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Hybris: Divine Betrayal

Expansion for Hybris: Disordered Cosmos

Hybris: Divine Betrayal Rulebook

Table of Contents

Table of Contents

  • New Terminology
  • Module 1 – New Cards
    • Components
    • Setup
    • How to Play
  • Module 2 – Hermes
    • Components
    • Hermes's Powers
      • Arrogant
      • Messenger of the Gods
      • Conflict Card: Astral Projection
    • Other Details
      • Autolycos Enhancement Tile
  • Module 3 – The Tartarus
    • Components
    • Setup
    • How to Play
      • Hindrance Tokens
      • Corruption Track
    • Actions in the Tartarus
      • Pact
      • Release
      • Suffer the Corruption
      • Guilt
      • Prisoners
      • Imprisonment Sanction
  • Module 4 – Chronos
    • Components
    • How to Win
    • Setup
    • New Game Mechanics
      • Concepts
      • Enhancement Tiles
      • Intensity Reserves
      • Chains
      • Resources
      • Hindrance Tokens
      • Mill
      • Number of Players
      • Blocked Spaces

New Terminology

Some parts of this expansion use a new term: Give.

When a game effect tells you to give Aegis, Believers, Prayers or Victory Points to another player, you lose them and the other player gains them. If you do not have enough to give, the other player gains only the amount you can lose, but you lose 1 Greatness point (following the normal rules for losing something you do not have).

Module 1 – New Cards

Components

  • 3 Primordial cards (Hemera, Hyperion and Aether)
  • 5 Coliseum Hero cards
  • 5 Coliseum Hero standees

Setup

Shuffle the new Primordial cards together with the base game Primordial cards before setting up the Oracle board.

Use the 5 new Coliseum Heroes from this module instead of those from the base game.

Note: If you use Module 3 (Tartarus), do not use these new Heroes.

How to Play

The new Primordial and Coliseum Hero cards work in the same way as those of the base game.

Aether's Wrath II takes into account the number of Technologies you have on your player board and those that are deployed. For Temples, Heroes and Prophets, count the number you have removed from your Enhancement tiles.

Module 2 – Hermes

Hermes is a new Olympian that you can use in your games in combination with any other module or expansion, or simply add to the base game. As with the other Olympians, Hermes has his own special characteristics to master. These include his Arrogance token, which lets him adjust his position in the turn order.

Components

  • 1 Olympian board
  • 10 Location tokens
  • 1 Olympian miniature
  • 6 Enhancement tiles
  • 3 Hero standees
  • 3 Prophet standees
  • 15 Olympian tokens
  • 3 Temples
  • 1 Arrogance token
  • 18 Conflict cards
  • 10 cubes (8 Spark and 2 for the Tracks)
  • 2 Olympian markers (Greatness and Victory Point)
  • 1 Aid card

Hermes's Powers

Arrogant

When you place your Arrogance token, put it on the central number of your Divine Pillar card. This replaces the original number and affects your position in the turn order for that Age. If you flip the token, the change to your position in the turn order is immediate.

For example, Hermes, Zeus and Athena are in a game. During the Divine Pillar Phase, Zeus chooses Divine Pillar 2, Athena 5 and Hermes 3. At the start of the Planning Phase, Hermes places his token on 0. The turn order is Hermes, Zeus, Athena.

However, during his turn and through an effect, Hermes can flip his token to the "7" side. This means that after Zeus and Athena have finished their turns, Hermes starts another turn in this cycle (0, 2, 5, 7). During his second turn, through another effect, he flips the token back to 0. At the start of the next turn cycle, he goes first, having effectively had two consecutive turns.

Messenger of the Gods

Each time you draw more than one card at once from any deck, if you choose to use this power, you must return all the cards you have drawn to the bottom of that deck and draw the same number of cards. This power cannot be used when you draw Coliseum cards to calculate the enemy's Total Strength during a Combat against the game. This power applies only once per draw.

Conflict Card: Astral Projection

When you place this card under the Oracle board, its elements do not need to be different from those of the cards already placed. You will be protected from the Wrath I of the next Primordial.

Other Details

Autolycos Enhancement Tile

Each time Autolycos gains a Location bonus by moving to a Location, you must give that bonus to another player who has a character in that Location (if there is more than one, you choose which player to give it to). The player who gains the bonus must give you 1 Believer or 1 Prayer, if possible. If no other player has a character in that place, you gain the bonus.

