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History of the World – Windows Manual – English

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Type
Manual
Platform
Windows
Language
English
Size
71.51 MB
Filename
history-of-the-world_win_manual_en_2pr.pdf
View manual text
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samecolor. For example,ten yellow Lands form the Area of
India. Each Area has a base Victory Point value for each
Epoch. The Area Value Tableis shown in Appendix C and is
alio available from the View menu in the game. A player
receivesVictory Points for eachArea that is occupied as follows:
Aplayer occupyingat leastone Land in anArea
Presence:
receivesthat Area's baseVictory Point value.
Domination:A player occupying at least three Lands in
an Area and more Lands in that Area than any other
player scoresdouble the Area's baseVictory Point value'
Control: A player occupying every Land in an Area
scorestriple the Area's baseVictory Point value.
VPs are accumulated from Epoch to Epoch by any unit
belonging to that player, including units of Empires that
were played in prior Epochs.However, eachArea is scored
only once per piayer per Epoch. A player cannot scorefor a
Presence twice in the same Area in the same turn.
Additionally, 1 VP is scoredfor eachSea(not Ocean)that is
occupied by a player' s Fleet.
Lastly, each player may play up to two Events in each
turn. The Events in HISTORY OF THE WORLD range from
Minor Empires to disastersand disease.TheseEvents generally have restrictions as to when they can be played.
]udicious use of a player's Events can mean the difference
between victory or defeat.

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(which you can skip by
I fter the opening sequence
ENTER or clicking the left mousebutton), you
llpressing
are presented with a full screenview of the Tactical Map
Window. The ThcticalMap Window shows a portion of the
entire world maP, and can be scrolled by using the scrol
bars on the right and bottom. Double-clicking anywhere on
the map will center the map on that spot' Someplayers wilJ
prefer to play the entire game from the Thctical Map
Window; other players will prefer a more "global" view and
will want to play the game from the StrategicMap Window
Both of theseoptions are discussedin detail in Section5.

Before the start of the game, most of the menu items ir
the Tactical Map Window are not available. For now, lefl
click on the Game menu item, and you are presented witl
three options: New Game, Load Game, and Exit' Selectin
New Game will display the New Game Setup Window.

At this point, the game parameters should be reviewed
and changed if desired. When finished, selecting the Done
button will start the game. Cancel can be used to return to
the TacticalMap Window.

board icon to the right of the player name. A computer
player is selectedby clicking on the computer icon to the
right of the player name.Any number of computer players or human players can be specified as long as the total
number of players is in the range from two to seven.
Player color can be changed by clicking on the already
selected keyboard or computer icon. This will rycle
through the remaining colors available to the player. If
seven players are already displayed in the New Game
,
Setup Window, there are no remaining colors.
o Configure Player - The configure player options are different for human players and computer players. For a
human playeq, selecting Configure Player will display
the E-Mail Address Window.

Ployer Pqromefers
The game parameters can be classified into two groups:
Player Parameters and Game Options. Player Parameters
allow you to define the number of players and player characteristics.
. Add Player - Increment the number of players by one to a
maximum of seven.
r Delete Player - Decrement the number of players by one
to a minimum of two.
r Name - Change a player name by selecting the player
name text box and typing a new player name. Press
ENTER to complete the player name change.The seven
names provided as defaults are the names of gods from
various mythologies.
o Player TYp" - Each player can be either human or computer. Ahuman player is selectedby clicking on the key-

When setting up an e-mail game, the e-mail addressfor
the human player should be typed in the text box in this
window. When playing the e-mail game, a reminder box
will be displayed when it is time for a new human player to start his turn. The information that is typed into this
text box will be used in the reminder box.
The human player who starts the game should place a y'
next to Startup Computer Address.

Gsme Options

Game Options (available from the New Game Setup
Window) allow you to add optional rules to the game, and
specify certain game characteristics.

For a computer player, selecting Configure Player will
display the Setup Computer Player Window. In this window you can define the characteristicsof the individual
computer players.
Skill: This defines the quality of the computer player:
Fair, Normal or Good. The default setting is Normal.
A setting of Good is recommended only for those
players with a fast computer.
Aggression:This defines the propensity of the computer player toward making aggressive moves.
Given two moves of equal value, a Passivecomputer
player will try to avoid the move that might irritate
an opponent or lead to combat, whereas an
Aggressive computer player will do the opposite.
With Normal, the default setting, the computer player will show no consistent trend toward either of
thesetwo extremes.
Rlsk This defines the computer player's inclination
toward taking risks. A Daring computer player will
attack at low odds if the payoff is high. A Cautious
computer player would not consider such an attack.
With Normal, the default setting, the computer player will show no consistenttrend.
More information concerning the computer artificial
intelligence can be found in Section18.

y' Empire Screens: Checking this option causes screen
images to be displayed between each player's turn.
These images show characteristicsof each Empire and
help to set the flavor for the turn to come.

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When this is the case,the number of required builds is displayed in the upper right corner of the icon.

Buitding these units requires the expenditure of a given
-number
of Strength Points. The number to the left of the
square unit icon is the number of Strength Points that the
Empire possessesat any given time. This number decreases
every time a unit is built. The number of build points can
also increasedue to the play of certain events. Building of
units is discussedin Section 11.
There are three buttons at the bottom of the Empire
Window. Pressingthe Next or lrev (previous) buttons lets
the player page through the Empires that are available in
the current Epoch. Pressingthe {ctive button displays the
active Empire for the current player.
At the beginning of each Epoch all players obtain an
Empire. This occurs automatically if the Auto-Select
Empires option has been turned on in the New Game Setup
Window. Otherwise, the players' drawing order will be
determined (seeSection8), and players will randomly draw
Empires,privately inspect the Empire they have drawn, and
then decide to either keep the Empire or pass it to another
player who has not yet received an Empire for that Epoch.
This procedure takes place in the Empire SelectionWindow.

When each Empire is drawn, a messageis displayed in
the lower right corner of the window. This messagelists the
current player's name, the Empire that has just been drawn,
and the available options for the current player. A player
will have one of three options:
. The Empire must be kept.
. The Empire must be passedto another player.
. The Empire can be kept or passed.
Information about each of the Empires available in the
current Epoch is shown in the lower left of the window to
aid the player in making a decision.

The upper half of the window lists the player names/
total scoreand accumulatedStrengthPoints (more on this in
later sections),from whom the player received the Empire,
and to whom the player passedthe Empire that was drawn.
If a player keeps the Empire that is drawn, the Iast two
columns will contain that player's own name.

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tNFCRMATtOtl,t
BOXSS
Event Information: In the upper right portion of the window are two information boxesthat display the status of
any events that have been played in the current player's
turn. Events that have been completed are shown in
blue; events that are still in play are shown in red. These
boxes are only available in screenresolutions of 800x600
or above.

