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Manual — Civolution: Acceptance Letter

Deep Print Games, DiceTree Games, Gémklub · Jogo de tabuleiro · 2025
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Dear student beings,
We are pleased to inform you that you have been admitted
to the next level. This achievement is due to your outstanding
performance in the Civolution exams. However, your training
is not yet complete. From now on, your task is to improve
your position even further by incorporating Extra Credits into
your examinations.
Three of these Extra Credits are now at your disposal. Good
luck!
Extra Credit A:
6 starting attribute chips > see page 2
Extra Credit B:
6 creature chips > see page 4
Extra Credit C:
15 level-4 module tiles > see page 9
Rulebook
Extra Credits are small expansions that you may add individually or in any
combination to the Civolution base game. The following 3 Extra Credits are
included in this Acceptance Letter:
ACCEPTANCE LETTER

---

Extra Credit A: 6 starting attribute chips
The starting attribute chips provide each
civilization with a unique and exciting
starting benefit.
Set the game up as described in the base game rulebook. However, before
preparing the starting chip cards in step 16, shuffle the 6 starting attribute
chips and then proceed with step 16 using the following addition:
Option A (for newcomers, who should only use this Extra Credit if an
experienced player can aid them): Along with your starting chip card and the
random goal chip, you also receive one random starting attribute chip.
Option B (for advanced players): After displaying the starting chip cards and
placing a goal chip onto each as usual, also place one random face-up starting
attribute chip above each of them. When you choose a starting chip card, you
take it along with its goal chip and its starting attribute chip.
Return all unused starting attribute chips to the game box.
After performing the usual three steps of your starting chip card
(1. Placing the goal chip in your goal area, 2. Upgrading the corresponding
module, 3. Sliding the card under your console), carry out the following
additional fourth step:
Install your starting attribute chip in the stage partition of your console by
placing it in the lowest available stage of any column. This column is now
permanently assigned to attribute chips (meaning it can only contain attribute
and income chips for the rest of the game).
Finally, starting with the starting civilization and proceeding clockwise, each
civilization gains the starting benefit (see next page) of its starting attribute chip.
There are no changes to gameplay or the end of the game.
2
Front
Setup
Back

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3
Overview of the starting attribute chips
Progressive civilization
Starting benefit: Choose one of the five progress tracks and advance your disc
2 steps on that track. You also receive the track bonus that your disc passes.
Prosperous civilization
Starting benefit: Choose one of the six types of land territory (Forest,
Grassland, Hills, Mountains, Swamp, Desert). Take 6 markers from your supply
and place 2 onto each of the 3 storage spaces of that territory type on your
console (regardless of whether any marker was placed there in step 14).
Example: You choose Mountains and place 2 markers onto each of your Stone,
Iron Ore, and Jade storage spaces.
Diverse civilization
Starting benefit: Take 3 markers from your supply and place one of them onto
each of three different feature spaces on your console (regardless of whether
any markers were placed there in step 14). Example: You place one marker
onto each of your Intelligence, Dexterity, and Vision feature spaces.
Cultured civilization
Starting benefit: Draw the top card of each of the five face-down research
stacks and add them to your hand. You therefore begin the game with
10 research cards (2 of each type).
Expanding civilization
Starting benefit: Take 1 tribe from your supply and place it onto a free non-fire
encampment in any undeveloped territory on the continent. Then develop
that territory by placing 1 marker from your supply into it, and flipping its
material tile face up.
You therefore begin the game with 3 tribes and 3 raw materials.
Prepared civilization
Starting benefit: Take 12 markers from your supply and place 3 onto each of
your food, money, focus, and idea spaces (in addition to the markers already
placed there during step 14).

