In the depths of space, millions of light years away from the Universal core, a habitable planet has been discovered. It is teeming with life and it’s only sentient species is so primitive that they can easily be shaped and controlled by beings of higher power; being that are eons older and infinitely more advanced. Orbiting a young sun and being ripe with resources it is immediately desirable for the High Races. Conquering its inhabitants by force would be easy but the all-knowing, ever-present Overseers do not allow any acts of violence towards infantile races. To breach the laws of the Overseers is to invite a fate worse than death. Therefor to conquer the planet other methods must be used.
Each of the High Races has its own way of subduing and infiltrating the simple bipedal mammals on the planet and each Race has its own agenda. All wish to make their primitive tribes develop into effective and faithful servants and all wish the other Races to fail. The High Race that first succeeds in cultivating a populous, technologically superior and highly productive flock will be able to rule the entire planet for all ages to come.
On the planet later known as Earth a tribe of hunter-gatherers, huddled together against the night-time cold, look up as an impossibly bright light opens up the sky and reaches down to them. They are not afraid, but curious…
Ancient Aliens, creators of Civilizations is a card driven strategy game, where players all have their own unique Alien Hyde, with their own special power and deck of cards related to their specialty. Players use this ability to improve the humans and teach them new skills and knowledge that enables them to evolve. As their knowledge and skills increase, the humans can use more advanced technology and tools. With that, the humans can build more complex structures and monuments, leaving signs of their achievements for later civilizations to gaze upon. The first player to get all three of his cylinders to the civil stage triggers game end. Then points are counted, the player with the most points wins the game.
Aim of the game:
To score more civic points than your opponents during the game until game end is triggered. Players score points with buildings on the game board, items & monuments built, alien abilities triggered and being first to get your humans civilized. Each Alien race has their own agenda and for each agenda gained they receive special points. In order to build more advanced buildings and items, the Aliens upgrade the humans on the improvement table on their player boards, making them more evolved and capable of more complexity.
Ancient Aliens is inspired by many stories and believes that the human race had aid from alien species, which were by some viewed as gods. All items and monuments in this game have some connections to these rumors and stories in some way, due to be believes that unearthly beings created them or helped humans to create them with advanced technology that are now lost in time.
In Ancient Aliens, players do their turns in clockwise order. During their turn, each player follows these three stages:
- Preparation stage.
- Activation and action stage.
- Clean up stage.
1 – Preparation stage
- Select the cards you aim to use, one minimum. Preferable during other players turns.
- Lay down the selected cards, where all can see. Unused cards will be discarded after the turn.
- Chose which of the 3 available actions will be activated on each card by placing a glass marble on the chosen action (top action, borrow crystals or lower action).
2 – Activation and action stage
- Carry out the activation and actions on the cards, if activated, in any preferred order:
- Move cylinders up on improvement table, according to activated cards.
- Attack or use player’s abilities, according to cards activated. Use center area to show who will be affected.
- Collect loan crystals, according to cards activated.
- Activate built buildings, by placing crystals on them.
- Gain production and & or devotion, according to buildings or cards activated.
- Use gained production & devotion to build new buildings or monuments, according to cards activated. One building or monument per activated card. Newly built buildings can be activated (and production or devotion gained) in the same round if there are available crystals to activate.
3 – Clean up stage
- Discard all cards, also unused cards.
- Return loan crystals to the crystal pile, place owned crystals on the left crystal square.
- Return both cubes to zero on production and devotion bars.
- Draw new tech cards, according to improvement table tech status.
- Turn end. Left players turn.
The Central board shows the area of control each of the High Races get when activating their control panel by attaching it against it. If fewer than 4 players are playing, unattached areas will not be used during this game session. The central board also indicates where buildings and monuments should be stored during the game.
Each Area of control shows 3 different building areas (shown with different icons) that expand out from the starting area. When players am to build a building, they have make sure that building type is available on the board.
The center is where players interact with other players areas. Players lay down chosen cards, facing towards the area they aim to inflict. This way, players can remove buildings (attack), build on areas, halter or aid other players during the game.
