29.1 The effects of the various calamities are set out below. The calamities are listed in the order of their trade stacks, with the non-tradable calamity first, followed by the tradable major calamity, followed by the minor calamity belonging to that trade stack. There are no calamities in the first trade card stack. These effects are summarized on the calamity quick charts.
29.2.1.1 If the primary victim has any cities in an area touched by a volcano (2.3.1), the volcano erupts and eliminates all units, irrespective of ownership, in the area or areas touched by the volcano. If the primary victim has cities in areas touched by more than one volcano, the site of the eruption is that that causes the greatest total damage to the primary victim and any secondary victims. In the event of a tie, the primary victim selects the location of the eruption.
29.2.1.2 If the primary victim has no cities in any area touched by a volcano, one of his cities is destroyed by an earthquake. One city belonging to another player is reduced. This second city must be in an area adjacent to the destroyed city. As above, the site of the earthquake is that that causes the greatest total damage, with the primary victim breaking any ties.
29.2.1.3 If the primary or secondary victim holds Urbanism (30.52) and does not hold Engineering (30.18) four unit points belonging to that player must be removed from any area or areas adjacent to any area or areas affected by the volcanic eruption (29.2.1.1) or earthquake (29.2.1.2).
29.2.1.4 If a primary victim of an earthquake (29.2.1.2) holds Engineering (30.18) the city is reduced rather than eliminated. If a volcanic eruption (29.2.1.1) eliminates a city, Engineering will have no effect on the elimination of the city.
29.2.1.5 No player holding Engineering (30.18) can be the secondary victim of an Earthquake.
In the event that there are multiple possible locations, the site of the earthquake is that which causes the greatest total damage.
29.2.1.6 Ships are not affected by Volcanoes or Earthquakes.
29.2.1.7 Central America map ONLY: if the primary victim has any cities in an area touched by a volcano (2.3.1), all volcanos on the map erupt and all units in any area touch by any volcano on the map are eliminated.
29.2.2 Treachery (major, tradable)29.2.2.1 One city belonging to the victim is replaced by one city belonging to the player who traded him the card. If the trading player has no available cities, the victim's city is eliminated. The player trading the card selects the city.
29.2.2.2 If Treachery was drawn by the victim and not traded, one city belonging to that player is reduced.
29.2.2.3 If the victim holds Diplomacy (30.15) the number of cities replaced or reduced is increased by one.
29.2.3 Squandered Wealth (minor, tradable)29.2.3.1 The victim must return ten treasury tokens to stock.
29.3.1.1 The primary victim must remove ten unit points himself, and must instruct other players to remove a total of twenty unit points, no more than eight of which may come from any one player. The primary victim decides how many unit points are removed by each of the secondary victims, but the secondary victims decide what units to remove.
29.3.1.2 A primary or secondary victim holding Pottery (30.41) removes five less unit points.
29.3.1.3 A secondary victim holding Calendar (30.7) removes five less unit points.
29.3.1.4 A primary victim holding Agriculture (30.3) must also, immediately after the calamity has been resolved, remove the amount of tokens on the board that exceeds the printed population limit on the map (with no regard for Agriculture). This is a one-time penalty. Hence it is better to remove already temporarily overpopulated areas first when resolving the unit point loss.
29.3.1.5 Players having the Irrigation (30.22) advancement are not affected by this calamity.
29.3.2 Superstition (major, tradable)29.3.2.1 Three cities belonging to the victim are reduced. The victim chooses which cities.
29.3.2.2 If the victims holds Mysticism (30.34), Deism (30.12), or Enlightenment (30.19) one less city is reduced for each of these advancements held.
29.3.2.3 If the victim holds Universal Doctrine (30.51) one additional city is reduced.
29.3.3 Tempest (minor, tradable)29.3.3.1 The victim must return all his ships to stock.
29.3.3.2 The victim must also return five treasury tokens to stock.
29.3.3.3 Players with the Astronavigation (30.6) advancement may retain two ships of their choice.
29.3.3.4 Players with the Cartography (30.8) advancement may retain two ships of their choice.
29.3.3.5 Players with the Masonry (30.24) advancement lose 2 fewer treasury counters to stock.
29.3.3.6 Players with the Engineering (30.18) advancement lose 3 fewer treasury counters to stock.
29.4.1.1 The victim's civilization is divided into two factions, one faction that will be controlled by the victim and the other that will be controlled by the beneficiary.
