Designed
and Created by Glenn Drover
Inspired by the computer game Age of Mythology by Microsoft and Ensemble Studios
Licensed from Microsoft and Ensemble Studios
©2003
Eagle Games, Inc.
Age of Mythology, Ensemble Studios, and the Microsoft Game Studios logo are
registered trademarks or trademarks of Microsoft Corporation in the United
States and/or other countries and are used under license from Microsoft.
I.
GAME
CONTENTS
The Age of Mythology: The Boardgame contains the following components:
~ 1
rules manual
~ 6
player boards (2 Egyptian, 2 Greek, 2 Norse)
~ 6
plastic runners containing pieces (2 Egyptian, 2 Greek, 2 Norse)
~ 1
zip-lock bag containing 150 wooden cubes (30 of each: green, brown, yellow,
blue, and red)
~ 3
decks of cards (each deck containing battle cards, permanent action cards, and
random action cards for one culture)
~ 4
victory cards
~ 1
sheet of cardboard tiles (buildings and resource producing)
~ 8
dice
~ 1
reference card
II.
RULES
INDEX
I. Game
Contents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
II. Rules
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
III. Introduction
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
IV. Game
Components . . . . . . . . . . . . . . .. . . . . . . . . . . . . .2
V. Gameplay
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
VI. Setting
Up the Game . . . . . . . . . . . . . . . . . . . . . . . . . . .5
VII. The
Turns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
VIII. The
Action Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
IX. Battles
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
.10
X. Ending
The Game and Winning . . . . . ... . . . . . . . . . . . . .14
XI. Sample
Game Turn . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
XII. Credits
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
III.
INTRODUCTION
The Pharaoh of All Egypt sat heavily astride his bejeweled, golden throne, the
weight of Egyptian matters of state pressing down on his shoulders in the manner
of Atlas holding the world.
This
mental reference to the Greek Atlas disturbed him, however. He didn’t care
much for Greeks, as the Zeus-loving zealots had been pressing in on his glorious
kingdom for some time now; stealing resources here, destroying buildings there.
Agamemnon, the Greek hero, was proving to be as troublesome as his army, always
showing up on the battlefield at the right place at the right time. He sighed,
turning his gaze upwards. The light of the new day reflected brilliantly through
the airy archways high above the floor of his throne room, where his council of
governors sat prostrating themselves before his noble visage.
“Noble
Pharaoh,” said one, “We seek your guidance for this day.” Gathering his
thoughts and turning from the golden rafters above, Pharaoh turned to them.
“Any news from the others?”
“No,
Pharaoh. The Greeks seem to be waiting for us to make a move, as do the
Norse.”
So
we must act first, he thought. Excellent. “We need someone to destroy the most
foul Hero of the Greeks, Agamemnon,” he growled.
His
Governor of War cleared his throat. “Pharaoh, we have not the resources yet to
advance our learning. When we do we will be able to recruit a Priest of Ra. He
and a few Mummies will give the Greek hero a lesson in humility.”
“Now
that would be a change,” Pharaoh said caustically. The council avoided his
gaze, looking to the highly polished marble floor below. He continued, “We
need to gather the resources to appease the gods. I command that we gather the
needed materials.”
The
Governor of Resources replied immediately, “At once, Pharaoh.” He
disappeared into the cavernous depths of the palace, emerging again after a few
moments. “Consider it done, Pharaoh. Our glorious harvest has brought us gold
from our mines, wood from the oasis in the West, favor from the gods, and food
from the bountiful Nile. This would bring our wealth to be enough for an Age
offering, but our gold is somewhat…short.”
“Not
enough?!” said Pharaoh. Without the needed sacrifice, they could not advance
into a more glorious Age. “Perchance we can break the whip across the
villager’s backs to make them work harder?
The
Governor of Resources cleared his throat uncomfortably. “Actually, Pharaoh, we
need more villagers in the workforce. Perhaps we should build housing?”
“Hmmm,”
mumbled Pharaoh. He pondered his Villagers’ lack of dedication a moment
longer, his face clouding with each passing second as he mulled over his
remaining choices. A runner came in and reported that the Greeks had, for once,
raided the Norse instead of Egypt and had managed to grab a significant supply
of northern Gold. The Norse, in turn, counter-attacked, but failed to break
Agamemnon and his army. The Governors looked to Pharaoh expectantly. Finally, he
spoke. “Our army is not yet ready for a raid on the Greeks. The Norse
are vulnerable, but now have no Gold. Very well, send our scouts into the desert
to search for another gold mine.”
The
Governor of Resources replied in a gracious manner, pedaling away quickly. Soon,
he returned, tripping and sliding across the smooth marble floors. Composing
himself, he stammered, “I-it is done, my Pharaoh. Our scouts have discovered
desert lands previously unrecorded that are rich in gold – it should put us
over our requirement if we act now!”
“Do
you presume to give me commands?” thundered Pharaoh. Before the Governor could
reply, he waved a hand. “Claim it, fool, and be quick about it!”
Soon,
the deed was done. The Greeks then attacked the Norse once again, but this time
without Agamemnon, and the drive stalled against a stalwart defense of Frost
Giants and Jarls. The Norse ignored this Greek attack and decided to gather
resources when their time came. They chose to gather from the hill terrain, so
quickly each of the three powers scrambled to cull what they could from the
slopes of their own lands. The Egyptians had but one area that fell into this
category, but it was enough – it held the barest amount of gold in it.
Pharaoh
smiled. It was time. “The gods shall smile on me…I mean, the Egyptian
people. Governor of Resources, take the raw materials needed and see to it they
are offered up to those on high, so that we may gain a new Age of
enlightenment.”
