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    In the Cyclades archipelago, o the coast o a not-yet unifed Greece,the great cities (Sparta, Athens, Corinth, Tebes and Argos) aregrowing and struggling against one another to establish their supre-macy, under the benevolent gaze o the Gods.

    Gal f te game:

    Demonstrate the supremacy o your parent city by being the rst player to have 2 Metro-polises at the end o a cycle

    game et:

    Each player gets the items o his coloru which he places in ront o his screenv visibleto all, and 5 GPw which he hides behind his screen.

    Place the game boardsx, roops and Fleets according to the number o players, as indica-ted on the illustrations on pages 7 and 8 (youll nd numbers corresponding to the numbero players at the bottom o each board).

    Shue the Mythological Creature cards and placethem, ace down, in a pile on the proper place y.Place the 5 gurines next to the discard pilez.

    Place the Philosopher cards and the Priestcards on the place reserved or themon the board.

    Each player takes only one o his oe-ring tokens. Tese tokens are shu-fed and randomly placed on therst places o the game turn (thesecond oering token is only used

    or two-player games).

    Leave the 4 God tiles next tothe game board.

    Te building tiles, the Metropo-lis tiles, the two special dice, theprosperity markers and the GPwhich have not been given outare set aside while not in use inthe game.

    A game b Ldvc Mablac ad B Catala, f 2 t 5 lae

    Ctet

    3-part game board

    2 special dice

    100 gold pieces(GP)

    16 prosperitymarkers

    5 gurines: Kraken,Minotaur, Medusa,Polyphemus, Chiron

    18 MythologicalCreature cards

    16 Philosophercards

    16 Priest cards

    4 large God tiles

    40 buildings:

    10 Ports 10 Fortresses

    10 Temples 10 Universities

    10 Metropolises

    F 5gm :

    2 oferingtokens 8 Fleets

    3 territorytokens 8 Troops

    1 screen

    u

    u

    u

    v

    v

    v

    w

    w

    x

    y

    z

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    1 2 3 4 5 6 7 8 9 10 +10

    1 2 3 4 5 6 7 8 9 10 +10

    1 2 3 4 5 6 7 8 9 10 +10

    1 2 3 4 5 6 7 8 9 10 +10

    Te game:

    Te game takes place over a series o cycles during which the players will:

    rst,g in GP (production o their islands + seaaring commerce)

    thenmk fg G (auction). It will sometimes be necessary to spendmuch in order to gain the avors o the God o your choice.

    nally,dependingontheGodwhosefavoryouobtained,pm specicto that God (each God has a ree action, while others can only be used by spending

    more o ones precious GP).Te goal o each player is to own two Metropolises at the end o a cycle (either by buildingthem and/or by conquering them). Te game ends at the end o a cycle i at least one o theplayers has completed this objective. I multiple players reach this goal in the same cycle,then the richest one (whoever has the most GP) wins.

    Exlaat f a Cycle:

    1) MytholoGical creatures:

    During each cycle some Mythological Creatures will be wandering the isles o the Cyclades.

    At the beginning o each cycle, the rst thing to do is update the Mythological Creature

    track (see illustration) to have three visible Creatures, one on each o the spaces. Te GPunder each space indicate the price to be paid to use that Creature during the action phase(see later). Proceed thus:

    DiscardtheCreatureonthe2GPspaceifitwasntusedduringthepreviousround.

    enmoveallothercardstotheright,inordertollallemptyspaces.

    Finally,lltheremainingspacesbydrawingnewcards.

    When the draw pile is empty, shue the discard pile to create a new draw pile.

    sp bgg gm:

    Duringtheveryrstcycle,drawtherstMythologicalCreatureandplaceitface-uponthe let hand space on the track (4 GP).

    Duringthesecondcycle,ifthisCreaturehasnotbeenused,moveitonesquaretotheright and put the rst Creature rom the draw pile ace-up on the space which was justreed. (I it was used, place the two rst Creatures rom the draw pile on the 4 GP and3 GP spaces.)

    2) the Gods:

    Te order in which the Gods grant the players their actions changes at the beginning oeach cycle.