29.4.1.2 A player is eligible to become beneficiary if there is at most seven areas between an area containing units belonging to the victim and an area containing units belonging to the potential beneficiary. A player with no units on the board is automatically eligible.
29.8.1.2 Among the potential beneficiaries, the player with the most unit points in stock is the beneficiary of Civil War. If the victim has the most unit points in stock, or ties with a potential beneficiary for most unit points in stock, this calamity has no effect. If there is a tie between potential beneficiaries the victim decides who will be the beneficiary between the tied players.
29.4.1.3 The Composition of the First Faction29.4.1.3.1 The victim begins by selecting fifteen of his unit points.
29.4.1.3.2 A victim holding Music (30.35) or Drama and Poetry (30.16) selects an additional five unit points for each of these advancements held.
29.4.1.3.3 A victims holding Democracy (30.13) selects an additional ten unit points.
29.4.1.3.4 After the victim completes his selection, the beneficiary selects an additional 20 unit points belonging to the victim to complete the first faction.
29.4.1.3.5 If the victim holds Philosophy (30.39), the first faction is automatically comprised of fifteen unit points selected by the beneficiary, regardless of any other civilization advancements held by the victim.
29.4.1.4 Whatever remains constitutes the second faction. If there is no second faction this calamity has no effect.
29.4.1.5 The victim then decides whether he will continue to play the units of the first or second faction.
29.4.1.6 If the victim holds Military (30.30), Naval Warfare (30.38), or Advanced Military (30.2) five unit points are removed from each faction for each of these advancements held. The required units are removed after factions are selected by the owner of each faction. Each player must, if possible, remove the required unit points from areas within or adjacent to the other faction.
29.4.1.7 The beneficiary then annexes the faction the victim does not retain by replacing the units with his own. If he runs out of units, the remainder is taken over by the next player with the most unit points in stock, and so on. The victim retains his stock, ships, treasury, civilization advancements, and position on the A.S.T.
29.4.2 Slave Revolt (major, tradable)29.4.2.1 This calamity triggers an immediate city support check for the victim. Fifteen tokens may not be used to support his cities during this check. If the victim has less than fifteen tokens on the board, Slave Revolt affects all of these tokens.
29.4.2.2 If the victim holds Theocracy (30.47) or Mining (30.31) five additional tokens may not be used for city support for each of these advancements held.
29.4.2.3 The Mythology (30.35) and Enlightenment (30.19) advancements each allow five more population to be counted for city support.
29.4.2.4 Cities are reduced one at a time, with the newly available tokens being eligible to provide support for the victim's remaining cities.
29.4.3 City in Flames (minor, tradable)29.4.3.1 One of the Primary Victims cities is destroyed by fire. The Primary Victim must remove one city of their choice and return it to stock.
29.4.3.2 There are no Secondary Victims for this calamity.
29.4.3.2 Either the Masonry (30.24) or Engineering (30.18) advancement causes the city to be reduced instead of destroyed.
29.4.3.2 The victim may, instead of eliminating the city, pay ten treasury tokens. If the victim does not have ten tokens in treasury, he must eliminate a city.
29.5.1.1 If the primary victim has vulnerable units on a flood plain (2.3.2), he must remove seventeen unit points from that flood plain. Cities are vulnerable to flood if they have been built in areas with no city site or a white city site. Cities on black city sites are safe. Tokens are always vulnerable to flood.
29.5.1.2 If the primary victim has vulnerable units on more than one flood plain, the flood occurs on the flood plain containing the greatest number of his vulnerable unit points. In the event of tie, the primary victim selects the location of the flood.
29.5.1.3 Ten vulnerable unit points on the same flood plain belonging to one or more secondary victims are also removed. The primary victim divides the ten unit point losses among the secondary victims as he chooses, but the secondary victims themselves choose which units to remove. If the number of vulnerable unit points on the affected flood plain belonging to other players totals ten or less, all those other players automatically become secondary victims and all their vulnerable units are eliminated.
