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Hybris: Cataclysm

Expansion for Hybris: Disordered Cosmos

Hybris: Cataclysm Rulebook

Table of Contents

Table of Contents

  • Iconography
  • Module 1 - Artemis
    • Module 1 Components
    • Other Clarifications
  • Module 2 - Cataclysm
    • Module 2 Components
    • New Resources
    • New Terminology
  • Setup
  • How to Win
  • How to Play
    • The Outer Limits
    • Exploration and Defense Tracks
    • Explore
    • The Camp
    • Exploration Cards
      • Adventure
      • Event
    • Defend
    • Chaos
      • Momentum
      • Progression Track and Cataclysm Cards
    • Interception
  • Hangar Board
    • Worker Reserve
    • Energy Reserve
    • Workshop Chief
    • R&D Gauge
  • MK Technology Tiles
    • Tasks
  • Game Turn
    • 1. Divine Pillar Phase
    • 2. Planning Phase
    • 3. Action Phase
    • 4. End of Age Phase

Iconography

The Outer Limits

  • Success
  • Failure
  • Camp
  • Exploration card

Chaos

  • Chaos Combat card
  • Advance Chaos one space
  • Momentum

Hangar Board

  • Worker
  • Workshop Chief
  • Energy
  • R&D
  • MK Technology tile
  • Task

Module 1 - Artemis

Artemis is a new Olympian which you can use in your games combined with any other modules or expansions, or just added to the base game. Like other Olympians, Artemis has her own special features to master.

Module 1 Components

  • 1 Player board
  • 1 Olympian miniature
  • 6 Enhancement tiles
  • 3 Hero standees
  • 3 Prophet standees
  • 10 Location tokens
  • 15 Player tokens
  • 3 Temples
  • 18 Player Combat cards
  • 1 Game Aid card
  • 10 cubes (8 Spark and 2 Track)
  • 2 Player markers (Greatness and Victory Point)

Other Clarifications

Artemis works with the Player tokens of her opponents. Through her powers and effects of her cards and/or Enhancements, she will gain Player tokens which she may use to obtain various bonuses, including Force bonuses in Combat. Artemis has no limit on the number of Player tokens she can acquire. Place them next to your Prayers on the main illustration of her Player board.

Module 2 - Cataclysm

Module 2 Components

  • 1 Outer Limits board
  • 24 Exploration cards (10 Adventure, 14 Event)
  • 3 Premonition cards
  • 4 Hangar boards
  • 9 MK cards
  • 36 MK Technology tiles (Task side and Achieved side)
  • 9 MK Power tiles
  • 1 Chaos standee
  • 30 Chaos Combat cards
  • 5 Cataclysm cards
  • 1 Chaos Rules card
  • 50 Energy cubes (for Energy, R&D and Tasks)
  • 4 Outer Limits Location tokens (1 for Zeus, Poseidon, Athena and Hades)

This module introduces a new Location: the Outer Limits. Located between the Moirai and the Oracle, this location allows players to explore the Outer Limits in search of Ancient Artifacts, but more importantly to defend Ancient Greece from the onslaught of Chaos, an age-old entity that has come to absorb all traces of Aegis.

Use your time to develop your MK, a gigantic robot capable of competing against Chaos. Hurry up before all the Cities fall...

New Resources

The Cataclysm module incorporates new resources and their mechanics. Their use will be detailed in the following pages. When asked to pay or lose using these resources, apply the Important Rules (see page 9 of the main rulebook).

Energy: This resource represents the energy required for the functioning of the MKs. When you gain 1 Energy, take one Energy cube from the general supply and add it to the Energy reserve of your Hangar. You can't have more than 7 Energy in your Hangar.

R&D: Represents your level of basic research. When you gain 1 R&D, take an Energy cube from the general supply and add it to your R&D Gauge. This resource allows you to send your Technology MK tiles to the Forge, or to gain the end-of-Age reward shown on page 4 (the symbol is not reproduced in the text layer; the R&D Gauge rules on page 10 give Victory Points at the end of each Age).

