What |
How |
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Context |
Description |
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Movement |
The rule for battle declaration has been simplified. |
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General |
CHR rules, cards and sheets are no more natively compatible with a two players game. The minimum number of players is three. Refer to the addendum CHR for two players written by Michel Keijzers. |
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Prospection |
Regions with a Fertile marker only can be prospected. |
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Movement ½ |
Minor issues on fleets and planes have been fixed. |
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War rewards |
Prizes have been homogenized better. Spies added. |
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Governments |
Revolution: when restoring your government you can choose only among less cultured ones. |
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Governments |
Revolution: in case there is no other available government, you can restore the previous one. |
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Movement |
Fleets must spend 1 MP to move from land to sea (any sea space adjacent to the region) when they are launched to sea the first time. They can NEVER go back onto land during the game. |
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Game turn sequence |
Secret bid then random: if no one bids, determine also the first player in a random fashion. |
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Strategy cards |
When you receive a resource marker, if you have no settlers at empty regions or no settlements without a resource, you cannot get it. |
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Events |
Regions hit by a catastrophic event cannot be culturally influenced in the current turn. |
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Setup |
Removed the strategy card “Build the first wonder of the era” if playing with six players. |
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Strategy cards |
The objective card “Fund the first settlement” has been described in greater detail. |
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Setup |
If you play a short-medium game do not use civilization types. |
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Espionage |
The entire chapter has been revised. |
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Espionage |
Spy movement has been described in greater detail. |
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Espionage |
Optimized reference sheet. |
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Revolts |
A new modifier has been added for revolts. The global probability of a revolt is increased by adding the number of civilizations you are at war with (Fabrizio Catalucci). |
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Governments |
With democracy you earn more gold than before: +2 gold for each settlement size instead of +1. |
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Civilizations |
Expansionist: during production phase, roads worth 1 gold and railroads worth 2 gold in regions with own units. |
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Governments |
Now you can try to corrupt the senate by paying off 20 gold (even multiple times) to obtain +1 to the die roll. A maximum of 60 gold can be paid off. |
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Movement & Battle |
Paragraph added “Determining attacker and defender” to clarify who is the attacker and the defender in any type of battle (Adam Williams). |
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Movement & Battle |
There exists an ambiguous condition when two players share the
same space with their armies and go at war in another space. A new
rule has been added to explain how to behave in this situation. |
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Region labels |
Cards now have a colored background pattern. |
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Region labels |
Lines for cutting have been reduced to improve the final result. Also
fixed some alignment problems between cards and text. |
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ME table |
The tabled reported two incorrect values for certain ME cases. |
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Nuclear weapons |
Settlement hit by a nuclear attack lose their defensive bonus for the
current turn. |
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Nuclear weapons |
Improvements destroyed with a nuclear attack are no more
randomly determined, instead, you must destroy all happiness
improvements. |
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Nuclear weapons |
The detonation of a nuclear weapon now destroys even roads and railroads. |
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Nuclear weapons |
To launch a nuclear attack from a settlement now you should wait
for the Rocketry discovery. |
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Movement |
Movement & battle card redesigned to give better support to
nuclear weapons operations. |
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Nuclear weapons |
Nuclear weapons count as cargo when transported by battleships. |
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Nuclear weapons |
Settlements launch range increased from 3 to 5 spaces. |
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Nuclear weapons |
Tanks can no longer launch nuclear weapons 3 spaces away: now
they can target only adjacent spaces. |
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Movement |
Players receive no more 5 free MP for modern era to leverage paying fuel. |
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Addendum |
Rulebook has been split in two parts: Rules and Addendum.
The Rules part will discuss only about rules and examples, while the addendum will contain only hints, strategies, etc. |
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Barbarians |
Added priority rules to determine barbarians movements. |
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Barbarians |
Three new examples have been added to the barbarians chapter to ease the understanding of new rules. |
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All reference cards |
Better look for every reference card. |
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Barbarians |
Barbarians reference card added. |
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Barbarians |
Hostile fleets are now aware of adjacent sea spaces and can join to other hostile fleets or attack nearby player fleets |
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Barbarians |
Coastal regions with barbarians settlement can now spawn hostile fleets |
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Barbarians |
Barbarians can now take advantage of abandoned roads and railroads |
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Barbarians |
If there is more than one hostile attacker on the map, you are required to determine a random order of play of all barbarians |
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Barbarians |
Hostile attackers will move or not depending on a random factor. In this way there can be a possibility for barbarians to pile in greater armies to have some more chances against human players |
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Barbarians |
Barbarians can now occupy a player settlement (includes pillaging). If they are enough units, as time passes, they can overwhelm the occupied settlement. Once it is caught they will attack with more units nearest settlements too |
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Barbarians |
Players fighting against barbarians will battle against them by means of the first player in turn that will impersonate barbarians for dice rolling and unit selection purposes |
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First player bidding |
An option to make bidding more challenging has been introduced. Secret vs public bid (Michel Keijzers) |
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Events |
Added a new event score column for the Modern era that differs from the one of the Industrial era |
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Setup |
An additional non playing person is needed no more to setup the board: rule for placing exploration markers has been revised |
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Armies |
24 pieces have been added to distinguish catapults from trebuchets.
