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Dioses!: ¡Aún más Divinos! thumbnail

Dioses!: ¡Aún más Divinos!

Expansion for Dioses!

Dioses!: ¡Aún más Divinos! Rulebook

Table of Contents

Table of Contents

  • Contents in Detail
  • Event Cards
  • Event Card Scoring
  • Pattern Cards
  • Law Cards
  • Law Card Scoring
  • Changes to the Game
  • Optional Changes
  • Solo and Cooperative Mode
  • Setup
  • How to Play
  • Power Cards
  • Adventurer's Guide
    • Scenario 1: Game of Thrones
    • Scenario 2: The Abduction of Persephone
    • Scenario 3: Ragnarök
    • Scenario 4: Runaway Bride
    • Scenario 5: The Power of Ra
    • Scenario 6: The Fairest
    • Scenario 7: Afterlife Travel Agency

Contents in Detail

This expansion adds many new elements to your games of Dioses!:

  • Old Cards: 9 cards that have been redesigned to fit this expansion. You must replace the new cards with the old ones (you can do whatever you like with the ones from the previous game).

Translator's note: the printed text reads "replace the new cards with the old ones". The card illustrations on the same page show the redesigned cards as "NEW" and the originals as "OLD", so the sense of the rule is that the new cards replace the old ones from the base game. The text is transcribed here as printed, with this note.

  • Event Cards: 18 Myth Cards with an extra event.
  • Pattern Cards: 24 cards that are distinguished from the rest by their back, and among themselves by 3 difficulty levels.
  • Law Cards: 29 cards that are distinguished from the rest by their back.

Event Cards

These 18 cards are Myth Cards with the extra addition of the event. These cards must be added to the draw deck of the original game.

This event (A) is an effect that activates at the moment the card is placed face up in ONE PLAY AREA, and it implements a new way of scoring. This event applies to all players at the table.

(Diagram: the Hércules card, showing its multiplier "1x", the event "Swap 2 cards from your play area" marked A, and its scoring line "For every 2 gods in your play area".)

Example: Player 1 has drawn the card "Hércules" (Hercules) and decides to play it in their play area. As in a normal game, the card that is replaced goes to the discard pile.

With "Hércules" in their play area, the event "Swap 2 cards from your play area" is activated.

Both Player 1 and Player 2 must now swap 2 cards from their play area.

NOTE: Event cards are NEVER placed in the discard pile. If you would have to place an Event card in the discard pile, instead remove it from the game (return it to the game box for future games).

Event Card Scoring

Event cards introduce new ways of scoring with the cards in your play area. Here is an example of scoring:

  • 1x: For every 2 gods in your play area.
  • 1p: Counts as 2 gods.

(Diagram: a play area with "Hércules", the card "Geb and Nut" and other god cards.)

In this case we have "Hércules", and the card "Geb and Nut", which counts as 2 gods and 3 more god cards, making a total of 6 god cards.

As we have Hércules, who gives 1p for every 2 gods in play, we would have 3p. 3p plus 1p from the "Geb and Nut" card makes a total of 4p.

Pattern Cards

These 24 cards are distinguished from the rest by their back, and among themselves by the 3 difficulty levels of Pattern Cards: Easy (2p), Medium (4p) and Hard (6p).

Pattern cards show the mythology they require through colours and shapes:

  • Greek: circle
  • Norse: square
  • Egyptian: triangle
  • Any mythology: the multicoloured symbol shown in the booklet

(Symbols are shown in colour in the printed booklet.)

Each pattern is also shown with its initial according to its type: (D) God, (O) Object and (L) Place.

When preparing the game, shuffle these cards all together and leave them in a deck to one side of the play area. If an event card tells you to draw a pattern, draw the top card of the deck. (If you have to draw several cards, start with the active player and draw clockwise.)

Pattern cards must be left to one side in your play area. If at any moment during the game you complete the pattern, turn it over to show that you have completed it, and score it at the end of the game.

NOTE: Patterns must be completed in the EXACT form in which they appear. They cannot be turned or mirrored.

(Diagram: several pattern cards with the shapes and letters described above.)

Example: Player 1 already had a pattern in their play area. But Player 1 has played the card "Creta" (Crete). Playing that card in the play area activated the event "Draw a law".