Translator's note: the source prints the two bonus icons without words. They are rendered here as Believer and Prayer, which are the icons used for those resources elsewhere in the rulebook.

Module 3 – The Tartarus

After committing many atrocities, the worst human beings are now imprisoned in the deepest place in ancient Greece: the Tartarus. In this cold place, you will have the choice of releasing these Prisoners or of dealing with the imprisoned Primordials in order to profit from their power.

This module introduces a new Location board: the Tartarus. Situated between the Underworld and the Moirai, this Location lets players deal with the imprisoned Primordials, exchange Believers for bonuses, and release dangerous Prisoners to disrupt their opponents.

Components

  • 1 Tartarus board
  • 20 Hindrance tokens
  • 5 Prisoner cards
  • 5 Prisoner standees
  • 40 Corruption cards
  • 4 Tartarus Location tokens (1 each for Zeus, Poseidon, Athena and Hades)
  • 3 Premonition cards
  • 1 Primordial card

Setup

  1. Place the Tartarus board between the Underworld and the Moirai.
  2. Shuffle the Corruption cards and place them face down on the Tartarus board to form the Corruption deck.
  3. Place the 5 Prisoner standees on the 5 Prison spaces.
  4. Place the 5 Prisoner cards to the left of the Tartarus board.
  5. Each player places one Olympian token from their supply on the first space of the Corruption track.
  6. Return to the box the Primordial card "Chronos" that is in the Underworld of the base game, and replace it with the "Chronos" card from the Tartarus module.
  7. Place the Hindrance tokens in a general supply next to the boards.
  8. Each player adds their "The Tartarus" Location token to their supply.
  9. Shuffle the three Premonition cards "The Tartarus" in with the base game Premonition cards, on the Oracle board.

How to Play

The Location bonus at the Tartarus is the Corruption Growth icon. Each time you move a character to the Tartarus, advance your Olympian token one space on the Corruption track.

Hindrance Tokens

Various effects in the game will ask you to take a Hindrance token. Take one from the supply and place it on your Spark track, to the right of all existing Spark cubes. There is no limit to the number of Hindrance tokens you may have.

If you have at least 1 Hindrance token, each time you would remove a Spark cube from one of your Enhancement tiles, discard 1 Hindrance token instead.

Corruption Track

This track represents your level of Corruption. It increases each time you send a character to the Tartarus, and may increase or decrease through other effects in play. If an effect would advance your token when it is already at the end of the track, lose 2 Victory Points instead.

Actions in the Tartarus

After you have moved to the Tartarus, choose one of the two following actions: Pact or Release. Immediately after making this choice, reveal the top card of the Corruption deck and resolve the effects according to the action you chose.

If the effect says "Suffer the Corruption", refer to the section below. The other effects are explicit: if the effect shows the [!] icon and you cannot resolve it, your turn ends immediately. Then discard the Corruption card face up on the Corruption discard pile.

For example, you choose to perform the Pact action and the revealed Corruption card tells you to discard 1 Premonition card. Because this effect has the [!] icon, if you cannot discard the card, your turn ends immediately.

Pact

You may make as many conversions as you wish, including the same one several times. For each conversion, choose a row of the Conversion table on the Tartarus board, pay the indicated number of Believers from your Olympian board to receive the corresponding bonus immediately. Return all spent Believers to the general supply.

PayReceive
2 BelieversRemove 1 of your Olympian tokens from the Primordial card in the Underworld (icon: crossed-out eye)
3 BelieversDraw 2 Corruption cards (icon: mask), see below
5 Believers[star icon]
7 Believers[temple icon]
7 Believers[Hero or Prophet icon]

Translator's note: the source prints the last three rows as icons only, with no words. They are shown here with the icon named in brackets. The source's example for the last row removes a Prophet from an Enhancement tile, so that row's icon matches "remove a Prophet" in use. The quantity for the star row and the exact effect of the temple row are not stated in the text. Check these against the base game's Conversion table before relying on them.

Some of the conversions are similar to those of Olympus. However, there are two new bonuses:

  • Remove 1 of your Olympian tokens from the Primordial card in the Underworld.
  • Draw 2 Corruption cards from the Corruption deck, choose one to keep and return the other, face down, to the top of the Corruption deck. Slide the card you keep under your Olympian board, so that only the lower part of the card is visible. You now have the power described on the card.

