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EPOS: A Gentes Game

EPOS: A Gentes Game Rulebook

Table of Contents

Table of Contents

  • A. Introduction
  • B. The World of EPOS
    • Base Game (1-4 players)
    • Scenarios
    • Campaign Game (2-4 players)
  • C. Components and Setup
  • D. Gameplay
    • I. Flourishing Phase
      • 1. General Rules
        • Actions with Action Markers
        • Actions on Civilization Cards or in Provinces
        • Actions Permanently Available on the Game Board
        • Modifier
        • Pass
      • 2. The Actions
        • Tax Collector
        • Principal
        • Teacher
        • Architect
  • E. Final Scoring
  • F. Adjustments for 2 Players
    • I. Game Setup
    • II. The Flourishing Phase
    • III. The Reform Phase
  • G. Adjustments for Solo Play
    • I. Game Setup
    • II. The Flourishing Phase
      • 1. Start of the Flourishing Phase
      • 2. Actions in the Flourishing Phase
        • a) Wild Card Action Marker
        • b) "Teacher" Action
        • c) "Architect" Action
    • III. The Reform Phase
      • 1. Clean Up the Training Cost Area
      • 2. Clean Up the Card Display
      • 3. Epoch Change to Epoch III
  • H. The Solo Challenge
    • I. Game Setup
    • II. Mastering Challenges
    • III. Scoring your Solo Challenge
    • Solo Challenge Score Sheet
  • Glossary
    • Requirements
    • Rewards and Penalties
    • Actions and Modifications
    • Reform Phase

A. Introduction

EPOS is a wonderful "game collection" set in the GENTES universe.

It consists of:

  • a base game,
  • eight scenarios,
  • a campaign game (with different lengths and challenges),
  • a solo challenge.

We recommend playing the base game a couple of times first before delving into the scenarios, campaigns, or solo challenge.

There is no need to play the scenarios in order. It is merely a recommendation for a sensible order. If you want, you can play scenarios multiple times or even skip some. You can even dive directly into the campaign after playing the base game, if you prefer.

The most important thing is that you have fun exploring the world of EPOS!

B. The World of EPOS

Here are the rules for the base game and the solo challenge. Each scenario has its own short set of rules, and campaigns are explained in a separate rulebook.

EPOS is not a historical simulation. The scenarios span nearly 1,500 years; nonetheless, we have chosen the Greek spelling for the names of territories and cities. For gameplay reasons, the geographical locations of territories and their city construction spaces may sometimes differ. Additionally, the various peoples can freely expand across the whole map.

Base Game (1-4 players)

Throughout history, the Mediterranean was inhabited by many different peoples and city-states. In EPOS, you lead your people to prosperity to secure a fitting place in history.

Scenarios

Components that show the symbols of the scenarios and campaign shown below are only used in the respective scenario or campaign. You do not need them for the base game. Return these components into the game box.

  1. Kingdoms (2-4 players): People start to establish their first settlements, cities, and eventually kingdoms. Help your people grow and expand and send your pioneers to as many territories as possible.
  2. Tributes (1-4 players): The competition among your different peoples for resources and power steadily increases. So you ask your gods for their help. Whose achievements will find a place in history?
  3. Infrastructure (2-4 players): After initially founding cities, it is trading posts that are important for the exchange of goods on important trade routes. Increasingly, these routes alone become lucrative sources of power and wealth, surpassing some cities in their importance.
  4. Expeditions (1-4 players): Curiosity and the need to discover new regions lead brave explorers to distant lands where they create new opportunities for their own glory and for the benefit of their people. Expeditions and the development of your population propel your people to unprecedented prosperity and increase your wealth.
  5. Trade (1-4 players): As you start to transport increasingly valuable goods over long distances, they become a very popular form of currency. Depending on the demand, prices of goods fluctuate. So make sure you trade at the right time to prevent shortages.
  6. Progress (1-4 players): Kingdoms are connected by trade networks. Your people continuously develop new technologies and improve skills.
  7. Turbulent Times (1-4 players): After years of prosperity, times get a bit tougher for your people. Enemies at your borders and internal unrest, natural disasters and plagues afflict them. These are truly turbulent times! Only together you can fight and overcome these problems, which require you to invest time and resources.
  8. New Era (1-4 players): Your people have experienced several changes in fortunes and survived turbulent times. Now they stand on the threshold of a new era! It is time to explore new paths - each people, however, must find its own way. Only those who keep their population in good spirits, using culture and luxury goods, will acquire eternal glory: Panem et Circenses! Embark on the new era and control the Mediterranean for generations to come!

Campaign Game (2-4 players)

In the campaign game, you either play all eight scenarios or a random selection of four.

C. Components and Setup

We start with the rules that apply to all player counts. At the end of this section, you can find the necessary adjustments for 2 players, solo play and the solo challenge. The pictures in this rule booklet show the setup and examples for a game with 3 players.

  1. Game board. The game board has two different sides. Except for Scenario 5: Trade, which you play on the trade game board, you always use the general game board. The map is divided into 3 differently colored regions. Each region has 9 territories with city construction spaces. Within each region, there are 6 poleis (a polis is enclosed by borders on all sides). Around these, there are 2 provinces (a province borders 3 poleis and 2 other provinces). While the city construction space in the poleis provides revenue, the city construction spaces in the provinces have additional abilities. Place the game board where it is easily accessible to all.

    FOR A 1- TO 3-PLAYER GAME: Cover the 3 city construction spaces - Mauretania, Tracia, and Arabia - in the provinces with blanking tiles. These spaces are only available when playing with 4 players.

  2. Training markers. The 6 training markers determine the training cost of your population for different professions. The training markers are showing the professions only on one side. Place the markers randomly on the 6 spaces of the training area.

  3. Action markers. The 28 action markers show the following: A circled number represents the coin cost that you must pay to perform the action. The number of hourglasses indicates how much time is needed for the action. The illustration in the lower half shows the action that is performed with this action marker.

    Place action markers based on player count on the matching spaces on the game board. The spaces indicate the minimum player count: for 1-4 players, for 2-4 players, and so on. Make sure that the "Principal" action marker is showing the side with "+2 Coins". Return unused action markers to the box.

  4. Bonus point markers. The 12 bonus point markers each have requirements and show the number of glory points you receive when meeting the condition. Use as many bonus point markers of each type as there are players. Always include the marker with 8 glory points. The remaining markers offer 4 glory points each. Sort the markers by requirements into stacks, with the 8 glory point marker always on top. Then place the stacks next to the game board and return unused markers to the box.

PlayerCivilization CardsPopulation2 Pioneers
PrincipalTreasure Chamber (A15), Monument (A19)1 noble, 2 priests, 1 merchantMemphis
2nd PlayerWell (A03), Trading Post (A12)1 noble, 2 merchants, 1 scholarRhodes
3rd PlayerShipyard (A09), Marketplace (A10)1 craftsman, 3 merchantsAlba Longa
4th PlayerScriptorium (A06), Road (A14)1 craftsman, 3 scholarsCyrene
EXPERIENCED PLAYERS: If you all know EPOS, follow these steps instead:
a. Place 3 civilization cards per player from the "I" deck face up in a row. So it is 9 cards for a 3-player game for example.
b. Starting with the person to the right of the principal and then counter-clockwise, each player takes 1 of these cards into their hand until they have 2 cards. You may keep your cards secret throughout the game. Shuffle the remaining cards back into the epoch I deck, before placing the top 8 cards face up in the relevant spaces of the card display at the bottom of the game board.
c. Starting with the person to the right of the principal and then counter-clockwise, choose 1 free polis in one of the three regions on the map and place 2 pioneers there. You cannot choose provinces!
d. Now train your people by moving any combination of your population markers a total of 4 spaces on the population overview.
e. Finally, decide whether to exchange the double hourglass on your timeline for 2 single hourglasses.

