While much of what became known as Gaul is not shown on the game board, these hardy fierce northern tribes make their presence felt among the more Mediterranean-centered powers of Ancient Civilizations of the Inner Sea. It is a rich warrior culture also known for its distinctive art. The Gauls have a strong starting position in the game. Rome, which they sacked in 390 B.C., is extremely and temptingly close – something which no Roman player (nor the player running the Gauls) can ignore.
In the game, the Gauls are an offensive-minded civilization who gain an advantage in up to two Competitions per turn. In one, they may add a bonus White Tile to their stack of Tiles. In another, they may add a Tile of their own color from Supply.
This is a unique advantage, because while surviving White Tiles are removed at the end of a turn (as they convey only a passing, temporary advantage), the Civilization’s own Tile remains – up to the stacking limit of two at Sea or three on Land – enough to make a City, which gains a Victory Point and affects turn order as well as affecting the number of cards the Gallic player will draw (one extra card for every four Cities).