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Here are some variants that I have collected over the years:
An article from the General about Expanding Diplomatic Options in Advanced Civilization.
Jim Eliason sent me a very interesting alternate way to use military, which sounds like it could be very intriguing.
Garrett Gross sent me an alternate set of rules he and some of his friends have written. You can download them in MS Word 4.0 for Mac format, or in text format.
One of the frequent complaints about civ is that Civil War is too damaging. Here is Cuthuloid's Civil War Variant that lessens the damage Civil War does to a player.
A Specialties Variant where your civ picks specific types of advances your culture is going to emphasize on.
The Grand Imperial Variant that brings in aspects of the computer game, along with other refinements.
Here's a Piracy Variant that makes Piracy nastier than Civil War.
Here are the GWU Gamer's Society's Civilization Cards, a whole slew of new cards to use with the 24 advances that come with Adv. Civ. There's also a postscript version of the cards that you can print out (many thanks to Vineet Gupta for making designing the postscript version).
David Mercer posted a variant in rec.games.board that is meant to make players find a happy medium between expansion (and war) and wealth.
Carl Dewey made a post that describes variants his group uses, including reducing the cost of advances due to the dissimiation of knowledge, and limiting the tradability of calamities.
Matt & Robin Crawford have come up with a variant to make two player games more exciting.
David Carpenter has proposed the idea of a Caravan Commodity.
Steve Genoff has devised a version for quicker games with Initial Purchase Points
This is all the information I've found about the civ board games. If you have any ideas on how to improve this page, or things that should be added, please let me know.