Worker: Workers are Believers who work to counter Chaos, and so the same game component as for Believers is used. They can only be found in the Worker reserve of the Hangar, in the Outer Limits Camp, on MK Technology tiles and on Exploration cards. When you gain a Worker, take a Believer from the general supply and place it in your Hangar Worker reserve. If an effect requires you to add Workers to the Camp, take the indicated number of Believers from the general supply and place them in the Camp. When any effect requires you to pay a cost using a Worker or lose a Worker, return it to the general supply of Believers.

Workshop Chief: It is a promoted Worker, so the same game component as for Believers/Workers is used. When you gain a Workshop Chief, this one comes from your Hangar and/or from an MK Technology tile (if possible), and is placed in a specific space in your Hangar (see page 10). When any effect requires you to pay a cost using a Workshop Chief or lose a Workshop Chief, return it to the general supply of Believers.

New Terminology

The Cataclysm module uses two new terms: Transfer and Commit.

Transfer: Send a Worker from your Hangar to the Camp. To do this, take a Worker from the Worker reserve on your Hangar board and place it in the Camp on the Outer Limits board. There is no limit to the number of Workers you can have in the Camp.

Commit: Sending a Worker from the Camp to explore the Outer Limits. Committing a Worker will always be the first Success condition on the Adventure cards. To do this, take a Worker from the Camp and place it on Site 1 of the Adventure card. If there are no Workers in the Camp, you cannot commit any. Be sure to anticipate the current population in the Camp before attempting an Explore action!

Setup

  1. Place the Outer Limits board between The Moirai and The Oracle.
  2. Each player places a Player token from their reserve onto the first space of the Exploration track.
  3. Each player places a Player token from their reserve onto the first space of the Defense track.
  4. Place the Chaos standee on space 1 of the Progression track.
  5. Shuffle the Exploration cards and place them face down on the Exploration slot to form the Exploration deck.
  6. Shuffle the Chaos Combat cards and place them face down on the Combat space to form the Chaos Combat deck.
  7. Shuffle the 5 Cataclysm cards and place them face down on the Cataclysm slot to form the Cataclysm deck.
  8. Place the Chaos Rules card next to the Exploration deck.
  9. Create a general supply of Energy cubes.
  10. Shuffle the three Premonition cards 'The Outer Limits' with the Premonition cards from the base game on the Oracle board.

For each player:

  • A. Place a Hangar board next to your Player board (on the left or right, as you prefer).
  • B. Take the MK Power tile corresponding to the MK of your Olympian, and insert it into the MK Power slot in your Hangar.
  • C. Take the 4 MK Technology tiles corresponding to the MK of your Olympian, and place them in the appropriate places corresponding to the illustration, on the Tasks side (the name must be visible).
  • D. Take your MK card from your MK and place it next to your Hangar board.
  • E. Place an Energy cube in the first location of your Energy reserve, indicated by the Energy icon.
  • F. Place a Worker in the first location in your Worker Reserve, indicated by the Worker icon.
  • G. Take your 'The Outer Limits' Location token and add it to your reserve.

How to Win

Cataclysm offer a new end of game trigger: if all 5 cities are destroyed, then all players lose and Chaos wins the game. So, players must compete to win under the classic game conditions (see page 13 of the main rulebook), while preventing Chaos from destroying all of Ancient Greece. This, may required you to make difficult shared decisions that will counter Chaos, but hinder your own personal development.

How to Play

The Outer Limits

Ancient unexplored lands. When the Primordials were defeated, they fled to these barren lands. The Olympians then built defensive walls in case the Primordials decided to return. Since the recent events, an emergency camp has been deployed beyond the wall to analyze the evolution of Chaos. Many skilled people are joining the camp to do various jobs, such as scouting and researching or defending the walls.

Only Olympians and Heroes can go to the to the Outer Limits. There is no limit to the number of characters in this Location.

Exploration and Defense Tracks

The Exploration 1 and Defense 2 tracks are used when players perform the Explore or Defend actions.

The tracks are structured in 5 Step spaces (A), each with a Worker cost (except for the first Step space which has the action symbol). Each track has a Bonus line at the top (B) and a Reward line at the bottom (C). Each Step space has associated a Bonus space (above it) and a Reward space (below it).

