Object of the Game
To be the last player with Population Points (PPs).
Setup
- Give each player 50 Population Points (PPs).
- Place a Prosperity/Plague reference card in front of each player, Prosperity side up.
- Shuffle the Playing Cards and deal 5 to each player. If someone is dealt the Death Ship, reshuffle it back and draw another.
- Place remaining cards face down as the draw pile.
- Each player rolls one die — highest roll goes first.
Prosperity Phase
Each player in turn:
- Makes a Prosperity Roll (2d6) and gains PPs per the reference card.
- Draws cards until they have 6 in hand.
- Plays or discards one card.
Play continues until someone draws the Death Ship card, which must be played immediately — this begins the Plague Phase.
Plague Phase
When the Death Ship is played, the target loses 10 PPs. All players flip their reference cards to the Plague side. The Death Ship is removed from the game and the discard pile is reshuffled into a new draw pile. Play resumes with the Death Ship target.
Each player in turn:
- Makes a Plague Roll (2d6) and loses PPs per the reference card.
- Draws cards until they have 6 in hand.
- Plays or discards one card.
The only way to gain PPs during the Plague Phase is by playing certain Playing Cards.
How to Win
When a player's PPs reach zero they are eliminated. The last player with PPs remaining wins.
Action Cards
Bumper Harvest (6) — Player gains 5 PPs.
Trade Center Established (6) — Player gains 10 PPs.
Mass Migration (2) — Player gains 5 PPs from each other player.
Pestilence (6) — Target loses 5 PPs.
Crusade (2) — Target loses 10 PPs.
Drought (3) — Target loses 10 PPs. (Blocked by Aqueduct)
Famine (3) — Target loses 10 PPs.
Fire (3) — Target loses 10 PPs and one Improvement. (Blocked by Aqueduct)
Flood (3) — Target loses 10 PPs. (Blocked by Sewer)
Earthquake (3) — Target loses 5 PPs and one Improvement.
Viking Raid (2) — Target loses 10 PPs. (Blocked by City Walls)
Pied Piper (2) — Player gains 15 PPs from the target.
Mongol Raid (2) — All opponents lose 10 PPs and one Improvement. City Walls reduce loss to 5 PPs.
Minor War (4) — Both combatants roll a die. Winner loses 5 PPs, loser loses 10 PPs. Ties re-roll. In a 2-player game the card player takes no losses if they win.
Major War (3) — Both combatants roll a die. Winner loses 10 PPs, loser loses 20 PPs and one Improvement. Ties re-roll. In a 2-player game the card player takes no losses if they win.
Death Ship (1) — Must be played immediately. Target loses 10 PPs. Plague Phase begins.
Counter Cards (not yet implemented in this app)
Buy Indulgence / Negotiated Peace (3) — Any player may play this immediately after a Major War, Minor War, or Crusade is played, before dice are rolled, to cancel its effect.
Tactical Advantage (4) — Any player may play this after a war is declared, before dice are rolled, to add +1 to their war die roll. Discarded after the war ends.
Improvement Cards
Aqueduct (4) — +1 Prosperity Roll, −1 Plague Roll. Drought and Fire have no effect.
City Walls (5) — +1 Prosperity Roll, −1 Plague Roll. War and Mongol Raid losses reduced by 5 PPs. Viking Raid has no effect.
Sewer (3) — +1 Prosperity Roll, −1 Plague Roll. Flood has no effect.
A player may only have one of each Improvement at a time. Improvements remain until destroyed by an Action card.
Optional Rules
- Hidden Population: Players may conceal their PP totals.
- Starting PPs: Begin with more or less than 50 PPs.
- Dicey Doubles: Any time doubles are rolled for Prosperity or Plague, double the amount gained or lost.
- Dying Stroke: A player about to be eliminated may play one last card that causes a target to lose PPs before being removed from the game.