Land Status Information: In the lower left portion of the
window are three boxesthat display information about a
region that is being pointed to by the mouse cursor. The
first box shows the name of the Land, Seaor Ocean.This
box is only available in screenresolutions of 800x600or
above. When the mouse cursor is positioned on a Land,
the second box displays information about the current
player's status in the Area:
No Presence:The current player does not occupy any
Land in the Area.
Presence:
The current player occupiesat least one Land in
the Area.
Domination:The current player occupies at least three
Lands in the Area and more Lands than any other player
has in that Area.
Control:The current player occupies every Land in the
Area.
The third box shows the number of VPs the Area is
worth in the current and each subsequentEpoch.
The background color of the Land Status Information
box is the color of the dominant player in the Area. If no

player is dominant or if two or more players are equally
present,the background color is a neutral gray.
Player Score,Strength and Resources:The lower right portion of the window is occupied by the Score,Strength
and Resources information box. The up and down
arrows allow the player to individually display each of
the three selections.
Score

When the area next to the arrows reads Score,the information box shows a row of color-coded rectangles,each
containing a number. Thesenumbers are the current VPs
acquired by eachplayer in the game. Numbers shown in
black indicate that the player's turn has been completed
in the current epoch. Numbers shown in white indicate
that the player's turn has not yet been started.The flashing number indicates the current player.
Strength
When the information box displays Strength, the numbers are the total accumulated Strength Points for each
player in the game. As before, numbers shown in black
indicate that the player's turn has been completed in the
current Epoch. Numbers shown in white indicate that
the player's turn has not yet been started. The flashing
number indicates the current player.
Resources
When Resourcesis selected, the information box displays the number of Lands with Resourcesoccupied by
the current player's Empire. A Monument must be built
at the end of the current player's turn for each pair of
Resouces(seeSection13).

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From left to right, the functions on the Strategic Map
Window button bar are:
. SaaeGame- Save the current game state to a disk file.
The game may be saved at any time exceptduring the
execution of an Event.
. Next Turn - Advance to the next player's turn.
There are seven remaining buttons, one for each of the
Empires in the current Epoch. These buttons serve the
samepurpose as in the ThcticalMap Window.
INFORMATION BOXES

units on the strategic map. The icons in the Empire
Window are used if the player wants to place units on
the TacticalMap. From left to right the buttons are:
o Build Army
o Build Fleet
. Start Empire
. Build Fort
. Build Fortress
Empire Scrolling Buttons: Thesebuttons are used to scrol
through the current Epoch's Empires.
Next: Display the next empire.
Prev:Display the previous empire.
Active: Display the empire held by the current player.

Player Score,Strength and Resources:]ust to the right of the
button bar is the Score,Strength and Resourcesinformation box. This box is identical to its counterpart in the
TacticalMap Window.
Event Information: Two event information boxes are located to the right of the strategicmap. They are identical to
the event information boxesin the ThcticalMap Window.
Land Status Information: The three land status information
boxesare located at the bottom right of the StrategicMap
Window They are identical to the land status information boxes in the TacticalMap Window.
FEATURES URIIAUE TO TH€ STRATEGrc MAP

Unit SelectionBox: This box allows the player to toggle on
and off the display of the marker types. A mouse click ir
the boxes to the left of the marker type toggles the display. Buttons at the bottom of the unit selection bor
allow the player to selectAll of the types, or turn off all
of the types (None).

Jump Sfiop Window
Unit Build Buttons: Thesebuttons perform the same tasks
as the unit icons in the Empire Window (seeSection11).
Thesebuttons must be used if the plaver wishes to build

The Jump Map Window is a small map
of the entire world that can be used tc
position the Tactical Map with a single
mouse click. Left-click anywhere or

the Jump Map to centerthe TacticalMap at that position

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rHybrid MErkers

Q*her Marleer*
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Capitals

When a player starts an Empire that has a Capital city, a
Capital marker is placed in the Start Land. This is the only
way a Capital marker can be placed on the map. A Land
may contain a maximum of one Capital or City.

ffiCities
A City marker can be placed on the map as a result of an
Event, or a Capital marker can be reduced to a City marker
during the courseof play. A Land may contain a maximum
of one Capital or City.
Monuments

A Monument marker is placed at the end of an Empire's
expansion phase for each pair of Resource symbols controlled by its Armies. The color of the Monument marker
reflects the color of the owning Army also present in the
Land. If there is no Army in the Land, the Monument is not
owned by any player and will be colored light gray (neutral). If the Preservationof Cultures option is in effect (see
Section 15), the Monument remains the color of the player
who built it for the duration of the game.

E

PirateFleet

When the "Pirates" Event is played, a Pirate Fleet may
be placed on the map. The color of the Pirate Fleet indicates
the player who placesthe Fleet.

L--

To conservespaceon the map, a hybrid marker is used
when a Fort or Fortress is placed in the same Land as a
Caoital or Citv:

ffi

Capital& Fort

il

City & Fort

E

Caprtarcs Forrress

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7. TFfFE{ENU

ca*aaaataa

he menu is available in both the Tactical Map Window
and the StrategicMap Window.

9Eme

. New Game - Displays the New Game Setup Window (see
Section3).
. Load Game - Displays the Load Game Window This
allows the player to load previously saved games.
r SaveGame - Savesthe game stateto the current file name.
The default file name is "autosave.sav."A game may not
be saved during a computer player's turn.
. Save Game As - Displays the Save Game Window. This
allows the player to save the game to a filename of the
player's choice.A game may not be saved during a computer player's turn.

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PIay ThemeOnce - If this option is checked, the epoch
theme music is played only once at the beginning of
the epoch. If not checked,the epoch theme will be
played during the entire epoch.

As the game is played back, explanatory messages
appear in the box beneath tt',ebuttons. Playback speed
can be controlled wiih the "+" ar.d "-" buttons.
r End Turn - End the current player's turn.
. Exit - Close all windows and exit the game.

Opfions

At the bottom of the "Sound and Music" box are two
radio buttons that allow the player to specify whether
the music selectionswill be played in the order listed in
the "Epoch Themes" box or in random order.
y' Animations - Toggle on and off animations.

y' prnpire Screens- Toggle on and off Empire Screensdisplaved between turns.

Sound and Music - Displays the Sound Preferences
Window. There are three boxes within this window. The
"Now Playing" box displays the music selection currently being played. In the "Epoch Themes" box the
player can selectthe themesthat are played at the beginning of eachEpoch. The "Sound and Music" box lets the
''and
off several sound and music
player toggle on
options:
Play SoundEffects- Toggle sound effectson and off.
Play Music - Toggle music on and off.

y' Welcome Screen- Toggle on and off the Welcome Screen

/

shown when the game first starts. The Welcome Screen
provides useful tips for the novice HISTORy OF THE
WORLD player. You may also view the WelcomeScreen
at any time during the game by selecting it from the
Qptions menu.
Smqoth Scrolling - Toggle on and off smooth scrolling
between diJferent locations on the Tactical Map. If this
option is not selected,the TacticalMap display will jump
from location to location.

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(see Section 10 for more information about retreating
Arrries). This option is automatically selected for an email game.
y' Auto Center - If selected, the Tactical Map will center on
a Unit when it is placed on the map.
y' Auto Save - If selected, this option causes the game to
automatically save after each human player action.

View
o Er-npireWindow - Choosing this nrenu item will display
the Empire Window.
. Eyent Window - Choosing this menu item will display the
Event Window.
. Strategrc Mup - Choosing this menu item will place the
Strategic Map on top of any windows that may already
be displayed. This menu item is only available from the
menu in the Tactical Map Window.
. Iump Mup - Choosing this menu item will display the
|ump Map Window.
. Area Values - Choosing this menu item will display the
Area Value Thble. The Area Value Table is shown in
Appendix C. Section14 explains how this table is used to
calculatea player's score.

E4qpires- Displays information about the Empires in the
current Epoch. Use the drop-down list box in the
Empires Window to view a different Epoch's Empires.

o Evenls - Displays information about the different Events
(seeSection9, Events). One group of Eventsis displayed
at any one time. The Event group can be changed via the
drop-down list box.

been started, the player and the player's Empire is not
Iisted. The Epoch can be changed using the drop-dorvn
list box.

o Game Setup - Displays a window which lists the game
setup information specified in the New Game Setup
Window.
Eve4t History - Displays the Event History Window. The
Events Played This Epoch box lists the players, their
Empires, and the Events played during the selected
Epoch. The Total Events Played box lists the total number of Events that each player has played during the
game. The Epoch can be changed using the drop-down
list box.

