
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.
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.
Components
| Component | Count | Notes |
|---|---|---|
| Player board | 1 per player | Prints 6 starting technologies: Warriors, Agriculture, Bronze, Philosophy, Religion, Despotism |
| Civil and military decks | 8 decks | One civil and one military deck for each of Ages A, I, II, III |
| Card row | 13 spaces | Shared display of available civil cards |
| Rating markers | 4 per player | Science, culture, strength, and happiness indicators |
| Points counters | 2 per player | Science points and culture points tracks |
| Blue tokens (food/resources) | 16 per player | Start in the blue bank, then move onto farm and mine cards |
| Yellow tokens (population) | 25 per player | 18 in the bank + 6 on starting technology cards + 1 in the worker pool |
| White/red tokens (actions) | 4 white + 2 red on Despotism | Mark available civil and military actions |
| Tactics standard | 1 per player | Marks 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
- 1Place the civilization, science, culture, and military boards in the center, and set your player board in front of you.
- 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.
- 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.
- 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.
- 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.
- 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.
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
- 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.
- 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).
- 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.
- 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.
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.
| Action | Cost | Effect |
|---|---|---|
| Take a non-wonder from the card row | 1–3 civil actions shown on that space | Add it to your hand |
| Take a wonder from the card row | Space cost + 1 per completed wonder | Enters play as an unfinished wonder |
| Increase population | 1 civil action + food shown under the rightmost occupied yellow-bank section | Move the rightmost yellow bank token to the worker pool |
| Build/upgrade/destroy a farm, mine, or urban building | 1 civil action | Move a worker onto the technology card; update ratings |
| Build a stage of a wonder | 1 civil action + resources shown on the wonder | Cover 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 corner | Put the card into play |
| Build/upgrade/disband a military unit | 1 military action + resources (to build) | Move a worker onto the military-unit technology card |
| Play or copy a tactic | 1 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
| Rating | How you gain it | How it is reduced |
|---|---|---|
| Science | Score your science rating automatically every Production Phase | No loss rule (no cap) |
| Culture | Score your culture rating automatically every Production Phase + one-time Age III wonder bonuses + event rewards | Lose 4 culture per unit of food you cannot cover |
| Food | Each worker on a farm technology card stores 1 blue token | Lost when your yellow bank reveals a consumption number |
| Resources | Each worker on a mine technology card stores 1 blue token | Lost when your blue bank reveals a corruption number; shortfall is paid from food instead |
| Strength | Calculated live from military units, tactics, and special technologies (never produced) | Losing a war or aggression can cost you a special technology |
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 action | Timing | Key point |
|---|---|---|
| Prepare an event | A green event card onto the future events deck | Score culture equal to the card's level now; reveal and resolve the top current event immediately |
| Play an aggression | A brown card, pay its military action cost | Resolves immediately; the rival may defend with bonus cards to match or exceed your strength |
| Declare a war | A gray card, pay its military action cost | Resolves at the start of your next turn (no military bonus cards allowed); cannot be declared in the last round |
| Offer/cancel a pact | A blue card (not in 2-player games) | Needs the other player's acceptance to take sides A/B; accepting replaces any prior pact |
| Resign | Any time except Age IV | Remove your hand and play area, lose immediately; remaining players continue |
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
- 1If replenishing the card row empties the current age's civil deck, the next age begins immediately (A → I → II → III → IV).
- 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.
- 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.
- 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
- 1When the last round ends, resolve every remaining Age III event in the current and future events decks, in any order.
- 2Apply any end-of-game bonuses (cards with a 'you immediately score' effect that triggers at game end, such as Bill Gates).
- 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
| Players | Adjustment |
|---|---|
| 2 | Remove 9 marked cards each and all pact cards from the Age I, II, and III civil decks; 2-player pact text applies |
| 3 | Remove only 3 marked cards each from the Age I, II, and III civil decks |
| 4 | No 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.
Sources
Czech Games Edition official English rulebook (Code of Laws, 2015) PDFCzech Games Edition official Korean rulebook (2015) PDFCzech Games Edition official product page — players, age, time, designerWiki cross-check — English Wikipedia: Through the Ages: A New Story of CivilizationWiki cross-check — Namuwiki: Through the Ages (Korean)Rule summaries are reference content written by us, not quotations from the official rulebook. Always check the official rulebook for exact rules. Diagrams are original schematics, not rulebook illustrations.
Spotted a mistake? Tell us in the comments below →
Last updated 2026-10-11
💡 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.
Similar games
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
Comments
Share your thoughts, report a mistake, or request a tool. No sign-in needed — nicknames are not verified, so anyone can use the same one.
Loading…