When you perform one of these actions (Explore or Defend), you may transfer up to 5 Workers from your Hangar to the Camp. If you have a Workshop Chief, you may add one Worker from the general supply for free.

Then remove as many Workers from the Camp as indicated on the Step space immediately after the Player token to move the Player token to that Step space. You may repeat this process as many times as you wish. A Player token can never go beyond the last Step space.

Example: Hades, having failed to solve an Exploration card on a previous turn, is starting on the second Step space. He performs the Explore action, he transfers 2 Workers from his Hangar, which makes a total of 5 Workers in the Camp with those already present. As he has no Workshop Chief, he has no free Worker to add. Hades, being on the second Step space, decides to remove 1 Worker to advance one Step space, and then to remove 2 more Workers to move to the next Step space. Hades can now draw 3 Exploration cards.

He decides to keep the 'Strange Smoke' event and to pay the 2 remaining Camp Workers. This is a success, so Hades gains 2 Energy cubes as specified in the Exploration Card Success effects.

Then, he chooses one of the 3 available rewards on the Reward line, including the Reward space below his Step space and the previous Reward spaces. He can choose between 2 Victory Points, 2 Workers or 2 R&D. He decides to win 2 R&D, then places his Player token at the beginning of the track.

Explore

Transfer Workers, then advance your Player token on the Exploration Track according to the number of Workers you paid for (see Exploration and Defense Tracks above).

Draw as many Exploration cards as the value indicated by the Bonus line above the Step space on which your Player token is placed. Look at them secretly and you must choose one, which you will attempt to solve. Place the remaining cards under the Exploration deck, face down. Resolve the card:

  • If successful, apply the Success effects on the card and discard if it's an Event. Then, earn a reward from the Reward line on the Exploration Track: you can choose the reward shown in the Reward space below your Step space, or, if applicable, one of the rewards shown in one of the previous Reward spaces. Finally, place your Player token back on the first Step space of the Exploration Track.
  • If you fail, apply the Failure effects on the card and discard it. Your Player token remains at its current Step space.

If the card must be discarded, place it under the Exploration deck, face down.

The Camp

This space can host the Workers from the players as well as from the general supply. These workers can be used by any player visiting the Outer Limits when performing the Explore or Defend action. There is no limit to the number of Workers on this space.

At the beginning of each turn, as indicated by the pictogram above, add 1 Worker from the general supply to the Camp.

Exploration Cards

The Exploration cards are of 2 types: Adventure and Event.

Adventure

The Adventure cards represent a situation that will require you to explore the Outer Limits. Each Adventure consists of the following elements:

  • A. Name of the Adventure
  • B. Success: If a player wishes to succeed at the Adventure, he must satisfy all Success requirements. If this is not possible, the player consults the Failure result.
  • C. Failure: When a player cannot or will not fulfill the Success conditions, he must apply the effects indicated.
  • D. Progression: Represents the conditions for progressing the Adventure.
  • E. Site: Spaces to put a Worker.
  • F. Site Bonus: When a Worker arrives at a Site that has a bonus, that player immediately gains it.
  • G. Module: Each Adventure has a Module to upgrade its Hangar. When a player completes an Adventure, they slide the card under their Hangar board down to that section. This gives them a new permanent power.

To successfully complete an Adventure card, you must meet all the Success conditions. The first requirement will always be to commit a Worker. If the Adventure is successful, slide the card under your Hangar board to the Progression section. From now on, you will need to advance your Worker from Site to Site. To do this, check the Progression conditions. Each time one of the conditions is met, advance the Worker to the next Site location. If that Site has a bonus, earn it immediately.

If the Worker moves off the card, the Adventure is considered complete. Now move your Worker to your Hangar and slide the card to the Module section. Your Hangar is now enhanced with a permanent power.

There is no limit to the number of Adventures you can progress on: you can have as many Adventure cards as you like at any one time.

Example: Ares successfully completes the 'Debris Study' Adventure card. This required him to commit 1 Worker, transfer 1 Worker and discard 1 card with the Fire symbol. He slides his Adventure card under his Hangar board to the Progression section, with his committed Worker on Site 1.