Empte History - Displays the Empire History Window.
The Keep/Pass Results Box shor,Gthe actions taken by
eac\rplayer during the Empire Draw/Keep/Pass Phase.
The Final Empire Status Box shows which Empire each
player received. Note that if a player's turn has not yet

. Cqrrent Summary - Displays a window which allows the
player to view bar graph charts of current game parameters. Comparisons of each player's current totals are
shown in each of nine different parameters.

Game History - Displays a window which allows the
player to view graphs which show Epoch-to-Epoch
progress of various game parameters. Comparisons
between any combination of players are available for:
-Score (Victory Points)
-Strength Points
-Armies
-Fleets
-Cities
-Capitals
-Forts
-Fortresses
-Monuments

Check boxes (y') allow the choice of players to be specified, and whether horizontal and/or vertical grid lines
are shown on the graph.
High Scores- Tracksthe top 10 finish scoresfrom2,3, 4,5,
6 andT player games.
Keep/Pass Empires - Displays the Keep/Pass Empires
Window (seeSection4, Selectionof Empires).

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tom of the Advisor Window allow the player to choose
from four options:
Builds - Command the Advisor to give a recommendation for the next build.
Describe- Display a description of the Event that the
Advisor has recommended.
Play It - Have the Advisor play the Event.

FIag - If the Event requires Units to be placed, have
the Advisor flag all of the Lands that are legal choices.If the Lands are already flagged,the button will be
labeledUnflag.
Leaae- Exit the Advisor Window.

llsp
. Hide Markers - Removesall markers from the Tacticalor
Strategic Map. When all markers have been removed,
this menu item changesto $how Markers.
. Show Markers - Restoresall markers to the Thctical or
StrategicMap. When all markers have been restored,this
menu item changesto Hide Markers.
. View Atlantic Ocean Fleets- Centers the TacticalMap on
the area where Atlantic OceanFleetsare displayed.
. View lndian Ocean Fleets - Centers the Thctical Map on
the area where Indian OceanFleetsare displayed.
. View Pacific Ocean Fleets - Centers the Tactical Map on
the area where Pacific OceanFleetsare displayed.

. Find - Displays the Find Window. Using the Find feature,
the player can center the Thctical Map on any selected
Land, Sea,Ocean or Empire.

Encydopedio
The Encyclopediamenu allows players to accesshistorical information about the Empires and Leaders found in
HISTORYOF THE WORLD.

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Now that you are familiar with the basic game concepts,
a summary of the entire sequenceof play will be presented.
This sequenceof play covers some topics already discussed
but which are included here for completeness.
'l Draw EventsPhase- After a new gameis started,Events
I are randomly chosenand distributed to eachplayer.This
phaseis hidden from the player. Events can be examined by
eachplayer during that player's turn in the Event Window.
See Section 9 for more information about Events and the
Event Window.
!Auto-Select Empires If the Auto-SelectEmpiresoption
.Lhas been placed in effect by checking that option box in
the New Game Setup Window, Empires are randomly
assigned to each player, and the sequenceof play skips to
step 5.
Q Determine Empire Drawing Order Phase- If the AutoJselect Empiresoption has not beenturned on, the player
drawing order for selecting Empires is determined. At the
beginning of the First Epoch, the Empire drawing order is
randomly determined by the computer. Starting with the
Second Epoch, players will draw in order of their current
number of accumulated Strength Points, with ihe lowest
Strength drawing first. If several players have equal
Strength,they will draw in order of their Victory Points total
with the tied player having the most Victory Points drawing
first. If tied in both Strength and Victory Points, the player
who played first in the preceding epoch goes first. This
phase is automatic and hidden from the player.
f Empire Draw/Pass/KeepPhase In the order deterTmined in step 3, players will randomly draw an Empire,
privately inspect it, and then decide to either keep the

Empire or passit to another player who has not yet received
an Empire for that Epoch. This procedure takes place in the
Empire Selection Window, described in Section 3. Players
are not allowed to inspect an Empire which has been passed
to them, and must wait until their turn before they see
which Empire they are playing with in the current Epoch.
Detailsof the Empire Draw/Pass/Keep Phaseare discussed
in Section4.
ffiDetermine Order of Play Phase The seven Empires
u*-favailable for play during a given Epoch have a specific
order of play. This order approximates that Empire's
chronological order of appearancein history. Players will
take their turns in the order dictated by their current
Empire. SeeAppendix A for a listing of the Empires and
their order of play. This phase is automatic and is hidden
from the player.
5*Play Before Tur.n Events Phase Each player may play
L-Supto two Events in each Epoch. Events are divided into
two iategories: "Play BeforeTurn" and "Play During Turn."
Before the Empire is started by the active player by placing
an Army and a Capital (for those Empires that have
Capitals) in the Start Land, Events labeled with the instruction "Play BeforeTurn" may be played. SeeSection9 f.ora
descriptionof Events.
npStart Empire Phase - The active player "starts" the
d Empire by left-clicking on the icon at the top of the
Empire Window.
If a Capital icon is displayed at the top of the Empire
Window, then the Empire has a Capital city, and both
an Army and a Capital will be placed in the Empire's Start
Land.

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i

in the Empire's Start Land. Any Armies already present in
the Start iand must retreat to an adjacent, friendly Land'
Once the Empire is started, no more "Play Before Turn"
Events can be played by the current player until the next
Epoch.
ffExpansion Phase- EachEmpire has a certainnumber of
#strength Points, shown in the Empire Window just to the
left of tie Army icon. The current player may use these
Strength Points to build any units available to that Empire'
Subjectto certain restrictions,Armies may be placed one at
a time in Lands currently occupied by the Empire, adjacent
to Lands occupied by the Empire, or in Lands next to a Sea
or Oceanin which the Empire has Navigation and which is
occupied by a Fleet of that player. Likewise, Fleets may be
placed in Oceansor Seascurrently occupied by the Empire,
or adjacent to a Sea or Ocean occupied by the Empire, in
which the Empire has Navigation'
If the adjacentLand already contains an Army or Minor
Army of another Empire, or if the adjacentSeaalready contains a Fleet of another Empire, the current Empire must
engagein combat with the other Empire until only his unit
ot th" defending unit remains. After any combat, the current player continues to place units until all of the Empire's
Strength Points have been used. The active player may also
place Forts or Fortresses(if the Fortressesoption is in effect)
itr uny Lands occupied by the current Empire's Armies'
d'SBuild Monuments Phase The current Empire may
pair of Resourcesit controls
each
for
Monument
TU.tita a
were not already
Resources
those
if
turn
at the end of its
Monument for a
a
to
build
turn
used during that same
Minor Empire.
{ *End of Player'sTurn A player's turn ends when he
A uselects the Next Turn button or menu item. At this
point the player's VP total is frozen for the remainder of the

turn-the player cannot lose points through the actions of
any subsequentplayers in the sameEpoch.
Steps 4 through 10 are repeated until all players have
taken their turn in the current Epoch. Play then proceedsto
Step 2 of the next EPoch.

W"ffiwwsw#s

#6*#6*S&.&S*#*

rfthere are 63 total Events that can be played during a
I gu*u of HISTORY OF THE WORLD. Of these, 45 are
unique and 18 are duplicates.The 63 Events are categorized
into nine groups, eachgroup containing Events that are similar,in nature. Appendix B lists the Events and the groups to
which they belong. During the Draw Events Phase each
player is randornly assignedone Event from each group'

Using the Event Window the current player can examine
the Events available for play during the remainder of the
game. The Event Window contains the following:
. The name of the Event.
. The Epochsduring which the Event can be played.
. When the Event can be played ("PIay Before Turn" or
"Play During Turn").
o A descriptionof the Event.

