CYCLAD PLAYER A DES AID 1 - up pdate the Mytho ological Creatur track so that res 2 - Update the Gods track. Each player gets 1 GP for each Prosperity Marker. The p prosperity markers are present on m multiple offerin markers on the turn track, as well as d o player bids on the var rious Gods until every certain sea spaces.
CYCLAD PLAYER A DES AID 1 - up pdate the Mytho ological Creatur track so that res 2 - Update the Gods track. Each player gets 1 GP for each Prosperity Marker. The p prosperity markers are present on m multiple offerin markers on the turn track, as well as d o player bids on the var rious Gods until every certain sea spaces.
CYCLAD PLAYER A DES AID 1 - up pdate the Mytho ological Creatur track so that res 2 - Update the Gods track. Each player gets 1 GP for each Prosperity Marker. The p prosperity markers are present on m multiple offerin markers on the turn track, as well as d o player bids on the var rious Gods until every certain sea spaces.
1 - Up pdate the Mythoological Creaturres track so that 2 - Up pdate the Godss Track: Shufflee the 4 God tiless and place them m there are a 3 visible Creaatures, one on eaach of the spaces random mly on the 4 emppty spaces above Apollo’s A space. With W 5 players, alll by: (1)) Discarding the Creature C on the “2 “ GP” space if it 4 tiles are placed face-uup. With 4 playeers, the 4th tile is placed face-down wasn’tt used during thee previous round d, (2) moving all and thhen goes into the 1st space next cyycle with the other 3 tiles shuffled other cards c to the rightt, in order to fill all empty spaces and 1 placed p face-downn. With 3 players,, the last 2 tiles arre placed face- and (33) fill the remainiing spaces by draawing new cards. down. During the next n cycle, Reshuuffle discards if draw d pile emptiess. 1st & 2nd game switchh the tiles. On the following roundss only get 1 / 2 cards respectivelly. Reshuffle the cycle, reshuffle all 4 tiles t with 2 discardd pile when the draw d pile is emptyy. face-upp and 2 face-dow wn again. 3 – Reevenue: Each plaayer gets 1 GP forr each Prosperity Marker 4 – Offerings: In the order indicated by b the (PM) controlled. c The prosperity p markers are present on multiple m offerinng markers on the turn track, each isles (printed ( or placedd (via Apollo) on o the board, as well as player bids on the varrious Gods until every certainn sea spaces (priinted on arrows on the board)). The T GP player has made a succcessful bid. Theen all earnedd by the players must m be hidden beehind their screenns. players pay their offerinng (except Apolloo). 5 – Acctions: Starting w/w the top God Tile, T perform Acttions, in the order of your choice,, by paying the inndicated cost. Buuild and/or Speciial Actions can bbe done multiple m times. Exxcept for Apollo, all Gods can buyy Mythological Creatures C (and perrform the associaated actions) for thhe indicated cost (the cards are noot replaceed until the next cycle). c Once finisshed, move playeer marker to the highest h unoccupieed number in the turnt order track and a proceed to thee next God tile.