Now it is time to immerse yourself in the fascinating world of EPOS!

D. Gameplay

An EPOS game unfolds over 3 "epochs," which are shown on the round track and the back of the civilization cards. Each epoch is made of 2 rounds, and each round consists of 2 phases - the flourishing phase where you take action markers off the game board or trigger actions some other way, and the reform phase where you tidy up your timeline and return action markers to the game board. EPOS ends after the 6th round with final scoring. Who will have accumulated the most glory by then?

I. Flourishing Phase

Players take turns starting with the principal and proceeding clockwise. On your turn, you have to take a single available action, if there are still free spaces on your timeline.

1. General Rules

Before describing actions in detail, we will go over the rules that apply to all actions.

All actions in EPOS are represented by illustrations in a square box with a continuous border in a certain color. Actions that modify other actions are indicated by illustrations in a square box with a dashed border, the color of which corresponds to those of the respective actions.

You may choose any action as long as its action marker and/or hourglasses still fit on your timeline. If applicable, you must also pay the coin cost and meet relevant requirements.

If you need to place multiple hourglasses, you can choose to place a double hourglass on a single timeline space instead of 2 single hourglasses on two separate spaces. Once placed, you can no longer split double hourglasses on your timeline into two single hourglasses or combine two single hourglasses into a double hourglass.

You trigger actions in a number of ways:

  • by using action markers from the game board,
  • through actions on civilization cards or in provinces,
  • through permanently available action spaces on the game board.
Actions with Action Markers

To perform an action with an action marker, place an available action marker from the game board on the leftmost free space on your timeline. Place the number of hourglasses depicted on the action marker on the available spaces after the action marker on your timeline and pay the required coin cost. If the action marker does not show hourglasses or a coin cost, you ignore this step.

EXAMPLE: Heike takes one of the Builder action markers and places it on the leftmost free space on her timeline. She adds 2 hourglasses on the spaces following the action marker. Instead of placing 2 single hourglasses, she could have chosen to place 1 double hourglass and thereby avoid filling her timeline more quickly.

Actions on Civilization Cards or in Provinces

You can take actions shown on civilization cards in your display or in provinces you control (see the "Navigator" action for more information about control). Whatever you choose, place the number of hourglasses depicted on the action marker on subsequent empty spaces on your timeline and pay the specified coin cost without taking an action marker.

You can only perform these actions once per round. As a reminder, place a neutral marker from the supply on the action on the card or in the center of both action and/or modification spaces of the provinces you control. This indicates that the option is "exhausted."

EXAMPLE: Heike places a neutral marker on her civilization card "Monument" and triggers the "Teacher" action for 2 coins and 1 hourglass. Later, she places a neutral marker on the two spaces of her controlled province of "Gallia" and performs the "Architect" action for 6 coins and 1 hourglass.

Actions Permanently Available on the Game Board

These actions can be performed as often as you like each round, but only once per turn. You do not take an action marker and you do not place a neutral marker on the action. You only place the number of hourglasses depicted on the action space on the next available empty spaces on your timeline and pay (or receive) the specified amount in coins.

Modifier

Some civilization cards and provinces represent modifiers that alter other actions. You can use any modifiers on civilization cards in your display or in a province you control. Just choose your desired action as usual and then modify it with your modifiers before executing the action.

Modifiers with the once-per-phase symbol can only be used once per flourishing phase. As a reminder, place a neutral marker on them. Modifiers with the other symbol can be used as often as you like but only once per turn.

Pass

When you have used up all the spaces on your timeline, you must pass. You cannot perform any further actions in this flourishing phase. Each player is likely to have taken a different number of turns based on how many spaces their actions needed on their timeline. Once you have passed, your turns will be skipped until everyone else has also passed.

2. The Actions

In the base game, choose from the following actions:

Tax Collector

Collect taxes to get coins. You have always 2 options:

  • Place 1 single hourglass on your timeline and take 4 coins from the supply.
  • Or place 1 double hourglass on your timeline and take 8 coins from the supply.
Principal

Become principal to change turn order.

Place the action marker on your timeline without taking hourglasses. You immediately receive the income shown:

  • 2 coins from the supply.
  • 1 glory point and coins equal to what number round it is. This income is only available after this action was not chosen for a whole round.

You will receive the principal token during the reform phase. You become the principal, so in the next round you take the first turn. Even as the current principal, you may take the "Principal" action marker to maintain your status.

EXAMPLE: Angelika takes the "Principal" action marker at the start of the second round. As nobody chose this action before, she receives 1 glory point and 2 coins. In the following reform phase, Angelika will receive the principal token from Marion.

Teacher

Teachers train your population.

Place the action marker on your timeline and take the hourglasses shown. Depending on the cost paid for the action, train your population 1x or 2x. Add the relevant professions to your population overview by moving the corresponding population markers. You have to pay the cost indicated on the marker for the action, even if the training cost is lower afterward. You cannot voluntarily pay more than indicated on the action marker. Only modifiers can change the cost of the action.

The profession you train depends on the current position of the training markers and the cost of the selected action marker. The professions are: noble, craftsman, soldier, merchant, priest, scholar.

If you train your population only 1x, you will find the training cost on the game board in the top row above the 6 training markers. Choose any marker that is either below the amount paid or to the left of it on a cheaper space. Perform the training action by increasing the corresponding population marker on your population overview by 1 space.

NOTE: If you train your population in a profession where the population marker is on a space directly next to the marker of the opposite profession, move the marker of the newly trained profession 1 space forward and the other marker 1 space back thus reducing the number of the opposite profession.

EXAMPLE: Heike chooses the "Teacher" action from her Monument, pays 2 coins and takes 1 hourglass. She can choose between the first three professions to train her population 1x (merchant, priest, or craftsman). The training cost for the other professions (scholar, noble, soldier) are too high. Instead, Heike could have chosen the action marker with a cost of 4 coins and 1 hourglass to train her population in 1 of the 6 professions of her choice.

EXAMPLE: Angelika chooses the "Teacher" action marker for 6 coins and 1 hourglass. She trains her population once each in the professions priest and merchant and increases their markers by 1 space each. Angelika now has 2 soldiers and 4 merchants. If she trains another merchant, a soldier will be lost.

If you train your population 2x, you will find the training cost on the game board in the bottom row above the 6 training markers. Choose two markers that are below the amount paid and/or to the left of it on a cheaper space. Perform 2x training by increasing the corresponding population markers on your population overview by 1 space each or you can choose to train the same profession twice, increasing its marker by 2 spaces in the process.