There are three buttons at the bottom of the window.
Pressing the Next or Prev buttons lets the player page
through the Events.Pressingthe Play button puts the Event
into play. The Play button will be grayed out and unselectable if the Event cannotbe plaved. This can occur for one of
five reasons:
e The Event may not be played in the current Epoch.
r The Event may not be played in the current phase of
the player's turn (for example, the player may have
started his Empire already and the Event is a "Play
BeforeTurn" Event).
. Conditions may be such that the Event could not be
successfully completed (for example, the "Disaster:
Tidal Wave" Event cannot be played if there are no
Monuments in a Land next to a Seaor Ocean).
o The Event modifies another Event already played in
the sameturn (for example,Leader and Elite Troops).

M*ffiffiffi ffiffiffi*ffiffiffi
When Minor Empires are played, they build Units,
expand, etc., exactly like normal Empires. However, a
Minor Empire is not part of the larger, active Empire for
purposes of Monument builds or Expansion. To differentiate the Minor Empire Army units from those of the normal
Empire, a white bar appearsat the top of the Army icon. All
activities of a Minor Empire (except scoring) are ended
before the player's main Empire begins placementor another Event is played. The Minor Empire does contribute to the
plaver's scoreat the end of the turn.

r TWo Events have already been played in the current
player's turn.

sr*gwwY$*ws*ruY#
SomeEvents grant the player additional Strength Points
for his Empire. These additional Strength Points are not
added to the player's accumulatedStrength for purposes of
determining drawing order for Empire selection.
REeA*$*#ffi #gS*LffiS
If an Event grants an Empire a certain type of unit, that
unit must be built and cannot be traded for another type
during the Expansion Phase.For example, an Empire playing the Shipbuilding Event must place at least two fleets in
addition to the one required by its Navigation capabilities.
Required builds are shown in the upper right corner of the
unit icons in the Empire Window (seeSection4).

v&c&ruT'l'sruffi$
Should the "Black Death," "Pestilence," "Famine" or
"Plague" Events strip a Land of all occupying armies, any
Capital, City or Monument therein remains as a neutral.
They can be claimed without combat by the next player to
place an army in that Land. When Barbarians destroy all
Armies in a Land, they also destroy any City or reduce any
Capital to a City according to the normal rules of Conquest
(seeSection12).

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'Jewish
Although the "Rebellion," "Civil War" and
Revolt" Events allow their owner to place units directly in
the affected Land, no retreat from that Land is allowed.
Neither does the defender receive any Difficult Terrain
advantage against the attacker who has sPrung up in his
midst. Any Fort or Fortressin the Land aids the defender.
If a Kingdom appears in a Start Land already occupied
by another Army, the prior occupant must retreat. See
Section 10 for information on how to retreat an Army.

{ru$&s& Aarg*$
These two Empires appear together during Epoch VI.
They buiid two Capitals but use Armies of the same type.
Tirey may play zero,one or two Events total (not two each).

effi?ffiffi&3#
If a new Empire or Kingdom appears in a Start Land
already occupied by another Army or Armies, the prior
occupant must retreat to any adjacent Land containing the
same type and color of Army. If unable to do so, it is eliminated. If there is only one possibleLand to which the Army
can retreat, this is also done automatically. If there is more
than one possible Land to which the Army can retreat, and
the Auto-Retreat option is not in effect, the owner of the
prior Army will be prompted to choosea retreat Land. If the
Auto-Retreat option is in effect, the computer will choose
what it considersto be the best Land and will automatically retreat the Army to that Land. The Auto-Retreat option is
always in effect for an e-mail game.

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v##ffi sffiFf#g * * *
I fter the player has finished playing
"Plav BeforeTurn" Events,the
flanv
Empire is started by left-clicking on the icon at the top of the
Empire Window If this is a Capital icon, then the Empire
has a Capital, and both an Army and a Capital will be
placed in the Empire's Start Land. If this is a Nomadic icon,
then the Empire does not have a Capital city, and only an
Army will be placed in the Empire's Start Land. In both
cases,the number of Strength Points will be decrementedby
one to account for the placement of the Army.

Retreat is the only instance in which a unit can move
from one Land to another.
Armies may not retreat over Seas or Oceans except
across a Strait (identified by a crossing arrow). Control of
the intervening Seamakes no difference.

t s" {#s#esw&#ffiffi##&#s- Eu.n Empire has a certain number of Strength Points that
l-.rcan be used to build Units during the Expansion Phase.
Building an Army, Fleet or Fort uses one Strength Point. I{
the Fortressoption is in effect,building a Fortressuses two
Strength Points.
Armies can be placed in any Land adjacent to a Land
occupied by the current Empire. Fleetscan be placed in any
Seaor Ocean adjacentto a.Land, Seaor Oceanoccupied by
that Empire if that Empire has Navigation of the Sea or
Ocean. Once a Sea or Ocean is occupied by a fleet of that
player, Armies can be placed in any Land adjacent to that
Sea or Ocean if the current Empire has navigation in that
Sea or Ocean. A Fleet can support the Armies of another
Empire of the same player only if the current Empire has
Navigation of that Seaor Ocean.

1. Left-click on the Unit icon in the Empire Window. This
allows you to drag that Unit to the map where a click
on a Land, Seaor Oceanwill place the Unit there. If a
Land, Seaor Oceanis selectedwhich results in an illegal move, an error messagewindow will be displayed.
After vanishing the error messagewindow, the player
may select another Land, Sea or Ocean.At any time
the operation can be aborted by right-clicking.

Armies can never be placed in the Barren Lands. Fleets
may not enter the Caspian Sea.No more than three Armies
can occupy any Land and no more than two Fleetscan occupy any Sea.An Oceanmay contain up to 14 Fleets,but each
player is limited to two Fleetsin an Ocean.
Any Empire with Navigation capabilitiesMUST build at
least one Fleet (even if the only Sea it may navigate is
already occupied by a friendly Fleet). If unable to reach a
navigable Seaor Ocean during its turn, the Empire forfeits
one build.
Units are placed on the map one at a time. This can be
done one of three ways:

2. Right-click on a Land, Seaor Ocean with the mouse.
This displays a pop-up menu from which the type of
Unit can be selected.After selecting the type of Unit,
that Unii is placed on the map at that location

I

3. Click on the Euild It button in the Advisor Window.

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i

In Epoch V the Viking Empire may place only one Army
in North America. If the Vikings attack an occupied North
American land and lose, they may not place another Army

I
I
I

W

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a
in North America. The Vikings may not place Armies in
South America or Sub-SaharanAfrica.
The Vikings may use the "Allies" Event to place a total
of three Armies in North America. They may not use the
"Allies" Event to expand into South America or SubSaharanAfrica.
FSR?S
Fleetsmust, at all times, have a Land controlled by their
color to serve as a port adjacentto their Sea,/Ocean,or they
must be adjacent to a friendly-controlled Sea or friendlyoccupied Ocean that is itself connectedto a port. The Land
that serves as a pofi is not required to have Navigation.
- Whenever a Fleet no longer has a port, it is immediately
eliminated. This occurs automatically.

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. s . * * * {e* . c s

f,mpires expand from their Start Land by placing Armies
ljin adiacentLands (or Fleetsin adiacentSeasor Oceans).
They may continue to place Armies or Fleetsin Lands, Seas
or Oceansadjacentto their occupied Lands, Seasor Oceans
until they run out of Strength Points. If the entered Land or
Seais already occupied by another Empire, a battle must be
fought before more Units can be placed.

When combat occurs, the Combat Summary Window
appearsif Combat Summary in the Options menu has been
selected.The window displays both the attacker's and the
defender'sunits and markers.

