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Pub: 2010 Asmodee

Page 1: Rules summary front

Aug 2012
Page 2: Rules summary back
Page 3: Play Reference front
Page 4: Play Reference back

Print on card (ensure you are printing at 100% scale) laminate and trim to size.
2. The Gods Call upon one or more mythological creatures
(all Gods except Apollo)
The 4 God tiles are shuffled and placed randomly on
the 4 empty spaces above Apollos space. Recruit (all Gods except Apollo)

Setup 5 players: all 4 tiles are placed faceup. Build (all Gods except Apollo)
4 players: the last of the 4 Gods is placed facedown; Special action (all Gods except Athena and Apollo)
Each player chooses a color and takes his screen,
it will not be available for this cycle. During the Increase revenue (Apollo)
1 offering marker (2 in a 2 player game), 3 territory
following cycle, place this God faceup in the first
tokens, 8 fleets and 8 troops. Each player also takes
space, and shuffle the other 3. Once again, the God Players may alternate actions (eg, recruit, built and
5 gold pieces (GP) and hides them behind his screen.
placed in 4th place will be facedown and will become recruit again).
Place the islands, troops and fleets according to the first God during the following cycle.
When a player is done with his actions, he places
number of players, as indicated in the rules.
3 players: the first 2 Gods are placed faceup and the his offering marker on the last free space of the turn
Shuffle the mythological creature cards and place last 2 facedown. During the next cycle, the 2 Gods track. The player who won the offering bid on the next
them facedown on their board space. Place the 5 which were facedown are used. On the cycle following God then performs his actions.
creature figurines next to the discard pile. that, the 4 Gods are shuffled again to make 2 new
random pairs. a. Call One or More Mythological Creatures
Place the philosopher cards and the priest cards on By paying the cost indicated under the card (minus
their board spaces. any cost reductions due to temples) the player can
3. Revenues
Shuffle together the players offering markers and take the corresponding creature card and apply its
Each player receives 1 GP for each prosperity marker effect. Once used, the card is placed faceup in the
randomly place them on the first spaces of the game
he controls. discard pile.
turn track. The 4 God tiles go next to the board,
along with the building tiles, the metropolis tiles, the GP earned by the players is kept hidden. The powers of the creatures must be used
2 dice, the prosperity markers and the unused gold immediately.
pieces. 4. Offerings
New creature cards are only placed on the board at
In playing order, each player chooses a God and the beginning of each cycle. The player who made the
Overview places his offering marker on the space corresponding best offering to the first God gets to help himself first.
to the offering that the player wishes to make.
The game takes place over a series of cycles during There is nothing to stop him from playing multiple
which the players will: If an offering goes over 10, the player places one of creatures, so it is possible that the last few players of
his territory markers on the 10+ space. The offering the cycle will no longer have any creatures available to
1. Gather their revenue in GP (production of their
marker then indicates any number beyond 10. them by the time their turn comes around.
islands + seafaring commerce)
A God grants his favor only to the player who made
2. Make offerings to the Gods (auction). b. Recruit
the highest offering.
3. Depending on the God whose favor they obtained, The main Gods allow players to recruitdepending
If a player has made an offering to an already chosen on their specialtya troop, a fleet, a priest or a
perform actions specific to that God.
God, the offering must be higher than the one already philosopher for free, but also to recruit more in
The goal of each player is to own 2 metropolises at taking place, and the player who made the previous exchange for GP.
the end of a cycle (either by building them and/or offering must take his marker back and immediately
conquering them). bid on a different God. c. Build
A specific type of building is associated with each
The player thus outbid may outbid another player. God, each building with a different effect.
Cycle Any such case must be resolved before the next player
in the playing order places his offering marker. A player may build the same type of building multiple
1. mythological creatures times, even on the same isle, as long as he can afford
Any player may place his offering marker on Apollos the cost of 2 GP each.
Update the mythological creature track to have 3