After training, you rearrange the selected training markers on the game board as follows:

  1. Remove the selected training markers, keeping them in the same order.
  2. Move the remaining training markers to the left to fill all gaps.
  3. Place the removed training markers on the empty spaces on the right, swapping their relative positions if you have chosen 2 different professions.

EXAMPLE: After finishing the training, Angelika rearranges the selected training markers. She removes the priest and craftsman markers keeping them in the same order. Then, she moves the three training markers from right to left and fills both gaps. Finally, she swaps the position of the priest and craftsman training markers and places them on the empty spaces on the right.

BONUS POINTS: As soon as you have trained 18 professions on your population overview (virtual population on civilization cards or from other locations do not count), take the top bonus point marker from the corresponding stack and gain the specified glory points.

Architect

Architects let you draw additional civilization cards.

Place the action marker on your timeline and take the specified hourglasses. Depending on the cost paid for the action, take 1, 2, or 3 new civilization cards from the card display into your hand. From epoch II onwards, you can also pick up 1 or 2 cards from the discard pile. You must pay the exact cost for the action as indicated on the marker, even if the cards would subsequently cost less. You can only change the cost using modifiers you had at the beginning of the action.

Choose one of the spaces in the card display whose cost corresponds to the number of coins you have paid. Take as many civilization cards from the card display into your hand as indicated next to the cost. Choose from the cards that are on this space and/or to the left of it on the cheaper spaces.

EXAMPLE: If Heike pays 8 coins, she has the following options:

  • A: She can take 3 of the 4 leftmost civilization cards into her hand.
  • B: She can take 2 of the 6 leftmost cards starting on the left into her hand.
  • C: She can take 1 card from anywhere in the display into her hand.

At the end of the turn, refill the card display. Shift the civilization cards to the left, closing any gaps. Then reveal new cards from the current epoch deck and place them on the leftmost free space until the display has been refilled or you have exhausted the deck of the current epoch. If the deck is empty, leave the remaining spaces of the display empty.

DRAWING CARDS FROM THE DISCARD PILE: At the end of epoch I, there will be a discard pile (more on this in the reform phase). From epoch II onwards, you can buy 1 or 2 cards from the discard pile as if they were on the 6th space of the card display (the space has the discard pile symbol above the cost). If you pay at least 6 coins for the action, you can choose any civilization card from the discard pile, or for 8 coins you can even choose 2 cards. In this case, you may take one card from the discard pile and one card from the display (up to the 6th space). You may also take one card from the display and one card from the discard pile.

HAND LIMIT: You can choose to take fewer cards than you are entitled to according to the coins you paid. You can have any number of civilization cards in your hand. However, note that during the reform phase, for every card above three, you must take 1 hourglass and place it on the timeline ready for the next round. Played cards do not count towards the hand limit. You can never discard cards from your hand. So think carefully about whether you take cards into your hand if you do not think that you can play them anytime soon.

NOTE: You may look at the civilization cards in the discard pile and with 3 and 4 players at the cards in the draw decks as well at any time, provided that you shuffle the decks after you looked at them.

Navigator

Navigators recruit new pioneers and build cities.

Either take the permanently available action or place the action marker on your timeline, take the specified hourglasses, and pay the cost, and then execute the action in 3 steps:

  1. Deploy new pioneers
  2. Move pioneers
  3. Check control and build cities

You must complete one step in its entirety before starting the next.

1. Deploy New Pioneers

New pioneers strengthen your presence in territories.

You have the following options:

  • With these action markers or the permanently available action, deploy the specified number of pioneers in territories where you already have a city or at least one pioneer.
  • With these action markers, you deploy 4 pioneers in territories that show the symbol depicted on the action marker. These are trade, oracle, and temple construction spaces. As a reminder for the 4 pioneers, you find the symbol to the right of the action marker spaces on the game board.
  • With these action markers, you deploy 4 pioneers in any territories with trade, oracle, or temple construction spaces. You can deploy the pioneers in different territories.

IMPORTANT: You may only deploy your pioneers to provinces after you have built your first city in a polis inside one of the three regions.

IN A 4-PLAYER GAME: Any pioneers in provinces with 2 city construction spaces must be clearly assigned to the space whose symbol you used with the "Navigator" action. Even if both spaces are in the same province, they belong to different regions, as indicated by their colors.

You do not need to meet any other requirements. You may deploy new pioneers in more than one territory and also in territories controlled by another player or, with fewer than 4 players, by neutral cities.

If you deploy pioneers in a territory without your own pioneers, place them next to the city construction space.

If you do not have enough pioneers in your supply, you can choose to take pioneers back from the game board until you have enough to complete the action.

2. Move Pioneers

Send your pioneers to other territories to expand more effectively.

You have as many movement steps available as the number of pioneers you deployed in the previous step. You can move any of your pioneers, not just those deployed this turn. For each movement step, move one of your pioneers across a common border to an adjacent territory. You may move the same pioneer as many times as you like in the same turn but each time you do so, it consumes one movement step. You may move your pioneers into and through any territories you like, even if they are controlled by other players or neutral cities.

IMPORTANT: You may only move pioneers into provinces after you have built your first city in a polis in one of the 3 regions in the middle of the map.

Every province borders 3 poleis, which means you can move your pioneers from any of the three poleis into a province or the other way around, from the province to any of the three poleis.

IN A 4-PLAYER GAME: You must clearly assign the pioneers in provinces to one of the 2 city construction spaces. Moving pioneers between cities in the same province costs 1 movement step each, even when both spaces are in the same province. They belong to different regions, as indicated by their colors.

If you move pioneers to a territory without your own pioneers, place them next to the city construction space.

EXAMPLE: In a 4-player game, Marion moves 1 pioneer from Troia to Tracia. In a later turn, she moves it from the province to Odessos. It would have also cost her one movement to move the pioneer within the province to Scythia instead.

3. Check Control, Build Cities, and Receive Revenue

Pioneers fight for control of territories, and cities secure them.

First, check which territories you control. You control all territories where you have at least 2 pioneers and more than everyone else. Then, place your pioneers on the city construction space to indicate your control.

Once you have at least 6 pioneers in a territory you control, you can build a city there. To do so, return 6 pioneers from the territory to your supply and place 1 city on the city construction space. You do not have to do this if you want to move the pioneers again later.

With a city, you permanently control the territory, irrespective of any pioneers. Pioneers of other players no longer pose a threat, but they may remain in the region.

NOTE: You can only move pioneers or build cities with 6 pioneers using the "Navigator" action. So if you wait too long, other players can move in more pioneers, take control from you and then build their own cities.

IN A 4-PLAYER GAME: In the three provinces with 2 city construction spaces, you can control both cities. You need to control them separately, so you need the majority of pioneers (at least 2) or a city in each of these cities.

When building a city, you immediately receive the revenue of the new city and all your other cities in the same region. If you build multiple cities in one turn, activate them one by one, which means you receive the revenue of the first city you built this turn when you build your second city in the same region a second time.

You can also receive revenue from territories you control with pioneers instead of a city. In this case, you must return one pioneer from the city to your supply. If this results in fewer pioneers in the area than one or more other players, control of the area goes to the person with the most pioneers. In the case of a tie between several other people, control goes to the next person in clockwise order.

IMPORTANT: After removing or moving pioneers, you do not automatically lose control if you have only one pioneer left in a territory, as long as no other player has more pioneers there than you. A single pioneer maintains control, even though normally a single pioneer is not sufficient to establish control.