29.5.1.4 If the primary victim has no vulnerable units on a flood plain, one of his coastal cities is eliminated. The primary victim chooses the city. If the primary victim has no coastal cities, he is unaffected by the flood.
29.5.1.5 A primary or secondary victim holding Engineering (30.18) removes a maximum of seven unit points from a flood plain. If a primary victim holding Engineering has no units on a flood plain, one of his coastal cities is reduced rather than eliminated.
29.5.2 Barbarian Hordes (major, tradable)29.5.2.1 The player who traded Barbarian Hordes to the victim is the controller of the barbarians. If Barbarian Hordes was drawn by the victim and not traded, the player with the least amount of cities (even if it is the victim) is the controller.
29.5.2.2 Barbarian Hordes consists of fifteen barbarian tokens.
29.5.2.2.1 If the victim holds Politics (30.40) or Provincial Empire (30.42) an additional five barbarian tokens are placed for each of these advancements held.
29.5.2.2.2 If the victim holds Monarchy (30.32), five less barbarian tokens are placed.
29.5.2.3 The barbarians invade any zero population area, any area adjacent to an empty zero population area, any area containing barbarian tokens, any area adjacent to an area containing only barbarian tokens, or any area adjacent to the map edge. If possible, the barbarians invade an area containing a city owned by the victim. If that's not possible, they invade an area containing tokens owned by the victim. If no legal area, as specified above, contains any cities or tokens owned by the victim, the remaining barbarians tokens are eliminated.
29.5.2.3.1 Immediately after invasion, conflict is resolved between the newly placed barbarians and any units, including those of civilizations other than the victim, in the area occupied by the barbarians.
29.5.2.3.2 Once conflict arising out of their initial placement is resolved, all surviving Barbarians in excess of the population limit of the area of initial placement move to the adjacent area which will result in the greatest damage to the primary victim. Conflict is again resolved.
29.5.2.3.3 This process is repeated until there are no surplus Barbarian tokens. At the end of the calamity phase, surviving Barbarian tokens may not exceed the population limits of the areas they occupy.
29.5.2.3.4 Barbarians always move as a unit, other than when they leave tokens in areas they have already occupied. Barbarians may move across water boundaries, but not across open sea areas.
29.5.2.3.5 The movement of Barbarians is governed by the principle that they always move into the area which causes the greatest immediate damage to the primary victim. No calculation is made as to whether the overall damage to the primary victim would be greater if the Barbarians went into one area as opposed to another, as the determination of greatest damage is made for each Barbarian movement in turn.Barbarians must enter areas occupied solely by cities or tokens belonging to the primary victim, provided they can inflict damage on the primary victim by entering such areas. If they are unable to move into such an area, they may enter empty areas or areas occupied by units belonging to other nations in order to reach the nearest area in which they can inflict damage on the primary victim.
29.5.2.3.6 The barbarian controller has sole authority as to which cities or units to attack, provided he follows the above rules.
29.5.2.3.7 Barbarian tokens do not benefit from any of the attributes of their controlling player.
29.5.2.3.8 If barbarians eliminate a city, no trade card is drawn from the victim, nor does pillage occur.
29.5.2.3.9 All movement involving Barbarians is completed during the Calamity Resolution phase, prior to the resolution of any other calamities. Once the Barbarians have stopped moving, they remain on the board until eliminated in combat. Barbarians do not increase their population and may not be selected as secondary victims of calamities.
29.5.3 City Riots (minor, tradable)29.5.3.1 The victim must reduce one city of his choice.
29.5.3.2 The victim must also return five treasury tokens to stock.
29.5.3.3 There are no Secondary Victims for this calamity.
29.5.3.4 When the Primary Victim has Law (30.23), the city is not reduced.
29.6.1.1 A Cyclone will occur in an open sea area and affect all adjacent coastal areas. The open sea area that will affect the most of the primary victim's cities must be chosen. The primary victim breaks any ties.
29.6.1.2 If the primary victim has no cities vulnerable to Cyclone, this calamity has no effect.
29.6.1.3 The primary victim must reduce three of his coastal cities exposed to the Cyclone. All other players must each reduce two of their coastal cities exposed to the Cyclone. All ships in coastal areas affected by the Cyclone are returned to stock.
