Contents
- 1 Olympus Game Rules
- 2 Demeter’s Ceremony and the Upkeep Phase
- 2.1 1. Demeter’s Ceremony
- 2.2 2. The Upkeep Phase
- 2.3 Divine Favors
- 2.3.1 Demeter (Goddess of Agriculture)
- 2.3.2 Let’s talk about Artemis, the Goddess of the Hunt.
- 2.3.3 Poseidon (God of the Sea)
- 2.3.4 Aphrodite (Goddess of Love)
- 2.3.5 Hephaestus (The God of Manufacturing)
- 2.3.6 Demystifying the Components of a Building Card
- 2.3.7 Let’s talk about Apollo for a moment. He’s not just the God of the Sun and Arts, he’s also a Plague-bringer. Sounds interesting, right?
- 2.3.8 Zeus (The Almighty)
- 2.3.9 Completing Tasks in Zeus’ Sacred Mountain
- 2.4 Glory Cards
- 2.5 Progress Limits
- 2.6 Game Over
Olympus Game Rules
I’m about to reveal the thrilling rules and guidelines for the captivating game of Olympus. Get ready to embark on a fantastical adventure that will test your skill and strategy.
1.
The Objective
The ultimate goal of Olympus is to reach the summit of Mount Olympus and claim victory. You’ll navigate through treacherous paths and face challenging trials alongside your fellow players. The first one to conquer the summit will be crowned the winner.
2.
The Game Board
The game board is a detailed representation of Mount Olympus, adorned with awe-inspiring illustrations. Each player starts their journey at the base of the mountain and progresses through different sections as the game unfolds.
3.
The Pieces
You and your fellow players will each control a unique game piece that represents your character. These pieces are beautifully crafted, representing mythical heroes and creatures from Greek mythology.
4.
The Cards
The game includes a deck of cards that will influence your journey. These cards can bring fortune or misfortune, offering opportunities or posing challenges along the way. Use them wisely to gain an advantage over your opponents.
5.
The Actions
On your turn, you can take various actions to progress towards the summit. You can move your piece along the path, encounter mythical creatures, overcome obstacles, or make strategic decisions to outmaneuver your rivals.
6.
Encounters and Challenges
As you advance through the game, you’ll encounter a variety of mythical creatures and face daring challenges. These encounters will require you to make critical decisions and use your cunning to overcome them. Be prepared for surprises and unexpected twists!
7.
The Divine Powers
Throughout the game, you’ll have the opportunity to unlock and harness the divine powers bestowed upon you by the gods. These powers can be game-changing, allowing you to shape the course of the game in your favor.
8.
Alliances and Rivalries
As you ascend Mount Olympus, you can form alliances with other players or engage in rivalries. Collaborate with fellow adventurers to overcome challenges together, or compete fiercely to gain an advantage over your opponents. Choose your alliances wisely and adapt your strategy as the game unfolds.
9.
The Summit
Reaching the summit of Mount Olympus is the ultimate achievement. However, the path to victory is not without peril. You’ll need to outwit and outmaneuver your opponents to stay ahead. The summit is within reach, but only the most cunning and strategic player will claim the crown.
10.
The Thrill of Olympus
Olympus is an immersive and exhilarating game that will transport you into the heart of Greek mythology. It’s a test of skill, strategy, and wit, where every decision matters. Are you ready to embark on this epic quest and prove yourself worthy of the gods’ favor? Prepare yourself for an unforgettable journey to the summit of Mount Olympus!
Hey there! In Olympus, you and a few friends get to step into the shoes of legendary leaders from Greek city-states. It’s your job to lead your city-state to greatness and come out on top. How do you do it? Well, you’ll need to curry favor with the Greek gods by using your priests. With their help, you can bring prosperity and cultural growth to your city-state, or if you’re feeling a bit more aggressive, unleash war and pestilence upon your rivals. The choice is yours!
What’s in the Box?
- 1 Game Board
- 5 City-state Sheets
- 165 Common Building Cards
- 12 Unique Building Cards
- 6 Glory Cards
- 25 Wooden Priest Pawns
- 35 Wooden Marker Discs
- 60 Wooden Resource Cubes
- 1 Wooden Starting Player Marker
- Rulebook
Object of the Game
Win the game by being the player with the most victory points after at least four of the six Glory cards have been claimed.