NOTE: In the reform phase, you also receive revenue from your cities.

THE REVENUE OF THE CONTROLLED AREAS:

  • Oracle: Place a neutral marker on an empty space in the oracle area of your population tableau. You cannot have more than 4 markers there.
  • Temple: Place a neutral marker as a temple marker on an empty space in the temple area of your population tableau. You cannot have more than 4 markers there.
  • Coins: In a polis, take 5 coins from the supply. You receive only 2 coins in provinces.
  • Glory: Receive 2 glory points.

NOTE: We will explain the use of these markers for oracle and temple effects later.

BONUS POINTS: Once you have built all 6 cities on the game board, take the top bonus point marker from the corresponding stack and receive the specified glory points. From now on, you can build new cities as follows: Move one of your already-placed cities to the empty city construction space of a territory or province. By doing this, you lose access to the revenue and abilities of the abandoned city action space and, as you would expect, you do not gain any additional bonus points for building cities.

EXAMPLE: Heike has chosen the "Navigator" action for 2 hourglasses. She places 4 pioneers in the polis Milet with an oracle symbol, even though Angelika currently has control there. Heike moves 2 pioneers from Rhodes to Milet, taking control with 6 pioneers compared to Angelika's 2. She places her pioneers on the city construction space and places Angelika's pioneers next to the city construction space of Milet. Next, Heike returns her 6 pioneers to her supply and builds a city in Milet. Heike receives revenue from all her cities in the blue region and places one neutral marker in the oracle and one in the temple area of her population tableau. She decides to activate Rhodes as well and receives 5 coins. For this, she has to return 1 pioneer from Rhodes to her supply. Initially, Heike retains control of Rhodes because currently, Angelika does not have more pioneers there than her. Even if Angelika's pioneer was alone in Rhodes, it could not establish control. Angelika's pioneers remain in Milet. She can move them later and use them elsewhere.

Actions and Modifiers in Provinces

In addition to revenue, provinces you control grant you access to actions and/or modifiers as shown on the relevant symbols there. Once you have built a city in a province, you can use its action or modifier once per round, but not both. Place a neutral marker across the action and modifier spaces as a reminder.

You can even use the actions and/or modifiers of a province if you only control it with pioneers and do not have a city there. In this case, return one pioneer from that province to your supply and place both a neutral marker across the action and modifier spaces, and a second marker on your remaining pioneers on the city construction space. You cannot move these pioneers anymore during this round but you can use them for constructing a city in the province. If you lose control of the province (see Revenue), leave both markers where they are. This indicates that the new ruler is also not able to use the province's actions and/or modifiers for the rest of this round (and your pioneers remain blocked).

TO CLARIFY: You can only use a province once per round. As soon as you have used one of the province's abilities, you can no longer use the other one either. The whole province is "exhausted," not just one of its abilities.

EXAMPLE: Heike places a neutral marker in the center of the action and modifier spaces of her province Gallia to use the modifier (the symbol on the right). Now she can no longer use the action on the left for the rest of the round.

THE OPTIONS IN DETAIL:

  • "Architect" action: Perform 1 "Architect" action. Take 1 hourglass and pay 6 coins.
  • "Price Adjustment for Architects" modifier: When performing an "Architect" action, use this modifier to determine the amount you pay (between 1 and 10 coins) instead of paying the specified coin cost.
  • "Teacher" action: Perform 1 "Teacher" action. Take 1 hourglass and pay 4 coins.
  • "Price Adjustment for Teachers" modifier: When performing a "Teacher" action, use this modifier to determine the amount you pay (between 1 and 8 coins) instead of paying the specified coin cost.
  • "Additional Training" modifier: When performing a "Teacher" action, train your population for free in 1 additional profession within the paid cost range. So you conduct train 2 times instead of 1, or 3 times instead of 2. With multiple different training actions, move all corresponding training markers on the game board to the end of the row. Exchange the order among them so that the one previously farthest to the right is then the farthest to the left, and so on. You can use multiple modifiers together to train your population more than 3 times if necessary.
  • "Additional Tax" modifier: When performing a "Tax Collector" action, take additional coins. For each modifier, you receive the regular amount a second time. You can combine this modifier with those from other provinces and/or civilization cards.

EXAMPLE: Marion chooses the "Tax Collector" action and takes 1 hourglass. The action gives her 4 coins, but because of the modification of her Well she gets another 4 coins and the modification of her province Numidia also gives her another 4 coins. So she receives 12 coins (4+4+4).

Builder

Builders allow you to play civilization cards.

You play civilization cards to receive glory points and rewards but sometimes these come with penalties. Civilization cards also have synergy symbols which provide additional glory points over time.

Choose the permanently available action or place the action marker on your timeline, take the specified hourglasses, and pay the cost. Choose 1 civilization card from your hand that fulfills its requirements and play it face up in front of you.

TO CLARIFY: One action allows you to only play 1 civilization card.

You only need to meet the relevant requirements:

  • You have trained the profession specified on the civilization card in your population overview, but do not reset the marker.
  • You control the territories with the specified city symbols, so you either own a city there or (had) the majority of pioneers. By fulfilling the requirements of a civilization card, you do not activate the city. You do not have to remove 1 pioneer or "exhaust" 1 province with a neutral marker.

Show the other players that you have the required professions or city symbols and receive the specified glory points. Then, apply the rewards and penalties shown on the card.

You must always be able to apply all rewards and/or penalties. If this is not possible, you are not allowed to play the civilization card. The effects of all civilization cards are summarized in the glossary of this rulebook.

SYNERGY SYMBOLS: Finally, choose one of the synergy symbols on the card you just played: Military, Economy, Science, or Arts. Receive 1 glory point for each civilization card with this symbol in your display (including the one you just played). Place the cards slightly overlapping so that you can see the symbols and the permanent rewards on all played cards. Only the civilization cards of epochs I and II have synergy symbols. The chain of symbols may be interrupted. Cards with the same symbols do not have to be immediately adjacent to each other for you to receive glory points for synergy symbols.

EXAMPLE: Angelika takes the "Builder" action for 2 coins and 1 hourglass. She plays the Hospital card, as she already trained 3 merchants and 3 scholars and controls Naukratis with an oracle symbol. She receives 3 glory points, 1 soldier (thus losing 1 merchant), and removes 1 lock marker. It is her third civilization card with a "Science" synergy symbol, so she receives another 3 glory points. If she had already removed all the lock markers from her timeline, she received a temple or an oracle marker of her choice instead.

BONUS POINTS: Once you have played 8 civilization cards, take the top bonus point marker from the corresponding stack and receive the indicated glory points.

BONUS POINTS: After playing a civilization card, it is possible that you meet the requirements for the bonus marker "Train 18 Professions". First, fully apply all effects on the card. Only at the end of your turn, check if you meet the requirements. You do not receive a bonus point marker if, as a reward, you train your population 1x and temporarily have trained a total of 18 professions, but then lose a profession again immediately due to a penalty on the same card (e.g. with the Archive).

Additional Options

Use oracle and temple effects for additional options.