space without cost; he does not require any offerings.
visible creatures, one on each space. The GP under Buildings are placed on the white squares of each
each space is the cost to use that creature during the Multiple players may choose Apollo in the same cycle. isle.
action phase. The first player to choose Apollo places his token on
the 1 space, the second on the 2 space, etc. d. Special Action
1. Discard the creature on the 2 GP space if it
wasnt used during the previous round. The offering phase is over when each player has Some Gods grant special actions. During his turn, a
placed his marker on a God. player may perform these actions multiple times, as
2. Move all other cards to the right. long as he has enough GP to afford them.
Each player pays the number of GP he offered,
3. Fill the remaining spaces by drawing new cards. e. Apollo
taking into account any possible reductions due to
When the draw pile is empty, shuffle the discard pile priest cards. Finally, the player(s) who have chosen Apollo play last
to create a new draw pile. and have a limited choice of actions. Playing Apollo is
Players cannot make an offering they cant afford.
technically a way to skip ones turn to save money.
During the very first cycle, draw the first mythological
creature and place it faceup on the 4 GP space. 5. Performing Actions
6. End of the Round
During the second cycle, if this creature has not been The player who won the offering bid on the first God
Once every player has played and placed their offering
used, move it one square to the right and put the first can perform, in the order of his choice, the actions
marker on the turn track, the round is finished.
creature from the draw pile faceup on the vacated specific to that God, and use a mythological creature,
space. If it was used, place the 2 first creatures from by paying the cost corresponding to each of those If one or more players own 2 metropolises, the game
the draw pile on the 4 GP and 3 GP spaces. actions. ends. Otherwise, a new cycle begins.
The Gods No matter how many temples you own, you must still Retreating during a land-based battle
spend at least 1 GP to get a creature. The player wishing to retreat must bring his troops
Poseidon Change the Creatures
back to an isle belonging to him and linked by fleets
of his color to the one where battle occurred. If these
Recruit Fleets For 1 GP, you can discard an available creature card conditions are not met, the troops cannot retreat.
Free fleet. You may purchase extra fleets: the second and replace it with the first card of the draw pile.
costs 1 GP, the third 2 GP, and the fourth 3 GP. You Retreating during a sea-faring battle
cannot purchase more than 3 extra fleets in a turn. Athena The player wishing to retreat must move his fleets
No player may have more than 8 fleets. Fleets must Recruit Philosophers to an empty adjacent space or one he controls. If no
be built on sea spaces around isles you control. This Free philosopher. You may purchase a single extra space is available, the fleets cannot retreat.
space must either be empty or contain your fleets. philosopher for 4 GP. Philosophers are kept in plain
sight. The metropolises
Build Port
A port gives a defensive bonus during sea-faring battles As soon as you get a fourth philosopher, you must Each isle has a space (dotted red square) reserved
that take place on squares adjacent to the isle it is on. immediately discard them to build a metropolis. for a metropolis. There are two ways of creating a
Build University metropolis:
Move Fleets
For 1 GP, you may choose fleets currently on the same The university has no special effect. 1. Economic Development
sea space and move them a maximum of 3 spaces. A player who owns all 4 types of buildings (port,
Apollo fortress, temple and university), even if they are
You can add or abandon fleets during that movement.
You get 1 GP if you control more than one isle, spread over many isles, must immediately discard
If fleets enter a space occupied by enemy fleets, their or 4 GP if you control a single isle. them and replace them with a metropolis, which he
movement ends and a battle begins immediately.
You also place 1 prosperity marker on the isle of places on an empty space on one of his isles.
Ares your choice. An isle can have several markers on it. If there are no free spaces, the player must destroy
Recruit Troops If more than one player has chosen Apollo during a one or more of his buildings to free the space.
Free troop. You may purchase extra troops: the second single round, all earn the extra GP, but only the first
player who chose Apollo gets a prosperity marker. 2. Intellectual Development
costs 2 GP, the third 3 GP, and the fourth 4 GP. You
A player who has 4 philosophers must immediately