    Te 4 large God tiles are shued and placed randomly on the 4 empty spaces aboveApollos space. In a game with 5 players all 4 tiles are placed ace-up.

    When playing with 4 players, the last o the 4 Gods will be placed ace-down. It will not be

    available or this cycle. During the ollowing cycle, you will place this God in the rst space,ace-up, and shue the other 3. Once again, the God placed in 4th place will be ace-downand will become rst God during the ollowing cycle.

    When playing with 3 players, the rst two Gods will be placed ace-up and the last twoace-down. During the next cycle, the two Gods which were ace-down will be used. On thecycle ollowing that, the 4 Gods will be shued again to make two new random pairs.

    Te rule changes specifc to 2-player games are detailed on page 6.

    3) revenues:

    Each city earns gold pieces (GP) according to the prosperity o its isles and o seaaringcommerce.

    Each player gets 1 GP pp mk he controls.

    Te prosperity markers are present on multiple isles (printed on the board, then present onthe board as markers due to Apollo, as seen on page 6), as well as certain sea spaces (prin-ted on arrows which represent the act that present ships are trading with other nations).

    Te GP earned by the players must be hidden behind their screens.

    During the previous cycle, aplayer has used the Creature onthe 3 GP space. Te track mustnow be updated or the begin-ning o the new cycle:

    uTe Minotaur is discarded(no one wanted it)

    vTe Pegasus is moved ontothe 2 GP space

    wTe 3 GP and 4 GP spaces

    xare flled with the frst Crea-tures o the top o the drawpile

    Daw

    le DisCArD

    piLE

    Tis islandearns 2 GP orthe Blue player.

    Tis commercesquare earns1 GP or the

    Green player.

    u

    v

    wx

    Turn

    TrACk

    MyThoLoGiCAL

    CrEATurEs

    TrACk

    GoD

    TrACk

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    4) oFFerinGs:

    o gain the support o the Gods and the actions associated with them, the players will haveto sacrice part o their riches (GP).

    In the playing order, each player chooses a God and places his oering marker on the spacecorresponding to the oering that the player wishes to make to that God.

    I an oering goes over 10, the player places one o his territory markers on the 10+ space,with the oering marker then indicating any remaining number beyond 10 (example: to bid13, a player places his territory marker on 10+ and his oering marker on 3).

    A God grants his avor to only one player: the player who made the highest oering.

    I a player has made an oering to an already chosen God:

    eoeringmustthenbehigherthantheonealreadytakingplace.

    eplayerwhomadethepreviousoeringmusttakehismarkerbackandmustimme-diately bid on a DIFFEREN God.

    It is possible that the player thus outbid will outbid another player. Any such case mustbe resolved beore the next player in the turn order places his oering marker. Any playermay place his oering marker on Apollos space without spending anything, as only Apollodoes not require any oerings. It is possible or multiple players to choose Apollo in thesame cycle. Te rst player to choose Apollo places his token on the 1 space, the secondon the 2 space, etc.

    Te oering phase is over when each player has placed his marker on a God.

    Each player pays the number o GP he oered to his God, taking into account any possiblereductions due to Priest cards (see later).

    Important: even though the number o GP each player has must be kept secret during thegame, it is orbidden to make an oering you cant aord! Te Gods wrath would be terrible!

    5) PerForMinG actions:

    Te Gods are activated in the order determined at the beginning o the cycle.

    Te player who has won the oering bid on the rst God can perorm, in the order o hischoice, the actions specic to that God, and use a Mythological Creature by paying the

    cost corresponding to each o those actions.Te actions are the ollowing:

    CallupononeormoreMythologicalCreatures(allGodsexceptforApollo)

    Recruit(allGodsexceptApollo)

    Build(allGodsexceptApollo)

    Specialaction(allGodsexceptAthenaandApollo)

    Increaserevenue(Apollo)

    Te 4 main Gods work in the same way. Only Apollo is dierent.

    It is possible to alternate actions (example: recruit, built and recruit again).

    When the player is done with his actions, he places his oering marker on the last ree

    space o the turn track. It is then up to the player who won the oering bid on the nextGod to perorm his actions.

