SUMMARY OF A GAME CYCLE

1 - UPDATE THE MYTHOLOGICAL CREATURES TRACK

2 - UPDATE THE GODS TRACK

3 - REVENUE Each player gets 1 GP for each prosperity marker controlled

4 - OFFERINGS In the indicated by the offering markers on the turn track: s"IDONTHEVARIOUS'ODS s/NCEEVERYPLAYERHASSUCCESSFULLYBID PAYYOUROFFERING

5 - ACTIONS 0ERFORM INTHEORDEROFYOURCHOICEBYPAYINGTHEINDICATEDCOST s4HEACTIONSSPECIlCTOYOUR'OD s!CTIONSTIEDTOANY-YTHOLOGICAL#REATURERECRUITEDTHISTURN 4HENMOVEYOUROFFERINGMARKERTOTHETURNTRACK 4HIS MARKER MUST BE PLACED ON THE SPACE WITH THE HIGHEST NUMBERSTILLFREE

)F ATTHEENDOFACYCLE ASINGLEPLAYEROWNSTWO-ETROPOLISES HE ISTHEWINNER)FMORETHANONEPLAYEROWNSTWO-ETROPOLISES THE TIE BREAKERISTHEAMOUNTOF'0EACHHAS MYTHOLOGICAL CREATURES

THE FATES Recieve your revenue again, just like Steal a Philosopher from the player Steal a Priest from the player of GIANT at the beginning of the Cycle. of your choice. your choice. Remove an opponent’s fleet from Designate one of your isles and Destroy a building. This action can the board and replace it with one move some all of the troops on be used to slow down an opponent of yours. If you no longer have any it to another isle without having to or remove a troublesome Fortress. The Kraken, the , , The following 4 creatures work the same way: place the figurine on the isle of fleets in reserve, you can take one have a chain of fleets. This creature The Giant cannot destroy a Metro- and Polyphemus have a your choice. The power of the creature is applied to the isle where it is until from somewhere else on the board. is the only way to invade an oppo- polis. figurine representing them as they the beginning of your next turn. The creature’s card is discarded only when you This action only works on isolated nent’s isle without using . have a lasting effect on the board. perform the actions of your God during the next Cycle. If two figurines are on fleets. the same isle, they destroy each other – the players discard their cards and the figurines are removed from the board. MINOTAUR The Minotaur counts as 2 Troops to protect the isle where he is present. The Minotaur does not retreat. During a battle, a player’s Troops must be eliminated before the Minotaur. When the Minotaur is the only one left, it is discarded if the defender loses another battle. CYCLOPS KRAKEN Take the Creature card of your Remove one of your buildings and You can “re-sell” your Fleets, Troops, Place the Kraken figurine on CHIRON choice from the discard and replace it with a building of another Priest cards and Philosopher cards the sea space of your choice. Chiron the protects the isle from Pegasus, use it. Then immediately shuffle the type. If you have 4 different buildings for 2 GP each. Tokens return to If fleets are there, they are and . None of these three creatures can discard pile together with the draw after having played the Cyclops, dis- your reserve and cards are returned destroyed (the tokens are be used against troops or buildings on this isle. pile to make a new draw pile. card them and build a Metropolis. to the draw pile. returned to their owner). For each extra GP spent to pur- chase the Kraken, the player can move the Kraken one MEDUSA space. Every Fleet encounte- Troops on the same isle as Medusa cannot be moved. red is destroyed. At the end It is however still possible to move Troops onto that of its movement, the Kraken isle. remains in place and the sea space thus occupied is for- bidden to all Fleets until the POLYPHEMUS SYLPH GRIFFON Kraken moves again. All fleets adjacent to Polyphemus’ isle are pushed away You can move your fleets a total Remove a troop from the board. Its Steal half the GP (rounded down) of The next player to use the one space and no fleet can land on the isle as long of 10 spaces. This creature is the owner places it in front of his shield. another player of your choice. The Kraken can make it dive and as he’s there. The player who plays Polyphemus moves only way to move your fleet without The Harpy is perfect for weakening an chosen player must show his fortune reappear on any sea space. the fleets in the order and direction of his choice. Two using . enemy isle before an invasion. to all the other players. fleets of different colors cannot be on the same space. If a movement is impossible, the fleet is destroyed. MYTHOLOGICAL CREATURES