On his next activation, Ares sends his Prophet to the Forge. This advances his Worker to Site 2 of Adventure 2, gaining 1 R&D. Later in the turn, Zeus moves to Olympus, causing the Worker to move off the Adventure card. Ares slides his Adventure card under his Hangar board to the Module section, gaining the Science power permanently.

Event

Event cards represent a situation that requires an immediate reaction. Each Event is composed of the following elements:

  • A. Name of the Event
  • B. Flavor text
  • C. Required conditions: Represents the required conditions to be met in order to succeed the Event. If these cannot be met, then the Event ends in Failure.
  • D. Success: If a player meets all of the required conditions, they gain the effects indicated.
  • E. Failure: When a player cannot or will not fulfill the required conditions, they must apply the indicated effects.

Defend

Transfer Workers, then advance your Player token on the Defense track according to the number of Workers you paid for (see Exploration and Defense Tracks above).

Make a Combat against Chaos by increasing your Force by the value indicated by the Bonus line above your Step space. To fight Chaos, use the rule 'Combat against Chaos' on page 9 with the 'Fighting Against the Game' rules on page 25 of the main rulebook.

  • If you are victorious, apply the Repelled effects of the Chaos Rules card. Then, gain a reward from the Reward line of the Defense track: you can choose the reward shown in the Reward space below your Step space, or, if applicable, one of the rewards shown in one of the previous Reward spaces. Finally, place your Player token back on the first Step space of the Defense track.
  • If you are defeated, see 'Defeat' on page 28 of the main rulebook. Your Player token remains at its current Step space.

Example: Hermes sends one of his Heroes to the Outer Limits and performs the Defend action. He transfers 1 Worker, making a total of 3 Workers in the Camp with those already there. Having a Workshop Chief, he adds a 4th Worker from the general supply. As Hermes is on the 3rd Step space, he decides to pay 2 Workers to advance to the 4th Step space, and then to pay 2 more Workers to advance to the 5th and final Step space. Hermes therefore has a Force bonus of 6 at the beginning of the Combat against Chaos.

Chaos has 4 Momentum, which gives him a Force bonus of 4 at the beginning of the Combat. Chaos draws a Chaos Combat card. 'Land Shock' is drawn, increasing Chaos's Force by 6 and bringing it to a Total Force of 10. The effect of the card is triggered because Chaos has at least 1 Momentum, so Hermes must discard (if possible) a card with the Earth symbol. Unfortunately, this discard prevents Hermes from winning his Combat. His turn ends here, and his Hero is sent to the Underworld.

Chaos

Chaos is a very powerful secular entity ready to devastate ancient Greece in order to assimilate all the Aegis. For all game effects, Chaos is considered as an Olympian. It has its own standee progressing on the Progression track, as well as its own rules card that is located next to the Outer Limits board.

Momentum

Chaos has the opportunity to gain Momentum. This represents the latent and growing strength of the Primordial.

When Chaos gains Momentum, place the first card of the Chaos Combat deck face down next to the Chaos Rules card.

When Chaos gains its sixth Momentum, trigger the Unleashed effects from the Chaos Rules card: discard all Momentum stored by Chaos, empty the Prayer Well and empty the Camp by returning Prayers and Workers to the general supply.

Finally, advance Chaos 2 spaces on the Progression Track (see Progression Track and Cataclysm Cards below for more details).

Progression Track and Cataclysm Cards

The Outer Limits has a Progression Track of 3 spaces numbered from 1 to 3 before arriving on the Cataclysm deck.

The Progress symbol means that Chaos advances one space. When this happens, take the Chaos standee and advance it one space to the Cataclysm deck.

If it reaches the Cataclysm deck (4th step on the Progression Track), players have the option of making an Interception (see Interception, page 9). If the players cannot or will not make an Interception, or if they lose the Combat triggered by the Interception, Chaos destroys a City: draw a Cataclysm card and place it on the City indicated on the card. The City is considered destroyed: it is no longer accessible, either to move there or to perform Influence or Deploy actions.