cannot purchase more than 3 extra troops in a turn.
discard them to earn a metropolis, which he places on
No player may have more than 8 troops. Troops must Battle an empty space on one of his isles.
be placed on isles you control. Each player participating in battle rolls 1 die and If the only available space is occupied by buildings,
Build Fortress adds the number of troops / fleets he has in the the player must destroy them to free the space.
combat zone.
A fortress gives a defensive bonus during land-based If a player only has one isle on which he already owns
battles to troops on the same isle. If the battle takes place on an isle where one or more a metropolis, his 4 philosophers are discarded (the
fortresses have been built, the defender adds 1 to his new metropolis replaces the old one).
Move Troops for each fortress.
For 1 GP, you may move some or all of your troops on A player can also earn a metropolis by conquering an
an isle to another isle connected by a chain of fleets If the battle takes place on a sea space adjacent to isle where one already exists.
of your color. If you land on an isle where enemy an isle (or isles) where the defender has built one or
more ports, the defender adds 1 for each port. A metropolis has the powers of all other buildings.
troops are present, a battle starts immediately. If you
land on an isle free of troops, you claim it without a An isle is always considered to be a single space.
battle, even if the isle has a fortress. victory
The player with the lowest result loses the first
If you move your last troop off an island, you must assault. He removes a troop / fleet from the battle and The game ends at the end of a cycle where at least
leave a territory marker there. The isle belongs to you places it in his reserve (in front of his screen). If the one player owns 2 metropolises. That player wins.
as long as no opponent lands there. result is a tie, both players lose a troop / fleet. If more than a single player ends the cycle with
A player may not attack the last isle of another player, If both combatants still have troops / fleets, the 2 metropolises, the player who has the most GP
unless he can prove that he would win the game were defender can decide to retreat. If he does not (or remaining behind his screen wins.
he to sucessfully conquer the isle. cannot), the attacker can also retreat. If neither of the
players retreat, a new assault takes place. 2 Player Game
These steps are repeated until only one player is left
Recruit Priests Each player takes the 2 offering markers of his
in the combat zone. That player takes control of the
Free priest. You may purchase a single extra priest for color. Shuffle the 4 offering markers and place them
isle or the sea space in which battle occurred.
4 GP. Priests are kept in plain sight. randomly on the first spaces of the turn track.
If it was an isle, the winner also gets all buildings
Each priest reduces the offering to be paid by 1 GP Play exactly as detailed for 4 players, but each player
found on the isle.
at the beginning of each cycle. No matter how many must make offerings to 2 Gods instead of a single one
priests you have, you must pay at least 1 GP for your Two armies may annihilate themselves at the same (it is possible to outbid yourself).
offering (only Apollo is free). time. In the case of a land-based battle, the defender
Each player must be able to pay the entire cost of
keeps his isle and a territory marker of his color on
Build Temple his offerings on both chosen Gods. A priest allows a
it. He still benefits from the revenues of that isle and
player to save 1 GP on the sum of your offerings.
Each temple reduces the cost of buying a the effects of buildings on it, but it will no longer
mythological creature by 1 GP. The price reduction of be defended against a subsequent attack until he The game ends when one of the players owns 3
each temple can only be used once per cycle. recruits new troops. (instead of 2) metropolises at the end of a cycle.
CYCLE Powers of the gods
1. Mythological Creatures POSEIDON
Update the mythological creature track. Recruit free fleet, + 1-3 fleets for
Discard the 2 GP space creature if it wasnt used, extra GP.
move all cards to the right, and draw cards for Build port.
remaining spaces.
Move For 1 GP, move fleets on a
The GP listed is the cost to use that creature space up to 3 spaces.
during the action phase.
2. Update Gods Track
Recruit free troop, + 1-3 troops for
Shuffle the 4 God tiles and place them randomly extra GP.
on the 4 empty spaces above Apollos space.
Build fortress.
3. Revenues Move troops from one island to
another along a chain of fleets.
Each player gets 1 GP for each prosperity marker
he controls. Zeus