As the Governor scurried off, trying
not to trip and fall this time, Pharaoh smiled to himself. With the coming
expenditure, the Egyptians were going to become enthroned upon a new classical
age. He could feel the power course through the land as he sat upon his
sparkling throne. Chuckling, he planned his next moves – gathering more
resources, recruiting a Priest and perhaps raise some dreaded Mummies… or
better yet, a thunderous Phoenix. Yes, Agamemnon and his wily Greeks had finally
met their match…
IV.
GAMEPLAY
Age of Mythology: The Boardgame allows players to do many of the same things
that they do while playing the PC game:
~ Explore
the world and claim resource producing sites (like gold mines, farms, lumber
camps, and temples);
~ Gather
resources from them (Gold, Food, Wood, and Favor);
~ Spend
the resources to recruit a powerful army of mortal warriors, mighty heroes, and
mythic creatures;
~ Spend
the resources to build new buildings in their city that can give them advantages
over the other players;
~ Attack
other players to destroy their buildings and armies, and to take their
resources;
~ Trade
resources to supplement or fill gaps in their production;
~ Advance
their culture into the next age to gain access to better heroes and more options
(starting from the Archaic Age):
~ Archaic
~ Classical
~ Heroic
~ Mythic
The
players perform these actions (as well as gain access to powerful god powers)
with “Action Cards”. As players take turns playing these cards, they attempt
to build a more powerful economy, army, and city than the other players.
Meanwhile, they must balance their own growth with defense and well-timed
attacks to undermine their opponents’ efforts. The player that can guide his
culture most successfully will gather the most victory points and win the game.
V.
GAME
COMPONENTS
THE
PLAYER
BOARDS
Each player has a Player Board that represents his holdings (land). There are
three types of Player Boards, one for each culture in the game (Greek, Egyptian,
and Norse).
The
player boards are divided into three areas: The Production Area, the City Area,
and the Holding Area:
is
the area where players place their Resource Production Tiles (acquired when
Exploring).
The
area on the bottom right is called the City Area. This is the area
where players place their Building Tiles (acquired when Building).
The
area on the top is called the Holding Area. This is the area where
players place their units, their resource cubes, and their victory point cubes.
THE
PLASTIC
PIECES
The plastic pieces that are included in the game represent Military Units
(referred to as “units”) and Villagers.
-
Military
Units
The military units are the pieces that are recruited by each player to fight
battles, and are easily identified by type:
MORTAL
UNITS
MYTH CREATURES
HERO
UNITS
(Round or rounded bases)
(Square or rectangular bases)
(Triangular bases)
-
Villagers
The villagers are pieces that can be placed on production tiles to add to their
productivity. One villager is created for each house (building) that a player
builds and places on their city area. The number of villagers and houses that a
player owns must always be equal. If a house is eliminated, a villager must be
eliminated as well (chosen by the owning player). When a new villager is
“created” by the building of a new house, it is placed in the player’s
Holding Area, and may only be placed on a resource production tile when that
player plays a Gather card (see below).
THE
WOODEN
CUBES
There are five different colors of cubes included with the game. Four of
them (Green, Blue, Light Brown, and Yellow) are used to represent
“Resources”, and one of them (red) is used to represent “Victory
Points”.
-
Resource
Cubes
Resources are the basic currency of Age of Mythology. They are collected when a
player plays the “Gather” card, and are spent to purchase buildings, units,
god powers, etc. The four colors represent:
FOOD
(green), FAVOR (blue, the goodwill of the gods), WOOD
(brown), GOLD (yellow)
Victory
Point Cubes
Victory Points are used to determine the winner of the game. The player with the
most Victory Point cubes when the game ends, wins the game.
THE
CARDS
There are four types of cards:
Victory Point Cards :
There
are four Victory Point Cards: The Largest Army, The Most Buildings, Won the Last
Battle, and The Wonder. These cards are placed face up on the table and are used
to hold Victory Point cubes during the game. Players place Victory Point cubes
on them at the beginning of each new turn. The Victory Point cubes are taken off
and awarded to a player depending on circumstances (see “Ending the Game and
Winning,” below).
Battle
Cards :
Each player has one deck of Battle Cards (one card for each unit that he may
recruit). Each card shows:
This Battle Card shows:
A) The name of the unit
B) The type(s) of that unit
C) A picture of the unit
D) The battle dice that it normally rolls
E) The bonus dice that unit gets when it encounters a particular “type” of
opponent
F) Any special powers that the unit may have
G) The cost to recruit the unit
Permanent
Action Cards :
Each player has one deck of seven (7) Permanent Action Cards (one card for each
type of action available to the player: Explore, Gather, Recruit, Build, Trade,
Attack, and Next Age – see below for full descriptions). These cards represent
the player’s permanent list of options. They are not as powerful as the cards
in the random action deck, but are always available to the player when selecting
new cards for the turn (i.e. you may look at all seven cards and choose those
that you want).
This Permanent Action Card shows:
A) The
name of the action (Build)
B) How many buildings may be built when this card is played (1)
Random
Action Cards :
There are three decks of Random Action Cards (one for each culture: Egyptian,
Greek, and Norse). Each deck includes a selection of powerful Action cards that
can significantly enhance a player’s hand. Some cards have the same actions
that the Permanent Action deck has, but with higher numbers that allow more to
be done. Others have valuable god powers that may be purchased with Favor cubes
(see below). Each Random Action card deck is shuffled at the beginning of the
game. Players may then draw Random Action cards randomly (without looking at the
face of the card while drawing) to augment the Permanent Action cards in their
hand. The total number of Action cards (both types combined) that a player may
draw at the beginning of their turn is determined by the “Age” that they are
in (see below).