    Call one or more mythologiCal Creatures

    Bypayingthecostindicatedunderthecard(2,3or4GPminusanycostreductionsdueto emples) the player can take the corresponding Creature card and apply the indicatedeect. Once the power is used, the card is placed ace-up in the discard pile.

    Te powers o the Creatures must be used immediately. A player cannot keep a Creaturehe just bought in order to use it later.

    Te power o each Creature and the use o the 5 Creature gurines are explained on the4-page reerence booklet contained in the box.

    It is important to note that new Creature cards are only placed on the board at the beginning o eachcycle. So its the player who made the best oering to the frst God who will get to help himsel frst.And since theres nothing stopping him rom playing multiple Creatures, it is quite possible that thelast ew players o the cycle will no longer have any Creatures available to them by the time their turncomes around.

    Te Blue player wants to go to warand makes an oering to Ares.

    He places his marker on 5, thin-king that this value will scare o

    other players.

    But the Red player makes anoering worth 6 on Ares!Te Blue player must immedia-

    tely make a new choice.He then makes an oering worth1 to Poseidon, hoping to be oustedin order to come back to Ares.

    And thats exactly what happens:Yellow makes an oering worth 3to Poseidon, ousting Blue.Blue immediately makes anoering worth 7 to Ares, oustingRed, who must now make anoering to another God... Whatwill Red do?

    Red played frst: once he is doneperorming actions, he places hisoering marker on the 5 space.Te next player (Green) will placehis marker on the 4 space, etc.

    Tus, it is the player who playedlast who will, during the nextturn, make the frst oering.

    1 2 3 4 5 6 7 8

    1 2 3 4 5 6 7 8

    1 2 3 4 5 6 7 8

    1 2 3 4 5 6 7 8

    1 2 3 4 5 6 7 8

    1 2 3 4 5 6

    1 2 3 4 5 6

    Example: end of actions

    Example: offerings

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    reCruit

    Te main Gods allow players to recruit, depending on their specialty, a roop, a Fleet,a Priest or a Philosopher or ree, but also to get more in exchange or precious goldpieces (GP).

    Build

    A specic type o building is associated to each God, each building with a dierent eect.

    During his turn, a player may build the same sort o building multiple times, including onthe same isle, so long as he can aord the cost o 2 GP.

    As soon as a player owns 4 dierent buildings, whether on one or many isles, he automa-tically creates a Metropolis (see later).

    posEiDon

    r F

    Poseidon oers a ree Fleet.

    It is possible to purchase extraFleets, as ollows:

    esecondFleetcosts1GP ethirdone2GP efourthone3GP

    A player cannot purchasemore than 3 extra Fleets in anygiven turn.

    No player may have more than8 Fleets.

    Fleets must be built on seaspaces around an isle belon-ging to the player. Tis spacemust either be empty orcontain Fleets belonging tothat same player.

    posEiDon

    Port

    ef: the Port gives adeensive bonus duringseaaring battles occu-ring on squares adjacent

    to this isle (see later).

    ArEs

    r tp

    Ares oers a ree roop.

    It is possible to purchaseextra roops, as ollows:

    esecondTroopcosts 2 GP

    ethirdone3GP

    efourthone4GPA player cannot purchasemore than 3 extra roopsin any given turn.

    No player can have morethan 8 roops.

    roops must be placedon isles controlled by theplayer.

    ArEs

    Fortress

    ef: during batt-les, the Fortress givesa deensive bonus toroops present on this

    isle (see later).

    ZEus

    r P

    Zeus oers a ree Priest.

    It is possible to get a singleextra Priest or 4 GP.

    Priests must be placed inront o the screen, in plainsight.

    ef P:

    Each Priest reduces theoering to be paid by 1 GPat the beginning o eachcycle.

    No matter how manyPriests a player has, thatplayer MUS pay at least 1GP or his oering (only theaccess to Apollo is comple-

    tely ree).

    ZEus

    teMPle

    ef: each emple reduces the costo buying a Mythological Creature by 1GP. Te price reduction o each emplecan only be used once per cycle. No

    matter how many emples a playerowns, he must still spend at least 1 GPto get a Creature.