Every player has drawn a card, and Player 1 has decided to draw another card of easy difficulty, and Player 2 one of hard difficulty.

In their first pattern, Player 1 has to make that placement of a Greek God and an Egyptian Object. In their second pattern, they have to place two Gods and an Object of any mythology in that shape.

In both cases the pattern in Player 1's play area is completed. However, in Player 2's play area the hard pattern they drew is not completed.

As Player 1 has completed these patterns, they stay face down until the end of the game, when their points are counted as shown in the example.

NOTE: There is no limit to the number of patterns that can be obtained during the game and scored at the end of it.

Law Cards

These 29 cards are distinguished from the rest by their back.

When preparing the game, you must shuffle these cards all together and leave them in a deck to one side of the play area.

If an event card tells you to draw a Law card, you must draw the top card of the Law card deck and place it on a column or at the start of a row.

Once placed, these cards cannot be moved from their row or column. They give an additional condition to score at the end of the game, if they are met, as shown in the scoring example.

There is no limit to the number of Law cards that can be obtained during the game and scored at the end of it. However, there can never be more than one law per row or column, with 7 the maximum that can be used in total (3 in the rows and 4 in the columns).

To score these cards, you must meet the condition indicated on the card, which directly affects the entire row or column in which it is located.

Law Card Scoring

  • 3p: Only Gods are present.
  • 3p: No Greeks are present.
  • 3p: Only Greeks are present.

(Diagram: a play area of four columns and three rows, with a Law card above the second column, a Law card to the left of the second row, and a Law card above the fourth column.)

Once all the points of the cards have been added up, it is time to check whether the laws are met.

In the first case, the law "All cards are gods", which affects the second row, would be met, since there are only gods in that row.

The law "There are no Greeks" is placed in the first column. In this case, as there is a Greek place in it, it is not met.

Finally, the law "All cards are Greeks" in the last column would also be met, since in this same column there are only Greeks.

So in total 2 of the 3 laws are met, and they add 6p to the score we already had.

Changes to the Game

Along with all these new cards you will also find a Lightning Token, which will serve you for several things. However, in these new rules you can find a new use for it:

  • All the same turns: In Dioses! the game ends at the moment a player has their entire play area face up. In this expansion we have implemented a new Lightning Token, which must be given to the initial player during game setup. When a player has their entire play area face up, play continues until the player before the initial player is reached, so that all players have had the same number of turns.

Optional Changes

  • Initial patterns: At the start of the game, before the first turn, if you want to give it an extra point of difficulty, all players may draw 3 Pattern cards and choose one to keep for the rest of the game (in the same way as if you had to activate a draw Pattern card).
  • Initial Law cards: At the start of the game, before the first turn, if you want to give it an extra point of difficulty, all players may draw a Law card and place it on a column or row to accompany the rest of the game (in the same way as if you had to activate a draw Law card).
  • Using Power cards: In the solo and cooperative mode section (see page 13 of the printed booklet), a way is described to obtain Power cards in order to activate effects during the game. If you want, you can apply them in your games of Dioses!
  • Double discard: At the start of the game, instead of placing one card to form the discard pile, place 2 cards to start 2 separate discard piles. Players can draw the top card of either pile, or discard cards onto either of the 2 piles. If any player must discard a card and one of the piles is empty, they must discard the card onto the empty discard pile.
  • Longer game: At the start of the game, do not reveal 2 cards of your choice in your play area; start with all cards face down. (It is recommended to use this game mode combined with the use of initial Pattern cards and initial Law cards.)

Solo and Cooperative Mode

This expansion combines all the new features implemented in the Dioses! game to create a solo and cooperative mode based on mythological scenarios. Here we present the general setup for the mode and, from page 17 onwards, you will find the scenarios with their specific rules, changes in setup and victory conditions.

We recommend starting with the first scenario and progressing little by little, as they are ordered so that each one poses a slightly greater challenge than the previous one.