This Random Action card shows:
A) The
name of the action (Attack)
B) The maximum number of units on
each side (5)
God
Powers :
Some Random Action cards have god powers in addition to Actions. When one of
these cards is played, the player must pay a certain number of Favor cubes (the
cost is displayed on the card) if they want to take advantage of the god power.
If playing the god power, the player MUST pay the required Favor and determine
the results from the power before performing the action specified on the card.
If the player does not wish to take advantage of the god power, he may just
perform the action on the card (or visa versa).
This Random Action (with a god power) shows:
A The name of the action (Trade)
B The cost of trading (0 Resources)
C The god power name (Loki – “Theft”)
D The effect of the god power (steal any 5 resources)
E The cost to play the god power (2 Favor cubes)
E
X A M P L E
You play the Loki card (above). You decide to pay the 2 blue favor cubes to use
the god power, and steal 5 green food cubes from the Egyptian player (to prevent
him from building units). You then perform the “Trade” action and trade the
green food cubes for 4 blue favor cubes and 1 brown wood cube.
TILES
Tiles represent the construction of specialty buildings that provide positive
benefits to a culture (Building Tiles) and the cultivation and harvesting of
precious Resources (Resource Producing Tiles).
-
Building
Tiles
When a player plays a “Build” card, he may purchase a number of buildings
(which is specified on
the Build card) and place the appropriate Building Tile in the City Area on his
Player Board (the costs of each building may be found on each player’s Holding
Area and on the Reference Chart). Only one Building Tile may be placed in each
square in the City Area. If the entire City Area is filled with buildings, then
the player may not build any more until one or more buildings are destroyed (a
player may NOT destroy his own buildings, except with certain god powers). Each
player may build only one of each building type, except “Houses”;
each player may build a maximum of ten (10) houses.
Once
built and placed on the player’s game board, each building gives the player a
special power or ability:
HOUSE
: For
each House built (up to a maximum of ten per player), the player gains one new
Villager. New Villagers are placed in their owner’s Holding Area (see below)
and remain there until the player plays a Gather card. If a house is destroyed,
one Villager must be removed (by the owner).
WALL
: Walls
provide a stout layer of defense for a City Area. When a City Area with a wall
is chosen as the target for an attack, the defending player (the owner of the
wall), adds 2 dice to all encounters during that battle. Walls do not give any
advantage to the owning player if another area (production area or holding area)
is the target of the attack or if the owning player is attacking rather than
defending. The effect of walls can be negated if the attacking player owns the
Siege Engine Workshop building or if the attacking player has a unit in the
battle with the special power that negates the effect of walls and towers.
The
wall tile is not automatically removed from the player’s city area if
the defender loses the battle It can only be removed by being chosen as the
building that is destroyed if the attacker wins the battle or by use of an
appropriate god power.
TOWER
: The
Tower acts exactly like a Wall, except that it protects a player’s Production
Area.
STOREHOUSE
: The Storehouse reduces the number of resources eliminated due to
“Spoilage” (see “The Turns”, Section VII) by allowing the owning player
to store up to 8 resource cubes of each type from turn to turn instead of the
usual 5.
MARKET
: The
Market acts as a means to reduce the costs involved in trading. A player with a
Market ignores the resource cost when a Trade card is played (paying 0 for all
trades).
ARMORY
: The
Armory allows the owner one extra unit in each battle (over and above the usual
number of units allowed by the Attack card). Their opponent does NOT get this
advantage unless they also have an armory.
QUARRY
: The
Quarry allows the owning player to reduce the building cost of all future
buildings by one resource cube (owning player’s choice which resource cube).
This effect takes effect starting on the action after the purchase of the
quarry.
MONUMENT
: The Monument honors the culture’s gods. Having a Monument grants the
owning player 2 extra Favor cubes each time he or she performs a Gather action
(regardless of what is gathered). There is no benefit when other players perform
a Gather action.
GRANARY
: The
Granary allows for the efficient storage of grain. Having a Granary grants the
owning player 2 extra Food cubes each time he or she performs a Gather action
(regardless of what is gathered). There is no benefit when other players perform
a Gather action.
GOLD
MINT : The Gold Mint turns raw gold into valuable coins. Having a Gold Mint
grants the owning player 2 extra Gold cubes each time he or she performs a
Gather action (regardless of what is gathered). There is no benefit when other
players perform a Gather action.
WOOD
WORKSHOP : The Wood Workshop turns lumber into valuable wooden
items. Having a Wood Workshop grants the owning player 2 extra Wood cubes each
time he or she performs a Gather action (regardless of what is gathered). There
is no benefit when other players perform a Gather action.
SIEGE
ENGINE WORKSHOP : The Siege Engine Workshop is dedicated to the
destruction of enemy fortifications and structures. It negates the effect of
Walls and Towers when the player who owns a Siege Engine Workshop is attacking.
The Siege Engine Workshop also allows the owning player to destroy one extra
building when successfully attacking another player’s City Area.
GREAT
TEMPLE : The Great Temple is a massive shrine to a culture’s
gods that allows the owner to purchase one Victory Point (red) cube for every 8
Favor (blue) cubes. To take advantage of this ability, the player must play a
“Trade” action card. The player may purchase as many Victory Point cubes as
they can afford if he or she has enough Favor. The Trade action may be used
normally to convert resources into any other resources, including Favor, before
purchasing Victory Point cubes.