Nominally, the attacker rolls two dice and the defender
rolls one die to resolve combat. (All dice rolls are randomly
determined by the computer.)Any modifiers to the nurnber
of dice and the die rolls can be displayed by clicking the
Modifiers button (they will be discussedshortly). The player who rolls highest on a single die wins and the loser
removeshis Army or Fleet.If tied, both sidesreroll until one
wins. Combat continues until all defending armies are
destroyed, or the attacker abandons the attack (either
becausethe Empire has run out of Armies or Fleets with
which to attack, or becausethe player does not wish to commit another Army or Fleet to the attack). If the attacking
player conquersa Land, up to two more Armies and a Fort
(or Fortress) may be placed there. If the attacking player
conquersa Sea,one additional Fleet may be placed there.

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At this point the player can still avoid combat by selecting No Combat. If the Combat button is selected' and
CJ."Uut Summary in the Qptions menu has been turned on'
the player is presentedwith the Combat SummaryWindow'

The Combat Selection Window displays the enemy
Fleets that are already present in the Ocean' If the player
does not wish to initiate combat with any of these enemy
Fleets,selectthe No Combat button. If the player wishes to
initiate combat with one of the enemy Fleets,a morrseclick
on that Fleet will activate the Combat button and display
the selectedFleet in the areajust above the two buttons'

Combat proceeds as described at the beginning of this
section. If the attacking player eliminates the enemy Fleet'
and there are other enemy Fleets still in the Ocean, these
may also be attacked' In this case,the player would be presenied once again with the Combat SelectionWindow'

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A free Monument is built at the end of an Empire's
Phase for each pair of Resource symbols
AE*puntion
controlfed by its Armies. Monument sites must be controlled by the buiiding Empire and may contain no other
Monuments. Sites must be chosen based on the following
priority:
1. Capital of the EmPire
2. City site
3. Resourcesite

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s**s&*@***

player who scores the most Victory Points (VPs)
Th"
I wins. If the scoreis tied, the tied player who played last
wins. VPs are updated continuously for each player who
has not finished his turn in the current Epoch. This means
that when a new Epoch begins, all players' scoreswill temporarily increase.As units and markers are removed from
the map due to combat and the play of Events, a player's
score can decrease.During the player's turn, his scorewill
incteaseas units and markers are placed on the map during
the Expansion Phase.Once a player's turn has been completed, his scoreis frozen for the remainder of the Epoch.
VPs are scoredas follows:

Leruffise sffi&ffi
If only one location can be chosen (for example, the
Capital of the Empire), the player is notified and the monument is automatically built at that location. If more than one
location can be chosen,the player is prompted to selectthe
location for the monument. If no site is available, a
Monument cannot be built.
DESYffiq.$SY$#ffi
Monuments are not eliminated by conquest. They are
removed only by Events which cite their elimination. If
eliminated, they can be rebuilt by another Empire on the
same location.
ING&S & &g9g6g
These two Empires appear together during Epoch VI.
They use Armies of the same type, and if they control two
Resourcesymbols between them, they may build a single
Monument.

2 VPs for eachCapital
1 VP for each City
1 VP for eachMonument
1 VP for eachSea(no points are scoredfor Oceans)

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The 92 Lands are grouped into 13 color-coded Areas.
EachArea is worth a varying number of VPs during different Epochsin the game as shown on the Area Value Tablein
Appendix C. The Area Value Table is also available from
within the game by selecting Area Values from the View
menu.
As an example, China (the dark green Area on the map)
has a BaseValue of 1 VP in Epoch I,2 VPs in Epoch II, and
3 VPs thereafter.Southern Europe has a BaseValue of 0 VPs
in EpochI,2YPs in EpochII, etc.A player with one or more
Armies in an Area at the end of his turn scorespoints in that
Area as follows:

- Occupying at least one Land in an Area gains
Presence
Base
Victory Point value.
the
Domination- Occupying at least three Lands in an Area
and more Lands than any other player has in that Area
gains double the Area BaseVictory Point value.
Control - Occupying every Land in an Area gains triple
the Area BaseVictory Point value.

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Although a player scoresVPs for all of his hoidingsincluding past Empires-each Area is scored only once per
player in each Epoch. For example, a player cannot score
multiple Presencepoints (or both Presenceand Domination
points) in the sameArea in the same turn regardlessof the
number of his Empires occupying that Area. A player may
combine Lands of different Empires of his faction to claim
Domination or Control of an Area.

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fhere are two optional rules which may be selectedat the
I beginning of a new game. These optional rules are
selected by checking the appropriate boxes in the New
Game Setup Window.
P#&YffiffiSSKS
A Fortressmay be built at a cost of two Strength Points.
A Fortressadds one to the defender's die rolls and wins all
ties. Otherwise, it is the same as a Fort. Neither side wins
ties when a Fortress is attacked by "Fanaticism." The
"Empire Fortifies," "Engineering" and "Empires Fottify"
Events can be used to upgrade an already existing Fort to a
Fortressat a cost of one Fort for each upgrade. This is the
only situation in which a Fort can be upgraded to a Fortress.

Pffiffi SffiWeYg#ffi ffi$ *e#*;Y#ffitr
When playing this option, Monuments are built with the
building player's color, and this color does not change
throughout the remainder of the game. Monuments are
worth 2 VPs each if controlled by Armies of the same color
and 1 VP each if controlled by Armies of a different color.
Monuments that are recaptured by their own color are still
worth 2 VPs each.

$S. #ffi#ffistr&&WffiK #*ffi&#&
LIISTORY OF THE WORLD can be played on separate
I Icomputers using the built-in Play By E-Mail (PBEM)
feature. The only requirement other than owning a copy of
the game itself is some method of transferring a single
saved game file from one player to another.
An e-mail game is set up from within the New Game
window (seeSection3). One of the players must be responsible for setting up the e-mail game. This includes specifying the number of players, their names,whether the player
is human or computer, player e-mail addresses,and game
options. An e-mail game must have at least two human
players.
HISTORY OF THE WORLD can also be played by more
than one human player at the same computer. If no e-mail
addressesare specified for the human players, the game
assumesthat all humans are playing from the same computer. If e-mail addressesare specified for all of the human
players, the game assumesthat at least some of the human
players are playing at different locations.
To start an e-mail game, one of the human players supplies all neededinformation in the New Game window. For
each human player, selecting Configure will display the EMail Address Window. Each human plaYer must have an e-

n
lf

mail address. The human player who starts the game
should place a y' next to Startup Computer Address.

We recommend that the Password Protection option be
used for an e-mail game or a "hot-seat" game between
human players. When this option is in effect, each human
player will be prompted to enter a password when he
receivesthe game to play his first turn. A player will not be
able to begin his turn without entering his password,so care
should be taken to remember it! The inconvenienceof having to remember a password is justified in the knowledge
that no other player can examine the game state out of turn.

When a player has completed his turn, the Advisor window appearswith a messagedirecting the current player to
send the e-mail game file to another player. SelectingQK in
the messagebox efts the game. At this point, the player
should send the e-mail game file to the addressspecified in
the message box. Remember that in HISTORY OF THE

WORLD the order in which players play their turns is not
fixed; it is even possiblefor a given player to play two turns
one after another.
The e-mail game file is named "email.sav" and is found
in the \save subdirectory. The \save subdirectory is found
one level down from the directory where HISTOIA OF THE
WORLD is installed (in other words, one level down from
the path that was specified during the install procedure).
When receiving an e-mail game file from another player, it
must be copied into this samesubdirectory.Thus, the e-mail
game file from the previous turn will be lost unless the user
renamesit before the copy is made.
The file can be sent by attaching it to an e-mail message
(on ISPsthat support attachments),or by encoding it into a
messageby a special encoding program (nof included with
the game). If you have any trouble sending or receiving email games,pleasecontact your Internet ServiceProvider.
'
After an e-mail game file is received and copied into the
\save subdirectory,the game can be started.After the opening sequenceyou are presented with a full screenview of
the Thctical Map Window. The e-mail game is loaded by
selecting Load Game from the Game menu. This will display the Load Game Window. Select "email.sav" followed
by OK, and the e-mail game will be loaded.
One of the most useful features that can be used in a email or hot-seat game is player-to-player messaging.
Playerscan use this feature to send private communications
to other human players. Both the Send Me$sageWindow
and the ReceiveMessageWindow are describedin detail in
Section7.