Setup

To prepare a game in this mode, you must follow the specific changes of each scenario, which take precedence over the generic setup, which is as follows:

  1. Place the Objective cards in the box; they are not used in solo mode.
  2. Find the cards indicated in the setup of each scenario and set them aside.
  3. Shuffle the Myth card deck and place it in the centre of the table.
  4. Place 12 cards face down in your play area, forming 3 rows of 4 cards as in the original game. DO NOT REVEAL TWO CARDS AS IN DIOSES!; START WITH ALL CARDS FACE DOWN.
  5. Draw the Power cards indicated by the scenario.
  6. Add to the cards set aside in step 2 as many as the scenario setup indicates. Shuffle them together with the cards set aside in step 2 and place them on the top of the deck. Reveal the first 2 cards of the deck and place them face up, starting 2 discard piles.
  7. Shuffle the Law card deck and form a deck. Shuffle the Pattern card deck and form another deck. Leave both decks to one side of the play area.
  8. Place the Lightning Token nearby; the scenario will tell you its use (if it has one).

If a scenario asks you to draw a Pattern card of a specific difficulty, draw cards from the top of the Pattern card deck until you find one of the marked difficulty. Keep that card and return the rest to the bottom of the deck.

(Diagram: Play Area, showing the deck in the centre, the Law and Pattern decks to one side, the Lightning Token, 12 cards face down in 3 rows of 4, and the Power cards with the discard piles.)

How to Play

A solo or cooperative game normally lasts about 12 turns (unless the scenario rules say otherwise). During your turn you will play in the same way as in a normal game: you draw from the discard pile and exchange the card with one from your play area, or you draw from the deck and may exchange the card with one from your play area or discard it to either of the 2 discard piles and exchange 2 cards from your play area and turn one face up.

At the end of the turn you must always have more cards face up in your play area than at the start of it. This means that if you have not turned any card (because you have exchanged with a card already face up in your play area), before ending the turn you must turn face up a card from your play area of your choice.

The game ends when you turn over the twelfth card of your play area. At that point you must count your score and see whether you have beaten the challenge.

To play cooperatively, the players take turns playing all on the same board. You may discuss which move you consider to be the best, but it will be the active player who has the final word and decides which action to take.

NOTE: All the rules of play and setup explained in each scenario take precedence over those explained so far.

Power Cards

During the adventures you play with Dioses! you can obtain Power cards. These cards are used during the game and are not kept from one game to another.

There are 3 ways to obtain Power cards:

  • At the start of the scenario it is possible that you must draw Power cards.
  • Each time you complete a pattern, you must draw as many Power cards as its score.
  • If you do not manage to complete a scenario, or want a slightly easier challenge, you may draw 2 extra Power cards at the start of the game.

Whenever you obtain a Power card, you must draw a card from the Myth card deck and place it face down without looking at it to one side of your play area. This pile of cards will be your Power card pile. You have as much power as the number of cards you have in the pile. Whenever you want to spend Power cards to use their effects, you must return as many Power cards from your Power card pile to the top of the deck (without looking at them).

Power cards can be spent to achieve different effects that will be very useful:

  • 2 cards: Swap 2 cards from the play area.
  • 3 cards: Find a card in the discards and place it on top of a discard pile.
  • 4 cards: Turn a card in your play area face down.
  • 4 cards: Choose a mythology or card type. Reveal cards from the top of the deck until you find one with that card type or mythology. Discard that card. Return the rest of the cards to the bottom of the deck in any order.

By the way, the event cards that ask you to end the game with all cards face up score 3 points always in games in this mode of play... Don't get rid of them!

Adventurer's Guide

Scenario 1: Game of Thrones

When you are the number one god of your pantheon and you do not go to therapy, it is easy for your thirst for power never to be sated, and you want to be number one not only among yours, but also AMONG ALL THE MYTHOLOGIES OF THE WORLD. Only one can rise as the WINNING GOD.

Setup: Separate the cards "Zeus", "Odin" and "Ra", which will be the gods, and "Olympus Throne", "Valhalla" and "Throne Room", which will be the Thrones. Shuffle them together with 2 other random cards. Draw one Pattern card of easy difficulty.

Power cards: The Power card row for this scenario shows four slots, all drawn pale, and no setup Power cards are stated. (Translator's note: the printed icon row is the only indication; it is transcribed as no Power cards at setup.)

Changes to the rules: In this scenario there are no changes to the rules. For now we are making it easy for you.

Victory condition: In this scenario your goal is that the god with the most influence in your play area is the one who sits on THEIR Throne, while the rest do not sit on it. Each god's throne is the one that matches its mythology. To seat a god on its throne, both must be close to each other (that is, orthogonally or diagonally adjacent).

