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Through the Ages board game box image

Top 12 · #9 of 40 in Strategy

Through the Ages

An all-time classic civilization game in which players develop science, culture, the military, and great leaders from antiquity to the modern era. Internal development that builds up culture points and external strategy that uses military strength to check and invade rivals run at the same time, and the balance between the two decides the outcome.

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👥 2–4 players (best with 3) age 14+⏱️ 120–240 min🎯 weight 4/5
StrategyCard game

Rules

Split your civil and military actions to develop technologies, manage food and resources, and use strength to pressure rivals through aggressions and wars — all while racking up culture points. It is a 2–4 hour heavy euro, but the turn rhythm stays simple: civil actions run your economy, military actions run your diplomacy and defense.

Edition: New edition — Through the Ages: A New Story of Civilization (CGE 2015, 2–4 players)Korean/English edition checks complete

Components

ComponentCountNotes
Player board1 per playerPrints 6 starting technologies: Warriors, Agriculture, Bronze, Philosophy, Religion, Despotism
Civil and military decks8 decksOne civil and one military deck for each of Ages A, I, II, III
Card row13 spacesShared display of available civil cards
Rating markers4 per playerScience, culture, strength, and happiness indicators
Points counters2 per playerScience points and culture points tracks
Blue tokens (food/resources)16 per playerStart in the blue bank, then move onto farm and mine cards
Yellow tokens (population)25 per player18 in the bank + 6 on starting technology cards + 1 in the worker pool
White/red tokens (actions)4 white + 2 red on DespotismMark available civil and military actions
Tactics standard1 per playerMarks your current tactic

For 2–4 players, taking about 2–4 hours, ages 14 and up. Each player runs a civilization from Age A through Age IV, growing technology, population, and strength. Whoever has the most culture points when the game ends wins.

Setup

  1. 1Place the civilization, science, culture, and military boards in the center, and set your player board in front of you.
  2. 2Place all 16 blue tokens in the blue bank, and distribute yellow tokens: 18 to the bank, 6 onto your starting technology cards, 1 into the worker pool.
  3. 3Place 4 white tokens and 2 red tokens beside (not on) your Despotism card. This is the starting player's baseline for civil and military actions.
  4. 4Set your 4 rating markers to science 1, culture 0, strength 1, and happiness 0, and your 2 points counters to science and culture 0. Place your tactics standard in the common tactics area to show you have no current tactic.
  5. 5Choose a starting player (this never changes). Shuffle the Age A military deck, deal players+2 cards face down to the current events space, and return the rest to the box unseen.
  6. 6Shuffle the Age A civil deck and deal 13 cards face up to the card row. Keep the rest of this deck and the other decks nearby.
Starting player×1
2nd player×2
3rd player×3
4th player×4Zero military actions on turn one — red tokens stay off to the side
The starting player has only 1 civil action on the first turn. Going clockwise, each player gets one more than the previous player — 2, 3, and 4 — to offset the disadvantage of moving first. Nobody has a military action on the first turn (white = civil, red = military).

2- and 3-player games remove cards first

2-player games remove all cards marked Monarchy/Republic (9 of each) and all pact cards from the Age I, II, and III civil decks. 3-player games remove fewer (3 of each marking). Check the rulebook's removal list before shuffling.

A turn — Politics Phase → Action Phase → End-of-Turn

  1. 1Start-of-Turn Sequence: replenish the card row (skipped on the first round), resolve any declared war, and move any exclusive tactic to the common area.
  2. 2Politics Phase: you may take at most one political action — prepare an event, play an aggression, declare a war, offer or cancel a pact, or resign (skipped on your first turn).
  3. 3Action Phase: spend your civil and military actions in any order and combination — take cards, develop technology, build buildings or units, increase population, and more.
  4. 4End-of-Turn Sequence: discard excess military cards → Production Phase (score science/culture, resolve corruption/consumption, produce food/resources, unless facing an uprising) → draw military cards → reset all action tokens.
✕Sits too long → discarded11Cheapest (left)2233Priciest (just refilled)
→ Everything shifts left each turn; empty right-hand spaces refill with new cards
Each card-row space has a fixed civil-action cost. Each turn, cards left uncollected in the leftmost spaces are discarded, the rest shift left, and new cards fill the empty spaces on the right. The longer a card sits (further left), the cheaper it becomes. The actual printed costs are on the physical board; these numbers only illustrate the pattern.

Your first turn is an exception

The starting player's first turn skips the Start-of-Turn Sequence and Politics Phase entirely. During the Action Phase you may only take a non-wonder card, or take a wonder and put it into play unfinished.