If you can’t use a different piece to represent the trebuchet, turn the catapult piece on its side to state that it is a catapult, trebuchet will be identified by a stand catapult piece |
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Armies |
Catapults are no more automatically upgraded to trebuchets. You have to purchase trebuchets or upgrade catapults as any other unit |
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Strategy cards |
Permanent gold rewards of strategy cards do not expire when era changes. Stop taking the gold reward only if the conditions of the card are satisfied no more |
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Strategy cards |
Espionage cards for special spies can be associated to spies only when their pieces are positioned at your capital |
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Strategy cards |
Every card now has a symbol to immediately identify its type and remove some possible ambiguities |
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Strategy cards |
Two new cards have been added to give a +1 bonus if you attack with particular unit types |
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Strategy cards |
The sentence “Draw another card” on some cards has been replaced with a symbol |
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Strategy cards |
The reward for the objective card “Destroy a village” has been lowered from 50 to 30 gold |
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Strategy cards |
The two “clear jungle” cards have been eliminated. Their effect is always available with terraforming |
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Governments |
The war weariness rule states that the winner must eventually choose which improvement to eliminate if the loser has not enough gold to afford the loss. This rule has one flaw if the player loses against two players in the same turn because they will be in competition choosing which improvements to eliminate. The revised version of the rule gives the choice to the loser |
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Pillaging |
When you pillage and destroy a settlement you get 10 gold multiplied its size from the bank; when you convert an enemy unit you can destroy it and get immediately half of his value from the bank (Guido Heinecke) |
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Terraforming |
If you terraform a region with a settlement it will be destroyed: leaving it there is quite unlikely! |
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Resource trading |
The physical exchange of two resources now is easier: it will use only two flag bearers instead of four, fills less space on the table and it is easier |
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Errata Corrige |
Added a new chapter “Errata corrige” to include in the rules the official Eagle Games errata for the cards contained in the original game box |
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Monopolies |
The mini-monopoly rule has been removed because it adds small advantages compared to the complexity it introduces |
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Trade |
During production phase giving back traded resources it is no more necessary.
If two players have traded resources and then they go to war between themselves, resources are immediately returned to the original owners and the trading is canceled.
If the enabling conditions are unsatisfied at any time during the game, resources are immediately returned to the original owners and the trading is canceled.
A player receiving an oil resource can immediately use it to increment his free movement limit during the Modern era (conversely who gives away his resource decreases his free movement limit)
If a settlement with a traded resource is destroyed or captured, immediately cancel the trade. |
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Movement and oil |
Counting units for movement during Modern era has been simplified: count how many MP you use for any unit instead of modern units only and about how many of them you move |
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Battles |
New variant for expert players to increase the strategy factor when planning attacks or defenses: resolve battles after ALL players have finished moving |
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Movement and oil |
Modern units movement dependency by oil has been modified to create more competition between players for oil resources. Players with oil resources will earn gold from other players' movements in relationship to how many oil resources they own. |
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Pieces limit |
The pieces limit rule has been revised to include a variant to allow unlimited pieces to players who do not like to be restricted in any way |
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Strategy cards |
Strategy cards have been unified between Standard cards and CHR cards: strategy cards rules have been then lightly simplified |
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Housekeeping |
Spies can NEVER act during the Housekeeping phase |
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Action order |
The different action orders have been explained highlighting the differences between them and some minor inconsistencies have been fixed |
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Materials |
The original description of all game pieces has been integrated and adapted into CHR |
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General |
The text of every document forming CHR has been rewritten using the personal form in place of the impersonal form to ease the English translation |
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Pieces |
The terminology for pieces and markers has been revised for clarity |
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Plagues |
The plague effect has been reduced in relationship with the distance from the focus (where the plague has been found) |
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General |
All texts that were comparing CHR the original Eagle Games manual have been eliminated |
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General |
The original rules by Glenn Drover have been totally merged with CHR so you don't have to look at two manuals when playing. The CHR rules structure has been completely changed for this purpose. |