As many times as you like during your turn, you may return the collected neutral markers from your oracle or temple area to the common supply to perform any of the following options. They are available to you in addition to your turn. You can perform them before or after the regular action. If you have to pass, you cannot perform an additional option, but you can do so later in the reform phase.

  • Oracle area - exchange professions: For each marker you return to the supply, change up to 2 professions. Reduce the number of one profession and increase the number of another profession each by 1. Perform this up to 2 times in a row for each marker and discard a total of three markers.
  • Temple area - one-time "virtual professions": When you perform the "Builder" action, you receive 1 "virtual profession" of your choice per marker you return to the supply. Use these "virtual professions" together with the professions on your population overview to meet the requirements of a civilization card. The one-time "virtual professions" only exist until you have fully exhausted the played card. You do not add them to the population overview, and they do not count towards reaching the bonus marker "Train 18 Professions".
  • Oracle and/or temple area - train any: For every 3 markers in either area, train your population 1 time in a profession of your choice. Increase the corresponding population marker by 1, and discard a total of three markers.

Bonus Point Markers

If you meet the requirements for a bonus point marker during the flourishing phase after performing your action, take the top bonus point marker from the corresponding stack and receive the glory points indicated there (if you are the first to meet the requirement, you receive 8 glory points, otherwise 4). You can only get 1 bonus point marker of each type.

  • Build 6 cities: When you build your 6th city, you receive this bonus point marker.
  • Play 8 civilization cards: When you play your 8th civilization card with the "Builder" action, you receive this bonus point marker.
  • Train 18 professions: When you reach a total of 18 professions on your population board, you receive this bonus point marker. Virtual professions from civilization cards or additional options do not count.

II. The Reform Phase

The reform phase ends the current round. You fully carry out this phase even in the 6th round. In the reform phase, you clean up your timeline and carry out some administrative steps. You apply the effects of civilization cards showing the reform symbol.

You can carry out the following steps simultaneously but in your first game, it is advisable to apply the individual sections in turn order. You will find the symbols of the individual steps as a reminder on your population board.

1. Determine New Principal

If you have the "Principal" action marker in your timeline, you become the new principal and take the principal token. You take the first turn in the next round. Place the "Principal" action marker back on the corresponding action space on the game board with the "+2 coins" side face up.

If no one has taken the "Principal" action marker, the current principal remains in office and keeps the principal token. In this case, flip the "Principal" action marker to the side with the symbol "+1 glory point and coins according to the current round." If it is already on this side, leave it as is.

2. Remove Action Markers and Hourglasses from the Timeline

Return all action markers from your timeline to the corresponding spaces on the game board. Remove all single hourglasses from your timeline and return them to the supply. Then flip all double hourglasses to their single hourglass side and move them to the left on your timeline.

TO CLARIFY: The resulting single hourglasses cannot be combined into double hourglasses.

3. Remove Neutral Markers from Cards and Provinces

Remove all neutral markers from your civilization cards and controlled provinces and return them to the supply, making everything available again in the next round. Do not remove any neutral markers from your population boards, and definitely not from the oracle or temple area.

4. Activate Controlled Areas and Civilization Cards

You now activate controlled areas and civilization cards in the order of your choice.

Choose one of your cities in each region and take the revenue depicted there. Instead of a city, you can also choose an area that you control without a city and with pioneers only. In this case, you must return one pioneer from there to your supply. You may activate provinces even if they were activated during the round.

If you have civilization cards with the reform symbol, you may carry out their effects.

EXAMPLE: Heike receives 2 glory points in the purple region for the controlled Syracusae. In the ochre region, she has to choose between 5 coins from Cyrene or an oracle marker from Cnossos. If Heike wants to have an oracle marker in the blue region in Milet, she must remove a pioneer from there. Additionally, she receives 3 glory points from the City Wall and takes 5 coins from the Treasure Chamber.

REMINDER: During the reform phase, you can use markers from the oracle or temple area. This can be useful to make room for new markers you receive as revenue from your cities. If you exchange 3 markers for a profession, thus obtaining 18 professions, take the corresponding bonus marker. Carry out this phase in player order, if applicable, starting with the current (new) principal, to award the bonus marker worth 8 glory points.

5. Check Hand Limit

If you have more than 3 civilization cards in your hand, you must place 1 hourglass on your timeline for each civilization card above 3. If you have to take multiple hourglasses, you may replace pairs of single hourglasses with the relevant number of double hourglasses.

6. Advance Round Marker and Check for Epoch Change

Move the round marker 1 space to the right. At the end of the 1st, 3rd, and 5th rounds, a new flourishing phase begins, as there is no epoch change.

At the end of the 2nd and 4th rounds, you move the round marker to a new epoch. Put all civilization cards from the display below the game board and the entire draw deck of the completed epoch on the discard pile. There is only one overall discard pile for all cards. The order of cards in the discard pile does not matter. Then draw 8 new civilization cards from the draw deck of the new epoch and place them on the relevant spaces of the card display below the game board.

Additionally, remove 1 lock marker from your timeline, if you have one. If you already have removed all lock markers, place a neutral marker of your choice on a space of your oracle or temple area instead.

With that, the reform phase ends, and a new round begins!

E. Final Scoring

After completing the reform phase of the 6th round, it is time for final scoring, as follows:

  1. Check each civilization card in your hand to see if you meet its requirements. For every card whose requirements you meet, you add the printed glory points and the glory points for one of the synergy symbols and divide the total by two, then round up and gain the resulting points.
  2. Lose glory points for civilization cards in your hand whose requirements you do not meet. For each card, you add the printed glory points and the glory points for one of the synergy symbols and divide the total by two, then round up and lose the resulting points.

CLARIFICATION FOR FINAL SCORING OF CIVILIZATION CARDS: You evaluate the cards individually. You can use neutral markers placed between two cards to fulfill their requirements with "virtual" professions. Always use the synergy symbol for which you receive or lose the most glory points. You only gain or lose glory points (the nominal ones indicated and those for synergy symbols, divided by two). All the other rewards and penalties are not applied during final scoring. Specifically, you do not train professions or place pioneers during final scoring. Additionally, playing cards does not entitle you to take the bonus point marker for playing 8 cards.

  1. Receive 1 glory point for every 2 neutral markers in the oracle and temple areas. You combine all neutral markers in those two areas for this purpose.
  2. Receive 1 glory point for every 10 coins in your possession. After adding your glory points, return each set of coins to the supply. They are no longer available for the purpose of tiebreakers (see below).
  3. If you have hourglasses on your timeline at the end of the game, lose glory points according to the following table:
Hourglasses1234Every additional
Glory Point Penalty-2-4-8-16-8

CLARIFICATION: During final scoring, you cannot receive any further bonus markers.

The person with the most glory points wins! In the event of a tie, the person with the most played civilization cards among the tied players wins. In the event of a further tie, the person with the most remaining coins among the tied players wins. If there is still a tie, the tied players share the victory.

F. Adjustments for 2 Players

In this section, we explain the changes for a 2-player game. Anything not mentioned remains the same as in a 3- or 4-player game!

I. Game Setup

Set up the game as usual.

