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Dominations: Hegemon

Expansion for Dominations: Road to Civilization

Dominations: Hegemon Rulebook

Table of Contents

Table of Contents

  • Components
  • Principles
  • Setup
  • Hegemon Objectives
    • Hegemon Tile Categories
    • Redrawing Hegemon Objectives
    • Final Scoring
  • Omens
    • Principles
  • Rules
    • Drawing Omen Cards
    • The Oracle

Components

  • 14 Hegemon tiles
  • 52 Omen cards
  • 1 new Domination card

Cards from this expansion can be identified by an icon printed on them. (The icon is shown on the rulebook's cover; it is an image and is not reproduced here.)

Principles

In the Hegemon expansion you must strive to impress the almighty hegemon by fulfilling his demands, so that you earn points for your civilisation. These demands change in every Age: at the start of each Age, new Hegemon tiles are drawn. They represent the hegemon's demands for that Age. Each tile marks one objective, and the players compete for control over the objective they point to. At the end of an Age, if a single player leads an objective, they receive Victory points!

In a tie, the objective is taken by the player who is higher on the Initiative track (closer to I).

At the start of each Age, as time passes and new leaders appear, the objectives change, and new ones emerge. Players must decide whether to change their strategy during the game in order to score additional points (and at least prevent other players from scoring), or to stay focused on their original plan!

Since a total of 150 points can be scored across the game's three Ages, you must be a little flexible and opportunistic if you do not want your opponents to score all of them!

Setup

During setup, do not draw Objective cards as the base game rules require. Instead, place the Hegemon box next to the scoring track, where everyone can see it.

Sort the Hegemon tiles into 5 categories (stacks): Monuments, Influence, Cities, Mastery cards and Nodus. Place the Influence and Monument tiles on the stand. Shuffle the other 3 stacks, draw one tile from each, and also place those on the stand. This gives 5 objectives for the Age. Return the rest to the Hegemon box.

The Hegemon objectives on the stand at this point are the objectives for the first Age.

  1. In the Setup phase, place the Hegemon box next to the scoring track, where everyone can see it. Before continuing with the rest of the Setup phase, shuffle the Omen deck and put it back in the box.
  2. When laying out the Domination cards, replace the High Priest card with the Oracle card.

Hegemon Objectives

At the end of each Age, after the "Resolve influence" step, any player who has the highest score on one of the objectives shown on the stand receives 10 points. These points are scored immediately, and a player may win several objectives. If the highest score on an objective is tied, the player higher on the Initiative track (closer to I) wins the objective.

Hegemon Tile Categories

The Hegemon tiles are divided into 5 categories (stacks):

Monuments: The player with the most Monument levels on their Civilisation Tree.

Influence: The player with the most Influence points.

The Monument and Influence tiles are permanent and do not change at the start of an Age. The following categories contain several tiles each, which are drawn again at the start of each Age.

Cities: The player with the most Cities.

City levels: The player with the most City levels, not simply the most Cities. For this objective, level 1 Cities do not count. A level 2 City counts as one City level, and a level 3 City counts as two City levels.

Adjacent Cities: The player with the most adjacent Cities.

Non-adjacent Cities: The player with the most non-adjacent Cities.

Note: If two Cities you control are next to each other, they count as adjacent. If a City you control is not next to another City you control, it counts as non-adjacent.

Mastery cards: The player with the most normal Mastery cards on their Civilisation Tree.

Advanced Mastery cards: The player with the most advanced Mastery cards on their Civilisation Tree.

Nodus: The player with the most Nodus of the given Domain on their Civilisation Tree.

Redrawing Hegemon Objectives

At the start of the second and third Ages, before the first player's turn, draw the Hegemon objectives again. The Monument and Influence tiles are permanent, so they are not replaced. Return the tiles from the last Age to their corresponding stacks, then shuffle the three tile stacks and draw one tile from each, placing them on the stand. These are the objectives for the Age. They may be new, or they may be objectives you have already seen in an earlier Age.

Final Scoring

Hegemon objective points are awarded at the end of each Age, after the "Resolve influence" step. Therefore, ignore the "Objective cards" section in the "Final scoring" part of the base rulebook.

Omens

With omens, you ride the waves of fate as you advance through the Ages. During the game you draw event cards, and if the omens are good, your nations will flourish. But if the omens are bad, the fate of your peoples may be changed forever...

Principles

Players draw a new Omen card each time a Locus is completed. These events can be good or bad, bringing bonuses and penalties to every player. An Omen lasts from the moment it is drawn until it is replaced, so players may "hurry" the creation of a Locus to get rid of a particularly ominous prophecy, or to stop a player from gaining too much from another!

Rules

Drawing Omen Cards

Each time a player completes a Locus (including when a Locus is activated by the Inventor card), draw a new Omen card and place it on the stand.

Omen cards take effect as soon as they are drawn. If an effect is immediate, resolve it before the player's turn continues with any action. If an effect is lasting, it remains in effect until another Omen card is drawn.

When you draw a new Omen card, place it on the stand in front of the previous card, so that everyone can see it.

The rulebook illustrates this with the Omen card Dark Ages, whose printed text reads:

At the start of a player's turn, they must lose 1 Science (green) Knowledge. If they cannot, they lose 1 (grey ring symbol).

Note: the rulebook's card image shows the second cost as a grey ring symbol. The symbol's name is not printed in the rulebook text, so it is described here by its appearance.

The Oracle

The Oracle card can be acquired at the end of an Age, just like its predecessor, the High Priest. Acquiring it also scores 5 Victory points.

When the player holding this card must draw an Omen card, they may instead draw two, and then decide which one to put into play. The other goes to the bottom of the deck.