Then apply the Absorption effects of the Chaos Rules card: Chaos gains as many Momentum as the number of Technologies, Temples and characters present in the City. These elements are then removed from the game, except for any Olympian present, who are placed injured next to their Player board. (Heroes do not go to the Underworld and Prophets are not returned to their owner's reserve).

Finally, place Chaos on space 1 of the Progress Track. Then advance Chaos 2 spaces only if it has triggered the Unleashed effect when absorbing a City. If all 5 Cities are destroyed, Chaos has successfully absorbed all forms of Aegis. All players immediately lose and Chaos wins the game!

Beware: with the Absorption effect, Chaos can move 2 spaces forward at once. Always be prepared for the worst!

Beware: If Chaos reaches the Cataclysm deck and there are still Progression symbols left, ignore them.

Interception

When Chaos moves from space 3 on the Progression track to the Cataclysm deck, players may attempt to intercept it to stop its progress. This is symbolized by the ! icon on the Outer Limits board.

One at a time, in order of their position on the Greatness Track, players may choose to intercept Chaos, until one player decides to intercept or all players decline.

Interception can occur in the middle of an action. If this happens, you must first fully resolve the Interception and only then resume your action.

When you choose to intercept Chaos, your Olympian attempts the Interception with their MK. You can Intercept Chaos even if your Olympian is injured and/or has been already activated this Age. Intercepting Chaos does not count as activating your Olympian, and so if you have not activated your Olympian yet and wish to Intercept Chaos, you will still be able to activate it in a later turn.

To perform the Interception, first you must spend 1 Energy cube from the Energy reserve of your Hangar. And then perform a Combat against Chaos (see below) with your Olympian. You do not need to activate or move your Olympian.

If you are defeated, Chaos achieves its progression and reaches the Cataclysm deck (see Progression track and Cataclysm cards, page 8).

If you win the Combat, apply the Interception effects from the Chaos Rules card:

  • Gain 1 Greatness Point
  • Advance 1 Step space on the Exploration or Defense track (your choice)
  • Discard all of Chaos's Momentum cards
  • Chaos stays on space 3 of the Progression track

When an Olympian faces Chaos, apply the Acquired Target effect of the Chaos Rules card: this Olympian increases its Force by 1 per activated MK Technology tile (see MK Technology Tiles, page 10).

Example: Athena fights Chaos. Chaos has 4 Momentum, so it has a Base Force of 4. The 'Absorption' card is drawn. Because Chaos has 4 Momentum, Athena loses 2 Aegis. Chaos adds 5 Force to its Base Force, which gives it a Total Force of 9 thanks to its 4 Momentum. Athena has 2 activated MK Technology tiles in her Hangar, so she has a Force bonus of 2 at the beginning of the Combat.

Attraction

Whenever a player gains Aegis (regardless of value), apply the Insatiable Hunger effects from the Chaos Rules card: draw a Chaos Combat card, and apply the Attraction effects located on the top of the card. If an Attraction effect has an Aegis value, the effect only triggers if the player has gained that value or more before drawing that card.

Example: Poseidon performs the Drain action. He gains 4 Aegis, and thus triggers the Insatiable Hunger effects of the Chaos Rules card. He draws a Chaos Combat card, and gets 'Assimilation'. This card has two Attraction effects that are applied immediately.

First, Chaos gains 1 Momentum: the first card of the Chaos Combat deck is placed face down next to the Chaos Rules card.

Finally, as Poseidon has gained more than 3 Aegis, Chaos advances one space on the Progression Track.

Combat Against Chaos

When fighting Chaos, whether through the Defend action or by performing an Interception, use the 'Fighting Against the Game' rules on page 25 of the main rulebook.

Chaos's Combat information is at the top of the Chaos Rules card. It shows its Base Force, equal to the amount of Momentum it has, and it indicates that you must draw a Chaos Combat Card. Only then, you can calculate its Total Force.

Note: Chaos Combat cards are considered Combat cards for all game effects.

Each Chaos Combat Card have two separate effects:

  • Attraction effect: The top part of the card. It is applied when a player gains Aegis (see Attraction section).
  • Combat part: The bottom part of the card. It is used during a Combat against Chaos, and has one or more effect texts as well as a Force value to be added to Chaos's Base Force. The effects described are applied immediately. Some effects have a Momentum condition in order to be triggered: if Chaos has the indicated number of Momentum or more, the effect is triggered.