W#PS
ffi&ffiK$#$s
& ffiffiffiS

K#ffis
17" sKffiffiwffiffiw

@s*4&*$&

ffixx*p$rws
Keep$rxgwmffiwss$mg
One of the most important parts of HISTORY OF THE
WOKLD is the Empire Selectionround. The order of play
during this round is based on some combination of the
accumulated Strength Points, Victory Points and order of
play in the previous Epoch (see Section 8 for a complete
decription). In general,players with the least accumulated
Strength Points draw earlier in the round. These players
have more control over the result of the Empire Selection
round. This is the primary advantage of minimizing your
Strength Point Total.
When you receiveyour Empire, you should consider its
value compared with the other Empires in this Epoch. AIso
look at what the other players this round have decided. If a
player keeps the Empire given to him, it must have been a
good one. If he passedit to another player, it was probably
a poorer choice. Once you have received an Empire from
another player, you don't have the option to keep another
Empire. At that point, if you think the Empire is a good
card, don't pass it to a leading player! Try to passbad cards
to the leaderinstead.
Don't pass an Empire that appears early in the Epoch to
a player who has lots of VPs on the board now-especially
if there is a big difference between that player and the current player.
Remember that in the last Epoch, minimizing your
Strength Points is not very important-get the best Empire
you can get.

ffiwwsx$s
Play Events only if they are to your advantage.In general, Events should be held until later Epochs.Eachplayer has
nine Events and can play a maximum of two in eachEpoch.
You should try to play all of your Events if possible.
Each player will have one of each of the following
Events:
ME&$W#ffiWp$S$ffiS
Always play your Minor Empire in the appropriate turn.
Be sure not to forget this important Event!
ffi€3&Sffi&Y
M#ffi*p*ffiffiffi
Use these Events for larger Empires-ones with at least
12 builds. Play the Event before any combat-right after
starting the major Empire is best. Remember, Combat
Modifiers do not affect Minor Empires.
The best Event of this type is "Weaponry," followed by
"Leader," then "Fanaticism." If you have more than one,
save the best one for a stronger Empire.
$*ffiw#LYffi
The "Elite Troops" and "|ihad" Events are more attack
is stronger than "Elite Troops." IJse
modifiers-"lihad"
theseevents with large Empires.
"Civil War" should be used to gain territory, especially
points away from your current Empire's reach-that way,
you're not having to leap all over yourself. Target gains in
valuable areas,such as PreservedMonuments,-MonumentCapital pairs, etc. Especially target difficult terrain areas.
"Crusade" should be played when an enemy controls
Palestineand surrounding lands and your control of it will
help give you presenceor dominance in the Middle East.

"]ewish Revolt" should be played when an enemy controls Palestine and your control of it will help give you Presence or dominance in the Middle East.

& &#$#ffi&ruYffi
K$ruffiffi#*Wffi
The Kingdom Events should generallybe played as soon
as possible unless you think the Land in question might be
overrun by another player. The Migrants Events should be
played as early as they provide points- For "North
American Migrants," play them in Epoch V or sooner; for
"Sub-SaharanMigrants," Pluy them in Epoch VI or sooner.
Since the Migrants cannot build Monuments, do not place
them in Resourcelands. Place them in Lands that are hard
to attack.
ffi$ffi&SYffiffiffi
Disasters should be used to weaken your opponents
early in the game-especially in areasyou can't get to, and
especiallyif your opponent is ahead of you. Rememberthat
most of the Disasters affect Capitals, Cities, Forts and
Fortressesas well as Monuments.
ffiffiw$Y&tu&ffi&K$4$ffi
The "Treachery" event should be used whenever an
upcoming, must-win attack is being made into Difficult
Terrain or against a Fortified opponent.
Let "Rebellion" occur whenever you need to reduce an
opponent's holdings-especially thoseyou can't get to with
your current Empire.
"Empires Revive" and "Empires Fortify" should be used
early in the game-fortifying your holdings at the end of
the game is of no value.
sgffiffi&ffiffi#& ffi&ffiffi&ffi&&ruffi
"Barbarians" should be used whenever a Barren Land is

mostly surrounded by enemies.It is good either for weakening an Area that is easy to get around (e.8.,India) which
you are about to go into, or for clearing up an area where
your opponents have a stronghold that is out of reach.
"Black Death" can be the most important Event in the
game if the dice roll the right way. Use it to attack two adjacent Areas that are controlled by your opponents.It is especially good if those Areas can be attacked by your current
Empire. "Plagtte," "Pestilence" and "Famine" all have similar, but smaller effects.

Mffiru?ffi
ffi $ru$4&ru#ffi
#*wstu*ffi&gxffi
The "Allies" Event is best used early in the game, when
vacant Lands are easyto find. It also works well with smaller Empires-adding two units to the Romans doesn't make
a big difference,but adding two to the Minoans can be very
useful. The "Civil Service" and "Population Explosion"
Events are also best used with smaller Empires, but they
don't have the restrictions of requiring vacant Lands.
The "Ship Building" Event is best used for an Empire
with more than two Navigable Seas. The "Engineering"
Event can add fortifications to the existing Empire' Use it
early in the game to improv€ the chanceof survival.
h*&&A#ffiffi ffixh$Ys
ru$&L&Y&ffiYffigW
The "Naval Supremacy" Event is best used for an oceangoing Empire like Spain, Portugal or Britain. The "Pirates"
Event should only be used if the current Empire can guaranteea friendly port.
"siegecraft" and "surprise Attack" improve the odds
against fortified opponents.
"Empire Fortifies" and "Empire Revives" should be
used to fornfy previous Empires that are not in the way of
the current Empire's expansion.

m
1

Suilds & ffimgmmrxs$mm
Use your builds for offensebefore defense.Generally,if
the last one or two Armies can't gain you any points, look
br ways to defend. Howeve4,keep in mind that Forts and
exfa defenders are susceptibleto Events.
Scorepoints! Occupy as many different Areas as possiHe. It is easierto maintain a Presenceor Dominance in multiple Areas than to gain/maintain Control. In games with
many players, expansion is good. In games with few players, attacking your opponents' Lands rather than vacant
lands is the best strategy.
Reduce your opponents' points-especially opponents
doing well. For each Major/Minor Empire, determine
rhich Areas you can/ can't touch given a straight path. Use
this information to determine which Events to use. For
rxample, if your current Empire is Indus Valley, using a
EfisasterEvent against Egypt is a good idea. Try to target
Areas where leading opponents have Control or
Dmrination, especially if they haven't yet played this turn.
[.mk for enemy Fleets with marginal port support-sofir€times you are better off attacking the port Land to defeat the
Fleetat Sea.
Whenever possible, atiack into opponents' Lands conlaining Monuments, Capitals and Cities. Accentuate this in
Fanes with fewer players. This reduces their score and
ingeasesyours.
Maintain points for future turns through fortification.
Lse the natural terrain as defensive barriers. When attackiqg, seeif you can avoid Difficult Terrain by checking multiple paths.
Remember, you won't win every combat-there
rlwavs a risk.