For example, you perform the Pact action and have 11 Believers. You choose to convert 7 Believers to remove a Prophet from one of your Enhancement tiles, and 3 other Believers to take a Corruption card.

Release

Move one of the Prisoners from its Prison space to any available space in the Location of your choice (including the Tartarus). A space is available if it is empty; spaces with a dotted outline are always considered available, even if they are occupied. If there is no available space, place the standee on the Location's illustration instead. Then place the corresponding Prisoner card next to the Location board, with one of your Olympian tokens. This identifies you as that Prisoner's owner.

For example, you choose to release Ixion from his Prison and send him to the Underworld. You place his standee on the "Draw a Conflict card" space [1] and place his card next to the Underworld board [2]. Finally, you place one of your Olympian tokens on the Ixion card to show that you are its owner [3].

Suffer the Corruption

If the Corruption card tells you to Suffer the Corruption, resolve the effect of the space where your Olympian token is on the Corruption track, as well as the effects of all the spaces before it on the track.

[!] If you cannot resolve this effect, your turn ends immediately. Discard the Corruption card face up on the discard pile.

The Corruption track spaces, in order from the first space, are:

  1. Lose 1 Greatness point.
  2. Discard 1 Conflict card [!].
  3. Lose 1 Greatness point.
  4. Gain 1 Guilt and lose 1 Aegis [!].
  5. Take 1 Hindrance token from the supply and place it on your Spark track.

For example, Ares is on space 3 of the Corruption track. If he suffers the Corruption, he must lose 2 Greatness points and discard a Conflict card from his hand. If he cannot discard the card, his turn ends immediately.

Guilt

Various effects in play will tell you to gain Guilt. When this happens, place one of your Olympian tokens from your supply on the Primordial card in the Underworld.

At that moment, if the number of tokens on the card is equal to or greater than the Aegis value of the Primordial, carry out 2 steps:

  1. The player or players who have the most Olympian tokens on the Primordial card suffer the Wrath I of that Primordial.
  2. Return all the Olympian tokens on the Primordial card to their corresponding players.

Translator's note: the source uses both "Courroux" and "Colère" for the Primordial's Wrath effect. Both are rendered here as "Wrath".

Prisoners

Prisoners are identified by the following icon, but are also considered Heroes for effects in play. Prisoners block spaces like any other character.

Each time you go to a Location in which one or more Prisoners are present (including your own), carry out the following steps:

  1. Instead of placing your character on a space, place it on one of the Prisoner cards of your choice in that Location.
  2. Apply the Prisoner's main effect.
  3. If the character you moved to the Location is your Olympian or a Hero, you may choose to fight the Prisoner. If you do, follow the normal rules for Combat on page 25 of the main rulebook.
    • If you are defeated, follow the steps on page 28 of the main rulebook.
    • If you win, the owner of the Prisoner suffers the Prisoner's Imprisonment Sanction, then takes back their Olympian token from the card. Then move the Prisoner's standee to a free Prison space in the Tartarus. Finally, return the Prisoner card next to the Tartarus board.
  4. If there is another Prisoner, repeat steps 1 to 4 until you have encountered all the Prisoners present in this Location (even if you own some of them).
  5. Continue your Action Phase normally by choosing your space.

For example, you choose to fight Ixion. You defeat him and send him back to Prison [3]. Zeus suffers the Imprisonment Sanctions: Zeus advances 1 space on the Corruption track [4], then reveals a Corruption card [5]. It reveals "Show obedience!" and Zeus must give you 1 Aegis, 1 VP and 1 Believer. Finally, Zeus gains 1 Guilt.

For example, you move your Hero, Perseus, to Olympus. Ixion is there, having been released from his Prison by Zeus earlier in the game. You must place Perseus on Ixion's card and not on a space. Ixion's effect is resolved because you have moved a Hero onto his Location. You discard 1 Conflict card from your hand, the "Gorgeon Shield" card, and Zeus gains 2 VP. You then draw 1 Conflict card.

Imprisonment Sanction

A combination of three different icons can be found as an Imprisonment Sanction on Prisoner cards:

  • Advance 1 space on the Corruption track.
  • Reveal the top card of the Corruption deck and resolve the Prisoner effect (shown on the Prisoner card). Then discard the card to the Corruption discard pile.
  • Gain 1 Guilt (see page 6).