29.6.1.4 A primary or secondary victim holding Masonry (30.26) reduces one less city.
29.6.1.5 A primary or secondary victim holding Engineering (30.18) reduces two fewer cities.
29.6.1.6 A primary or secondary victim holding Trade Empire (30.49) reduces one additional city.
29.6.2 Epidemic (major, tradable)29.6.2.1 The primary victim must remove sixteen unit points himself, and must instruct other players to remove a total of twenty five unit points, no more than ten of which may come from any one player. The primary victim decides how many unit points are removed by each of the secondary victims, but the secondary victims decide what units to remove. The player who traded Epidemic to the primary victim may not be selected as a secondary victim.
29.6.2.2 A primary or secondary victim removing tokens as a result of an Epidemic must leave at least one of his tokens in each affected area. Cities must be reduced to at least one token, not eliminated. If a victim can't remove enough unit points without removing his last token in an area, Epidemic affects all unit points but one of his tokens in every area.
29.6.2.3 A primary victim holding Medicine (30.28) or Anatomy (30.4) removes eight less unit points for each of these advancements held. A secondary victim holding Medicine or Anatomy removes five less unit points for each of these advancements held.
29.6.2.4 A primary or secondary victim holding Roadbuilding (30.45) or Trade Empire (30.49) removes additional five unit points for each of these advancements held.
29.6.3 Coastal Migration (minor, tradable)29.6.3.1 The victim must remove five unit points from coastal areas.
29.6.3.2 All of the victim's ships are returned to stock.
29.6.3.3 This calamity has no effect on players with Diaspora (30.14) advancement.
29.6.3.4 There are no Secondary Victims for this calamity.
29.7.1.1 The must immediately discard ten points worth of commodity cards (face value, not set value) of his choice. These cards are shuffled back into the appropriate decks at the end of the Return of Excess Commodity Cards phase (27.3).
29.7.1.2 If the victim holds Coinage (30.10) five extra points of commodity cards are discarded.
29.7.1.3 If the victim holds Law (30.23) five less points of commodity cards are discarded.
29.7.2 Civil Disorder (major, tradable)29.7.2.1 All but three of the victim's cities are reduced. The victim chooses which cities are reduced.
29.7.2.2 If the victim holds Music (30.35), Drama and Poetry (30.16), Law (30.23), or Democracy (30.13) one less city is reduced for each of these advancements held.
29.7.2.3 If the victim holds Military (30.30), Naval Warfare (30.38), Roadbuilding (30.45) or Advanced Military (30.2) one additional city is reduced for each of these advancements held.
29.7.3 Tribal Conflict (minor, tradable)29.7.3.1 The victim must remove all tokens from two areas that are adjacent by land to each other. Both areas must contain at least one token belonging to the primary victim and must not contain a city. The victim chooses which two adjacent areas will be depopulated.
29.7.3.2 If no two such areas exist, then this calamity has no effect.
29.8.1.1 A player is eligible to become beneficiary if his civilization is adjacent by land to the victim's civilization. In case there would otherwise be no eligible players, a player is eligible if there is at most seven areas between an area containing units belonging to the victim and an area containing units belonging to him/her. A player with no units on the board is always eligible, and the victim is never eligible.
29.8.1.2 Among the potential beneficiaries, the player with the most unit points in stock is the beneficiary of Tyranny. If the victim has the most unit points in stock, or ties with a potential beneficiary for most unit points in stock, this calamity has no effect. If there is a tie between potential beneficiaries, AST order is used.
29.8.1.3 The beneficiary must then annex a number of the victim's unit points equal to twice the number of cities owned by the victim by replacing the units with tokens from stock. These unit points must be annexed from areas within or adjacent (by land or water) to the beneficiary's civilization, if possible. Each area is annexed in turn, with units previously annexed being used in this determination. An area may only be partially annexed if it is not possible to annex all units in that area, and even then the beneficiary must annex as many unit points in the area as possible.
Example: Egypt is the victim of Tyranny, and Carthage is the beneficiary. Carthage therefore gets to annex eight unit points from Egypt since Egypt has four cities in play (4 x 2=8). Carthage first selects an area adjacent to his own which holds three Egyptian token and replaces those token with his own. With his remaining five unit points he selects an area containing a city, which is adjacent to his newly acquired three token area, and replaces the city with his own from stock.