Setup
| #image.jpg Refer to the Setup Diagram for a three-player game. |
To set up the game, follow these steps:
- Place Game Board: Put the game board in the middle of the playing area where everyone can easily reach it.
I’m gonna walk you through the game setup step-by-step. First up, let’s place those unique building cards. Take all 12 of them and put one in each of the spaces on the game board. The order doesn’t matter, so just go ahead and pop them in there.
Next, we’ll deal with the resource cubes. There are three types: grain, meat, and fish. Separate them into pools according to type and put them near the game board. This will be our supply.
Now, let’s grab those glory cards. There are six of them in total. Stack them up nicely and put them near the game board.
Moving on, it’s time to get your player components. Each player chooses a color and gets a bunch of goodies. You’ll need:
– 1 City-state Sheet
– 33 Common Building Cards in your chosen color
– 5 Priests Pawns in your chosen color
– 7 Progress Markers in your chosen color
– 3 Resource Cubes, one of each type
That’s it for the setup! We’re ready to start playing. Have fun!
When you’re done playing the game, make sure to gather all the extra city-state sheets, Common Building cards, and any wooden pieces that weren’t used during the game. Put them back into the game box so that everything is neat and organized for the next time you play.
In this game, each player begins by placing three priests in the top three spaces of their city-state sheet. These spaces are light blue squares and make up the clergy area. The bottom two spaces, which are green and pink squares, are left empty for now. The remaining two priests are set aside in the player’s own supply and may be used later.
Next, each player places one of their progress markers on each of the six progress tracks on their city-state sheet. The population progress marker starts on the “2” space, while all other progress markers start on the “1” space.
Finally, each player places their remaining marker disc on the “0” space of the victory point track on the game board.
In this game, you and I are going to embark on a thrilling adventure as city-state rulers. But before we jump into the excitement, let’s make sure we have everything set up correctly.
First things first, we need to place our starting resource cubes in the warehouse area of our city-state sheet. This is where we’ll keep track of the valuable resources we’ll be collecting throughout the game.
Next, we’ll need to place our deck of Common Building cards facedown and within easy reach. You can organize them however you like – as a single stack or multiple stacks based on the numbers on the back of the cards. Feel free to take a look at your cards anytime, but remember to leave some space near your city-state sheet for the common Building cards you build.
Now, let’s determine who goes first. We’ll randomly assign the starting player marker to one of us, and then we can officially begin our adventure.
Get ready to unleash your strategic genius as we navigate the challenges and triumphs of ruling our own city-states. It’s time to claim victory and build a thriving civilization!
Let’s Play the Game
When playing Olympus, we go through several rounds, each divided into two parts. Here’s how each round goes:
- Time to Worship: I send out my priests to earn the blessings of the mighty Olympian gods and goddesses.
- Getting Ready: I deal with certain building effects and prepare for what’s coming in the next round.
But wait, there’s more! We all need to finish the Worship phase before we move on to the Upkeep phase. And when everyone is done with Upkeep, it’s time to start a new round with a fresh Worship phase.
Step 1: Worship
In this phase, I send my priests to worship the powerful Olympian deities. As I place my priests on the game board, the gods and goddesses show their favor in return.
When we start the game, it’s time for the first player to take action. That player will be the active player and they will begin a ceremony to pay homage to one of the deities. To do this, they place one of their priests in the designated space for that deity on the game board.
After the active player starts the ceremony, the other players have the choice to join in as well. They can place their own priests in the corresponding space for that deity. Once everyone has decided whether or not to participate, the ceremony is completed, and a new active player is chosen. The player to the left of the current active player will now start their own ceremony.
Throughout the game, all players have the chance to be part of every ceremony. They just need to make sure they have enough priests available in the clergy area of their city-state sheet. Once all players have used up all their priests or when every deity has been worshipped with a ceremony, the Worship phase will come to an end.
The Significance of Ceremonies
When it’s time to worship, you’ll need to use one of your priests to start a ceremony. But be careful, you can only use the priests from your city-state sheet, not the ones already on the game board or in your supply.
If you don’t have any available priests or if all the deities already have priests assigned to them, you’ll have to pass your turn. And if all players pass, the Worship phase will come to an end and the Upkeep phase will begin.