Repelled

When Chaos is defeated through a Defend action, apply the following Repelled effects from the Chaos Rules card:

  • Place Chaos back on space 1 of the Progression track.
  • Place all Momentum Cards in the Chaos Combat discard pile.
  • Gain the associated reward according to the number of Momentum cards discarded.

Inexorable

At the end of each Age, Chaos advances one space on the Progression Track.

Hangar Board

Your Hangar board allows you to see the progress of your MK. Here you can store your Workers, your Energy, and manage your R&D level.

  • A. MK Power tile: Space for your MK Power tile when setting up. Each Olympian has a specific tile, which contains the abilities and effects of their MK.
  • B. MK Technology tiles: Space for your MK Technology tiles. For more details about their function, see the section 'MK Technology Tiles' on page 11.
  • C. Worker reserve: Store your Workers here, up to a maximum of 5. They represent your Believers who have become skilled workers.
  • D. Workshop Chief space: This slot can host a Worker promoted to the rank of Workshop Chief.
  • E. R&D Gauge: It represents your level of basic research, which can be used to send MK Technology tiles to the Forge. At the end of each Age, unused Energy cubes in the R&D Gauge can be exchanged for Victory Points.
  • F. Energy reserve: Store the Energy available for your MK. The abilities and effects described on your MK Power tile require you to spend Energy.
  • G. Module section: Slide here the Modules you have gained during your Explorations in the Outer Limits. There is no limit to the number of modules you can have.

Worker Reserve

The Worker reserve consists of 5 slots. There can never be more than 5 Workers. When an effect asks you to transfer a Worker or lose one, you must take it from your Worker reserve.

Energy Reserve

The Energy reserve is composed of 7 slots. When you gain 1 Energy, place an Energy cube in one of these slots. There can never be more than 7 Energy cubes. These allow you to use the powers of your MK Power tile and to perform an Interception.

When an effect requires you to spend Energy, take the indicated number of Energy cubes from your Energy reserve and return them to the general supply.

Workshop Chief

The Workshop Chief is gained when you activate an MK Technology tile (see MK Technology Tiles, page 11).

A Workshop Chief in your Hangar offers two benefits:

  • When any effect requires you to pay or commit a Worker, you may use your Workshop Chief instead. Return it to the general supply.
  • When you perform an Explore or Defense action, you may add 1 Worker to the Camp from the general supply for free.

R&D Gauge

Your Hangar has 3 R&D slots. When you gain 1 R&D, place an Energy cube from the general supply in one of these slots. When all 3 slots are filled, you may spend them when you perform the Build action at the Forge and send one of your unfinished MK Technology tiles to the Factory:

  • Choose one of your not activated MK Technology tiles.
  • Spend your 3 Energy cubes, by placing them back into the general supply.
  • If there are one or more Energy cubes on the chosen MK Technology tile, place them back in the general supply.
  • If there is a Worker on the chosen MK Technology tile, he becomes a Workshop Chief: put it in the Workshop Chief space. If you already have a Workshop Chief, place the Worker in your Worker reserve. If your Worker reserve is full, return the Worker to the general supply.
  • Flip the MK Technology tile and place one of your Player tokens on it.
  • Place the MK Technology tile on the Factory 1 space on the Forge board.

An MK Technology tile in the Forge is treated as a Technology for all effects. When this tile comes out of the Factory, place it directly on your Hangar board on the Achieved side. You immediately gain all the rewards described.

The R&D Gauge also allows you to gain Victory Points: at the end of each Age, you may gain 1 Victory Point for each Energy cube you remove from the R&D Gauge to the general supply.

MK Technology Tiles

Your Hangar has 4 MK Technology tiles, specific to your Olympian, representing the different parts of your MK. You can activate them by achieving all the Tasks they contain. The Tasks on each tile can be achieved during your turn and, contrary to the Enhancements, in any order.

A Task can only be achieved if the affected MK Technology tile has a Worker assigned to it during the Planning Phase (see page 12). When you succeed in achieving the conditions of a Task, place an Energy cube from the general supply on the slot of the Task: it is now achieved.