    AThEnA

    rPp

    Athena oers a reePhilosopher.

    It is possible to get asingle extra Philoso-pher or 4 GP.

    Philosophers must beplaced in ront o thescreen, in plain sight.

    ef Pp:

    As soon as a playergets a 4th Philosopher,he must immediatelydiscard them to createa Metropolis (see later).

    AThEnA

    university

    ef: the Universityhas no special eect...but it is one o the 4buildings you will need

    to create a Metropolis.

    Buildings are placed on the whitesquares o each isle.

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    speCial aCtion

    Some Gods grant you special actions.

    During his turn, a player may perorm these actions multiple times, as long as he hasenough GP to aord them.

    posEiDon

    M F

    For 1 GP, the player maymove Fleets currently onthe same sea space andmove them a maximumo 3 spaces. He can add orabandon Fleets during thatmovement.

    I Fleets enter a space occu-pied by enemy Fleets, theirmovement ends and a navalbattle begins immediately.

    ArEs

    M tpFor 1 GP, the player may move some or all roops on an isle

    to another isle connected by a chain o Fleets o his color.IfhelandsonanislewhereenemyTroopsarepresent,abattle starts immediately.IfhelandsonanislewheretherearenoTroops,heclaimsthis isle without a battle, even i the isle has a Fortress.IfhisTroopsleavetheirstartingisleempty,hemustleavea territory marker there. Tis isle belongs to him as longas no opponent lands there. (An isle owned by a player canthereore never become neutral again).

    l : a player may NO attack the last isle o anotherplayer, unless he can prove that he would win the game were

    he to sucessully conquer the isle.I, or example, the player who has chosen Ares already owns aMetropolis, he has the right to attack the last isle owned by ano-ther player i that isle contains a Metropolis: i the invasion wereto be successul, he would win the game.

    ZEus

    cg c.

    For 1 GP, the playercan discard an availa-ble Creature card andreplace it with the rstcard o the draw pile.

    Tis action can be usedto get rid o a dange-rous Creature at a lessercost or seek a specifcCreature the player mayneed.

    N: it is possible that twoarmies annihilate themsel-ves at the same time. In thecase o a land-based battle,the deender keeps his isle. Heplaces a territory marker ohis color on the isle. He still

    benefts rom the revenueso that isle and the eects obuildings on it, but it will nolonger be deended against asubsequent attack or as longas the player has not recruitednew roops thanks to Ares.

    E F v

    Te initial situation above.First movement:

    Te group o 3 Fleets joinsthe adjacent Fleet.

    Second movement:Te 4 Fleets move together

    1 space.

    Tird movement:2 Fleets are let behind while

    the other 2 make one fnal

    movement.

    Exlaat f battle:

    1) Each player participating in battle rolls 1 die and adds the number o roops/Fleets hehas in the combat zone.

    I the battle takes place on an isle where one or more Fortresses have beenbuilt, the deender adds 1 to his die value or each Fortress.

    I the battle takes place on a sea space adjacent to an isle (orisles) where the deender has built one or more Ports, thedeender adds 1 to his die value or each Port.

    2) Te player who has the lowest result loses the rst assault. He removes a roop / Fleetrom the battle and places it in his reserve, in ront o his screen. I the result is a tie, bothplayers lose a roop / Fleet (see note at the bottom right corner o this page).

    3) I both combatants still have roops / Fleets, the deender can decide to retreat (seebelow). I he does not (or i he cannot), the attacker can also retreat. I neither o theplayers retreat, a new assault takes place (see step 1).

    4) Tese steps are repeated until only one player is let in the combat zone. Tat playertakes control o the isle or the sea space in which battle occurred.

    I it was an isle, the winner also gets all buildings ound on the isle.

    rg g -b b: i one o the players wants to abandon combat,he must bring his roops back to an isle belonging to him and linked by Fleets to the one

    where battle occurred. I these conditions are not met, the roops cannot retreat.

    rg g -g b: i one o the players wants to abandon combat, hemust move his Fleets to an empty adjacent space or one he controls. I no space matchesthese requirements, the Fleets cannot retreat.