  1. Place 1 neutral marker each on the 2nd, 4th, 6th, and 8th cost spaces of the card display. Leave them there until the end of the game.
  2. Adjust the decks of civilization cards as follows:
    • Changes to the starting hand: If you are playing with the recommended starting setup for beginners, return the top 4 civilization cards of the shuffled epoch I deck unseen to the box after taking your starting hand. If instead, you are selecting your cards, return the unchosen civilization cards together with the unseen top 2 cards of the shuffled epoch I deck to the box once. Place the top 8 cards face up in the relevant spaces of the card display at the bottom of the game board and place your pioneers in the poleis.
    • Remove additional cards: Also return the top 2 cards of both the shuffled epoch II and epoch III decks unseen to the box.

IMPORTANT: The civilization cards that were returned to the box are unavailable in the game. They are explicitly not in the discard pile and cannot be acquired. In a two-player game, you are not allowed to look through the cards in the box or the draw piles.

II. The Flourishing Phase

At the beginning of each flourishing phase, place 1 neutral marker on the 2nd, 4th, 6th, and 8th civilization card in the display. To make this easier to remember, you have placed the markers on the corresponding cost display spaces.

If you take a card with a neutral marker from the card display, return the marker to the supply. If you move the civilization cards to the left at the end of an "Architect" action, move cards together with their neutral marker.

III. The Reform Phase

At the beginning of each reform phase, return all civilization cards in the display with a neutral marker on them to the box (not to the discard pile!). Place the relevant neutral markers back into the supply.

Then shift the remaining cards to the left to close gaps, or place the remaining cards on the discard pile when changing epochs. Fill the empty spaces as usual with new civilization cards from the current epoch deck for the next round.

G. Adjustments for Solo Play

In this section, we explain the changes for a solo game. Anything not mentioned remains the same as in a 3- or 4-player game!

In a solo game, you do not have an opponent but you have to complete tasks to win. In the first game, we recommend the task "2 bonus point markers and at least 70 glory points." In subsequent games, you can find challenging tasks in the section solo challenge. For more variety, we recommend the solo campaign, which you can also find later in this rulebook.

I. Game Setup

Set up the game as usual.

  1. The neutral cities are placed in different poleis in every game: Take 3 cities of the three colors not chosen by you. Shuffle the cities and randomly place them on the city construction spaces marked with the two neutral-city symbols, and additionally on the city construction spaces in Rhodos, Cnossos, and Athenai. Take one pioneer of each color not chosen by you, shuffle them, and randomly draw one. Return the neutral cities of the drawn color along with the three pioneers of the same color to the box. The remaining 6 territories are controlled by the neutral cities.

    EXAMPLE: You randomly placed the 9 cities on the city construction spaces. Then, you draw the white pioneer and return the white cities to the box.

  2. Place the wildcard action marker in the empty area between the 'Architect', 'Builder', and 'Navigator' action markers.

  3. Place 1 neutral marker on the 2nd and 4th training cost spaces. Leave them there until the end of the game.

  4. Place 1 neutral marker on the 2nd, 4th, 6th, and 8th cost spaces of the card display. Leave them there until the end of the game.

  5. Adjust the decks of civilization cards as follows:

    • Choose your starting hand: If you are playing with the recommended starting setup for beginners, choose any predetermined combination of cards and their corresponding polis for your initial pioneers. You do not have to take the principal's combination. Return the top 6 civilization cards from the shuffled epoch I deck unseen to the box after taking your starting hand. If you are selecting your cards instead, reveal 6 cards and choose 2. Return the unchosen civilization cards along with the top 2 unseen cards from the shuffled epoch I deck back into the box. Place the top 8 cards of epoch I face up under the designated spaces of the card display at the bottom edge of the game board, and then place your pioneers into the poleis.
    • Remove additional cards: Also return the top 2 cards from both the shuffled epoch II and epoch III decks unseen to the box.

    IMPORTANT: The civilization cards that were returned to the box are unavailable in the game. They are explicitly not in the discard pile and cannot be acquired. In a solo game, you are not allowed to look through the cards in the box or the draw piles.

II. The Flourishing Phase

1. Start of the Flourishing Phase

Place 1 neutral marker on the 2nd and 4th training markers. To make this easier to remember, you have placed during the setup the markers on the corresponding spaces.

Also, place 1 neutral marker on the 2nd, 4th, 6th, and 8th civilization card in the display. To make this easier to remember, you have placed the markers during setup on the corresponding cost spaces.

2. Actions in the Flourishing Phase

a) Wild Card Action Marker

To use the wild card action, take the action marker and 2 hourglasses. Pay 6 coins, as indicated on the wild card action marker. Then perform one of the following actions:

  • Teacher or architect: 6 coins are the usual amount for selecting civilization cards or professions. However, you can use modifiers to adjust the number of coins you have to pay if you so choose.
  • Navigator: Place 4 pioneers in any regions with trade, oracle, or temple construction spaces.
b) "Teacher" Action

If you train your population in a profession whose training marker has a neutral marker on it, return the marker to the supply before moving the training marker to the right of the row as usual.

c) "Architect" Action

If you take a card with a neutral marker from the card display, return the marker to the supply. If you move the civilization cards to the left at the end of an "Architect" action, move cards together with their neutral markers.

III. The Reform Phase

1. Clean Up the Training Cost Area

If there are neutral markers on one or both training markers, rearrange them as explained for the "Teacher" action. You do not receive population by moving the training markers. Afterward, return the neutral markers back to the supply.

  1. Remove the affected training markers, keeping them in the same order.
  2. Move the remaining training markers to the left to fill all gaps.
  3. Place the removed training markers on the empty spaces on the right, swapping their relative positions if you rearrange both markers.

2. Clean Up the Card Display

Now return all civilization cards in the card display with a neutral marker on them to the box (not to the discard pile!). Place the relevant neutral markers back into the supply.

Then, shift the remaining cards to the left to close gaps, or place the remaining cards on the discard pile when changing epochs. Fill the empty spaces as usual with new civilization cards from the current epoch deck for the next round.

3. Epoch Change to Epoch III

If you move the round marker to space 5 of the round track, return all unredeemed bonus point markers with 8 glory points to the box and replace them with the markers for 4 glory points. Return markers worth 4 glory points to the box if you have already acquired a corresponding marker worth 8 glory points.

IV. Final Scoring

After final scoring, check if you have fulfilled the chosen tasks and thus won the game. You lose if at least one of the requirements of a task remains unfulfilled. In your first game you have to have at least 2 bonus markers and scored at least 70 glory points.

You can also assess your performance according to the following table:

Glory PointsResult
0-69You need more practice. Try again!
70-79Pioneer
80-89Chieftain
90-99Noble
100-109Senator
110-119Tribune
120-129Consul
130-139Emperor
140+Augustus

H. The Solo Challenge

Instead of playing individual solo games, you can attempt the following solo challenge, in which you play up to 10 games in a row to gain as many challenge points as possible.

Play the EPOS base game and attempt to achieve one of the 10 challenges in each game. Each challenge presents you with 2 tasks. Additionally, you choose a level that specifies how many glory points you must achieve after each round or at the end of a game. You win a game only if you solve both tasks of the challenge and achieve the necessary glory points. In future solo challenges, you can also add one of the various scenarios, presenting even greater challenges.