To start a ceremony, simply take one of your priests from your city-state sheet and place them on the space next to the deity you choose.
Note: You can only worship each deity once every round. If someone else is already holding a ceremony for a deity, regardless of the color of their priest, you must choose a different god.
After I place my priest, each player will have a chance to join the ceremony in turn order, starting from my left and going around clockwise. To join, you’ll need to place your priest on the designated space for that particular deity.
I’m not allowed to place my priest on the designated space. That option is only available to players who want to join a ceremony that is already in progress. Each ceremony can only have one priest of each color, so you can’t have multiple priests in the same ceremony.
Note: Each tt space can host only one priest, while each P space can be occupied by any number of priests, but only one priest of each color.
The Anatomy of a City-State Sheet
Hey there! Let’s dive into the fascinating world of city-state sheets. These sheets are like blueprints that show the layout of different spaces within a city. But before we jump in, there are a few key things you need to know.
First off, each city-state sheet is made up of different spaces. You’ll see spaces labeled with tt and P. The tt spaces are special because they can only hold one priest. It’s a bit like having a special VIP room in a club – it’s exclusive and only one person can be there at a time.
On the other hand, the P spaces are a bit more flexible. They can hold any number of priests, but there’s a twist – only one priest of each color is allowed. So it’s kind of like a big party room, where everyone is welcome, but you still have to follow the guest list rules.
These city-state sheets are incredibly important because they lay the foundation for the entire city. They help city planners (and players like you) visualize how everything fits together and make sure that each space is used efficiently.
So, the next time you’re playing a game or exploring the world of city-state sheets, remember to pay attention to the different spaces and their roles. It’s a fascinating puzzle that can bring a city to life!
Remember: each tt space can only have one priest, while each P space can have any number of priests, but only one priest of each color.
So, here’s the deal: once we all decide if we want to put a priest at the ceremony or not, the god we’re worshipping responds right away. Starting with the player who initiated the ceremony, the god grants favors to all priests who took part in it, one by one.
The priest who got the whole thing going gets the most awesome favor, by the way. And guess what? That priest is also the one sitting on the special space.
Once the god has given out all the favors, the player on the left of the active player becomes the new active player. This person has to use one of their priests to kick off a new ceremony. But hold on, if they don’t have any priests left, they have to skip their turn. Tough luck, huh?
We keep going with these awesome ceremonies until everyone passes and decides to take a break.
How to Start and Join a Ceremony
Demeter’s Ceremony and the Upkeep Phase
Let’s dive into the fascinating world of Demeter’s ceremony and the crucial Upkeep phase in this ancient game. Are you ready to explore?
1. Demeter’s Ceremony
As the yellow player, I kick off the ceremony to honor Demeter. To do this, I place one of my priests in the ? space. It’s a significant moment that sets the stage for the game to unfold.
But I’m not alone in this endeavor. The green and blue players join the ceremony, each placing one priest in the ? space. Together, we create an atmosphere of reverence and anticipation.
2. The Upkeep Phase
Now, let’s move on to the equally important Upkeep phase, which is divided into several steps. Pay close attention as we go through each one:
- Apply Warehouse Limit: In this step, we take into account the maximum storage capacity of our warehouses. We make sure that the resources we store don’t exceed this limit, ensuring optimal efficiency.
- Apply Population Limit: Next, we consider the population limit. We must ensure that our cities can sustain the number of people living in them. So we carefully manage our population to avoid any strain.
- Use Buildings: Now it’s time to utilize our buildings effectively. We make good use of the structures we’ve constructed, leveraging their unique benefits to enhance our gameplay and strategy.
- Collect Tribute: In this step, we collect tribute, reaping the rewards of our hard work and dedication. It’s a gratifying moment when we see the fruits of our labor.
- Gather Priests: We gather our priests, the spiritual leaders of our civilizations, ensuring that they are ready for future ceremonies and influential actions. They are the backbone of our faith and power.
- Check for Game End: Finally, we assess if the game has reached its conclusion. We look for any conditions or milestones that signal the end of our journey. It’s an exciting, suspenseful moment that keeps us on our toes.
