Rules

Rules - Roll Through the Ages

BRONZE AGE · 2–4 PLAYERS

Roll Through the Ages

Build a civilization with dice: feed your cities, develop new abilities and race to complete monuments.

Setup and goal

Each player starts with three cities, three food and no goods or developments. The starting player is marked ★. Most points wins; ties are broken by the total coin value of remaining goods.

With two players, leave out the Temple and Great Pyramid. With three, leave out the Hanging Gardens. Each player can build every available monument once.

Roll Through the Ages civilization board
The civilization board: cities, food and goods at the top; monuments and developments below.

Your turn, step by step

1 · Roll

Roll one die per completed city (three to seven dice), up to three times total. Keep any dice and select others to reroll. Previously kept dice can be selected again. Skulls are locked. You may stop early.

Leadership allows one extra reroll of a single die after normal rolling; this die may be a skull. You may skip it.

2 · Choose

For each food/worker die, choose two food or two workers. Agriculture adds one food per food die; Masonry adds one worker per worker die.

3 · Collect and feed

Each goods symbol gives one good. Distribute them in order: wood, stone, pottery, cloth, spearheads, then repeat from wood. Start with wood every turn. Track limits are 8, 7, 6, 5 and 4; excess is lost. Quarrying adds one stone if you produced any stone this turn.

Add food, capped at 15, then spend one food per city. Lose one point for every unfed city. Resolve skull disasters after collecting and feeding.

4 · Build

Spend workers on cities and monuments. You may split workers among several projects, and partial construction remains for future turns. The four extra cities require 3, 4, 5 and 6 workers; a completed city supplies an extra die starting next turn. Engineering can exchange each stone for three workers. Unused workers expire.

5 · Develop

Buy at most one new development. Pay with coins from dice, complete goods tracks of your choice, and food if you already own Granaries. A goods track containing n goods of type k is worth k × n × (n+1) / 2 coins (wood k=1 through spearheads k=5). You cannot spend only part of a track. No change is returned. Unspent dice coins expire; goods and food remain.

A newly bought development is available from now on, not retroactively: Caravans already protects this turn’s goods, but buying Granaries does not finance its own purchase.

6 · Store and confirm

Discard individual goods until six remain, unless you own Caravans. Confirm using the standard framework button. Ordinary decisions can be undone before confirmation; revealing a new roll commits preceding actions.

Dice

2 goods and 1 skull
2 food or 2 workers
1 good
3 workers
7 coins
3 food

Skull disasters

SkullsConsequenceProtection
0–1No disaster—
2Drought: lose 2 pointsIrrigation
3Pestilence: opponents each lose 3 pointsMedicine protects its owner
4Invasion: lose 4 pointsCompleted Great Wall
5+Revolt: lose all goodsReligion redirects the loss to every opponent, even one with Religion

Monuments

The first player to complete a monument scores its higher value; later builders score its lower value. Unfinished monuments score nothing. Architecture adds its bonus to each completed monument.

MonumentWorkersFirstLater
Step pyramid310
Stone circle521
Temple743
Obelisk964
Hanging gardens1185
Great wall13106
Great pyramid15128

Developments

Each can be purchased once per player. Values below use the revised rules.

Leadership

10 coins · 2 points

After normal rolling, you may reroll one die once, including a skull.

Irrigation

10 coins · 2 points

Prevents the two-point drought penalty.

Agriculture

15 coins · 3 points

Each food die produces one additional food.

Quarrying

15 coins · 3 points

Collect one additional stone when producing stone.

Medicine

20 coins · 4 points

Protects you against pestilence from opponents.

Coinage

20 coins · 4 points

Each coin die produces 12 coins instead of 7.

Caravans

20 coins · 4 points

Keep any number of goods at the end of your turn.

Religion

25 coins · 7 points

Your revolt destroys opponents’ goods instead of your own, even if they have Religion.

Granaries

30 coins · 6 points

During a purchase, sell food for 6 coins each (4 under original rules).

Masonry

30 coins · 6 points

Each worker die produces one additional worker.

Engineering

40 coins · 6 points

During building, exchange one stone for three workers.

Architecture

60 coins · 8 points

Each completed monument scores two bonus points (one under original rules).

Empire

70 coins · 10 points

Each completed city scores one bonus point, including the three starting cities.

Finish the round, then score

The final round begins when any player owns five developments, or every available monument has been completed by at least one player. Finish the round so everyone has the same number of turns. In the longer variant the threshold is six developments.

Add development points, completed monument points, Architecture bonuses (two per monument) and Empire bonuses (one per completed city, including the initial three). Subtract all famine and disaster penalties. Highest total wins; equal totals compare the value of remaining goods. If both values tie, the players share their position. The framework displays final standings.

Original rules variant

Medicine costs 15 and scores 3; Religion costs 20 and scores 6; Granaries sells food for 4 coins; Architecture costs 50 and adds one point per monument; Empire costs 60 and scores 8. Later monument builders score 0, 1, 2, 3, 4, 5, 6 points respectively. All other rules are unchanged.

Solitaire, trading and additional Late Bronze Age developments are not included in this implementation.

Ready to play?