---

Extra Credit B: 6 creature chips
Creatures can be captured and tamed while
hunting. Once you possess tamed creatures,
you can feed them during each Feeding phase
to gain rewards.
Set the game up as described in the base game rulebook.
However, at the end of step 6, after filling the chip displays as usual, carry
out the following addition:
Front
Setup
Back
Shuffle the 6 creature chips and place
them as a face-down creature stack near
the hunting table. Then reveal the top
chip and place it face up next to the stack
as the visible creature.
Playing the game
Creature chips mainly affect two aspects of gameplay:
• the key action “Perform a hunt”
and
• the Feeding phase.
The changes to both are described below.
Notes:
• Creature chips are a new, distinct type of
chip and therefore require a column of
their own in the stage partition.
• Each creature chip belongs to one
of the six types of land territory.
Visible creature
4
Creature stack

---

However, if the territory does match the visible creature’s territory type,
proceed as follows:
Roll all your pink fate dice once and choose one of them. This die determines
two things:
• how many food markers you gain, and
• whether you tame the visible creature.
As usual, you may spend idea markers to adjust the die value before finalizing
it but it always applies to both the food markers and the creature.
The number of food markers you receive is based on the hunting table as
usual. Find the number where the value of the die and the column of the
territory type intersect and place that many markers from your supply onto the
food space of your console.
Then, as usual, place a hunting token from the hunting token display into the
territory you just hunted in.
Afterwards, determine whether you have successfully tamed the visible
creature.
This depends on your disc’s position on the Favor of Agera track (in the same
way as it would in favor tests): If the die value falls within the range printed
below your disc, you have tamed the creature.
Perform a hunt
As usual, choose a territory where you have at least one tribe and where no
hunting token is currently placed. If this territory does not match the territory
type of the visible creature, perform the hunt as usual ( see page 19 of the
Civolution rulebook).
5

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If you have successfully tamed the visible creature, install its chip by carrying
out the following steps in order:
1) Take the creature chip
Take the chip of the visible creature. Then, reveal the top chip from the
creature stack and place it face up beside the stack as the next visible creature.
(If the stack is empty, no new creature can be visible.)
2) Determine the column in which the creature chip will be installed
If no creature chip is installed in your stage partition yet, you can choose any
column that is either empty or contains only income chips.
If there is already at least one creature chip in one of your columns, you must
choose that column.
3) Insert the creature chip into the determined column
Place the creature chip face up in the lowest free stage of the determined
column.
6
4) Make a lucky find
Finally, perform the key action “Make a lucky find”
(see page 20 of the Civolution rulebook) once.
However, this lucky find must be made in the territory
type that matches the newly installed creature chip.
Once installed, the creature chip remains in your console for the rest of the
game and can be used in each following Feeding phase (see page 8 of this
rulebook).
If you did not tame the visible creature, its chip stays face up next to the
creature stack.

---

7
Example:
The visible creature is the Hills
creature.
The yellow civilization chooses one of its
Hills territories for hunting. It has two
fate dice, which it rolls once.
The results are a and a .
Since the yellow disc is on the second
space of the Favor of Agera track,
the yellow civilization would not be able
to tame the creature with either die
result.
It could accept this and
just gain 3 food markers.
Instead, it chooses to spend 1 idea marker to turn the into a .
With this , it can now tame the creature and also gain 2 food markers.
After gaining the 2 food markers and placing a hunting token into the Hills
territory, the yellow civilization takes the chip of the exposed Hills creature
and reveals the top chip from the creature stack as the next visible
creature.
Then, it installs the Hills creature chip in
the stage partition of its console.
Finally, the yellow civilization performs
the key action “Make a lucky find” in a Hills
territory by rolling both fate dice again. As
both show a , it gains a stored Sulfur.

---

A) Feed tribes
After you’ve finished feeding your tribes as usual, you may feed
your creatures:
Phase 6: Feeding phase
Carry out the Feeding phase as usual (see page 33 of the Civolution
rulebook). However, note the following addition to step A:
Feeding spaces
You can feed each creature in
your stage partition up to 3 stored
materials of its territory type.
This can be any combination of the
allowed material types (including the
same one multiple times).
Place the materials used to feed the creature from left
to right onto its feeding spaces.
Then, you receive the reward printed on each feeding
space:
• If you feed it 1 stored material, gain 2 idea markers.
• If you feed it 2 stored materials, gain 2 idea markers
and 3 success points.
• If you feed it 3 stored materials, gain 2 idea markers,
3 success points, and advance your disc 2 steps on
the progress track shown on the third feeding space
(in the case of the forest creature, advance your discs
on any 2 progress tracks 1 step each).
Once you’ve finished feeding all your creatures, return all markers from your
creature chips to your supply.
There are no further changes to gameplay or the end of the game.
8

