Great Leaders Make Great Civilizations
Changes are afoot for this Avalon Hill classic. For the first
time, Advanced Civilization will be offered as a Pre-Con
event with the first heat occurring on Sunday. With the rise
in attendance in 2013, this year will be run as a HSW (Heats:
Single Win) tournament with advancement rules changing slightly
from prior years. And finally, the game has grown a touch shorter,
as the final space on the AST will be omitted, ending the games
after the 1500 point space is reached.
Advanced Civilization is a game where each player starts
with a single nomadic tribe with no skills. As the supreme leader
of your people, you use your abilities to grow and develop your
people into a powerful and glorious empire. The question is -
do you have what it takes to be written into history as an enlightened
ruler of an Advanced Civilization?
This is a challenging game requiring both skill and stamina.
Players must manage their board position, financial accounts,
their neighbors and the all important civilization advances.
Excellent diplomatic, military and trading skills are needed
to do well. This year the format allows two opportunities to
qualify eight players for the Final. The two heats will be eight
hours long. We will do our best to assure that all games have
between six and eight players.
The Final will consist of the best eight players from the
qualifying heats. If there are eight or fewer boards, each winner
is guaranteed a spot in the Final, with any remaining spots going
to the best runners-up (to be determined by % of the winning
scores on their boards). For instance, a player who scored 3900
on a board with a high score of 4000 would get 97.5%, but a player
who scored only 3700 on a board with a high score of 3750 would
be ranked higher at 98.7%. If there are more than eight boards,
the Heats: Single Win advancement rules will apply. To summarize,
advancement is determined as follows:
1) Win in first heat entered
2) Most wins (two possible)
3) Win in second heat entered
4) Game specific tie breaker: Winner’s score as a percentage
of the runner-up score
5) Average finish in all heats entered (a 1st and 3rd equals
2 which will advance over a 1st and 4th that equals 2.5)
6) Die roll
This method of advancement for heats allows all players (both
winners and non-winners)—but does not require them- to play
the game again during Round 1 by participating in another heat.
There is no disadvantage for participating in more than one heat.
WBC-Specific Rules of Play
a) At the beginning of the game, all non-tradable calamities
are shuffled into the bottom three cards of their stack. This
only occurs at the beginning of the game. After that point, the
non-tradables are placed at the bottom of the draw pile when
they are returned.
b) The heats will use the ’draw cards and choose nations’ system
for selection of empires. Once you advance to the Final, it is
assumed that you are skilled enough to play any country. Therefore,
civilizations will be chosen by random draw from a bag. Trading
of positions will be allowed prior to the game.
c) Asia is officially out of play for all games.
d) All games are to use the Western Expansion Map.
e) 6-player games will use the Western portion of the board,
with Africa, Iberia, Illyria, Thrace, Assyria, and Egypt being
the available nations.
f) 7-player games will use the entire board, including the Western
Expansion with Africa, Iberia, Illyria, Thrace, Assyria, Babylon,
and Egypt being available.
g) 6-and 8-player games use 47 tokens. 7-player games use 55.
Please ensure you are using the proper number. Anybody caught
using too many tokens will have to play short by that same amount
for the remainder of the game.
h) If the GM team determines that you are being abusive to the
other players, or otherwise exhibiting poor sportsmanship, you
run the risk of receiving an AST penalty or expulsion from the
tournament. The game is supposed to be fun, let’s keep it that
For those interested in online play, the pbem page is located