Remember, we all go through these steps one by one, ensuring that each player has the opportunity to complete them. Sometimes, we can complete them simultaneously, but if there’s a specific order, we follow a clockwise rotation starting from the player with the starting player token.
1. Apply Warehouse Limit
First, let’s take a look at what we need to do. I have to check if the number of resources in my warehouse is more than 5. If it is, then I have to get rid of the extra resources by putting them back in the supply. But wait, the resources in the tribute area don’t count towards the warehouse limit, so I don’t have to worry about those.
Here’s an example to help us understand better. Jenna has three grain, two meat, and two fish in her warehouse. That’s a total of seven cubes, which is more than the warehouse limit of 5. So Jenna has to choose two cubes to discard back to the supply, so she doesn’t go over the limit.
Next, we move on to the second step, which is to apply the population limit. In this step, I have to check if any of my progress markers are further ahead on the progress tracks than my population progress marker. If they are, I need to adjust them accordingly.
The space occupied by my population progress marker indicates my current population limit. So, to continue progressing, I need to move my progress markers ahead of my population limit on their tracks until they align with my population progress marker.
However, there’s an exception for the culture progress marker. It remains unaffected by the population limit, so I don’t have to move it back.
Let me give you an example to make this clearer. My name’s Greg, and here’s my situation: I have a culture level of 4, a population of 3, military strength of 4, and my skills in agriculture, hunting, and fishing are all at 2, except for fishing, which is at 4.
Now, my population limit is 3, meaning that both my military strength and fishing skill need to be reduced to 3. However, I don’t have to move my culture progress marker back, even though it’s further ahead than my population progress marker.
3. Utilize Buildings
When it’s time for the Upkeep phase, I need to resolve the effects of any Building cards that have that text. If I have multiple buildings with this text, I get to choose the order in which I resolve their effects.
For example, let’s say I have a “Trade Route” building. During the Upkeep phase, I can use it to exchange one fish cube for a meat cube and a grain cube.
4. Collect Tribute
If I have any resources in the tribute area on my city-state sheet (I gained them from winning a war), I move them into my warehouse. These resources now belong to me and I can use them as usual.
For example, let’s say I won a war this turn and have two fish cubes in my tribute area. During the Upkeep phase, I add them to my warehouse.
When I have six cubes, I don’t have to get rid of any. That’s because in Step 1, we only have to worry about the warehouse limit when collecting tribute.
Gathering Priests
Here’s what happens next: I return my priests on the game board to my supply. Then, I take the priests I need for the next round from my supply and put them in the clergy area of my city-state sheet. I always start with three priests, which go on the blue squares of my clergy area.
If my population progress marker is on or above the “6” space, I get an extra priest. I place that priest on the pink square of the clergy area that has a population icon.
So, here’s the deal: if I’m really making cultural progress in this game, I get an extra priest. And get this, if I’m all the way up on that “8” space or higher on the track, I get yet another priest! Talk about a bonus. I go ahead and put my priest on that green square in the clergy area with the culture icon. There’s no catch, really – these conditions are totally separate, so I can benefit from both. I mean, if I have a population of at least 6 and a culture level of 8 or more, I get a whopping five priests in this step. I just put ’em right there in my clergy area.
Let’s break it down with an example. Say Mandy’s made some serious cultural progress – her marker is on that “8” space. And her population, well, it’s on the “5” space. So what does she do? She takes four priests to use this round – three to start and one for her high culture. But wait, there’s more. If she can boost her population to 6 next round, she’ll be sitting pretty with five priests that time.
Just remember, though, this is the only time you figure out how many priests you’ve got. It’s during this upkeep step, and no other time.
Hey there! Let’s talk about priests and how they work during the Worship phase. It’s a little tricky, but I’ll explain it to you.
So, if I meet the conditions to have extra priests during the Worship phase, I don’t get them right away. Let me give you an example to make it clearer. When I move my population progress marker to the “6” space, I don’t immediately take a new priest.
Now, let’s say I had my population progress marker on the “6” space or higher during the Upkeep phase, but then it gets moved back to the “5” space or less because of a plague or some other effects. Well, even in that case, I don’t immediately lose a priest.
6. Look for the Game End
Here’s another important thing. If all of us players have managed to claim at least four Glory cards in total, the game ends. This is a big milestone!