---

Extra Credit C: 15 level-4 module tiles
Each of the 15 main modules now has one
new, powerful module tile of level 4 (IIII). At the
beginning of the game, each civilization receives
three of these tiles, which enables it to upgrade the
corresponding modules to level 4 during the game.
Front
Setup
Back
Set the game up as described in the base game rulebook.
However, after completing step
16, proceed with the following new step 17:
Shuffle the 15 level-4 module tiles. Then, draw 3 tiles per
civilization and display them face up as a shared selection. Return
the remaining tiles to the game box.
Starting with the starting civilization and proceeding clockwise,
each civilization chooses 1 tile and places it next to its console.
Then, starting with the civilization to the right of the starting
civilization and proceeding counterclockwise, each civilization
takes a second tile.
Finally, starting again with the starting civilization and proceeding
clockwise, each civilization takes a third tile and adds it to the
other two beside its console.
Once all tiles have been selected, carry out one last step:
Starting with the starting civilization and proceeding clockwise,
each civilization chooses one of its three tiles and upgrades
that tile’s corresponding main module on its console once (see
“Upgrade 1 main module” on page 27 of the Civolution rulebook).
This may be the same module that was upgraded in step 16.
9
17

---

10
Example: In a 2-player game, 6 random level-4 module tiles are drawn
and placed face up. The yellow civilization is the starting civilization and
selects “Insight” as its first tile 1. The blue civilization then selects
“Building” 2 and afterwards “Production” 3. The yellow civilization
continues by choosing “Procreation” 4 and then “Research” 5. Finally,
the blue civilization takes the remaining Exploration tile 6.
BlueBlueYellowYellow
Now each civilization upgrades the main module belonging to one of its
three selected tiles:
The yellow civilization decides to perform an upgrade in “Research” by
flipping the Research module tile in its console from level I to level II.
The blue civilization already upgraded its Production module to
level II in step 16 and now decides to upgrade that module to level III by
removing the tile from the console and placing it next to it, as usual. So, the
blue civilization begins the game with “Production” on level III, which also
means it will only need to upgrade the Production module one more time
during the game to bring its level-4 tile into play.

---

Activity - Level 4 (IIII)
Playing the game
The game is played as in the base game. You may bring your three selected
level-4 module tiles into play via the key action “Upgrade 1 main module.”
There are no further changes to gameplay or the end of the game.
Overview of the level-4 module tiles (in alphabetical order)
11
Note: The white number written beside each module’s name refers to the page in the
Civolution rulebook on which the corresponding level-I module is explained.
31
Upgrade 1 main module
This key action is performed as described on page 27 of the Civolution
rulebook, with one addition: If you have a level-4 module tile next to your
console, you may upgrade its corresponding level III module by placing the
level-4 tile directly into the level III recess.
Gain 2 money markers.
Perform up to 2 of the activities that are
available to you on your console. This
may be 2 different activities or the same
activity twice.
Do this twice: Gain 1 activation die
(which you roll immediately) OR 1 fate
die. As usual, if there is none left in the
dice display, gain it from one of the
civilizations with the most of that type
(not allowed if you are the only one
with the most).
Do this up to twice: Install 1 of your
achievement cards, ignoring 1 of its cost
spaces if you like (provided it is not the
only active cost space).
Achievement - Level 4 (IIII) 28

---

12
Perform 2 actions of the income chips
in your stage partition and/or in the
income chip display. They can belong to
2 different income chips or be the same
action twice.
Do this up to twice: Install 1 of your
invention cards, ignoring 1 of its cost
spaces if you like (provided it is not the
only active cost space).
Invention - Level 4 (IIII) 30
Gain 9 idea markers.
Do this up to twice: Install 1 of your
insight cards, ignoring 1 of its cost
spaces if you like (provided it is not the
only active cost space).
Insight - Level 4 (IIII) 29
Complete up to 2 building projects (of
any types).
Also, your building limit is increased by
1 statue, so on each building ground,
you may have up to 3 of your own
building pieces. However, as before,
only one of these building pieces may
be a settlement.
Do this up to twice: Install 1 of your
building cards, ignoring 1 of its cost
spaces if you like (provided it is not the
only active cost space).
Building - Level 4 (IIII) 21
Flip all face-down sites adjacent to one
of your territories face up. Then flip
two additional sites anywhere on the
continent face up. Gain the success
points of all sites you’ve flipped during
this activation. Then gain 4 additional
success points.
Make 3 lucky finds in any of your
territories (this may include the same
territory multiple times).
Exploration - Level 4 (IIII) 20

