Sid Meier's Civilization: The Board Game is a 2010 board game created by Kevin Wilson based on the Sid Meier's Civilization series of video games and published by Fantasy Flight Games. While the previous board game based on Sid Meier's Civilization, published by Eagle Games in 2002, was based on Civilization III, the 2010 version takes its primary inspiration from Civilization IV. Its expansions, Fame and Fortune and Wisdom and Warfare, also began to incorporate concepts derived from Civilization V. Gameplay In Civilization: The Board Game, players take on one of six different civilizations (Americans, Chinese, Egyptians, Germans, Romans and Russians). The game board consists of a number of modular map tiles, which, with the exception of each civilization's unique starting map tile, are placed face-down on the board. At the start of the game, each player begins with a capital city in the centre of their own map tile, and an army and scout unit that begins in a space bordering their capital city. Each player also has a specific national power and a starting technology, depending on the civilization chosen. Each turn in the game consists of five phases, during which players take turns performing the actions permitted in each phase: In the Start of Turn Phase, players may build cities, change governments, and perform start-of-turn upkeep. Players may have up to two cities (three with a technology), which are built at the present location of any of their scout units, subject to building restrictions. The tiles immediately surrounding the city is known as the "outskirts". When a technology is researched that unlocks a new form of government, players may immediately switch to the new form of government for free; in any other scenario, players must switch to the anarchy government before switching again to their desired form of government the following turn. In the Trade Phase, each player collects trade that is generated by their cities. The city space itself does not generate any trade; trade is only generated by the spaces that surround the spaces. Players may hold a maximum of 27 trade points at a time. Players may also negotiate on trade deals between each other during this phase. This phase is typically conducted between all players simultaneously. Trade may also be generated by scout units, and the presence of opposing army units negates trade production from a space. In the City Management Phase, each