The High Race control panel is where players manage their factions. On the top you will have information about your factions agenda. On the control panel we have the human improvement table, where Knowledge, Skill & Loyalty are improved according to cards chosen. The improvement table also show 3 levels. These levels indicate where the humans need to be in their improvement in order to build certain buildings or monuments. Not high enough level, not possible to build due to lack of knowledge for example.
Below the improvement table is the Production and Devotion Power bar, where players add production gained from production buildings or devotion powers gained from religious buildings. These resources are gained through activation of energy crystals. Energy crystals are gained when building residential buildings or borrowed through card activation.
On the right side is where buildings and monuments built are placed.
BUILDINGS & MONUMENTS
During the game, players can built buildings and monuments. These are used to gain production and devotion, that are used to build more buildings or monuments at higher levels. Monuments are also the sole most important way to score points as the points gained from higher level monuments can to up to 8 points.
The core of the game are the High Races deck of cards. Each deck is different between the races, according to their racial abilities. Each deck is divided into 3 levels. You draw five new cards from the deck each turn (all cards are discarded between turns), according to your placement on the human improvement table. From right to left, you draw one card for each of the two right most level placement and the remaining 3 cards you draw from the left most level placement. There fore you might draw from all 3 level decks during your turn or only from the 1st level deck. In general, higher level decks give you access to better cards so improving your humans is important. But so is also building buildings or monuments in order to score points. Or attack or block other players. Decisions, decisions.
Each card has 3 possibilities to chose from: the top part has to do with improvement or building actions, the middle lets you gain additional crystals during your turn and at the bottom you will find interactions. During your turn, you can only choose one action from each card. You can lay down one or all of your 5 cards so in theory, you can do up to 5 actions each turn.
THE HIGH RACES
The Anunnaki are blond haired giants that came to earth mostly because of gold. They use gold in their buildings and spaceships to perfect their conductivity.
They have mastered sound waves and light and that enables them to use sound waves and light as a power source for mine work, building construction via levitation, and operating portals by using Hornstones to amplify the required high-frequency sound waves.
They also power up Crystals to magnify light and use their light and sound techniques to manipulate human DNA. According to old legends, the Anunnaki drained most of South Africa’s gold resources. After they drained the gold mines, they disappeared and have not been seen since. Their home planed, Niburu, is said to be maneuverable and that it can be transferred between star systems through unknown means.
The Buluzi are a dark aggressive race that use fear as a main source of control over their human faction, often demanding human sacrifice. They have a reptile-looking face and a hard, scaly skin and are therefore often referred to as the Lizard people. They have superior knowledge of and control over plants and beings. With their herbal techniques they can soften the hardest rocks into clay in order to build complex structures.
According to legends, the Buluzi or Reptilians as they are often refereed to, have had impact on many South American cultures. Some say that traces of their influence can be found all over the world. No one knows where they came from and when they left the planet, or if they even left Earth at all.
There are believers that claim that they still roam among the humans, just waiting for the right sign to come out of their human like cocoons.
The Nephilim are tall, cone-headed leaders that have a superior ability to manipulate genetic changes through bionic implants. They use their laser technology to aid them in building vast temples and buildings. They manipulate the humans by changing their appearances into different animal-head creatures, thus gaining the humans’ complete devotion. Through out all of Earths civilizations, the Nephilim have used their abilities to implant thoughts, visions and sightings into specially chosen humans, according to legends. Those humans have then, in strong belief, spread their divine word through their fellow humans, resulting in new religions being born.
The Nephilim home planet lies deep within the Orion belt, seen from Earth. They control portals that they can use to travel quickly between vast distances. As the Nephilim think of themselves as the true Supreme Being, they try to influence the species they are “helping” with extreme devotion towards themselves.
The Greys are peaceful explorers that travel through the Galaxy, aiding other species they run into. They use their powerful mind control, when they encounter. When they meet new species they feel are limited, they use their powerful mind control techniques to increase the species’ understanding and ability to use more complex things by growing and improving their brain cells.
The Grays home planet is unknown, but they have been frequent guest on Earth since the dawn of time.The Grays are peaceful in nature and they are self-claimed protectors of all species that they feel oppressed. They have healing powers that they use to heal the wounded and frequently use mind melt to give or gain knowledge from other species.
Of all alien races that have been to Earth, the Greys are the ones that have been seen most often.