End of Ages Phase

During the Fear step (step 7c) of the End of Ages Phase, when a new Primordial is added to the Underworld, move all the Olympian tokens of the previous Primordial to the new one. If there is a number of tokens on the card equal to or greater than its Aegis value, nothing happens; the Wrath effect of the next Primordial only occurs the next time an Olympian token is added.

Module 4 – Chronos

He knew he would end up in prison, and that his so-called children would be the cause. But he could not resign himself to losing his power and his influence... at least for now. In one last effort before his future jailers arrived, Chronos tore part of the veil of his primordial form to create the Avatars of Time: personifications of his temporal powers, acting with one single purpose: to save him from his Aegic prison.

Will his children understand this stratagem? Will they even understand the meaning of their divine essence and their so-called "free will"?

This module offers a new way to play Hybris, allowing 1 to 4 players to cooperate to defeat Chronos, who will try to break his chains to regain his place in the kingdom of ancient Greece. The Chronos module is compatible with Modules 1 and 2 of this expansion, but not with Module 3. Likewise, if you use this module, do not play with the base game's Scenarios or Variants.

Components

  • 1 Chronos board
  • 40 Anthropos Concept cards
  • 40 Cosmos Concept cards
  • 40 Gonos Concept cards
  • 40 Temnein Concept cards
  • 26 Avatar Conflict cards
  • 3 Avatar cards
  • 3 Avatar standees
  • 1 Chronos Aid card
  • 2 Chronos Enhancement tiles
  • 5 Antique Technology tiles
  • 20 Chain tokens
  • 12 Intensity tokens worth 1
  • 6 Intensity tokens worth 3
  • 20 Hindrance tokens
  • 1 Chronos marker

How to Win

Chronos wins, and all players lose, if:

  • All 20 Chain tokens are removed from the Chronos board. In this case, Chronos wins immediately.
  • At the end of Age 6, Chronos has more Victory Points than any other Olympian.

Chronos mode is a cooperative game: the players must work together to win against the game. This also means that players must openly discuss their plans, what they intend to do, and thus coordinate their actions and choices.

The Olympians achieve a partial victory if:

  • At the end of Age 6, at least one Olympian (but not all) has more Victory Points than Chronos.

Various effects in the game will ask the players to make a choice (which Temple to Obliterate, which Hero is attacked, which player suffers a penalty, etc.). Players must openly discuss these decisions. If they cannot agree on how to resolve the effect, they may either vote, or decide at random.

The Olympians achieve a complete victory if:

  • All Olympians unlock all their Enhancement tiles. In this case, the players win immediately.
  • At the end of Age 6, all Olympians have more Victory Points than Chronos.

Some effects require the players to collectively have, discard or spend something. When doing so, the players may contribute in whatever way they wish. One player may do it alone, or it may be split between the players in any other way.

When playing Chronos mode, the players cannot fight each other. Therefore, a character cannot move into the same Location as another player's character, and the players also cannot Contest the deployment of a Technology.

Setup

Set up the game normally, then follow these additional steps:

  1. Place the Chronos board under the Moirai board (or elsewhere if you do not have the room).
  2. Place 5 Chain tokens on each of the 4 Concept tracks, covering the printed bonuses.
  3. Shuffle each Concept deck separately and place them face down on the corresponding spaces of the Chronos board (Anthropos, Cosmos, Gonos and Temnein).
  4. Take the 2 Chronos Enhancement tiles and place them face up on the Chronos board in their own spaces (Ananke on the left and Kratos on the right).
  5. Place the 3 Avatar cards on their corresponding spaces at the bottom of the Chronos board.
  6. Place the 3 Avatar standees on their corresponding spaces in the middle of the Chronos board.
  7. Shuffle the Avatar Conflict cards and place them face down on the corresponding space at the top of the Chronos board to form the Avatar Conflict card deck.
  8. Place the 5 Antique Technologies under the 3 Avatar cards. It is not necessary to shuffle this pile.
  9. Place the Hindrance tokens and the Intensity tokens in a general supply next to the Chronos board.
  10. Place Intensity tokens in Ananke's Intensity reserve so that the total value equals the number of players plus 3 (for example, in a 4-player game, place 7 Intensity tokens).
  11. Place Intensity tokens in Kratos's Intensity reserve so that the total value equals the number of players plus 2.
  12. Place the Chronos Aid card nearby.
  13. Place the Divine Pillar cards around the Chronos board with the number of the card matching the number of the Concept (1 next to Ananke, 2 next to Anthropos, etc.).
  14. Place the Chronos marker on space 0 of the Victory Point track.