---

13
Before migrating, take a favor test. If
you pass, you may perform migration
up to four times, following the usual
rules. If you don’t pass, perform
migration up to three times.
As usual, if the same tribe migrates
more than once, it settles on an
encampment or a boat of the territory it
enters last, while only crossing through
the other ones.
Migration - Level 4 (IIII) 14
Do this up to three times : Move 1 of
your feature markers to any of your
feature spaces.
Do this up to twice: Install 1 of your
mutation cards, ignoring 1 of its cost
spaces if you like (provided it is not the
only active cost space).
Mutation - Level 4 (IIII) 29
Do this up to twice: Install one of your
goal chips whose requirement you meet
OR gain one new goal chip from the
goal chip display and place it in your
goal area (refilling the goal chip display
immediately).
Place 3 markers from your supply as
planning markers onto 1 of your dice
spaces (they must go onto the same
dice space).
Also, gain 1 idea marker.
Planning - Level 4 (IIII) 26

---

14
Produce a combined total of 6 materials
(in 1, 2, 3, 4, 5, or 6 of your territories).
Transport up to 4 of your raw materials
from anywhere on the continent to
your storage (either before or after the
production action).
Production - Level 4 (IIII) 18
Following the usual rules, perform
procreation up to three times.
Take a favor test. If you pass, strengthen
1 of your weak tribes.
Procreation - Level 4 (IIII) 16
Do this three times: Gain the top card
from a face-up or face-down stack of
the research display and add it to your
hand.
Draw a combined total of 6 cards from
1 or more face-down research stacks.
Then, look at them and add
3 of them to your hand. Place the
others face down at the bottom of their
corresponding stacks.
Research - Level 4 (IIII) 28
Following the usual rules, perform a
hunt up to twice, except you may hunt
in territories which already have a
hunting token in them (and if you do
hunt in such a territory, don’t place a
second hunting token there afterwards).
Strengthen up to 6 of your weak tribes.
Sustenance - Level 4 (IIII) 19

---

15
Move any number of your raw
materials on the continent to the
corresponding storage spaces on your
console. From among the raw materials
that you move, choose up to 3 markers
and place each of them onto any
storage space.
Transport - Level 4 (IIII) 19
Gain 3 money markers.
Then, perform the Sale action up to
three times and the Purchase action up
to three times (in any order).
Trade - Level 4 (IIII) 30

---

Game design: Stefan Feld
Illustrations: Dennis Lohausen
Development: Moritz Bornkast
Rulebook: Viktor Kobilke
Proofreading: Neil Crowley
Distribution:
Pegasus Spiele GmbH,
Am Straßbach 3,
61169 Friedberg,
Germany.
v1.0 All rights reserved. Reprinting
or publishing of the rule sheet, game
components, or illustrations is prohibited
without prior permission.
© 2025 Deep Print Games GmbH,
Sieglindestr. 7, 12159 Berlin,
Germany. All rights reserved.
www.deep-print-games.com
Quick overview of the setup with all 3 Extra Credits
Set the game up as described in the base game rulebook with the following
additions:
Step
6: Shuffle the creature chips and place them as a face-down creature
stack near the hunting table. Reveal the top chip and place it face up next to
the stack as the visible creature.
Step 16: Add one random starting attribute chip to each starting chip card
displayed for selection. Choose the cards and carry out their 3 steps as usual.
Then, place the starting attribute chip you received in any column of your stage
partition and gain its starting benefit.
Step 17 (new): Shuffle the level-4 module tiles. Draw 3 tiles per civilization
and display them as a shared selection. Starting with the starting civilization
and proceeding clockwise, each civilization chooses its first tile. Then, starting
with the civilization to the right of the starting civilization and proceeding
counterclockwise, each civilization chooses its second tile.
Finally, starting with the starting civilization and proceeding clockwise, each
civilization chooses its third tile.
Place your 3 tiles next to your console. Choose one of them and upgrade the
corresponding main module in your console once.

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