THE
WONDER : The Wonder represents the pinnacle of a culture’s technology,
advancement, and learning. When a player builds the Wonder, the game ends
IMMEDIATELY. The player who built the wonder also gains all the Victory Point
(red) cubes that were on “The Wonder” card. A player MUST be in the Mythic
Age before he or she can build The Wonder.
RESOURCE
PRODUCING
TILES
Terrain and Resource Producing Tiles
When the “Explore” action card is played (see the “Explore” action,
below), Resource Producing tiles are acquired and placed in the Production Area
of the Player Board (the lower left area, showing a grid map of terrain). And
when a “Gather” action card is played, Resource Producing tiles generate
resource cubes.
Each
Resource Producing Tile has a terrain type on it and must be placed on a square
with that same terrain type in the player’s Production Area. If a player does
not have a matching terrain square, then the tile may not be placed on the
player’s board and may not be selected. The mix of Resource Producing tiles is
as follows:
FERTILE TILES
FOREST TILES
HILL TILES
MOUNTAIN TILES
DESERT TILES
SWAMP TILES
VI.
SETTING
UP
THE
GAME
The Number of Players
The components that come in this box support 2 to 4 players, however, the game
may be played by up to 6 players with another set of wooden cubes and tiles
(Available from the Eagle Games Webstore at www.eaglegames.net). Games with 7 to
8 players are possible if additional miniatures, cards, and gameboards are
purchased from the Eagle Games Webstore. 3 new player colors will be available.
Which
Culture TO CHOOSE?
There are three cultures in Age of Mythology: Greek (green), Norse (blue), and
Egyptian (light brown). Before starting, randomly determine which player will
play which culture by placing one wood cube in the box top (or cup or other
similar handy container) for each player in the game. If there are 3 or fewer
players, place one green, one blue, and one light brown cube in the box. Each
player chooses one cube without looking and plays the culture represented by
that color.
If
there are four or more players, have the first three players choose as above,
and then repeat the process for the remaining players. Players with the same
culture may not sit next to each other at the table (they may not be adjacent).
This means that they will not be able to attack each other.
When
playing with four players, a good alternate start is to place two cubes from two
different cultures in the box, leaving one culture out of the game. This
essentially creates two “teams”.
Starting
Player
Determine the “Starting Player” by rolling two dice. The person with the
highest roll is designated the “Starting Player.” In the event of a tie for
highest roll, the tied players re-roll until someone rolls higher.
THE
PLAYER
BOARDS,
CARDS,
AND
PIECES
Each player then receives the following:
- The
appropriate player board matching their selected culture
- A
deck of seven (7) Permanent Action cards matching their culture (one of each
action: Gather, Explore, Trade, Build, Recruit, Attack, and Next Age)
- A
deck of Battle Cards matching their culture
- A
deck of Random Action Cards matching their culture
NOTE:
If there are three or fewer players, then each receives the appropriate
culture’s Random Action card deck. If there are four or more players, then
those sharing the same culture must share their culture’s Random Action card
deck.
-
One
full set of pieces in their culture’s color
Note:
There are two shades of each color. If there are three or fewer players, both
shades may be used (for example, the Greek player in a three-player game may use
both shades of green to draw units from). However, if there are four or more
players, each player may only use ONE shade. The number of units that each
player may recruit is limited to those available from this pool.
STARTING
RESOURCES
IN THE BANK
The “Bank” represents the limited resources available to be gathered during
the game. As the number of players increases, so too does the number of
resources. Before starting the game, the bank should contain the following
number of resource cubes (green, blue, yellow, and light brown):
2 Players: 20 of each color
3 Players: 25 of each color
4 Players: 30 of each color
5 Players: 40 of each color
(Note: games with 5 or more players will require an additional bag of resource
cubes and an additional sheet of tiles.)
6 Players: 50 of each color
7 Players: 55 of each color
8 Players: 60 of each color
The extra cubes are placed into the game box and not used during that game.
30 Red victory point cubes are placed in the bank at the beginning of the game
regardless of how many players are playing.
STARTING
RESOURCES
FOR THE PLAYERS
After allocating the correct number of resources to the bank, give each player 4
of each resource from the bank (Food, Wood, Gold, and Favor).
STARTING
UNITS
Each player takes two of each type of mortal unit except the villager (each
culture has three types of mortal units, not counting the villager) and places
them in the Holding Area on his or her board.
Example:
The Egyptians take 2 Spearmen, 2 Elephants, and 2 Chariot-Archers. The Norse
take 2 Jarls, 2 Huskarls, and 2 Throwing Axemen. The Greeks take 2 Toxotes, 2
Hoplites, and 2 Hippokons.
THE
TILES
The Building Tiles are placed near the resource bank.
The
“pool” of Resource Producing Tiles are placed face down (with the basket
showing) in the middle of all players for easy access. The tiles are then
shuffled thoroughly.
STARTING
PRODUCTION
TILES
The starting player removes 6 Resource Production Tiles for each player in the
game from the pool and turns them face up.
Beginning
with the “starting player” and proceeding clockwise, each player selects ONE
face up tile and places it on their Player Board in a terrain square that
matches the terrain type on the tile. When all players have chosen one tile, the
player who selected LAST immediately selects a second tile. Going back around
the table counterclockwise, the players select ONE tile and place it on their
player board in an appropriate terrain square. Players may “pass” when it is
their turn to choose if they wish. Repeat this process three times until each
player has had SIX opportunities to
choose. Return any unselected tiles face-down to the pool of unowned resource
production tiles.
S
T R A T E G Y
You may wish to “pass” if selecting one of the remaining tiles would use up
the last of one of the terrain types on your board. Leaving at least one of each
terrain type open allows you access to a better tile when “Exploring” later.
