaining military strength to avoid attacks from opponents. Weak armies invite resource theft and population loss. Victory goes to whoever accumulates the most culture points.

Published 2015

Through the Ages: A New Story of Civilization

Get Ready

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

1
Perform standard 2-player setup
Set up the game following standard 2-player rules without pacts
2
Choose automa color
Select a color for the automa and assign all wooden components plus the player board
3
Position the playmat
Place the playmat underneath the automa's player board
4
Place starting technologies
Put a yellow cube on the Warriors technology and a yellow cube on the Philosophy technology
5
Set production markers
Position science production, science points, culture production, culture points, and military strength markers as a normal player would
6
Place the banner
Put the banner near the automa's player board
7
Set difficulty level
Place 0 to 3 blue cubes on the automa's board based on desired difficulty (0 recommended for first game)
8
Set happiness marker
Position the happiness marker on 0
9
Prepare automa decks
Separate the 24 automa cards into three face-down decks by era (8 cards each), shuffle each separately and keep them accessible

On Your Turn

What you can do during your turn.

1
Draw one card
Reveal an automa card from Era I deck and check the CARDS section
2
Take a single card
The automa takes the first card from the row matching the first icon in the CARDS section
3
Reshuffle the deck
Return the automa card to the deck and reshuffle
4
Refill the card row
Fill the card row according to standard rules
5
Reveal automa card
Draw from the top of the current era's automa deck (reshuffle discards if deck is empty)
6
Execute all sections
Resolve card sections from top to bottom, skipping non-applicable instructions
7
Resolve first applicable icon only
Execute only the first icon that applies, skip phase if none apply
8
Play aggression
If automa has military advantage of N or more (shown on icon), shuffle automa's WARS AND AGGRESSIONS slot, reveal cards until an aggression appears, play that aggression
9
Declare war
If automa has military advantage of N or more, shuffle WARS AND AGGRESSIONS slot, reveal cards until a war appears, declare that war (not applicable on last game turn)
10
Seed future events
Shuffle automa's event cards, place one randomly in future events pile, gain culture points normally, then resolve a current event
11
Resolve all icons in reading order
Each icon indicates a card type the automa wants to take
12
Take matching cards
If a desired card type exists in the row, take the leftmost valid one
13
Take first available
If desired card type is absent, take the first card from the left
14
Respect hand limits
Follow the playmat's slot limits for each card type
15
Handle leaders specially
Leader text has no effect; only science/culture/military strength icons at card bottom apply immediately while in hand
16
Handle wonders specially
Wonders go directly into play rotated 90°; cannot take new wonders while one is incomplete
17
Develop indicated technologies
If automa has the indicated technology in hand, develop it by paying science points
18
Supplement with gold
If science points are insufficient, pay the difference in gold
19
Update markers
After developing, update automa's indicators according to standard rules
20
Ignore inapplicable icons
Skip if technology cannot be developed due to lack of science/gold or card not in hand
21
Use action cards as currency
Gold is represented by yellow action cards in automa's hand
22
Calculate card values
Era A and I cards = 1 gold; Era II cards = 2 gold; Era III cards = 3 gold
23
No change given
When paying gold, if a card's value exceeds the cost, no refund is given
24
Resolve icons in reading order
Execute construction instructions sequentially
25
Build wonder stages
Purple icons indicate number of wonder stages to build on an incomplete wonder
26
Build urban buildings
Gray icons indicate building an urban building
27
Build military units
Red icons indicate building military units
28
Upgrade instead of build
If building is impossible (max reached, no gold), upgrade an existing building instead
29
Use blue cube icons
When construction icon shows a blue cube, spend a blue cube from automa's board instead of gold (ignore if no blue cubes available)
30
Draw military cards
Draw the indicated number of military cards, one at a time
31
Sort cards by type
Place each card in appropriate slot based on type
32
Increase happiness
If happy face icon appears, increase automa's happiness by one
33
Handle duplicate tactics
Discard immediately if tactic already exists in common area
34
Gain science and culture
Increase automa's science and culture points based on respective production levels
35
Treat all units as wildcards
All automa military units count as any unit type for tactic activation
36
Use available tactics
Automa can use tactics from common area or its own hand
37
Activate immediately
When automa has units equal to tactic's icon count, activate it immediately
38
Mark activated hand tactics
Place banner on activated hand tactic, move card beside player board to free hand slot
39
Place in common area
The tactic goes to common area at start of automa's next turn
40
Upgrade tactics
Change tactics when a better one (providing more strength) becomes available in hand or common area
41
Follow obsolete army rules
Era II and III tactics follow standard obsolete army rules
42
Apply normally with limitations
Resolve events normally but automa ignores effects for unmanaged parameters
43
Handle Era III events specially
If event is rotated correctly (you seeded it), resolve normally
44
Determine automa participation
Check AUCTION section of active automa card (draw one if it's your turn)
45
Calculate automa bid
Military strength bid depends on automa's strength advantage over you
46
Resolve automa win
If automa wins, destroy military units equal to military strength portion of bid, then gain colony
47
Apply colony effects
Automa receives only science/culture production, military strength, and happiness effects
48
Reshuffle drawn cards
Return any cards drawn for auction resolution to deck and reshuffle
49
When you declare war
Automa's next turn modifies CONSTRUCTION section
50
When automa declares war
No special rules apply
51
Resolve war outcomes
Apply effects normally; automa ignores unmanaged parameters
52
When you play aggression
Draw an automa card and check shield section for defense value
53
When automa plays aggression
No special rules apply
54
Resolve aggression outcomes
Apply effects normally; automa ignores unmanaged parameters
55
Replace automa deck
Remove all current automa cards (deck and discards), insert new era's deck (Era IV uses Era III deck)
56
Remove obsolete hand cards
Eliminate all obsolete cards from automa's hand
57
Remove incomplete obsolete wonders
Discard any incomplete wonder belonging to an obsolete era
58
Tracked parameters
Science production/points, culture production/points, military strength, happiness
59
Ignored parameters
Population, blue/yellow/white/red cubes, food, resources, corruption
60
Assumed farms and mines
Automa always considered to have 3 farms and 3 mines on highest-level technologies for any game effects

Winning

How to claim victory.

1
Trigger standard end conditions
The game ends according to standard rules
2
Score Era III events
Assign culture points based on Era III event resolution
3
Compare culture points
The player (you or automa) with the most culture points wins
4
Adjust difficulty
For future games, add 0-4 blue cubes to automa's board at game start to increase difficulty (replenish at start of Eras II and III)

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