Introduction: Part 1 of this article took readers through an Ancient Civilizations of the Middle East (ACME) game’s setup through its Growth Phase; which includes deployment of each civilization’s disks upon the map.
Those familiar with ACME’s predecessor, Ancient Civilizations of the Inner Sea’s (ACIS) Playbook example of play may observe similarities between that piece and this exposition. However, although both games share the same basic system, there are differences. For details, and links to material which explain game term references (for this article’s limitations can only allude to rulebook details); see an associated InsideGMT article: Ancient Civilizations of the Middle East Design Background and Differences from Ancient Civilizations of the Inner Sea.
This ACME Example of Play Article Part 2 shows the tension and uncertainty of one of this game’s key system engines, its Card Phase, as well as the game’s dice-less Competition Phase (used to resolve conflict between civilizations when they vie for the same map area).
So let’s rejoin our protagonists: the Hittite and Egyptian civilizations of a two player game, as they experience ACME’s excitement and uncertain arena of chaos while competing against one another for advantage towards earning an Ancient Civilizations of the Middle East triumph.