You
are now ready to begin playing.
VII.
THE
TURNS
THE
TURN
ORDER
The game is played in ‘turns.’ Each turn is comprised of the following
phases:
- Placement
of Victory Point Cubes
- Action
Card Draw
- Three
Rounds of Action Card Play
- Resource
Spoilage
- Discarding
- Starting
Player Rotates
PLACEMENT
OF VICTORY POINT
CUBES
At the beginning of each turn, three Victory Point Cubes are placed on the
Victory Cards. The “Starting Player” for that turn places the first one, and
then moving clockwise around the table the next two players each place one cube
(if there are more than three players, the remaining players do not place cubes
– but keep in mind the “Starting Player” designation changes from turn to
turn). If there are only two players, only two victory point cubes are placed
(one by each player).
Each
of the three Victory Point cubes must be placed on one of four Victory Point
Cards:
- The
Largest Army (the player with the most units not counting villagers at the end
of the game)
- The
Most Buildings (the player with the most buildings in his or her city area at
the end of the game)
- Won
the Last Battle (the player that was victorious in the most recent battle gets
these when the battle ends)
- The Wonder (the player who builds “The Wonder”
building gets these)
THE
ACTION
CARD
DRAW
Each player decides which Action Cards that they want in their hand for the
turn. They may select a maximum number of cards determined by which “Age”
they are in (each player starts the game in the Archaic Age; and will move on to
subsequent Ages when they play the “Next Age” Action Card and pay the
required number of resources). The maximum cards allowed in a player’s hand at
the beginning of each turn is:
ARCHAIC AGE: 4 cards
CLASSICAL AGE: 5 cards
HEROIC AGE: 6 cards
MYTHIC AGE: 7 cards
A
player may select cards from either the Permanent Action Card deck or the Random
Action Card deck (or both). When selecting cards to comprise their hand for the
current turn, the player must first select the cards that they want from the
Permanent Action Card deck before selecting any remaining cards (up to
his or her maximum) from the Random Action Card deck. When selecting cards, the
player may look at all seven Permanent Action cards, but must draw the Random
Action cards from the top of that deck without looking at them first.
S
T R A T E G Y
Deciding how many Random Action cards to have in your hand is one of the key
decisions in the game. If you have too few in your mix, you run the risk of
falling behind players who play more of these powerful cards. Selecting too many
Random Action cards can easily lead to disaster when you draw cards that you
cannot use effectively.
This
is why advancing to later “Ages” is so important. It allows you to select
enough Permanent Action cards to ensure that you can always do what you need to,
while simultaneously selecting enough Random cards to ensure that you have
access to more powerful actions.
THREE
ROUNDS
OF ACTION
CARD
PLAY
Beginning with the “Starting Player” and moving clockwise around the table,
each player selects one of the Action Cards from their hand and performs the
action it specifies (see “Actions” below). When each player has played one
Card and performed the action(s), the Round ends.
When
three Rounds (with the “Starting Player” as the first to play a card in each
Round) have been completed, each player returns the Permanent Action cards that
they have played to their Permanent Action card deck and places the Random
Action cards played at the bottom of their Random Action card deck face up. If
the end of the Random Action card deck is reached and only face-up cards remain,
re-shuffle the deck and put it back into play face down.
SPOILAGE
Once card play is finished, spoilage is determined. Each player may only keep
five (5) resource cubes of EACH resource type (wood, food, gold, and favor) from
one turn into the next. During the “Spoilage” phase, excess cubes over and
above five maximum are taken off of the player’s holding area and returned to
the bank.
E
X A M P L E
After card play, the Norse player determines he has six Food, three Wood, five
Gold, and seven Favor resource cubes. This player would remove one Food and two
Favor in order to bring their resources to the limit of five per category. Since
Wood and Gold are equal to or under five, none of them are removed.
This
limit of five resource cubes per category can be increased to eight if the
player has a Storehouse building in his city area. After building this
structure, the player will only need to eliminate resource cubes over and above
a maximum of eight instead of five.
DISCARDING
After Spoilage is performed, the players must decide if they want to discard any
remaining cards in their hand, or keep them in their hand for the next turn.
Players may choose to discard as many remaining cards as they want, keeping in
mind any kept cards will count against the maximum allowed in their hand for the
next turn.
E
X A M P L E
The Greek player has performed Spoilage removal and is currently in the Heroic
Age. Having started with five cards, after three rounds of card playing he is
now down to two. They are the “Build – 2” and “Next Age – Hephaestos
‘Volcano’” cards. He plans on advancing to the Mythic Age during the next
turn, so keeps the Next Age card and discards the “Build – 2” card. On the
Action Card Draw portion of the next turn, this player may only draw four
instead of five cards, since he kept one.
S
T R A T E G Y
While you can keep cards from your Permanent Action deck in your hand, there is
really no reason to do this as you may select them again during your next turn.
The best reason for keeping cards is when you have a card from the Random Action
Deck that is powerful but did not fit into your plan for the last turn. However,
saving cards for later use can be very risky (especially early in the game), as
it will use up one of the valuable slots in your hand. On the other hand, if you
discard a very powerful card it will probably be unavailable to you for the rest
of the game.
STARTING
PLAYER
ROTATES
At the end of each turn the designation of “Starting Player” changes hands
to the player immediately to the left of the current “Starting Player.” The
“Starting Player 1” tile is used to designate the starting player.
NOTE:
In a two-player game the starting player does not rotate.
Play
then returns to the first step (Place Victory Point Cubes) and continues from
there with a new turn.
VIII.