is

ffi##K#s
w#. ffiffis#ffiruffffis"

&s@

hen we (the Colorado Computer Creations design
team) played our first game of the Avalon Hill
boardgameHIST ORy OF THE WORLD,we almost immediately becameexcited about the prospect of creating a computer version. The boardgame has a lot going for it:
. You can pick it up quickly.
o The historical features of the game enhancethe enjoyment, without crippling PlaY.
o The strategy of the game is more complex than it looks
at first glance.
That said, the single biggest problem with the board
game is the length of time for a multi-player game.
Completing a 6-player game in an evening requires a dedicated gaming group. However, a good portion of that time
is spent doing bookkeeping-keeping score, eliminating

unsupported Fleets,determining how many Monuments a
player can build (and where), determining the order of
Empire card drawing, counting out Units, etc. Here the
computer excels,where gamers with too little sleep tend to
make errors. That is not to mention the cat wandering
acrossthe board during play.
We programmed the computer players with one key
design goal-no cheating! The AI never peeks at the opposing players' Empire cards,and it does not use a different set
of dice or rules. There is also no collusion of the AI players
against the human opponents.We have strived to make the
AI responsive-it was programmed on an 80486-DX/4700
MHz machine, not a Pentium Pro 200-and we have left
options available to make it faster or slower.
We have tried to keep the computer version true to
Avalon Hill's boardgame-a game that we all enjoyed and
hope that you do, too.

i,'1
i

Hrsrotr*a

#tr ?"ps#$dl##*#*YMffi

ffi$3&ffiffi{S&&Wffi

Every effort was made to remain faithful to the
boardgame on which this computer game is based.
However, somechangesand enhancementswere necessitated in order to improve the flow of the computer game for
multiple human players and PBEM games.
o The "Trad.e"Event was replaced by an additional 'Civil
Service"Event.
o Players are limited to two Fleetsin each Ocean.
o The Incas & Aztecs of Epoch VI may expand from either
Capital with two Units rather than one Unit from each'
ln this way, the Incas & Aztecs can now expand to dominate North or South America.
o An Automatic Retreat option was added (see Section 1.0).
o AnAuto-Select Empires option was added (see Section 3).
o The Sumerians have been restored to their rightful place
as a full-fledged Empire rather than a neutral Minor

Empire.

o All errata published in the GENERAL magazinehas been
incorporated into the computer game.
o The computer game updates the scoresat the start of each
Epoch, showing what a given player's scoreis under the
current circumstances.Thesescorescan be decreasedby
players playing before a given player,or increasedwhen
the player plays his turn (seeSection14).
ASK*UffiWLffiffiffiMffiruTS
]oey would like to thank Linda for her love, patience,
understanding and support. ]oey would also like to thank
Elizabeth, Sarahand Susanfor allowing their Dad to spend
so much time away from them in front of a computer.
Larry would like to thank his family and friends for their
support-especially his wife Susan.
Gregg would like to thank Ann for her support and
understanding during the many long hours he had to spend
at the computer during the development of the game. He
would also like to thank his
uncles, Hoose and Aggie, for
inspiration and great game
designs for at least 45 years
now. Keep it up, boys-we've
got to get some of those on the
comnuter!

APPENDTCTS

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Iunn& Emnine

StaPt
Land 0!['SP lllauimtion

APPENDIXB

Fysfvrusr,,.., |,. r...
I t the start of Epoch I, each player randomly receives
-6.one Event from each of the nine groups below. No
player will receivethe sameEvent, exceptwhere an Event is
a duplicate within its own Group. Events precededby a " o"
must be played before your Empire's turn. You cannot play
them after your Empire has begun. The other Eventsmay be

playedduring your furn.

* TheVikings
of EpochV mayonlyplaceoneArmyin NorthAmerica,
Africa.
America
orSub-Saharan
andnoneinSouth
include
witha "+"
+ AnEmpire
Oceans
whose
Navigation
capabilities
tothatOcean.
onanySeaadjacent
mayplaceFleets

Group 1: Minor Empires
Eooch
& Empire StartLand
eap SP Navigation
. I Hittites
Eastern
Anatolia A
3. ll Phoenicia Levant
W.Med.
A
3 E.Med.,
. lll Mayans
2
CentralAmerica A
. lVAnglo-Saxons
3 North
Sea
BalticSeaboard
. V Fujiwara
;
3 SeaofJapan
Hokkaido
. Vl Safavids
3Persian
SaltDeseil A
. VllJapan
A
5 SeaofJapan
Honshu

Gnoup 2: Gcmbat Modifiens
withthreediceuntilil rollstriples.
Empire
ailacks
l-Vll LEADER:Your
afterwhichyourEmpire
attacks
AnytriplesrollkillstheLeader,
withtwodice.
above.
l-Vll LEADER:As
above.
l-Vll LEADER:As
winsalltieddierollswhileattacking.
YourEmpire
l-Vll FANATICISM:
winsalltieddierollswhileattacking.
YourEmpire
l-Vll FANATICISM:
YourEmpire
adds+1to eachof itsdierollswhile
l-Vll WEAPONRY:
attacking.
Asabove.
t-vll WEAPONRY:

Group 3: Few*l8s
withthreediceuntilit
attacks
YourEmpire
l-Vll ELITE
TROOPS:
withtwodice.
it attacks
afierwhich
loses
anArmyorFleet,
l-Yll ELITE
TROOPS:As
above.
alltiesuntil
diceandwins
withthree
Empire
attacks
l-Yll JIHAD:
Your
yourEmpire
atiacks
Oncedefeated,
it loses
anArmyor Fleet.
Armyor
withtwodiceandwinsalltiesuntilit losesitssecond
benefit.
noextrattack
it gains
Fleet,
afterwhich
. lFVll CIVILWAR:YoumayplaceoneArmy(ofthetypeusedbyyour
Empire.
enemy
Lands
ofanexisting
ineach
ofthree
lastEmpire)
attackin their
TherebelArmies
Tenain
applies.
No Difficult
placement
ordefeated.
Lands
untilvictorious
.lFVll CIVIL
WAR:
Asabove.
.l$'Vll JEWISH
REVOLT
OneArmy(ofthetypeusedby yourlast
Terrain
threedice.NoDifficult
Palestine
using
Empire)
attacks
a CiiyandFotiwillappear
lf theLandis conquered,
applies.
therein.
'Y-Vll CRUSADE:
(ofthetypeusedbyyourlastEmpire)
ThreeArmies
witha +1totheirdierollsforWeaponry.
fromtheE.Med.
attack
lf
Lands.
intoadjacent
mayattack
these
Armies
Onceashore,
The
therein.
isconquered,
a CityandFotlwillappear
Palestine
io usethisEvent.
E.Med.neednotbeunder
vourcontrol