The Action Phase — civil and military actions

Your action totals come from the white (civil) and red (military) tokens granted by your government and other cards in play. Growing your population does not grant more actions — only cards do that. Population only lets you place more workers onto farm, mine, urban-building, military-unit, and tactics cards.

ActionCostEffect
Take a non-wonder from the card row1–3 civil actions shown on that spaceAdd it to your hand
Take a wonder from the card rowSpace cost + 1 per completed wonderEnters play as an unfinished wonder
Increase population1 civil action + food shown under the rightmost occupied yellow-bank sectionMove the rightmost yellow bank token to the worker pool
Build/upgrade/destroy a farm, mine, or urban building1 civil actionMove a worker onto the technology card; update ratings
Build a stage of a wonder1 civil action + resources shown on the wonderCover the cost with blue tokens; completes when fully covered
Develop a technology (action, government, special, etc.)1 civil action + science cost in the card's cornerPut the card into play
Build/upgrade/disband a military unit1 military action + resources (to build)Move a worker onto the military-unit technology card
Play or copy a tactic1 military action (play) or 2 (copy)Move your tactics standard onto that card as your current tactic

Population keeps getting pricier

The cost equals the food value printed under the rightmost occupied section of your yellow bank. As your population grows (and the bank drains), the next increase costs more food, so unmatched population growth without more food production becomes increasingly expensive.

Production Phase — scoring science and culture, corruption and consumption

RatingHow you gain itHow it is reduced
ScienceScore your science rating automatically every Production PhaseNo loss rule (no cap)
CultureScore your culture rating automatically every Production Phase + one-time Age III wonder bonuses + event rewardsLose 4 culture per unit of food you cannot cover
FoodEach worker on a farm technology card stores 1 blue tokenLost when your yellow bank reveals a consumption number
ResourcesEach worker on a mine technology card stores 1 blue tokenLost when your blue bank reveals a corruption number; shortfall is paid from food instead
StrengthCalculated live from military units, tactics, and special technologies (never produced)Losing a war or aggression can cost you a special technology
-1-2-3Blue squares are safe; the highlighted square is this turn's loss
A covered bank square causes no loss. Once tokens have left and a square is revealed, the leftmost revealed negative number is this turn's corruption (resources) or consumption (food). Actual thresholds are printed on the physical board; this only shows the covered-versus-revealed rule.

An uprising erases production entirely

If your discontent workers outnumber your unused workers, you skip the entire Production Phase. There is no corruption or consumption loss, but you also gain no science, no culture, and no food or resource production that turn. Neglecting happiness halts growth.

The Politics Phase — events, aggression, war, pacts

Political actionTimingKey point
Prepare an eventA green event card onto the future events deckScore culture equal to the card's level now; reveal and resolve the top current event immediately
Play an aggressionA brown card, pay its military action costResolves immediately; the rival may defend with bonus cards to match or exceed your strength
Declare a warA gray card, pay its military action costResolves at the start of your next turn (no military bonus cards allowed); cannot be declared in the last round
Offer/cancel a pactA blue card (not in 2-player games)Needs the other player's acceptance to take sides A/B; accepting replaces any prior pact
ResignAny time except Age IVRemove your hand and play area, lose immediately; remaining players continue
Attacker strength 99
Defender strength 55Bonus cards can match or exceed to defend
The difference applies — follow the card's text
If the attacker's strength is higher, the aggression succeeds. If the defender adds bonus cards to match or exceed it, the aggression fails. In a declared war, neither side may use military bonus cards at all.

If a prepared event later reveals a territory, every player may bid in a colonization auction, clockwise from whoever revealed it. Bids may not exceed the colonization force a player can actually send, and the last bidder remaining must sacrifice that many military units to claim the colony.

Age transitions and discarding

  1. 1If replenishing the card row empties the current age's civil deck, the next age begins immediately (A → I → II → III → IV).
  2. 2When a new age begins: cards from any older age are discarded from hands, and antiquated leaders, unfinished wonders, and pacts are removed from play; each player loses 2 yellow tokens.
  3. 3Shuffle the new age's civil and military decks to become the current decks. Age IV has no new decks at all, and you draw no military cards in Age IV.
  4. 4When Age III ends and Age IV begins, the game is winding down: if it happened during the starting player's turn, this round is the last; otherwise the next round is the last.

Completed cards and common tactics stay even when antiquated

Completed wonders, technologies, pacts, and declared wars remain in play even after their age is antiquated. Only the cards still in hand, and any still-unfinished wonders or leaders, get removed.