POSEIDON ARES ZEUS A
ATHENA Recruitt: 1, 2, 3, 4 fleets for 0, 1, 3, 6 GPPs Recruit: 1, 2, 3, 4 troops forr 0, 2, 5, 9 GPs Recruit: 1, 2 Prriests for 0, 4 GP Ps Recruit:: 1, 2 Philosopherr Build: Port (+1 defensse to sea Build: Forrtress (+1 defense to Build: Temple (each is -1 GP for 0, 4 GPs. battles adjacent a to isle w/ w Port) battles on issle w/ Fortress) for a Creature card c / round) Build: University U Speciall Action: Move a fleet up Special Acttion: Move troopps from Special Action: Replace a (no poweer but to 3 spaaces for 1GP. Batttle stops movemeent. 1 isle to anoother via ship briddge for 1 GP. Creature card frrom draw pile for 1GP. needed for f Metropolis). All playyers selecting Priests: eaach reduces thhe Metropolis: When W a player (a) owns all 4 buildding types on onee him gett 4GP/1GP if offering to be paid by 1G GP or more isles he must immediiately discard thee 4 buildings andd they ow wn 1 / >1 (never below w 1GP). replace them with 1 Metropoliis or (b) obtains 4 Philosophers hee isle(s). Also, A 1st gets Philosopheers: Upon gaininng must immediately discard thee 4 cards and buuild a Metropolis. a PM to add to any of a 4th a playyer must turn them m Players may also conquer an isle that has a Metropolis. M Eachh Apo ollo his isles.. No Actions. in for a Mettropolis. Metropolis haas the powers of all a other buildingss. Battles: Defensive strenggth = die + troopss/fleets + buildingg/Minotaur bonuss (if applicable). Offensive O strengtth = die + troops//fleets. Lower # looses 1 troop/fleet. Î End E of Game: If,, at the end of a cy ycle, a single playyer owns two Meetropolises, he is the t winner. GP iss tie-breaker if moore than 1 player has 2. MYTHOLO OGICAL CREAT TURES Siren: Remoove an opponent’s (isolated) fleet from the board and a C Chimera: Take the t Creature cardd of your choicee from the discarrd replace it wiith one of yours. If you no longerr have any fleetss in p and use it. Then pile T immediatelyy shuffle the discard pile togetheer reserve, you can take one from m somewhere elsse on the board. w the draw pilee to make a new draw pile. with Sylph: You can move your fleets a total off 10 spaces. Pegasuss: Designate onee of your isless and Kraken: Movement can c continue afterr combat. This creeature is the move soome or all of the troops t on it to annother Place on any only way to move your fleet without w using Posseidon. isle withhout having to havve a chain of fleets. sea space The Fates: Receive your Satyrr: Steal a Philoosopher from thhe D Dryad: Steal a Priest P destoryinng any fleetts revenue agaain, just like at playeer of your choicee. If it is your 4th frrom the player off your there. Foor each GP spentt, the beginning of the Cycle. you must m turn them inn for a Metropoliss. chhoice. the playeer can move the iit Griffon: Steeal half the GP P (rounded downn) of Harpy: Removve a troop from the board. Its owner o 1 sea space, s destroying another playyer of your choicce. The chosen player p places it in froont of his shield. The Harpy is peerfect any fleeets encountered. IIt must show hish fortune to all th he other players. for weakening an enemy isle before an invasion. remains on the board aat Giant: Desttroy a building. The T Giant cannoot Spphinx: You can “re-sell” your Fleets, F Troops, Priest P the end of its movemennt destroy a Meetropolis. caards and Philosoppher cards for 2 GP G each. Tokens return r with noo fleets permitted to your reserve andd cards are returneed to the draw pille. to enteer it. The nexxt player too use it can makke With thee 4 Creatures beloow, place the figu urine on Cyclops: Remove one of your buildings and replace it w with a it dive and reappear onn an isle of o your choice. Thhe power of the creature c is building ofo another type. If I you have 4 different buildings after any sea space. applied to the isle where it is until the begginning of having plaayed the Cyclops,, discard them annd build a Metropolis. your nexxt turn. The creatture’s card is disccarded only whenn you perform the actions of your God G during the neext Cycle. 2 on thhe same isle kill each e other. Minotaur: The T Minotaur co ounts as 2 Troopss to defend the isle i he is on. The Minotaur Medusa:: Troops on thhe same isle aas can’t retreat and during a batttle, a player’s Trooops must be elim minated before thee Minotaur. Medusa cannot be moveed. It is howeveer When the Minotaur M is the onlly one left, it is diiscarded if the deffender loses anothher battle. still possible to move Troops onto that islee. Polyphemuss: All fleets adjaccent to Polyphemuus’ isle are pusheed away 1 space and a no fleet Chiron: None of theese 3 creaturess: can land on the isle as long as a he’s there. Thee player placing him, h moves the fleets f in the Pegasus, Giants and Harp rpies. can be used order and dirrection of his cho oice. Fleets of diffferent colors cannot be on the sam me space. If against trroops or buildings on this isle. a movement is impossible, the fleet is destroyeed.