Src*p 4: K*ng**ms & S***gr*nts
.ll-Vll SUB-SAHARAN
(of thetype
PlacetwoArmies
MIGRANTS:
Theymust
Africa.
in Sub'Saharan
usedbyyourlastEmpire)
or
TheymaynotbuildMonuments
vacantLand(s).
occupy
attack.
. lFVll NORTH
(ofthetype
PlacetwoArmies
MIGRANTS:
AMERICAN
Theymustoccupy
inNorth
America.
usedbyyourlastEmpire)
orattack.
TheymaynotbuildMonuments
Land(s).
vacant
. ll-Vll UPPER
OneArmy(ofthetypeusedbyyour
NILEKINGDOM:
Nile.AnyArmy
iniheUpper
lastEmpire),
CityandForlappear
already
theremustretreat.
. lll-Vll SOUTHERN
KINGDOM:
OneArmy(ofthetypeusedby
IBERIA
Any
lberia.
inSouthern
yourlastEmpire),
CityandForlappear
Armyalready
theremustretreat.
. lv-Vll MALAY
KINGDOM:
OneArmy(ofthetypeusedby
PENINSULA
Peninsula'
intheMalay
yourlastEmpire),
CityandFortappear
iheremustretreat.
AnyArmyalready
. lV-Vll GOLD
OneArmy(ofthetypeusedbyyour
KINGDOM:
COAST
AnyArmy
intheGoldCoast.
lastEmpire),
CityandForlappear
theremustretreai.
already
. lV-Vll HIGHLANDS
OneArmy(ofthetypeusedbyyour
KINGDOM:
AnyArmy
intheHighlands.
CityandFortappear
lastEmpire),
must
retreat.
there
alreadv

6reup $: ffiissst€rs
.l-Vll VOLCANO:
Destroy
oneMonument
of yourchoicein anyLand
isdestroyed,
AnyCityorFortintheLand
Mountains.
containing
toa City.
isreduced
andanyCapital
. l-Vll VOLCANO:As
above.
. l-Vll EARTHQUAKE:
ofyourchoice.
AnyCity
Destroy
oneMonument
isreduced
toa
isdestroyed,
andanyCapital
orFortintheLand
CitY.
. FVll EARTHQUAKE:
Asabove.
.l-Vll EARTHQUAKE:Asabove.
. l-Vll TIDALWAVE:
inanyland
ofyourchoice
Destroy
oneMonument
AnyCityor Fortin theLandis
to a Seaor Ocean.
adjacent
toa City.
isreduced
andanyCapital
destroyed,
all Fleetsin oneSeaof vour
ATSEA:Destrov
l-Vll DISASTER
choice.
&roup S: Revit*lixatinn
winthecombat
PlavthisEventandautomaticallv
l-Vll TREACHERY:
youattack.
inthenextLand
Asabove.
t-vll TREACHERY:
Asabove.
t-vil TREACHERY:
.ll-Vll REBELLION:
OneArmy(ofthetypeusedbyyourlastEmpire)
withtwo
inanenemyLandof yourchoiceandattacks
appears
from
Tenain
butthedefender
benefits
applies,
dice.NoDifficult
anyForintheLand.
.ll-Vll REBELLION:As
above.
.lll-Vll EMPIRES
(ofthesametype
Place
fourfreeArmies
REVIVE:
occupied
by two
in Landscurrently
usedby pastEmpires)
intovacantLands.
At
Empires.
Theymaynotattackorexpand
ineachEmpire.
leastoneArmymustbeplaced
.lV-Vll EMPIRES
PlacethreefreeFortsin LandstilloccuFORTIFY:
piedbytwopastEmpires.
in
AtleastoneFortmustbeplaced
eachEmpire.

Graup ?r $i*ee*cs S $*rb*niana
.l-Vll BARBARIANS:
Armyattacks
outof a BarrenLand
A Barbarian
io attack
Landof yourchoice.lt continues
intoanyadjacent
Landuniilit iseliminated
totheBarren
Landsadjacent
occupied
to the Barren
all Landsadjacent
in battleor untilit conquers
Land,
atwhichpointit is eliminated.
. l-Vll BARBARIANS:As
above
. l-Vll BARBARIANS:As
above
. FVll PLAGUE:
AnyoneLandof yourchoicerollsfourdiceforeach
EachArmythatrollsa "1"is eliminated.
Armytherein.
. l-Vll PESTILENCE:
rollsthreedicefor
AnytargetLandofyourchoice
to it rollstwodicefor
EachLandadjacent
eachArmytherein.
EachArmythatrollsa "1"is eliminated.
eachArmytherein.
. f-Vll FAMINE:
all Armiesin
OneAreaof yourchoiceeliminates
excess
ofoneperLand.
. Vf
Areas
of yourchoicerollonedie
Twoadjacent
BLACK
DEATH:
EachArmythatrollsa "1"is eliminated.
foreachArmytherein.
Grnup 8: Slviliestion S*hanc€msnt*
. l-Vll CIVILSERVICE:
stafiswithtwoextraArmiesif it
YourEmpire
hasa Capital.
. l-Vll CIVIL
above.
SERVICE:As
YoumayplaceoneextraArmyeachin twovacant
l-Vll ALLIES:
Empire.
to yourcurrent
Landsadjacent

l-Vll ALLIES:As
above.
.l-Vll POPULATION
YourEmpire
stadswithtwoextra
EXPLOSION:
Armies
to build.
YoumaybuildtwoextraFleetsif yourEmpire
l-Vll SHIPBUILDING:
one
Eventdoesnotcancelthe Empire's
Navigation.
This
has
Fleetbuild.
required
YoumaybuildtwoextraFortsif yourEmpire
l-Vll ENGINEERING:
hasa Capital.

K

Eroup 3: Militery Enhanroments
Terrain
and Fortor
ATTACK:
Negates
Difficult
}YT SURPRISE

Fortress
inthenextLandyouattack.
effects
ATTACK:
Asabove.
ttt
SURPRISE
]'tl
NAVAL
YourFleetsattackwiththreediceand
SUPREMACY:
add+1toeachdieroll.
theeffects
of FortsandFofiresses
]Yl
SIEGECRAFT:
Cancels
vou
fortherestofyourturn.
attack
Fleet
inanySea,regardless
of
maybuild
FYI PIRATES:You
a Pirate
yourNavigation
Fleet
iseliminated
However,
thePirate
orPorts.
if it cannot
tracetoa PortLandattheendofyourturn.
. *Vll EMPIRE
inLands
stilloccuFORTIFIES:
Place
twoextraForts
piedbya pastEmpire.
r *Vll EMPIRE
(ofthesametype
REVIVES:
PlacethreeextraArmies
by that
in Lands
currently
occupied
usedby a pastEmpire)
intovacant
Lands.
Empire.
Theymaynotaftack
orexpand
. Playbeforeturn

AppgNsffi e

ARES lfrA',UgNASJ-S

att.t*

Replocemenf Guqrqnfee

TECHNICALSUPPORT. . . . .
If you have a technical problem with the operation of
this software, please contact our technical support staff on
normal working days between 9 a.m. and 5 p.m. EST.If possible, pleasebe at your computer when you call.
. You may e-mail us on:
CompuServe: 72662,1,207
America Online: AH Games
Internet [email protected]
r You may also want to visit our forum on Compuserve:

The Avalon Hill Game Company will replace any defective CD-ROM free of charge within 30 days of original purchase. The defective CD-ROM must be accompanied by
proof of purchase.
After 30 days, we will replacea defective CD-ROM for $12
each, providing the original CD-ROM is sent with the
replacementrequest.
Mail to: AVALONHILLGAME CO.
ATTN:CD-ROMREPLACEMENT
ROAD
4512 HARFORD
BALTIMORE.
MD 21214

Discloimer

go GAMECPUB
r Or visit our industry connection area on AOL:
keyword AVALON HILL
. Or visit our world-wide website:
http: / / www.avalonhill. com

This product is distributed "as is." In no event will The
Avalon Hill Game Company be liable for direct, indirect,
special, incidental or consequential damages (including
damagesfor loss of business,profits or the like) arising from
any claim, even if The Avalon Hill Game Company has been
advised of the possibility of such damage.

pany
AvaIoB,,tili
P,.p
LlS..*-1"^g,S
4517 llarford Road Baltimore, MD 21214
Ilistory of the World @1991 Ragnar Brottrerns
O l9gTAvalonllill Glame Co
. AIlRights Reserved
kintedinUSA
#408935901

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