I. Game Setup

  • Copy the solo challenge score sheet (see below) or download the PDF from www.spielworxx.de.
  • Choose a level and mark it on the score sheet. Each level indicates the number of glory points you must achieve to win a game.
  • Level I: At least 70 glory points after final scoring.
  • Level II: At least 80 glory points after final scoring.
  • Level III: The following glory points at the end of each round and after final scoring:
Round123456Final Scoring
Glory points2+5+10+20+40+80+90+
  • Level IV: The following glory points at the end of each round and after final scoring:
Round123456Final Scoring
Glory points3+7+13+25+45+90+100+

II. Mastering Challenges

You start the solo challenge at level 1, so that in the first 4 games, you can only master the first 4 challenges. You may only master one challenge per game, but at the beginning of the game, you don't have to decide as long as you have several unfulfilled challenges to choose from at the current level.

Only when you have mastered all challenges of level 1, move on to the challenges of level 2. Once you have mastered all challenges of level 2, proceed to the challenges of level 3.

Successful challenge: To master a challenge, you must complete both tasks of the challenge by the end of the game and achieve the necessary glory points. When you master a challenge, tick off the challenge in the relevant column.

There are the following types of tasks:

  • End of the game: You must fulfill the task by the end of the game.
  • During the game: You must fulfill the task at the end of one of your turns during any round. The condition does not have to remain met until the end of the game.
  • 1st-5th round: You must fulfill the task during the first 5 rounds (including the reform phase).
  • 1st-4th round/5th round: You must fulfill the task during the first 4 rounds (including the reform phase). If you achieve it only in the fifth round, it counts as a partial success - see below.

Partial success: Some challenges have tasks that you must complete within a specified number of rounds for them to be considered successful or partially successful. If you only partially fulfill them, cross out the small circle next to the partially fulfilled task (not in the tick column). If you later partially fulfill the same challenge again, it is considered mastered, and you also tick the circle in the relevant column. Of course, you are also successful if you completely master it as described above.

EXAMPLE: During the game for the second challenge, you didn't take a Tax Collector, but you received the "Train 18 Professions" bonus marker in the fifth round. However, to completely master the challenge, you should have received the bonus marker by the end of the fourth round. Thus, you only partially fulfilled the challenge and cross out the small circle next to the task "Receive the 'Train 18 Professions' bonus marker".

Failed challenge: If you do not complete an available challenge or do not reach the required glory point total, mark a failed attempt. Your solo challenge ends immediately as soon as you have 5 failed attempts. In levels III and IV, the challenge fails immediately if you do not reach the required glory point total at the end of a round.

EXAMPLE: In a game at level III, you have less than 10 glory points at the end of the third round and lose the game.

Note: A partial success is neither a success nor a failed challenge.

III. Scoring your Solo Challenge

Your solo challenge ends after you have either mastered all 10 challenges or marked the fifth failed attempt. Now, see how many EPOS points you have achieved:

  • For each mastered challenge, you receive 8 challenge points.
  • For each challenge that you initially only partially fulfilled, subtract 3 challenge points (if you crossed out the small circle next to the "1-4/5" indication).
  • If you fail on level III and IV due to a lack of glory points at the end of one of the six rounds, subtract as many challenge points as the round number.
  • For 1/2/3/4 failed attempts, you must subtract 5/10/20/35 challenge points. The 5th failed attempt ends your campaign, so you can't collect any further challenge points; however, you also don't lose additional challenge points.
  • For high glory point totals, you receive additional challenge points:
Glory PointsChallenge Points
90+1
100+3
110+6
120+10
  • Check the challenge points table to see your result.
LevelEasyMediumAdvancedExpert
Young God100+
Demigod100+93-99
Godlike Emperor100+95-9985-92
Emperor100+95-9985-9476-84
Censor90-9988-9475-8468-75

Solo Challenge Score Sheet

LevelChallenge (two tasks each)
1End of the game: have 3 bonus markers; During the game: train 6 merchants
11st-4th round/5th round: have the bonus "train 18 professions"; During the game: do not use Tax Collector
1End of the game: construct no more than 1 city; During the game: train 6 nobles
2During the game: construct 6 cities in the poleis; During the game: don't take any double hourglasses
21st-4th round/5th round: have the bonus "construct 6 cities"; During the game: train 6 soldier
2During the game: have 8 markers in the temple and oracle areas; End of the game: play 10 civilization cards from epoch I, II
3During the game: gain 45 coins; During the game: train 6 priests
3During the game: build 4 cities in provinces; 1st-5th round: clear your time tracks
31st-4th round/5th round: have the bonus "play 8 civilization cards"; During the game: train 6 scholars

The sheet also has Tick and Glory points columns, and a failed-attempts row for Levels I-IV with challenge points -5, -10, -20, -35.

Glossary

Requirements

  • You must control 1 territory with the corresponding symbol - trade, oracle, temple (meaning you have a city there or control the area with pioneers). All poleis on the interior of the map and also provinces are relevant here. If a card demands 2 or all 3 symbols, you must control an appropriate area for each symbol. You only need to fulfill the requirement when playing the card with the "Builder" action. You are allowed to take the card with the "Architect" action into your hand, even if you do not control a corresponding area at that time.

Rewards and Penalties

  • Glory points: Immediately and only once receive the amount of glory points shown.
  • Lock marker: Immediately and only once remove 1 lock marker from your timeline. You immediately have an empty space available to you in your timeline. If you do not have any lock markers, you can choose to receive 1 neutral marker for your oracle or temple area instead.
  • Train a profession: Train your population 1x in the indicated profession - noble, craftsman, soldier, merchant, priest, scholar. Move the relevant population marker in your population overview 1 space forward.
  • Lose a profession: You lose the indicated profession - noble, craftsman, soldier, merchant, priest, scholar. Move the relevant population marker in your population overview 1 space back.
  • Add pioneers: Add 4 pioneers to the areas indicated by the symbol shown - trade, oracle, temple. When all 3 symbols are shown, you can choose which one. The same rules as for the "Navigator" action apply: you may distribute the pioneers among different areas, move them, and build cities. You can only add pioneers to provinces after building a city in the centre of the map.

Actions and Modifications

  • "Architect" action: Perform the action as desired once per round. Take 1 hourglass and pay 4 coins. As a reminder, place a neutral marker from the supply on the illustration of the action. Modifiable by "Price Adjustment for Architects".
  • "Price Adjustment for Architects" modifier: When you perform an "Architect" action, ignore the usual coin cost and instead pay any number of coins (from 1 to 10). The amount paid determines your choice of cards based on the cost display spaces in the card display.
  • "Teacher" action: Perform the action as desired once per round. Take 1 hourglass and pay 2 coins. As a reminder, place a neutral marker from the supply on the illustration of the action. Modifiable by "Price Adjustment for Teachers" and "Additional Training".
  • "Price Adjustment for Teachers" modifier: When you perform a "Teacher" action, ignore the usual coin cost and instead pay any number of coins (from 1 to 8). The amount paid determines your choice of training based on the position of the training markers.
  • "Additional Training" modifier: When you perform a "Teacher" action, train your population an additional time. Choose an occupation whose training markers is in the area you paid for. You can choose an already selected occupation or a different one. You can use several of these modifiers together to train your population more than 2x at the same time if you want. Move all corresponding training markers on the game board to the end of their rows. Swap the order among them so that the marker that was previously the farthest to the right is then the farthest to the left, etc.
  • "Additional Tax" modifier: When you perform a "Tax Collector" action, take an extra number of coins. For each modifier, you receive the usual amount paid a second time. You can combine this modifier with several provinces and/or civilization cards.
  • "Virtual Profession" modifier: When you use the "Builder" action, use the indicated "virtual professions" - noble, craftsman, soldier, merchant, priest, scholar - in addition to the professions on your population overview to fulfill the requirements of civilization cards. Unlike the "virtual professions" that you receive once by paying a marker from your temple area, the "virtual professions" of the civilization cards are permanently available. As a reminder, turn the corresponding population marker to the "+1" side. Important: Leave the population marker on the same space of the population overview. The permanent "virtual professions" do not count towards reaching the bonus marker "train 18 professions". You also do not receive coins as income in the reform phase for this.