THE FATES SATYR DRYAD Recieve your revenue again, just like Steal a Philosopher from the player Steal a Priest from the player of SIREN PEGASUS GIANT at the beginning of the Cycle. of your choice. your choice. Remove an opponent’s fleet from Designate one of your isles and Destroy a building. This action can the board and replace it with one move some or all of the troops on be used to slow down an opponent of yours. If you no longer have any it to another isle without having to or remove a troublesome Fortress. The Kraken, the Minotaur, Chiron, The following 4 creatures work the same way: place the figurine on the isle of fleets in reserve, you can take one have a chain of fleets. This creature The Giant cannot destroy a Metro- Medusa and Polyphemus have a your choice. The power of the creature is applied to the isle where it is until from somewhere else on the board. is the only way to invade an oppo- polis. figurine representing them as they the beginning of your next turn. The creature’s card is discarded only when you This action only works on isolated nent’s isle without using Ares. have a lasting effect on the board. perform the actions of your God during the next Cycle. If two figurines are on fleets. the same isle, they destroy each other – the players discard their cards and the figurines are removed from the board. MINOTAUR The Minotaur counts as 2 Troops to protect the isle where he is present. The Minotaur does not retreat. During a battle, a player’s Troops must be eliminated before the Minotaur. When the Minotaur is the only one left, it is discarded if the defender loses another battle. CHIMERA CYCLOPS SPHINX KRAKEN Take the Creature card of your Remove one of your buildings and You can “re-sell” your Fleets, Troops, Place the Kraken figurine on CHIRON choice from the discard pile and replace it with a building of another Priest cards and Philosopher cards the sea space of your choice. Chiron the Centaur protects the isle from Pegasus, use it. Then immediately shuffle the type. If you have 4 different buildings for 2 GP each. Tokens return to If fleets are there, they are Giants and Harpies. None of these three creatures can discard pile together with the draw after having played the Cyclops, dis- your reserve and cards are returned destroyed (the tokens are be used against troops or buildings on this isle. pile to make a new draw pile. card them and build a Metropolis. to the draw pile. returned to their owner). For each extra GP spent to pur- chase the Kraken, the player can move the Kraken one MEDUSA space. Every Fleet encounte- Troops on the same isle as Medusa cannot be moved. red is destroyed. At the end It is however still possible to move Troops onto that of its movement, the Kraken isle. remains in place and the sea space thus occupied is for- bidden to all Fleets until the POLYPHEMUS SYLPH HARPY GRIFFON Kraken moves again. All fleets adjacent to Polyphemus’ isle are pushed away You can move your fleets a total Remove a troop from the board. Its Steal half the GP (rounded down) of The next player to use the one space and no fleet can land on the isle as long of 10 spaces. This creature is the owner places it in front of his shield. another player of your choice. The Kraken can make it dive and as he’s there. The player who plays Polyphemus moves only way to move your fleet without The Harpy is perfect for weakening an chosen player must show his fortune reappear on any sea space. the fleets in the order and direction of his choice. Two using Poseidon. enemy isle before an invasion. to all the other players. fleets of different colors cannot be on the same space. If a movement is impossible, the fleet is destroyed. POWER OF THE GODS

POSEIDON ARES sRecruit: sRecruit: sRecruit: sRecruit: 1 to 4 fleets 1 to 4 troops 1 or 2 Priests 1 or 2 Philosophers sBuild: Port sBuild: Fortress sBuild: Temple sBuild: University s-OVEA&LEETUPTO s-OVETROOPSFROMONE s2EPLACEONE 3 spaces island to another Mythological Creature from the draw pile PRIESTS PHILOSOPHERS

Each priest reduces the offering As soon as a player gains a to be paid at the beginning of 4th Philosopher, he must each Cycle by 1 GP (offerings immediately discard them to can’t go below 1 GP). build a Metropolis.

EFFECTS OF BUILDINGS

PORT FORTRESS TEMPLE Defensive bonus of +1 during Defensive bonus of +1 during Each Temple reduces the price to sea battles taking place on spaces battles taking place on the isle purchase a Mythological Creature adjacent to the isle where the where the Fortress is. by 1 GP*. Port is.

* No matter how many temples owned, a player a player temples owned, many * No matter how spend at least 1 GP to gain a creature. must always As soon as a player owns all 4 types of buildings (Port, Fortress, Temple and University), on one or more isles, he must immediately discard them and replace them with a Metropolis.

UNIVERSITY METROPOLIS No special The Metropolis has the effect of all buildings. If, at the end of a power, other than being cycle, only one player owns two Metropolises, he is the winner. If required to build a he is not the only one, whoever has the most GP among players Metropolis. with 2 Metropolises wins.