But, if we haven’t claimed at least four Glory cards yet, then the starting player gives the starting player token to the person on his left, and we start a new round with a fresh Worship phase. It’s like hitting the restart button!
Divine Favors
Hey there! Did you know that the gods and goddesses who live on Mount Olympus give out special rewards to the priests who worship them? It’s pretty cool! I’ll tell you all about it. Just keep on reading!
So, each god and goddess has their own favor that they can grant to a priest. These favors are listed down below, along with some extra information about what each favor does. Cool, right?
Getting Divine Favors
When it comes to the game, one important thing to understand is the role of the different players. Let’s take a look at Demeter, the Goddess of Agriculture, and how her powers can affect the gameplay.
In this particular game, the red player has taken control of Demeter’s tt space, while the green player has occupied her P space. As a result, the red player is the one who receives Demeter’s favor and gets to use her powers.
When the red player receives Demeter’s tt favor, they have the ability to advance their agriculture production progress marker by one space. This means that they can improve their agricultural abilities and become more efficient at producing resources.
Furthermore, when the red player chooses to advance their agriculture production progress marker, they also have the option to produce grain. By doing so, they receive two grain cubes, which can be used to further their progress in the game.
On the other hand, the green player receives Demeter’s P favor. This gives them the choice between advancing their agriculture production progress marker or producing grain. In this case, the green player decides to focus on advancing their progress marker, aiming to improve their agricultural capabilities.
Demeter’s powers as the Goddess of Agriculture offer interesting strategic choices for players. It’s important to consider how to best utilize her abilities to maximize your chances of success in the game.
By understanding the powers of each character in the game, you can make more informed decisions and develop effective strategies. So, the next time you play, remember to take into account the unique abilities of Demeter and other characters for a truly immersive and engaging experience.
Demeter (Goddess of Agriculture)
So here’s what happens: I move my agriculture production progress marker forward and then collect some grain. The amount of grain I get depends on where my marker is on the board.
Now, let me explain how that works. I have two options: I can either move my marker forward one space, or I can take the amount of grain shown on the current space. The choice is mine.
Let’s talk about Artemis, the Goddess of the Hunt.
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When I play, I move my hunting production progress marker and then collect meat, based on the amount shown on the space where my marker is.
When I play, I can either move my hunting production progress marker or collect meat, based on the amount shown on the space where my marker is.
Poseidon (God of the Sea)
When I’m playing the game, I move my fishing production progress marker forward and catch some fish. How many fish I catch depends on the space my marker is on. I take that many blue cubes from the supply.
Now let’s talk about Athena, the Goddess of Wisdom!
Hey there! Have you ever played this game called free cell? It’s super cool! In the game, you get to move your cards around and try to win the game. Now, listen up because I’m going to explain how it works.
So, the goal of free cell is to build up your foundation piles, starting with the Aces and ending with the Kings. You do this by moving cards around in the tableau. The tableau is made up of seven columns, and each column can contain a certain number of cards.
Let’s break it down even further. You can move cards between columns in the tableau, as long as you follow a few simple rules. First, you can only move one card at a time. Second, you can only move a card onto a card of the opposite color and one rank higher. Finally, you can move a sequence of cards from one column to another, as long as all the cards in the sequence follow the same rule.
Now, I know that might sound a bit confusing at first, but don’t worry! Once you start playing, it’ll all make sense. In fact, free cell is a great game for improving your problem-solving skills and strategic thinking. Plus, it’s a lot of fun!
So, if you’re looking for a new game to play, why not give free cell a try? I think you’ll really enjoy it. And who knows, maybe you’ll become a free cell master!
Aphrodite (Goddess of Love)
Hey there! So, here’s the deal: If you’re a fan of strategy board games, then you’re probably familiar with a little game called “7 Wonders.” It’s quite popular nowadays and has gained quite a following.
Now, let me tell you about one particular card in the game that can really shake things up: Ares, the God of War.
When you play the Ares card, something exciting happens. Your population progress marker, which shows how your city is growing, gets a boost. That’s right, you get to move it forward two spaces! Now that’s what I call progress.
But wait, there’s more! There’s another version of the Ares card that’s even more powerful. When you play this card, your population progress marker moves forward one space, just like with the previous version. But here’s the twist. You also get to discard a military card from your hand. Talk about tactical decisions!
