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Enhanced Player Aid Revised 7 June 2009

TEMPLE POWERS
When attacked, the player may sacrifice 2 faith and summon a God in play to the Temple or 4 faith and summon
a God from its Pantheon to the Temple. When attacked re-roll all 1's.
GAIN ABILITIES
Territories 1-11 12-14 15-17 18-20 21-23 24-26 27-29 30-32 33-35 36-38 39-41 42 CONTINENT BONUS' 1. Receive 10 Faith (Does not carry over to game)
Armies & Faith Tokens 3 4 5 6 7 8 9 10 11 12 13 14 Europa 7 2. Sacrifice Faith for Abilities (minimum of Ability value), Roll Die for Ties.
START OF EPOCH PLAYER STARTING Army SETUP Africa 5 Winners lose sacrificed faith, losers keep faith for next Ability.
1. Sacrifice Faith for Turn Order # Players # Armies Other 1. Place Plague Markers Germania 5 Players may not have more than 1 Level 4/5 Ability, although they may have 1 of each.
2. Epochs 2-5: 2 Players 30 God of War 2. Configure Underworld Atlantis 3 3. End Phase if all Players' max Abilities are reached / all Abilities exhausted.
4 Player Game: +1 Faith 3 Players 35 1 Temple (see table) Asia Minor 3 Players may have any number of Abilities, provided their total Ability Value does not
5 Player Game: +2 Faith 4 Players 30 3 Faith 3. Gain Abilities (see table) Hyrkania 2 exceed 10. During your turn sacrifice 3x Ability Card Value in Faith to remove
3. Check Relics 5 Players 25 4. Distribute Territories that Ability from the game. Do the same to prevent this.
PLAYER TURN SEQUENCE EACH EPOCH GODS The Total Faith sacrificed may come from more than 1 Player.
1. Play Relic Abilities that occur at the start of each turn War Labour Conquer 3 or more Territories in your turn VICTORY POINTS
2. Raise Armies & Gather Faith (Check Epoch 2-5 Bonus) Cards Played in Turn Sequence 5 +1 per Territory
Each Temple Generates 1 Army & 1 Faith. Plague Banished immediately on entering Plagueland +1 per Crypt
Resurrect 1 Army per Crypt you control to any Temple you control (optional) Godswar Offence Wins Ties +1 per Altar
3. Summon Gods & Build Temples Godswar Defence Add 3 to Godswar Total + Continent Bonus
Sacrifice 3 Faith to Summon a God to any territory you control. Battle Offence Wins Ties + Relics Bonus'
Sacrifice 2 Faith to Summon a God in play to any territory you control. Battle Defence Defends as an Army, but rolls a D8. Is always the last to be destroyed. TIE BREAKER PRECEDENCE
Sacrifice 5 Faith to build a temple in any territory you control without a temple. Death Labour Control at least 1 Crypt at the end of your turn 1. Most Faith
4. Obtain Miracle Cards Cards Played in Turn Sequence 5 2. Most Temples (Max. 12)
Sacrifice 2 Faith to purchase 1 Miracle card (Max. 4) Plague Is not banished in Plaguelands and protects Armies (Not other Gods) 3. Most Gods in play
The related God must be in play to purchase a Miracle card. Relics play immediately. Godswar Offence Add number of Crypt & Altar Spaces controlled to Godswar Total. 4. Most Armies in play
5. Play Miracle Cards (War & Death) Godswar Defence Add number of Crypt & Altar Spaces controlled to Godswar Total. 5. Share Win
Related God must in play to play a Miracle card. Battle Offence Enemy casualties do not go to heaven
6. Suffer Plague Battle Defence Enemy casualties do not go to heaven CONFIGURE UNDERWORLD
Each plague territory loses ½ Armies rounded down and all gods, except God of Death. Sky Labour Defeat another God in a Godswar 4 Player Game: Place No Crypt
Armies accompanying the God of Death do not suffer plague. All other Gods are banished. Cards Play when attacked if God of Sky is in play Marker on D.
7. Invade Territories Plague Banished immediately on entering Plagueland 3 Player Game: Place No Crypt
Godswar if both sides have Gods (see Godswar). Winner receives 1 Sky Card if God is defeated. Godswar Offence Roll an extra die Markers on C & D.
Normal Battle if not (see Normal Battle Table). Receive War Card if 3 territories conquered. Godswar Defence Roll an extra die 2 Player Game: Place No Crypt
8. Fortify A Position Battle Offence Roll an extra die (You must move an extra Army after Battle) Markers on B, C & D.
Op 1: Move any number of Armies + Gods from one connected territory you control to another. Battle Defence Roll an extra die (You must have at least 2 Defending Armies + the God)
Op 2: Move 1 God from one unconnected territory you control to another. Magic Labour Roll 3 of a kind.
8. Embark from Heaven Cards Relics are permanent. Play immediately if God is in play
Move Armies from Heaven to Underworld spaces you control and/or to empty Gates. Plague Banished immediately on entering Plagueland
9. Invade Underworld Godswar Offence Re-roll 1's
Normal Battle between Underworld spaces. Armies in Heaven can attack any occupied Gate. Godswar Defence Re-roll 1's
10. End Of Turn (Move Epoch Marker forward 1 space if last to play) Battle Offence Re-roll 1's
If God of Death is in play and you own at least 1 Crypt in Underworld, draw 1 Death Card. Battle Defence Re-roll 1's
NORMAL BATTLE GODSWAR NORMAL BATTLE DICE BONUS'
Roll Dice. Compare highest to lowest dice pairs. Each Player chooses one God to fight, loser is banished. Armies Attack Defense
Higher dice wins, loser removes 1 Army for each dice comparison lost. Each Player rolls 3 dice + 1 die per Altar they control + 1 die for God of Sky + Army Count.
Defenders win ties unless God of War is attacking. Temple & Gods' offensive and defensive powers apply. Highest total wins and losing God is banished. Temples allow rerolls of all 1's. 1 - 29 1-3 1-2
If Attackers defeat all Defenders, they must move Armies at least the minimum of the die last rolled. Gods not fighting support with their offensive and defensive powers. 30 - 49 1-4 1-3
Attackers must leave a minimum of 1 Army behind in the territory they attacked from. Repeat until one side has lost all Gods or until attacker retreats. 50+ 1-5 1-4
If Gods were used in the attack, they must move as well. If attacker cancels the attack because they have lost all of their Gods, they must still
Gods are banished from a territory if no Armies are left in it. proceed with 1 round of Normal Battle before retreating.

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