Final scoring — it all comes down to culture

  1. 1When the last round ends, resolve every remaining Age III event in the current and future events decks, in any order.
  2. 2Apply any end-of-game bonuses (cards with a 'you immediately score' effect that triggers at game end, such as Bill Gates).
  3. 3The player with the most culture points wins. Tied players share the victory.

Culture points are not a single end-game calculation — they accumulate automatically every Production Phase, equal to your culture rating. Building theaters, libraries, leaders, and wonders that raise that rating earlier compounds over the remaining turns. Age III wonders also often score a one-time bonus the moment they are completed.

Strategy tips

  • Ignoring strength entirely risks losing special technologies or resources to aggressions and wars. It is not just a scoring path — keep at least a minimal defense.
  • As your banks drain, corruption and consumption losses grow. Watch bank headroom whenever you add farms or mines.
  • Your culture rating is scored automatically every turn, so theaters, libraries, and leaders taken earlier compound over every remaining turn.
  • Cheap card-row spaces on the left are tempting but about to be discarded. Cards you don't need urgently can be left to get cheaper over a few turns.
  • You can hold only one leader at a time, and taking a leader blocks any other leader from that same age. Time your swaps carefully.
  • Declaring a revolution changes your government instantly, but it costs your entire civil action total, leaving little else to do that turn.

Player-count adjustments and editions

PlayersAdjustment
2Remove 9 marked cards each and all pact cards from the Age I, II, and III civil decks; 2-player pact text applies
3Remove only 3 marked cards each from the Age I, II, and III civil decks
4No removal — use the full deck as printed

This guide covers the 2015 'A New Story of Civilization' edition, CGE's full art and rules overhaul of the game. It differs in card composition and some rules from the original 2006 'Through the Ages: A Story of Civilization.' CGE's own file server hosts an official Korean rulebook for the new edition, confirming a Korean localization exists, but this research could not confirm which domestic distributor sells it (⚠️ unverified). A mobile app (iOS/Android) launched in 2017 and a Steam version in 2018.

Frequently confused rules

Q. Why do I have so few actions on the first turn?

The starting player gets only 1 civil action; the 2nd, 3rd, and 4th players get 2, 3, and 4. Nobody has a military action on turn one. It offsets the advantage of moving first.

Q. Do I have to take expensive card-row cards right away?

No. Spaces further left get cheaper, so you can leave a card for a few turns if you don't need it yet — just not so long that it gets discarded from the leftmost space.

Q. What do I lose by skipping the Production Phase?

An uprising skips the entire Production Phase. You avoid any corruption or consumption loss, but you also gain no science, no culture, and no food or resource production that turn.

Q. What's the difference between a war and an aggression?

An aggression resolves immediately and the defender may use bonus cards. A war resolves at the start of your next turn, and neither side may use military bonus cards for that particular conflict.

Q. Why are there no pacts in a 2-player game?

Pacts represent diplomacy among three or more civilizations, so they are removed entirely from the 2-player deck. Aggression and war still work normally in 2-player games.

Q. How many ages does the game run through before it ends?

Once the Age III deck runs out, Age IV begins with no new deck, making that round (or the next one) the last. After the last round, resolve every remaining Age III event before comparing culture points.

History and editions

The game was designed by Czech designer Vlaada Chvátil, also known for Codenames, Galaxy Trucker, and Mage Knight. The original 2006 'Through the Ages: A Story of Civilization' won the 2007 International Gamers Award (General Strategy) and 2010 Polish Game of the Year, and held a top-five BoardGameGeek ranking for years.

In 2015, CGE re-released it with fully reworked art and rules as 'A New Story of Civilization' (the edition this guide covers). A 2017 mobile app was nominated for Best Mobile Game at the New York Game Awards, and a 2018 Steam version followed.

According to Namuwiki, the original 2006 edition received an official Korean release in 2012 through Boardpia under license. Which distributor, if any, handles the 2015 new edition in Korean was not confirmed by either wiki checked (⚠️ unverified, as of 2026-10-11). This guide can only confirm that CGE's own file server distributes an official Korean rulebook for the new edition.

💡 Master tip

If you only raise culture points while neglecting military strength, a single late-game aggression card can cost you everything. Strength is both a path to victory and a shield, so keep investing in your military track at least at a minimum level.

Tools you can request

Not built yet. Let us know if you want one — it goes on the list.

Civilization production and corruption/consumption calculator

Round-end calculator that automatically deducts food self-consumption and resource corruption figures

Strength comparison tool

Real-time strength calculation reflecting tactics cards and leader bonuses

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