4. Offerings Recruit free priest, + 1 priest for

an extra 4 GP.
In playing order indicated by the offering markers
on the turn track, each player chooses a God and Build temple.
places his offering marker on the offering space he Replace one mythological creature
wishes to bid. from the draw pile for 1 GP.
Apollos space has no cost. Multiple players may Athena
choose Apollo.
Recruit free philosopher, + 1
The offering phase is over when each player has philosopher for an extra 4 GP.
placed his marker.
Build university.
Each player pays the number of GP he offered,
remembering reductions due to priest cards. Apollo
Receive 1 GP (4 GP if you control
5. Performing Actions
only one isle); and 1 prosperity
The player who won the offering bid on the first
marker if you were the first to
God can perform the actions specific to his God, make an offering.
and may use a mythological creature, by paying the
corresponding costs. Priests & philosophers
a. Call Mythological Creatures Priests Each priest reduces the offering to be paid
b. Recruit at the beginning of each cycle by 1 GP (min 1).
c. Build Philosophers As soon as a player gains a fourth
d. Special action philosopher, he must immediately discard them to
build a metropolis.
e. Increase Revenue (Apollo only)
He then places his offering marker on the last free Buildings
space of the turn track.
The player who won the offering bid on the next Port Defensive bonus of +1 during sea-faring
God then performs his actions. battles taking place on spaces adjacent to the isle.
Fortress Defensive bonus of +1 during land-based
6. End of the Round battles taking place on the isle.
If one or more players own 2 metropolises, the
Temple Each temple reduces the cost to purchase
game ends.
a mythological creature by 1 GP once per cycle.
A player who is the lone owner of 2 metropolises
At least 1 GP must be spent no matter the number
at the end of a cycle wins the game. If he is not
of temples owned.
the only one, the player owning 2 metropolises
with the most GP wins. Metropolis Has the effect of all buildings.
CHIMERA For the following creatures except
Choose a creature card from the the Kraken, place the figure on an
discard pile, use it, then shuffle the isle of your choice. Its power applies
discard pile back into the draw pile. to that isle until the beginning of
your next turn.
When Chimera arrives in the discard
Two figures on the same isle destroy
pile, whether used, discarded with
each other.
Zeus, or unbought, re-shuffle the
creature deck and the discard pile.
CHIRON (Centaur)
Cyclops Chiron protects the isle from Pegasi,
Replace one of your buildings with Giants, and Harpies.
a building of another type. None of these creatures can be
used against troops or buildings on
Dryad this isle.
Steal a priest from the player of your
choice. medusa
Troops on the same isle cannot be
The Fates moved. Troops may still be moved
Receive your revenue again, as you onto that isle.
do at the beginning of a cycle.
The Minotaur counts as 2 troops to
Destroy a building (not a metropolis). protect the isle where he is present,
and he does not retreat.
During a battle, a players troops
Steal half the GP (round down) must be eliminated before the
of another player of your choice. Minotaur. When he is the only one
The chosen player must show his left, he is discarded if the defender
fortune to the other players. loses another battle.

Harpy polyphemus (Cyclops) iron

Remove a troop from the board and All fleets adjacent to Polyphemus
place it before its owners shield. isle are pushed away one space and
no fleet can land on the isle as long
Pegasus as hes there.
Move some or all of the troops on The player who plays Polyphemus
one of your isles to another, without moves the fleets in the order and
the necessity of a chain of fleets. direction of his choice. Two fleets
of different colors cannot be on the
Satyr same space.
Steal a philosopher from the player If a movement is impossible, the
of your choice. fleet is destroyed.

SIREN The Kraken

Replace an opponents fleet with one
Place the Kraken on a sea space.
of yours. If you have none in reserve,
you can take it from somewhere else If fleets are there, they are destroyed
on the board. (return the tokens to their owner).
For each extra GP spent to purchase
the Kraken, you may move it one
Re-sell your fleets, troops, priest space. Every fleet encountered is
cards and philosopher cards for 2 GP destroyed.
each. Return tokens to the reserve
At the end of its movement, the
and cards to the draw pile.
Kraken remains in place and that sea
space is forbidden to all fleets until
it moves again. The next player to
You may move your fleets a total of use it may make it reappear on any
10 spaces. sea space.

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