| Multi-Player 
rules In multi-player games some 
special rules apply: INITIATIVEThere are three methods of determining turn order. Play with your favorite.
 1. Each player rolls 2d6. 
Highest roll goes first, next highest goes second, etc. 2. Roll 2d6. Highest roll 
goes first, then clockwise.  3. Roll 2d6. Highest roll 
goes first. Then roll 1d6: 1-3 clockwise/4-6 counter clockwise. SUPPLYIn multi-player games, each player checks the supply status of friendly units, 
during Production.
 NEUTRAL CITIES/TOWNSCities and Towns which begin the game Neutral may be captured with normal 
movement only (not strategic). They must be garrisoned (any unit) to maintain 
control. You may not build new units (but you may build steps on existing units) 
in controlled Neutral Cities.
 DIPLOMACY AND AIR RESPONSEPlayers are encouraged to form alliances. An alliance (declared) allows units 
to co-exist in the same hex without fighting, subject always to the normal stacking 
rules for one player. Allied players move separately (hence co-ordinated attacks 
are not possible) but allies can AIR respond normally to to assist each other.
 ACCUMULATED VICTORY POINTSDuring Production, count the number of city points controlled by each player 
and record this number. A running total of these VPs determines the victor at 
the end of the game.
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