To help offset the damage from Calamity Cards, Bounty Cards have been introduced, following the suggestions posted by BWR elsewhere on this forum:
http://www.civproject.net/forum/viewtopic.php?t=287The Bounty Cards are picked up at random, but are only piles 2 to 5 to increase the chances of smaller Empires gaining benefit from them.
Some are specifically designed to favour smaller Empires while giving no advantage to larger Empires - except that they can be traded.
Bounty Card RulesI confess that I am not completely happy with all of them. However so that I do not have to print new cards should the rules change , the cards have been printed out based on the Seven Ancient Wonders - with The Oracle added at my son's insistence.
A.1 The effects of the various bounty cards is described below. The Bounty cards are played in order of the phase – not necessarily the numerical order. The number refers to which trade pack the Bounty Cards are placed.
A. 12 When a player receives a bounty card, he also receives a supplementary card/substitute trade card from the pile that he obtained the bounty car. This card is given after all other players have received their initial trade cards.
A.13 All Bounty Cards attributes last for one turn only after which they are returned to the correct stack.
Second level Bounty CardsA2.1 Oracle of DelphiA2.11 Played before the Calamity Phase.
A2.12 One Civilization Advance Card of any value can be purchased before the Calamity Phase. This can be used to modify the effects of a pending Calamity.
A2.2 Great Pyramid of GizaPlayed at the start of Calamity Phase.
A2.22 Player is immune to 15 unit points damage from calamities – minus 3 units for every city owned. At least 5 points is needed for a city.
A2.23 The immune points can be applied to either a tradeable or non tradeable calamity.
A.3 Third level Bounty CardsA3.1 Statue of Zeus at OlympiaA3.11 Played during the Special Abilities Phase.
A3.12 The Player may play one of the Special Abilities (he does not have) during the Special Ability Phase.
A3.13 The Special Ability chosen must be a Special Ability that the Player does not already possess.
A3.14 If the player has all the Special Abilities, then the card has no effect.
A3.2 Pharos Lighthouse of AlexandriaA3.21 Played during the Special Abilities Phase.
A3.22 Allows the Player protection against one of the Special Abilities for one turn only.
A3.23 The Player can choose which Special Ability they will be protected from before or when the Special Ability is played but after nominating which Special Ability they are to be protected from, the player cannot change his mind
A.4 Fourth level Bounty CardsA4.1 Great Temple of Artemis at EphesusA4.11 Played at the End of the Special Abilities Phase.
A4.12 One Counter is placed where desired on player’s territory. Each counter increases its area’s population by one.
A4.13 Each Counter is removed from the board if its area no longer contains any of the players tokens
A4.2 Hanging Gardens of BabylonPlayed at the end of the Special Abilities Phase.
A4.22 The Player may add up to 6 population tokens to areas of player’s territory at the end of the Special Abilities Phase. Either stock or treasury tokens can be used.
A4.23 This 6 population cannot be used to build a city until the Build City phase of the next turn.
A4.24 If population limits of the territories are exceeded then excess population tokens are removed.
A.5 Fifth level Bounty CardsA5.1Mausoleum at HalicarnassusA5.11 Played at the end of the Special Abilities phase.
A5.12 A Marker or Counter is placed where desired on player’s territory. This now counts as a new city building site and like any other city site can be used by any player who occupies the area.
A5.13 The Counter is removed from the board only when a city is built.
A5.14 The city building site is lost if the city is destroyed.
A5.2 Colossus of RhodesA5.21 Played during the Civilization Advance Purchase Phase.
A5.22 Player can receive the lowest priced Civilization Card (up to a value of 100 points) for free.
A5.23 If there is choice between two or more lowest cards, then the player is free to choose.
A5.24 This card applies to the following cards:
50 Cloth Making, Mysticism, Sculpture, Urbanism.
60 Empiricism, Masonry, Monarchy, Mythology, Pottery, Written Record.
80 Astronomy, Deism, Drama and Poetry, Music, Theocracy.
90 Coinage , Metalworking.
S.1 Special CardsS1.1 The Caravan and Sphinx cards do not have any number, and start in the Second Trade Card Stack.
S1.2 The Special Cards must be used in the turn they are acquired, and then are returned to the stack with the cards they were used with.
S1.3 Unlike the Bounty Cards the player does not receive a substitute card.
S2.1 CaravanS2.11 Played during the Civilization Advance Purchase Phase.
S2.12 Acts as an extra Trade Card for one turn only.
S2.13 The Caravan Card may not be used to increase the value of a set of commodity cards beyond the limit printed on the commodity card.
S2.14 Once used the Caravan card is returned to the Trade Card Stock with the cards that it was used with.
S2.14 If not used Caravan Card is returned at random to any Trade Card Stock.
S2.2 SphinxS2.21 Played before the Calamity Phase.
S2.22 Allows the Player protection against a Tradable Calamity for one turn only.
S2.23 If used the Sphinx Card is returned to the Trade Card Stock with the calamity card that it was used with.
S2.24 If not used Sphinx Card is returned at random to any Trade Card Stock.
If the images do not come out they can be viewed at the following webpage
http://au.geocities.com/trad2bay/index.html