So, whether you want a big leap forward or a smaller step with an additional strategic move, the Ares card is definitely one to consider. It can really shake things up and give you an edge in the game.
But remember, strategy is key. You need to evaluate your options and think about what move will benefit you the most. Make sure to analyze the current state of your city and the cards in your hand. Every move counts, and every decision matters.
So, if you’re looking to spice up your game of 7 Wonders, give the Ares card a try. It might just be the game-changer you’ve been waiting for!
When I send a priest to worship Ares, I have to make a decision. I can either advance my military progress marker, or I can declare war on my opponents.
If I choose to advance my military progress marker, I have two options. I can move it two spaces or move it one space and declare one war. Alternatively, I can choose not to advance my marker at all and declare two wars. At this point, I don’t have to specify who the targets of the wars are, just that the specified number of wars will happen.
If I decide not to advance my military progress marker, I have another option. I can declare one war without moving my marker. Again, I don’t have to specify the target of the war, just that a war will occur.
War
When it’s my turn to worship Ares, I get the chance to advance my military progress markers. If I choose to do so, I can strengthen my army. After everyone has had their turn, we go into battle. I start by declaring war on another player, and then we go around in a circle with each person announcing their target.
When I declare war, I calculate my military total by adding up the value of the space my military progress marker is on and any bonuses from buildings I’ve constructed. Then, I compare my military total to that of my opponent.
If my military total is higher than my opponent’s, I get to collect a number of tributes equal to the difference between our two totals.
When I attack an enemy in a war, I have the chance to take something valuable from them – a tribute. Tributes are resources that the defender owns and I want to claim as my own. I simply move these resources from the defender’s warehouse to my tribute area. It’s a simple way for me to benefit from their hard work.
But here’s the thing – if the defender doesn’t have enough resources, I get to take everything they own. It’s like a bonus for me if they don’t have enough to defend themselves. It’s a win-win situation for me.
Now, it’s important to note that once the resources are in my tribute area, I don’t really own them. I can’t use them to build anything or spend them in any way. They just sit there, waiting to be shown off.
Here’s an interesting twist – if the attacker and defender have the same military strength, but I happen to be on the tt space, I’m considered the winner. I get one extra point and still claim a tribute. It’s a nice little bonus for being in the right place at the right time.
Hey there! Let me break it down for you. If the attacker and defender have equal military strength, and the attacker isn’t on the territory space, or if the attacker has lower military strength, the attacker gets pushed back. No tribute is gained or lost in this case.
Hephaestus (The God of Manufacturing)
Hey, did you know that in this game, you get to build not one, but two buildings? How cool is that?
Let me tell you about the buildings. They are represented by cards, and each player has their own deck of 33 Common Building cards with backs that match their player color.
But wait, there’s more! There are also 12 Unique Building cards that are available for everyone to build. These cards have some special features, just like the Common Building cards.
Now, here’s the interesting part. Each player can build any of the Common Building cards from their own deck, no matter what other players have built. But when it comes to the Unique Building cards, only one player can build each card.
Oh, and here’s a little tip for you: we use the word “building” to talk about these cards, but sometimes the card might actually represent something else, like a fleet. Pretty neat, huh?
Demystifying the Components of a Building Card
I want to take a closer look at building cards and help you understand the different parts that make them up. Building cards are not simply a collection of words and visuals; they are carefully crafted to convey important information in a concise and visually appealing way. So, let’s dive into the anatomy of a building card, shall we?
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The Image
The image is the first thing you notice when you look at a building card. It serves as a visual representation of the building, giving you a quick glimpse of what it looks like. A well-chosen image can instantly capture your attention and spark your curiosity.
The Title
Right below the image, you’ll find the title of the building. This is the name that identifies it and sets it apart from others. The title is usually displayed in a bold and prominent font, making it easily readable. It acts as a headline, drawing you in and piquing your interest.
The Overview
Underneath the title, there is a short overview that provides a brief description of the building. It gives you a taste of what makes the building special or unique. The overview is meant to give you a glimpse into the building’s main features and catch your attention.
The Key Features
Next, we have the key features section. This is where the building’s main attributes, amenities, or selling points are highlighted. It may include things like the number of rooms, special facilities, location, or any other unique features that set the building apart from others. The key features act as a summary of the building’s defining characteristics.