THE
ACTION
CARDS
There are seven different “Actions” that a player may perform. Playing the
appropriate Permanent or Random Action Card from their hand allows the player to
perform that action. Each Action has special rules:
EXPLORE
When an “Explore” card is played, players have the chance to increase the
number of Resource Producing tiles they own. The player who played the card
draws the number of resource producing tiles called for on the card from the
pool of unowned tiles in the middle of the table. After drawing them, they are
flipped face up for all to see. The player who played the card then chooses one
of them and places it in his Production Area (being careful to match the terrain
on the tile with the same terrain space on their Player Board). Only one tile
may be placed per square in the Production Area. The player to his left then
chooses a tile and places it, and so on around the table going clockwise until
all players have chosen ONE tile or “passed”.
Players
may choose to “pass” and not take a tile if they have no open matching
terrain squares on their Player Board, or do not want to select one of the
available tiles. Any tiles remaining after all selections have been made are
then flipped face down and returned to the pool of unowned production tiles. The
pool should then be re-mixed.
NOTE:
Once a tile has been placed on a terrain feature, it cannot be removed except
through the use of a god power or attack by another player.
S
T R A T E G Y
Sometimes it may be a good decision to pass and not take a tile if it would use
the last square of a particular terrain type. Keeping at least one blank square
of each terrain type gives you more options later.
GATHER
Before gathering resource cubes, the player who played the Gather card (and ONLY
that player) may reposition their Villagers (and any other units that aid in
production, such as Dwarves) from their Holding Area to the Resource Producing
tiles in the Production Area, or from a resource producing tile to any other
resource producing tile. There is no limit to the number of times
Villagers or units may be moved during the game; however, each resource
producing tile may have only ONE unit or Villager on it.
Each
Villager positioned on a tile gives the player one ADDITIONAL resource cube of
the type shown on that tile (if that tile is utilized in the current gather
action – see below).
When
a “Gather” card is played, all players gather resources, regardless of who
played the card.
There
are two types of Gather cards:
The first type of Gather card is “Terrain Type or Resource Type”. This card
allows the player who played the card to choose one of these two options:
Gather
resources from ONE of the six “terrain types” on his or her board (Fertile,
Forest, Desert, Hills, Swamp, or Mountain). Only cubes depicted on the tiles on
the chosen terrain are gathered. The terrain chosen by the player who played the
card applies to all players. They must all gather resources from that terrain
type only.
Gather
all of ONE “resource type” (Wood, Food, Gold, or Favor). Only cubes depicted
on the tiles of the chosen resource type are gathered. The resource type chosen
by the player who played the card applies to all players. They must all gather
that resource type only.
The
second type of Gather card is the “Gather All” card. This card may only be
found in the Random Action card decks and is very powerful. It allows the
players to gather the resources depicted on ALL of their resource producing
tiles.
To
gather, the players count the number of cube graphics on their appropriate resource
producing tiles in their Production Area (starting with the player who played
the card). The player that played the card gathers from the Bank first. After
the player who played the card gathers his or her resource cubes from the bank,
the person to their left gathers their resources in the SAME way that the first
player did (by Terrain, Resource Type, or All – the players who gather after
the card player may not change the decision made by the card player), and so on
clockwise around the table until all players have gathered once or all resources
are taken.
NOTE:
If there are no remaining resource cubes in the bank of a particular type while
gathering, then that player does not get the cubes that he or she would have
been entitled to. When the bank runs out of resource cubes, all players who
attempt to gather that resource are out of luck. No I.O.U.’s or “Bank
Loans” are given.
E
X A M P L E
The Egyptian player has one Villager in her Holding Area, as well as a large
number of Desert squares in her Resource Production Area. Each of her Desert
spaces has a Resource Producing Tile on them. The other two players (Greek and
Norse) have only one Desert space each. The Egyptian player plays the
“Gather” card that she selected from her Permanent Action deck. This card
allows her to either gather the resources on one specific terrain type, or the
resources of a specific type. To the annoyance of her opponents, she chooses to
select resources on a terrain type – the Desert. Furthermore, since she played
the card, she can move her Villager from the Holding Area to any terrain type
she chooses. She selects a Desert tile with one Gold on it; during this Gather
turn, it will produce two Gold cubes for that tile instead of its normal
“one”.
S
T R A T E G Y
Although all players participate in gathering regardless of who played the card,
the player who plays the Gather card gains three advantages: 1) They may choose
the type of gather that helps them more than their opponents; 2) They may
reposition their villagers; 3)They gather first, and are thus assured of getting
scarce resources when the bank is running low (especially valuable with
“Gather All” cards).
S
T R A T E G Y
If the bank is running low on resource cubes, it is a good idea to play your
Gather card before someone else plays theirs. In this manner, you will not only
get to choose the best gather option, but are assured of getting the maximum
number of resources. Also, it allows you to reposition your villagers (if you
have any) to your maximum advantage – the other players will NOT be able to
reposition theirs!
If
there are plenty of resource cubes, you may want to allow the other players to
play gather cards while you play other cards. Timing is especially critical when
playing this card.
BUILD
When a “Build” card is played, the player may build a number of structures
equal to or less than the number printed on the card, as long as they have the
Resource cubes to spend (costs for all buildings are listed on each player’s
Holding Area portion of their Player Board). After paying the cost, the player
takes the appropriate building marker from the pile of unowned building tiles
and places it in the City Area on their Player Board. This player then gains the
advantage
of
that building once his Build action is completed (but not during the current
action; a new Quarry does not benefit building purchases made during the same
Build action in which it is built).
Each
player may have only ONE of each building type in his or her City Area, except
Houses, of which each player may have a maximum of ten.