    1 23

    I: an isle is consi-dered to be a single space, no

    matter how big it is. Te portabove thereore aects all8 adjacent spaces. And theroop present protects theentire isle.

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    aPollo

    Finally, the player(s) who have chosen Apollo will play last and have a very limited choiceo actions. Playing Apollo is technically a way to skip ones turn to save money.

    6) end oF the round:

    Once every player has played and replaced their oering marker on the turn track, theround is nished.

    I one or more players own 2 Metropolises, the game ends. Otherwise, a new cyclebegins.

    Ed f te game ad vcty:

    Te game ends at the end o a cycle where at least one player owns 2 Metropolises.

    Tat player wins the game!

    I more than a single player ends the cycle with two Metropolises, its the player who hasthe most GP remaining behind his screen who wins.

    Te Metle:

    Each isle has a space reserved or Metropolis (dotted red square).

    Tere are two ways o creating a Metropolis:

    em pm: a player who has all 4 types o buildings(Port, Fortress, emple and University), even i they are spread overmany o his isles, must immediately discard them and replace themwith a Metropolis token, which he places on an empty space on oneo his isles.I there are no ree spaces, the player must destroy one or more o his buildings to reethe space required to place his Metropolis.

    i pm: a player who has 4 Philosophers must immediately discardthem to earn a Metropolis.Te player places the Metropolis token on an empty spaceon one o his isles.

    I the only available space is occupied by buildings, the player is orced to destroy themto place his Metropolis.

    I a player only has one isle on which he already owns a Metropolis, his 4 Philosophersare simply discarded (the new Metropolis replaces the old one).

    Teres a third way to earn a Metropolis: conquer an isle where theres already one!

    a Mp p bg w pw bg.

    2 playe

    game

    Set up the game accor-ding to the illustrationon page 8.

    Each player takes thetwo oering markers ohis color.

    Shue the 4 oeringmarkers and placethem randomly on therst spaces o the turntrack.

    Ten play exactly asdetailed or 4 players,but each player mustmake oerings to twoGods instead o a singleone (it is possible tooutbid yoursel).

    Note: each player must beable to pay the entire costo his oerings on both

    chosen Gods. A Priestallows a player to save 1GP on each oering.

    T gm w w pw 3 Mp ( 2 ggm.

    Te player who has chosen Apollo gets:

    1GPifheownsmorethanoneisle

    or4GPifheownsasingleisle.

    Te GP thus won are placed behind his screen.

    Moreover, he takes one prosperity marker which he places on the isle o his choice (thisisle, blessed by Apollo, will earn 1 extra GP at the beginning o every subsequent cycle). Asame island can contain several prosperity markers.

    Important: i more than one player has chosen Apollo during a single cycle round, all earnthe extra GP, but only the rst player to have chosen Apollo will get a prosperity marker.

    Apollo does not oer any other actions.

    A game by Bruno Cathalaand Ludovic Maublanc

    Illustrations by Miguel Coimbra

    ranslation by Eric HarlauxRevision by Eric & Stephanie Franklin 2009 Matagot - www.matagot.com/cyclades

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    ital

    set f

    playe

    Each player places onthe board 2 Fleets and2 roops, according tothe illustration on theright.

    At the beginning o the

    game, each player thushas 2 isles, as well as arevenue o 2 GP (splitbetween his isles andany possible sea com-merce spaces).

    ital

    set f

    playe

    Each player places onthe board 2 Fleets and2 roops, according tothe illustration on theright.

    At the beginning o thegame, each player thushas 2 isles, as well as arevenue o 2 GP (splitbetween his isles and

    any possible sea com-merce spaces).

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    ital

    set f

    playe

    Each player places onthe board 2 Fleets and2 roops, according tothe illustration on theright.

    At the beginning o the

    game, each player thushas 2 isles, as well as arevenue o 2 GP (splitbetween his isles andany possible sea com-merce spaces).

    ital

    set f

    playe

    Each player places onthe board 2 Fleets and2 roops, according tothe illustration on theright.

    At the beginning o thegame, each player thushas 2 isles, as well as arevenue o 2 GP (splitbetween his isles and

    any possible sea com-merce spaces).