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Hyperborea

WINNING

1 VP per gem present on the Victory Points area.

Ghosts killed per player

1 Ghost= 1 VP

2 Ghosts= 3 VP

3 Ghosts= 6 VP

Every ghosts beyong the 3rd= +1 VP

1 VP per enemy miniature. The 2nd must be part of a set of one of a kind
of each opposing player.

Civilization Cubes= 1 VP per cube owned (including grey cubes)

2 VP for each objective tile owned

Advanced Tech: According to the value printed on the card.

1 VP for each controlling Homeland Hexagons

2 VPs for each controlling Borderlands Hexagons

4 VP for controlling the Central hexagon. (By Majority)

END GAME CONDITIONS

Any player immediately fulfilling one of the following conditions:

1. Has 12 or more VP in their Victory Points Area.


2. Obtains their fifth Advanced Technology.
3. Puts their last miniature on the map.

A short game is fulfilling one of the above conditions.

A medium game is fulfilling two of the above conditions.

A long game is fulfilling three of the above conditions.

ACTIONS:

Blue= Science (Tech/VP)

Yellow= Trade ( VP /Develop)

Orange= Progress (Develop)

Purple=Growth (Miniatures/Fortresses)

Red=Warfare (Combat/Fortresses)

Green=Exploration (Movement/Miniatures)

TECHNOLOGIES

Exploration

Green+ Multicolor= Movement +Movement

Green=Purple= Movement=Miniature

Warfare

Red+Multicolor= Attack OR Fortress+Fortress

Red=Green= Attack+Movement

Growth
Purple+Multicolor= Miniature+Fortress

Purple+Red= Miniature+Attack

Progress

Orange + Multicolor= 1 Development on each of the 2 different rows.

Orange+Blue= 2 Develops in the same row.

Trade

Yellow+ Multicolor=1 VP

Yellow+Orange= 1 VP+ 1 Develop

Science

Blue +Multicolor+Multicolor=Advanced Tech Card

Blue+Yellow+Multicolor=Advanced Tech Card+ 1VP

Game Turn

Draw 3 Civilization Cubes.

Remove Fortress tokens.

Add miniatures (If less than 3).

Beginning of turn Effects.

Place cubes on base technologies OR Tech Cards.

Or place Cubes in Unused Cubes area on player board.

OPTIONAL ACTIONS:
Activate 1 or more cities

Explore one or more ruins

Upgrade their Civilization

A Player must activate the action when they complete fulfilling the
cube requirement.

CITIES

The miniatures inside a city cannot leave a city until the next reset.

RUINS

The player takes the topmost token and uses it or stores it for later use.
They can only store 1 token this way.

The ruin must be free of other players miniatures, ghosts or your own
miniature.

Once explored and empty, the player cannot enter the ruin. It is
considered empty.

Just like the ones inside the cities, miniatures inside a ruin cannot leave
the ruin nor do anything until the next reset.

To enter a Forest, Swamp or Mountain hex cost 1 movement point.


Moving between hexagons of the same type cost no extra movement
cost.

Fortresses give you +1 defense in combat.

RESET
1--Players miniatures in the cities are moved outside (but remain in the
same Hexagon) and they will be free to move again during the following
turns of that player.

2--The players miniatures inside the ruins are moved off the stack (they
remain in the same hex) and they will be free to move again during the
following turns of that player.

3--ALL cubes in the unused cubes area (Including grey cubes obtained
by an advanced tech card, and cubes in the techs that were activated)
must be placed back inside the bag. THIS DOES NOT APPLY TO
TECHNOLOGIES WITH CONTINUIOUS EFFECTS. Cubes placed on
continuous technology may be left on the technologies OR put back
inside the bag. It is up to the player to decide what to do with these
cubes.

4--Finally the player shuffles the cubes inside the bag and draws 3
random cubes, placing them in their available cubes area.

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