When you gain a reward through an effect of an Exploration card or for repelling Chaos, be sure to meet the condition of having a Worker assigned to the MK Technology tile receiving the Energy cube! If you do not meet this condition, you cannot get the reward.

When you achieve the last Task of an MK Technology tile:

  • Take the Worker from the tile and place it in the Workshop Chief space. If you already have a Workshop Chief, place the Worker in your Worker reserve. If your Worker reserve is full, return the Worker to the general supply.
  • Remove all Energy cubes and place them in the general supply.
  • Flip the tile and immediately gain all the listed rewards. It is now activated.

Example: Zeus performs the Dominate action but loses the Combat. However, this action allowed him to achieve the yellow Task on his 'Quantum Conductor' MK Technology tile, to which a Worker has been assigned. He places an Energy cube on the Task slot. With all Tasks achieved, Zeus activates the 'Quantum Conductor'. He returns all the Energy cubes from the tile to the general supply and places the Worker in the space of the Workshop Chief on his Hangar board. Then he flips his tile and gains the rewards listed: 2 Bonus Location tokens, 1 Energy and 2 Victory Points.

Tasks

To activate your MK Technology tiles, you will need to achieve Tasks during your turn. There are four categories of Tasks, and they are differentiated by color.

  • Red - You must pay the number of resources requested or discard cards:
    • Pay Aegis
    • Pay Believers
    • Pay Prayers
    • Pay Victory Points
    • Pay Greatness Points
    • Discard Combat cards with this Elemental symbol
    • Discard Combat cards to reach the Force value
  • Blue - You must have the requested element or resource:
    • Have this type of Technology deployed in the Mortal World
    • Have a Temple in the Mortal World
    • Have 5 Virtue Points
    • Have two undefeated heroes
    • Have one or more Sparks on your Spark Track.
  • Yellow - You must perform a specific action:
    • Perform the Convert action
    • Perform the Design action
    • Perform the Resurrect action
    • Perform the Drain action
    • Perform the Quest action
    • Perform the Sight action
    • Fulfill a Premonition
    • Perform the Train action

Game Turn

The game follows the base game rules with the following additions to the phases.

1. Divine Pillar Phase

Before the players choose their Divine Pillar card, add one Worker from the general supply to the Camp on the Outer Limits board.

2. Planning Phase

After assigning your Location tokens to your characters:

  • You can convert up to 5 of your Believers into Workers. Take the number of Believers you wish to convert from your Olympian board, and place them in the free spaces of the Worker reserve on your Hangar board.
  • You may assign one Worker from your Worker reserve to each of your unfinished MK Technology tiles. This step is essential, because you need a Worker to be able to achieve the Tasks on a tile during the Action Phase.

Example: Zeus decides to convert 3 Believers into Workers. He takes 3 Believers from his Olympian board, and puts them to the Worker reserve on his Hangar board, next to the only one available Worker. This gives him a total of 4 Workers.

Having planned his turn and hoping to advance on the development of two of his MK Technology tiles, he decides to assign 2 Workers to the following tiles: one to the 'Thunderbolt', and another to the 'Matrix Dynamo' which already has Tasks achieved.

Beware: at the end of an Age, each Worker on an MK Technology tile costs 1 Aegis.

3. Action Phase

No change to this Phase.

4. End of Age Phase

Three new steps are added at the end of this phase:

  1. Exhaustion: For each Worker still assigned to an MK Technology tile, pay 1 Aegis to keep the Worker on the MK Technology tile or return it to the general supply.
  2. Inexorable: Advance Chaos one space on the Progression track.
  3. Research: Each player may choose to gain as many Victory Points as the number of Energy cubes removed from their R&D Gauge to the general supply.
  • Attraction
  • Combat Against Chaos
  • Repelled
  • Inexorable
  • Participate in a Combat, no matter the result
  • Perform the Deploy action
  • Green - You must gain an element or a resource:
    • Gain 1 Determination
    • Remove 1 Prophet from an Enhancement tile
    • Gain 1 Player Token from another player (only Artemis)