The god with the most influence will be the one who has the majority of cards of its mythology in the play area at the end of the game.

Additional challenge: To fulfil the victory condition, the other gods and their respective thrones must also be in play at the end of the game. Being surrounded by losing gods cheers anyone up, don't you think?

Scoring: If you have fulfilled the victory condition and have scored more than 26 points... Congratulations, you have completed GAME OF THRONES.

Scenario 2: The Abduction of Persephone

Hades is looking for a wife and has set his eyes on his niece, Persephone. Help Hades to abduct her from the hands of her mother, Demeter, but watch out: if he catches you helping his brother, he will leave you starving to death.

Setup: Separate the cards "Demeter", "Persephone", "Hades", "Underworld" and "Jardines Cucos". Shuffle them together with 4 other random cards.

Power cards: The Power card row for this scenario shows three filled slots and one pale slot. (Translator's note: no sentence states the number in words; the transcription follows the icon row.)

Changes to the rules: No changes to the rules.

Victory condition: "Hades" must end up on top of "Persephone". "Demeter" cannot be next to "Persephone". "Hades" must be close to the "Underworld". The "Underworld" and the "Jardines Cucos" must be in opposite corners of the board.

Additional challenge: The 12 cards on the board must score.

Scoring: If you have fulfilled the victory condition and have scored more than 27 points... Congratulations, you have completed THE ABDUCTION OF PERSEPHONE.

Scenario 3: Ragnarök

Take part in Ragnarök and show that you deserve to go to Valhalla!

Setup: Separate the cards "Jörmungandr", "Odin", "Thor", "Battlefield" ("Campo de Guerra") and "Hammer" ("Martillo"). During setup, take these 5 cards and shuffle them face up with another 7 cards face down from the deck, and prepare the play area as usual. You should have the 5 cards in random positions on the board. Draw one easy Pattern card and one Law card.

Power cards: The Power card row for this scenario shows three filled slots and one pale slot. (Translator's note: no sentence states the number in words; the transcription follows the icon row.)

Changes to the rules: In this scenario there are no changes to the rules.

Victory condition: This scenario is very fast, since you start with 5 cards face up on the game board. Your goal is to score a Pattern card, a Law card and the 5 cards from the setup.

Additional challenge: All the cards from the initial setup must be near the "Battlefield".

Scoring: If you have fulfilled the victory condition and have scored more than 25 points... Congratulations, you have completed RAGNARÖK.

Scenario 4: Runaway Bride

Thrym, king of the giants, has stolen Thor's hammer and demands to take Freyja as his wife in return for it. Help the gods avoid the wedding by keeping Freyja away from the giant, and have Thor dress as a bride to trick the giant, recover his hammer and defeat him.

Setup: Separate the cards "Thor", "Freyja", "Wedding Dress" ("Vestido de Novia") and "Jotunheim". Set aside "Freyja" and "Jotunheim" during setup. Before creating the twelve-card board, place "Jotunheim" in the bottom-right corner and "Freyja" on top of it (both face up). Prepare the rest of the cards in the usual way. Shuffle "Thor" and "Wedding Dress" together with 4 other random cards. Draw 3 easy Pattern cards.

Power cards: The Power card row for this scenario shows one filled slot and three pale slots. (Translator's note: no sentence states the number in words; the transcription follows the icon row.)

Changes to the rules:

  • You may NEVER discard or move "Freyja" or "Jotunheim".
  • The only way to move "Freyja" away from "Jotunheim" is by completing Pattern cards. Each time you complete a pattern, you must exchange "Freyja" with the card to its left.
  • So you must complete 3 patterns if you want to achieve the victory condition.

Victory condition: In this scenario your goal is for "Freyja" to be as far away as possible from "Jotunheim" (in the leftmost position of the central row). Also, "Thor" must be to the left of "Jotunheim", and the "Wedding Dress" must be on top of "Thor" (he will have to put it on, won't he?).

Scoring: If you have fulfilled the victory condition and have scored more than 30 points... Congratulations, you have completed RUNAWAY BRIDE.

Additional challenge: Instead of drawing 3 easy Pattern cards, you must draw one easy, one medium and one hard Pattern card. You must also score more than 36 points.