E
X A M P L E
The Greek player decides to play a “Build” card with the number 2 printed on
it. He builds a Storehouse structure with one of the builds, and a House with
the second. He is limited to two builds, so he cannot buy more structures, even
if he had the resources to build them.
RECRUIT
When a “Recruit” card is played, the player may purchase a number of units
equal to or less
than the number printed on the card, as long as they have the Resource cubes to spend
(costs for all units are listed on the player’s Battle Cards and on the
Reference Card).
After paying the cost, the recruiting player takes the purchased units and
places them
in the Holding Area on their Player Board.
Units
purchased and placed are immediately ready for battle.
NOTE:
Mortal and Myth units may be recruited any time. Heroes, however, may only be
recruited once you have advanced to their “Age” or beyond (There is one new
hero available in each new Age for each culture).
NOTE:
Villagers may not be “recruited”. They come into play only when a House is
built.
E
X A M P L E
The Greek player decides to play a “Recruit” card. This particular one has a
‘2’ on it, indicating the player may recruit up to two units of any type, as
long as they have the resource cubes to spend. The player decides on a Minotaur
(two Food and two Wood resource cubes) as well as one Archer (one Food and one
Wood resource cube).
S
T R A T E G Y
When buying more than one unit, buy them one at a time instead of calculating
the total cost for all units you wish to purchase. In this manner, you can keep
your expenditures straight.
Also,
keep in mind the strengths and weaknesses of your opponent’s units. You
don’t want to spend a huge amount of resources on Myth units, for example, if
you have an opponent with a large compliment of Heroes. Buy units that are
effective against your opponent’s units first.
TRADE
When a “Trade” card is played, the player may trade resource cubes of any
color from his
holding area for an equal number of resource cubes of the color or colors that
he wants from the bank (provided that the bank has them). Trade with other
players is not allowed. The cost for this transaction is printed on the Trade
card, but may be reduced to “0” if the player has a “Market” in his city
area.
If
a player owns a “Great Temple” building, they may purchase one Victory Point
cube for every 8 Favor cubes when he plays the “Trade” action card. The
player may perform the normal trade action before taking advantage of this
building’s special ability.
NOTE:
The cost of Trade must be paid before the player may start
trading resource cubes with the bank.
E
X A M P L E
The Norse player decides he has too much Wood on hand (eight cubes) but too
little Gold (no cubes). He plays the Trade card, and because he owns a Market,
he may ignore the cost printed on the card. He trades four Wood cubes for four
Gold cubes.
NEXT
AGE
Age of Mythology: The Boardgame spans a period of four Ages. In order of
earliest to latest, they are Archaic, Classical, Heroic, and Mythic, with all
players beginning a game in the Archaic Age. When a “Next Age” card is
played, the player pays the Resource Cube cost printed on the action
card
for the new age their culture is entering, and advances to the next age. The
advance should be noted in the upper right-hand corner of their Player Board
with a cube or unit.
NOTE:
A player may only advance one age in a single action.
Example: The Egyptian player is
currently in the Archaic Age. She plays the Next Age card and pays the
appropriate cost to advance to the Classical Age (four of EACH Resource Cube –
Wood, Gold, Food, and Favor). At the beginning of the next turn, the Egyptian
Player may draw five cards instead of four and may now recruit Priest units.
•
The advantages of advancing up an age are:
• The ability to recruit the Hero type from that Age. Heroes may not be
recruited until the player has advanced to the age printed on the Hero’s card.
Once a Hero’s Age has been reached, that hero may be recruited by that player
for the rest of the game.
NOTE: No heroes are available in the Archaic age.
• The ability to draw more Action Cards at the beginning of each turn.
• The Wonder may not be built by a player until they have reached the Mythic
Age.
ATTACK
´When an “Attack” card is played, the player may attack an
opponent. The number on the card specifies the number of units that each side
may place into the battle (for example, a “4” means the attacker may place
up to four units in the battle, and the defender may place up to four units in
the battle). The attacking player must make two decisions:
The
attacking player selects an opponent to attack. Players may ONLY choose to
attack other players who are immediately ADJACENT to them at the table (either
to their immediate left or right).
The
player then selects (by announcing it out loud) the area of the other player’s
board that he is attacking. The three choices are:
City
Area: The objective of a City Area attack is to eliminate a Building (or
buildings) from the opponent’s city. If the attacker wins the battle, he or
she may choose which building is eliminated from the defeated player’s board.
Two buildings may be eliminated if the attacking player owns a Siege Engine
Workshop building, or has a unit with the special ability “Destroy 2
Buildings” in the battle that survives to the end of the battle. All
eliminated building tiles are returned to the pool of unowned building tiles.
NOTE:
A player may never eliminate MORE than two buildings as the result of winning
one battle.
Production
Area: The objective of a Production Area attack is to reduce an opponent’s
production by capturing ONE of their resource producing tiles.
If
the attacking player wins the battle, he or she may select a Resource Producing
tile, remove it from the losing player’s board, and place it in the
appropriate space on their own board. If the attacker does not have an
appropriate space on his own board, he may choose to eliminate it instead by
returning it to the pool of unselected tiles.
Holding
Area: The objective of a Holding Area attack is to capture five of the
opponent’s resource cubes.
NOTE:
Victory Point cubes may NOT be taken.
If
the attacker wins, he or she may take ANY five resource cubes from the defeated
opponent’s Holding Area and place them in their own Holding Area (representing
a successful raid against the enemy.
Once
the attacker has specified both their opponent and the Area being attacked, both
players then secretly choose their units that will fight in the battle from
those that are on their board (in the Holding Area or in the Production Area).
