How it plays
Two players take turns choosing accessible cards from a shared arrangement. A card can become a building, supply coins when discarded, or be used to construct a wonder. Taking cards uncovers further cards, including ones whose faces were hidden, so the available choices keep changing.
Civilian points decide the winner only if neither player achieves military or scientific supremacy first. Wonders can change the timing through extra turns or other effects. You must develop your economy while checking whether a card you expose could hand your opponent an immediate opportunity.
Decisions you’ll make
Consider the next card you would uncover before taking an apparently useful building.
Keep track of military and science threats even when your own plan focuses on points.
Learning the game
Teach card accessibility and costs, wonder construction, the conflict pawn, science symbols, and all three victory routes.