Scenario 5: The Power of Ra

Do you think a simple mortal like you can be the best helper and companion of the gods? Help Ra achieve maximum power!

Setup: Separate the cards "Ra", "Isis", "Horus" and "Sun Eye" ("Ojo Solar"). Shuffle them together with 4 other random cards. Draw one intermediate Pattern card. "Isis", "Horus" and "Sun Eye" are the emblematic cards of "Ra".

Power cards: The Power card row for this scenario shows three filled slots and one pale slot. (Translator's note: no sentence states the number in words; the transcription follows the icon row.)

Changes to the rules: When you place "Ra" in your play area, draw a Law card.

Victory condition: In this scenario your goal is for "Ra" to obtain its maximum power, having its 3 emblematic cards close, as well as one completed Pattern and one completed Law card.

Additional challenge: To fulfil the victory condition, "Isis" and "Horus" must be on both sides of "Ra", and the "Sun Eye" must be on top of "Ra", as well as scoring the 4 cards.

Scoring: If you have fulfilled the victory condition and have scored more than 24 points... Congratulations, you have completed THE POWER OF RA.

Scenario 6: The Fairest

Paris does not want to know anything about the apple of discord, and has passed you the mess of deciding which is the most beautiful goddess and giving it to her. Good luck!

Setup: Separate the cards "Athena", "Apple" ("Manzana"), "Aphrodite", "Troy" ("Troya") and "Hera". Set aside "Hera", "Athena" and "Aphrodite" during setup, shuffle them and form a separate face-down deck of cards. Shuffle "Apple" and "Troy" together with 3 other random cards. Then draw 3 easy Pattern cards.

Power cards: The Power card row for this scenario shows two filled slots and two pale slots. (Translator's note: no sentence states the number in words; the transcription follows the icon row.)

Changes to the rules: At the start of the game you will have left the three goddesses forming one separate face-down pile. Each time you complete a Pattern card you must discard the top card of the goddess deck. The last goddess to be discarded will be the most beautiful.

Victory condition: Your objective in this scenario is to give the golden apple to the most beautiful, and for the three goddesses to be found in "Troy". So, at the end of the game, the three goddesses must be close to "Troy", and only the most beautiful must have the "Apple" close.

Additional challenge: You must score the 5 cards set aside during setup. (Careful with "Troy"... it is really difficult to score!)

Scoring: If you have fulfilled the victory condition and have scored more than 30 points... Congratulations, you have completed THE FAIREST.

Scenario 7: Afterlife Travel Agency

We know that since childhood you have been fascinated by the possibility of pulling a brain out through the nose. THIS IS YOUR MOMENT TO SHINE.

Setup: Separate the cards "Portable Sarcophagus" ("Sarcófago Portátil"), "Embalming Room" ("Sala de Momificar"), "Toth", "Osiris", "Anubis" and the "Book of the Dead" ("Libro de los Muertos"). During setup take the "Portable Sarcophagus" and shuffle it face up together with 3 other cards to form the front row. Prepare the central row and the back row as usual. (You should have the "Portable Sarcophagus" card in your play area, in the front row, in a random position, face up.) Shuffle the rest of the separated cards together with 3 random cards and place them on top of the draw deck. Draw 2 Law cards.

Power cards: The Power card row for this scenario shows two filled slots and two pale slots. (Translator's note: no sentence states the number in words; the transcription follows the icon row.)

Changes to the rules:

  • The "Portable Sarcophagus" cannot be moved in the usual way.
  • "Toth" and "Osiris" must help you carry it as far as possible into your board (the back row).
  • You can only move the "Portable Sarcophagus" by swapping it with "Toth" or with "Osiris", during the turn in which one of the two is beneath the "Portable Sarcophagus", using Power cards.
  • You can only do this once with each god per game.

Victory condition: The "Portable Sarcophagus" must score, and it must be close to the "Embalming Room". You must have the rest of the setup cards on the board: "Toth", "Osiris", "Anubis" and the "Book of the Dead".

Additional challenge: "Anubis" must score 3 points at the end of the game.

Scoring: If you have fulfilled the victory condition and have scored more than 26 points... Congratulations, you have completed AFTERLIFE TRAVEL AGENCY.