They can use the Age of Mythology: The Boardgame reference card or a
similar item to hide both players’ selections. After both players have chosen
their units, they reveal them simultaneously and place them in the middle of the
table to begin fighting the battle (see “Battles” below).
Note:
Villagers may NOT be chosen to fight in battles.
BURNING
A CARD
A player may choose to “pass” by discarding any card in their hand and
announcing they do not wish to perform an action in the current Round.
IX.
BATTLES
When a player plays the Attack card, a battle occurs. Battles are resolved as
follows:
A. The attacking player selects both an opponent and the area on their
opponent’s Player Board they are targeting (as specified under the
“Attack” action rule above).
B. Both sides then secretly select units, and when finished, reveal them
simultaneously (as specified under the “Attack” action rule above).
C. Both players then select the Battle Cards that match the types of units that
they have in the battle.
D. The battle is then resolved in “ battle rounds.” Each round consists of
the following steps:
STEP
1.
Each player secretly selects one Battle Card representing one of the units they
have in the battle. This card is placed face down in front of them.
STEP
2.
Once both players have selected a Battle Card, they are flipped over to reveal
the units involved in this round of battle. Each card specifies the number of
dice and/or special abilities that may have an effect on the resolution of the
“encounter”:
a.
The number in the white square in the upper left-hand corner of the card shows
the number of dice that the unit rolls.
b. Determine if either of the selected units have a bonus that applies to the
current battle:
1.)
A player’s unit gets a bonus if the “plus” number vs. “type” matches
one of the “type” designations listed at the top of the other player’s
card.
EXAMPLE: If a player’s card shows +4 vs. Flyers and the card opposing them in
this encounter is a unit that is a “Flyer” type, then the player will roll
four extra dice.
2.) A player’s unit may also get bonus dice if that unit’s Special Ability
calls for it.
3.) Bonus dice may also be allowed with certain “god powers”.
4.) The defending player may also get 2 extra dice if he owns a Wall or Tower
and the appropriate Area is being attacked. (See Building Tiles above)
STEP
3.
After both players determine their total number of dice, they roll. Each player
adds up the total number of “6”’s that he or she rolled. The player that
rolled more “6”’s wins the encounter and the unit that opposed him in that
encounter is eliminated.
If
both players rolled the same number of “6”’s or no “6”’s, then they
re-roll until a single winner is determined.
STEP
4.
If both players wish to continue the combat, they return their current Battle
Card to their hand, then select one to participate in the next round of battle
(the player may choose to use the same unit Battle Card if they wish). Return to
Step 1 and continue the process until one side is eliminated or one side wishes
to Retreat.
RETREATING
Before any round of battle (and before the unit cards are revealed), either
player may declare that his remaining units are retreating. (This includes
the first round of battle.)
WINNING
THE BATTLE
The battle ends when one player retreats or when one player has no units
remaining. The player with units remaining in the battle wins.
When
the battle ends:
1. All surviving units are returned to their respective player’s Holding Area.
2. The winner gets any Victory Point cubes that are currently on the “Won the
Last Battle” victory card.
3. If the winner was the player who played the “Attack” card (the attacker),
they can then choose to destroy a building, take a production tile, or take five
resources from the defeated player (depending on the target they specified
before the battle began).
BATTLE
EXAMPLE
The Egyptian player places an “Attack – 4” card down on the table, and
announces that the Greek player (sitting to her left) is the target of this
attack. The Egyptian player then declares the goal of this attack is to capture
a tile from the Greek Player’s Production Area. Both sides secretly select
four units to include in the battle, hiding their selections until both are
ready to disclose them. Each side selects a Battle Card for each unit they want
to have in the battle, as follows:
|
One
Priest Hero Unit |
One
Hydra Myth / Giant Unit |
|
One
Mummy Myth Unit |
One
Medusa Myth
Unit / Giant Killer |
|
One
Scorpion Man Myth / Giant Unit |
One
Cyclops Myth
/ Giant Unit |
|
One
Spearman Mortal Unit |
One
Classical Hero Hero
Unit |
Round
One
Each Player selects a unit to fight with, by choosing a battle card, placing it
face-down in front of them, and revealing it at the same time as their opponent.
The Egyptian player selects her scorpion Man, while the Greek player selects his
Medusa. Both are revealed, and the Egyptian Player groans – the Medusa is a
“Giant Killer,” and gets +4 dice when fighting against a Giant creature –
which is what the Scorpion Man is. To add insult to injury, the Medusa’s
special power allows her to win all ties, so if both players roll the same
number of “6”’s, the Medusa will win the encounter. The Egyptian player
needs an outright win!
Combat
is simultaneous, so it does not matter which order they roll in. The Egyptian
player can roll five dice for her Scorpion Man, while the Greek can roll nine
(five plus four extra for being a Giant Killer fighting a Giant type). The
Egyptian player rolls and gets a 1, 3, 4, 4, and 5 – all misses. The Greek
player rolls a 1, 2, 2, 2, 5, 5, 6, 6, and 6 – three sixes compared to the
Egyptian player’s none, so the Scorpion Man is eliminated.
Myth
Unit, Giant (five dice) ---- Myth Unit (five dice), Giant Killer (+4
dice) nine dice
Round
Two
Both players decide to remain in the battle, so each selects another card. The
Egyptian player overturns
the Mummy at the same time the Greek shows his Greek Hero. The Hero (+4 vs. Myth
Creatures)
gains 4 extra dice against the Mummy, so the Mummy will roll five dice versus
the Greek Hero’s nine. It looks bad for the Egyptians. However, the Mummy has
a special ability that allows him to turn any defeated enemy unit into a new
Mummy,