29.8.1.4 If the victim holds Sculpture (30.46), five less unit points are annexed by the beneficiary.
29.8.1.4 The Military (30.30) and Advanced Military (30.2) advancements each cause five fewer unit points to be lost to the beneficiary.
The Democracy advancement (30.13) causes ten fewer unit points to be lost to the beneficiary.
29.8.1.6 If the victim holds Monarchy (30.30), Theocracy (30.47) or Provincial Empire (30.42), five additional unit points are annexed by the beneficiary for each of these advancements held.
29.8.1.6 If the beneficiary does not have enough units to make any more annexations the calamity is over. Cities cannot be reduced to allow the beneficiary to annex more territories. Though unlikely,this could mean the beneficiary is unable to acquire a single area.
29.8.1.7 If at any time during the resolution of this calamity the beneficiary has no units adjacent to the victim (or is otherwise unable to annex the victim's units), the beneficiary resumes annexing the victim's units at any location.
29.8.2 Iconoclasm and Heresy (major, tradable)29.8.2.1 The primary victim must reduce four cities himself, and must instruct (an)other player(s) to reduce a total of two cities. The primary victim decides how many cities are reduced by each of the secondary victims, but the secondary victims decide what cities to reduce. The player who traded Iconoclasm and Heresy to the primary victim may not be selected as a secondary victim.
29.8.2.2 A primary or Secondary Victim with the Theocracy (30.45) advancement may return any one commodity trade card from their hand for each city to be spared instead of reducing a city. This is limited only by the number of commodity cards a player has. These cards are shuffled back into the appropriate decks at the end of the Return of Excess Commodity Cards phase (27.3).
29.8.2.3 A primary or secondary victim holding Philosophy (30.39) reduces one less city.
29.8.2.4 A primary or secondary victim holding Theology (30.48) reduces three less cities.
29.8.2.5 A primary or secondary victim holding Monotheism (30.33) reduces one additional city.
29.8.3 Minor Uprising (minor, tradable)29.8.3.1 The Primary Victim must return either a treasury or population counter to stock for each city they have in play.
29.8.3.2 The Military and Advanced Military advancements reduce the payment requirement of this calamity by five for each advancement acquired.
29.9.1 Regression (major, non-tradable)
29.9.1.1 The victim must move his A.S.T. marker one step backwards. This does not affect the normal movement of the succession marker during the Movement of Succession Markers phase (28)
29.9.1.2 A victim holding Fundamentalism (30.20) moves his A.S.T. marker back one additional step.
29.9.1.3 A victim holding Library (30.24) moves his A.S.T. marker back one less step.
29.9.2 Piracy (major, tradable)
29.9.2.1 Two of the primary victim's coastal cities are replaced by white pirate cities. The player who traded Piracy to the primary victim selects what cities are replaced.
29.9.2.2 Two coastal cities belonging to two different players are also replaced by pirate cities. The primary victim selects what cities are replaced. The player who traded Piracy to the primary victim may not be selected as a secondary victim.
29.9.2.3 If the primary or secondary victim holds Cartography (30.8) one additional city is replaced.
29.9.2.4 If the primary or secondary victim holds Naval Warfare (30.38) one less city is replaced.
29.9.2.5 Pirate cities do not require city support, and remain on the board until attacked and destroyed. Pirate cities may not be selected as secondary victims of calamities. When a pirate city is attacked, it is replaced by white tokens solely for the purpose of resolving combat. After combat is resolved, any surviving pirate tokens are eliminated. When a pirate city is destroyed, the attacker may pillage the city.
29.9.3 Banditry (minor, tradable)
29.9.3.1 The victim must select one or more commodity cards of his choice with a total face value of at least one point per city owned. The selected cards are to be given to the player who traded Banditry to the victim.
29.9.3.2 If Banditry was drawn by the victim and not traded he must discard the selected cards instead. The cards are shuffled back into the appropriate decks at the end of the Return of Excess Commodity Cards phase (27.3).
The Theology (30.48) and Law (30.23) advancements cause 5 fewer face value points to be removed for each.