Reform Phase

During the reform phase, you receive coins or glory points.

  • Receive 2 coins per training for each profession shown - craftsman, merchant, scholar. You leave all professions and population markers unchanged. Important: Permanent "virtual professions" do not count.
  • Buy 1 glory point for every 3 coins. Can be used up to 5 times.
  • Receive 5 coins.
  • Receive 3 glory points.
  • Receive 1 glory point for each of the cities you built, including all cities in territories. Control by pioneers is not counted here.

NOTE ON THE "PRICE ADJUSTMENT," "ADDITIONAL TRAINING," AND "ADDITIONAL TAX" MODIFIERS: The modifiers on civilization cards are permanently available, even multiple times in the same round. This is in contrast to the otherwise similar modifiers of the provinces, which are no longer available to you after you have already used the province in a round for one of the two actions or modifiers.

  • Navigator
    • 1. Deploy New Pioneers
    • 2. Move Pioneers
    • 3. Check Control, Build Cities, and Receive Revenue
    • Actions and Modifiers in Provinces
  • Builder
  • Additional Options
  • Bonus Point Markers
  • II. The Reform Phase
    • 1. Determine New Principal
    • 2. Remove Action Markers and Hourglasses from the Timeline
    • 3. Remove Neutral Markers from Cards and Provinces
    • 4. Activate Controlled Areas and Civilization Cards
    • 5. Check Hand Limit
    • 6. Advance Round Marker and Check for Epoch Change
  • IV. Final Scoring
  • Round marker. Place the round marker on space 1 of the round track.

  • Neutral markers. Use the 40 neutral markers to mark actions on civilization cards or provinces. Additionally, you can collect these markers in the oracle and temple areas of your population boards to use them for oracle and temple effects. Place the markers as a supply next to the game board.

  • Population boards. The 4 population boards show the timeline at the top (A) and the population overview in the center (B), which is where you track the training status of your population. To the right are the oracle and temple areas with storage spaces for neutral markers (C), which you use to carry out oracle and temple effects. On the left is a brief overview for the base game (D). Every player takes one population board in the color of their choice. The rest is returned to the box.

  • Hourglass markers. The 32 hourglass markers show a single hourglass on one side and a double hourglass on the other. Place 1 double hourglass on the first space of your timeline. The remaining markers form a supply next to the game board.

  • Lock markers. The 20 lock markers block some actions at the beginning of the game. Place 5 each on the rightmost spaces of your timeline. Return unused markers back to the box.

  • Population markers. Use the 24 population markers to show the training level of your population. After choosing the "Training" action, you move the relevant population marker one step toward the opposite end of the track to indicate the number of times you trained your population in a given profession. Each profession can have a minimum of 0 and a maximum of 6 training levels. Markers may not occupy the same space as or move past markers of the profession of the opposite end. If you train your population in a profession and its marker is directly next to another marker on the track, move its marker forward and the other one back one space, thus reducing the training level of the opposite profession. Unlike the training markers, these are labelled on both sides.

    Each player takes a set of 6 different markers (noble, craftsman, soldier, merchant, priest, scholar) and places them with the side face up that does not show "+1" on the spaces on the left and right of your population overview.

  • Coins. Use the 72 coins to pay for the cost of various actions. Place them as a supply next to the game board. Take coins totaling 20 and place them next to your population board. How much money you have is always public information. You can change your money up or down at any time using coins from the supply. Money is not limited in EPOS. In the rare case that you run out of money, please find an alternative.

  • Cities. Each player takes 6 cities in their color and places them next to their population board. Return any unused cities to the box.

    IF THERE ARE LESS THAN 4 PLAYERS: For 3 players, place neutral cities of unused player colors on the polis city construction spaces marked with the symbol in the center of the map. For 1 to 2 players, also place them on the polis city construction space marked with the second symbol.

  • Pioneers and glory. Take 16 pioneers, 1 glory marker, and 1 "50+/100+" glory tile in your color. Return any unused pioneers and markers to the box. Place the pioneers and the "50+/100+" glory tile next to your population board. Place the glory marker on the 0 space of the glory track on the game board. Whenever you earn glory points during the game, move your marker along the track accordingly. The first time you reach 50 glory points, place your "50+/100+" glory tile with the 50+ side face up next to the 0 space. Then continue to move your glory marker along the track. When you complete another circuit of the glory track, flip the "50+/100+" glory tile to the 100+ side.

  • Principal marker. The youngest person receives the principal marker. They take the first turn at the beginning of the game.

  • Civilization cards. The 54 civilization cards indicate the requirements you must fulfill to play them. Your population must match or exceed the population indicated on the cards (A). Some cards also specify cities (B). Civilization cards offer you one-time glory points and effects (C), and/or actions (D). Sometimes they also modify the effects of other actions. They can also have synergy symbols that allow you to earn additional glory points (E). Sort all civilization cards into 3 decks according to the epoch number on the back, shuffle each deck individually, and place each one next to the card display below the game board.

    3 OR 4 PLAYERS: You may look through any face-down deck at any time, but you have to shuffle it before putting it back.

  • Starting setup. Each player has their own starting setup.

    YOUR VERY FIRST GAME: If you are still getting to know EPOS or explaining it to others for the first time, follow these steps: a. Find the civilization cards shown in the table for epoch I and take them into your hand. Shuffle the remaining cards in the deck, before placing the top 8 cards from epoch I face up in the relevant spaces of the card display at the bottom of the game board. b. Place the population markers on the corresponding spaces shown on your population overview. c. Place 2 pioneers in the specified polis.

  • Place the bonus markers worth 8 glory points next to the game board. Stack 1 marker of each type worth 4 glory points on space 5 of the round track and return any unused markers to the box.

  • The first solo challenge: Have 2 bonus markers and achieve at least 70 glory points by the end of your first game. In subsequent games, you still need to reach a minimum of 70 glory points, but you choose one of the tasks from the following section 'Solo Challenge.' For an even bigger challenge, you can also try the complete Solo Challenge.

  • Consul80-8976-8765-7459-67
    Praetor70-7966-7560-6450-58
    Tribune60-6956-6550-5941-49
    Senator50-5946-5540-4932-40
    Knight40-4936-4530-3925-31
    Citizen30-3925-3520-2915-24
    Plagiarius20-2916-2410-198-14
    Gladiator10-198-155-93-7
    Slave0-90-70-40-2
    3End of the game: play 4 civilization cards from epoch III; During the game: train 6 craftsmen