The Call to Action
Finally, we come to the call to action. This is usually a button or a link that encourages you to take the next step, such as clicking to learn more or making a reservation. The call to action is strategically placed to guide you towards further engagement with the building or its associated services.
Now that you understand the different components of a building card, you can better interpret and appreciate the information they provide. Building cards are designed to capture your attention, spark your curiosity, and ultimately guide you towards taking the desired action. So next time you come across a building card, take a moment to appreciate its carefully crafted anatomy and the thought that went into its creation.
All buildings have a few things in common:
Culture Requirement: Before you can build a structure, your culture track marker must be on a space with a number that matches or exceeds the number shown here.
Card Type: This tells you whether a Building card is common or unique.
Card Title: Each building has a name that sets it apart.
Building Costs: When you want to construct a building, you need to pay the cost with the resource cubes displayed here. If the symbol is a “wild,” you can use any resource to cover the cost.
Victory Points: Most buildings grant you victory points as soon as you finish building them. You move your victory point marker forward the designated number of spaces on the victory point track.
Building Effects: Nearly all buildings have one or more game effects. Usually, you resolve these effects right after you build the building. However, some buildings provide you with an ongoing advantage that you can use throughout the game.
When I’m playing the game, I get to choose which building I want to construct. Once I’ve made my decision, I take the corresponding card. Then, I need to make sure I have enough culture points and pay the required resources from my warehouse to the supply. After that, I place the card face up next to my city-state sheet.
As soon as I build the card, I immediately score the victory points indicated on it. This allows me to move my marker that many spaces forward on the victory point track. Additionally, the effects of the building take place right away. Some buildings offer a one-time bonus when they’re built, while others have a lasting impact.
If I want to construct one of the unique buildings, I can do so as long as I have enough culture points and pay the required resources. To claim a unique building, I take the card from the game board and place it near my own city-state sheet. It’s important to note that each unique building can only be constructed by one player throughout the entire game. That means there’s only one copy of each Unique Building card available.
Hey there! Did you know that in this game, all players have the chance to construct each Common Building card at least once? That’s right! You get to build your very own deck of cards.
Let’s talk about Apollo for a moment. He’s not just the God of the Sun and Arts, he’s also a Plague-bringer. Sounds interesting, right?
When I place my priest on Apollo’s temple space, I have to decide if I want to worship Apollo as the God of the Sun or as Apollo the Plague-Bringer.
If I choose to worship Apollo as the God of the Sun, he grants me the following favor:
? I score 2 victory points.
? I score 1 victory point.
If I choose to worship Apollo as the Plague-Bringer, he grants me the following favor:
? I initiate and am protected from the upcoming plague, and I also score 1 victory point.
? I am protected from the upcoming plague.
Plague
After everyone has had the chance to worship Apollo, if he has been invoked as the Plague-Bringer, a terrible plague affects all of Greece: each player who is not protected from the plague loses one third (rounded down) of their population (and immediately moves their population marker backward accordingly).
When we worship Apollo, our protection only lasts for the current round. If the Plague-Bringer shows up again in a future round, only the people who worship him on that particular occasion will be protected.
Zeus (The Almighty)
Hey there! You get to pick two favors from the options below. They can be the same or different, but you need to keep a few things in mind:
- You can’t move the same progress marker twice.
- You can’t produce the same resource twice.
- You can’t both advance your military marker and declare war. Gotta choose one or the other.
And when it’s time to receive favors from Zeus, you can choose from this list:
- Move one of your progress markers forward by one space. These markers can be for population, culture, military, agriculture, hunting, or fishing.
- Produce one type of resource. You can choose from grain, meat, or fish. If you’re not sure how to make this happen, check out the details from Demeter, Artemis, and Poseidon on how to resolve production.
Completing Tasks in Zeus’ Sacred Mountain
I wanna tell you about the tasks I must carry out in Zeus’ sacred mountain. There are three main things I need to do to earn favor with the gods: declare war, construct buildings, and score victory points.
First up, I gotta declare war. This is a serious business, and there are some rules to follow. The god of war, Ares, has laid down the law when it comes to battles. If I decide to wage war, I need to make sure I’m not tied with my opponent, or else I won’t receive any rewards. Oh, and the target of my war? Yeah, I won’t know until the whole thing is settled. That’s just how it goes. Only after all of Zeus’ followers have gotten their blessings will the outcome of the war be revealed.
Next, I’ll need to build a structure. Hephaestus, the god of craftsmanship, is in charge of this part. He’s got the rules and regulations when it comes to buildings. So I’ll follow his guidance and put something together that pleases him.
Lastly, I gotta rack up some victory points. Every point counts in Zeus’ sacred mountain. I must do everything I can to earn favor with the gods and show them my worthiness. It’s kinda like climbing a mountain, you know? Each step I take brings me closer to the summit, where greatness awaits.
So, to sum it all up, I need to declare war, construct buildings, and score victory points. Those are the three tasks I must complete in Zeus’ sacred mountain to seek the gods’ favor. It’s quite a challenge, but with determination and perseverance, I know I can succeed.
So here’s the deal. You’ve got a few choices in this game. First, you can advance two of your agriculture, hunting, or fishing production progress markers by one space each. Or, you can produce two types of resources – grain, meat, or fish. You can find out more about how to do that with Demeter, Artemis, and Poseidon.
Now, let’s say you want to take it slow. In that case, you can either move one of your agriculture, hunting, or fishing production progress markers by one space, or produce one type of resource. Same options – grain, meat, or fish. Check out Demeter, Artemis, and Poseidon for more info.
Glory Cards
Here’s the cool part. There are six Glory cards, one for each of the progress tracks. If you’re the first player to reach the last space on a track, like the “10” space on the culture track, you win the Glory card that goes with it. Pretty sweet, huh?
So, here’s what happens: when I’m playing the game, I grab a Glory card from the pile and put it next to my city-state sheet. And you know what? Right away, I get 2 victory points for it, just like that!
Now, here’s something interesting: each Glory card can only be given once, and once I have it, it’s mine for good. Even if the progress marker that got me the card moves backwards later, I still get to keep it.
But here’s the thing: when the fourth Glory card is given out to all the players, that’s when the game ends. Yep, you heard me right. It’s game over at the end of that round.
So, What’s a Glory Card Like?
Progress Limits
When we look at city-state sheets, we see columns marking the progress tracks for population, culture, and military. These columns are known as progress limits. You and I cannot move our progress marker beyond a column on a progress track unless we have a building that grants us that ability.
Here’s what you need to know about the progress limits and the buildings you’ll need to exceed them:
- If you don’t have an “Agora” building, you won’t be able to have more than 5 population.
- To have more than 4 culture, you’ll need a “School”, and to have more than 7 culture, you’ll need a “Library”.
- If you want to have more than 3 military power, you’ll need the “Barracks”, and to have more than 6 military power, you’ll need an “Army”.
If you try to move your progress marker beyond one of these limits but haven’t built the necessary building, your marker will only move up to the maximum limit allowed (there won’t be any compensation for wasted progress).
Keep in mind that each progress marker can only advance as far as the last space on its track allows.
Game Over
Once a player claims the fourth Glory card, the game comes to an end. This happens at the end of the round in which the fourth Glory card is claimed. It’s like the final curtain call.
We keep playing until that round is complete, including the Upkeep phase. And when we’re done, that’s it. Game over. It’s time to tally up our victory points.
But wait, there’s more! Each of us earns some bonus victory points based on how well our progress markers did on their respective tracks. For every marker, we score points equal to half of its current position, rounding down.
Finally, we take our bonus victory points and add them to the points we’ve already earned from the victory point track. The player with the most points is the ultimate winner. Hooray!
If two or more players have the same amount of victory points at the end of the game, there are tiebreaker rules to determine the winner. The first tiebreaker is based on total resources left. The player with the most resources left wins the game. If the tie persists, the next tiebreaker is the number of buildings in play. The player with the fewest buildings in play wins. If the tie still remains, the tied players will share the victory.
For example: Let’s say the game ends and Jenna has 4 population (worth 2 points), 7 culture (worth 3 points), 1 military (worth 0 points), and each production progress marker at 6 (worth 3 points each).
Jenna receives a total of 14 bonus victory points. She adds these points to the victory points she has already accumulated on the victory point track.