Translator's note: "Ananke" and "Kratos" are the names of the two Enhancement Concepts. The Concept numbers run 1 Ananke, 2 Anthropos, 3 Cosmos, 4 Gonos, 5 Kratos, 6 Temnein, as used in the Action Phase.

New Game Mechanics

Concepts

The Chronos board is made up of 6 Concept zones: 4 Chained Concepts (Anthropos, Cosmos, Gonos and Temnein) and 2 Enhancement Concepts (Ananke and Kratos).

Chained Concept. A Chained Concept represents Chronos's current strength in one aspect.

  • Anthropos signifies mastery of the nature of Man.
  • Cosmos symbolizes the universe and existence.
  • Gonos represents the matter of all non-living things.
  • Temnein is the flow of time, inexorable and impartial.

Each Chained Concept is made up of the following elements:

  • A. The name of the Concept.
  • B. Concept deck: the cards in these decks will affect the course of the game with positive or negative effects that the players must manage.
  • C. Resource spaces: each space can store 1 resource of the type described. Temnein has a space for 2 VP instead of a resource space.
  • D. Chain track: see the Chains section, pages 10-11.
  • E. Divine Pillar number: each Concept is linked to a Divine Pillar card.
  • F. Focus space: each Concept has a Focus space to show who will use this Concept during an Age.

Enhancement Concept. The two remaining Concepts are called Enhancement Concepts. Ananke represents the fate of destiny. Kratos represents brute force and the calamities that come to Earth.

Each Enhancement Concept is made up of the following elements:

  • A. The name of the Concept.
  • B. Powers: see the box.
  • C. End of Age effect: resolves at the end of each Age.
  • D. Divine Pillar number.

On the Chronos board:

  • E. Intensity reserve: see the box.
  • F. Focus space: each Concept has a Focus space to show who will use this Concept during an Age.

At the start of the game, both Enhancement tiles are placed face up on the Chronos board. Each tile shows the conditions under which it is flipped, and an End of Age power while the tile is face up.

Once the tile is flipped, resolve the Immediate power as shown on the tile. The Ananke tile also has a Reaction power (increasing the VP gained), and an End of Age power on its face-up side (Chronos gains 1 VP). The Kratos tile also has a Reaction power on its face-up side (the Avatars gain 1 additional Conflict card in Combat).

Obliterate. The term "Obliterate" means to remove something from the game. Return it to the box.

Enhancement Tiles

Translator's note: the tile texts below were read from the card art at full resolution. Each tile's lines are listed in the order printed. The power types are named only where the source names them; the lines on the front of each tile are not labelled by type in the source.

Kratos (front, tan side, value 4, modifier +1)

  • If the players cancel a Contest, add 1 Intensity to Kratos.
  • When the Coliseum deck is empty, flip this tile.
  • End of Age: Mill 6 minus the number of players from the Coliseum.

Ananke (front, tan side, value 1, modifier -1)

  • When Ananke reaches 0 Intensity, flip this tile.
  • When the Premonition deck is empty, flip this tile.
  • End of Age: Mill 6 minus the number of players from the Oracle.

Kratos (back, blue side, value 4, modifier +2)

  • Immediate: Break every Chain of one Concept of your choice.
  • Reaction: During a Combat against an Avatar, add 1 Avatar Conflict card in addition to the other cards.

Ananke (back, blue side, value 1)

  • Immediate: Break every Chain of one Concept of your choice.
  • Reaction: Increase all of Chronos's VP gains by 1.
  • End of Age: Chronos gains 1 VP.

Translator's note: the back of the Ananke tile reads "une Concept" in the source, a typo for "un Concept". It is rendered here as "one Concept".

Intensity Reserves

Intensity tokens are added to and removed from the Intensity of Ananke and Kratos.

Each time a game effect asks you to add X Intensity to Ananke or Kratos, place Intensity tokens from the general supply in the corresponding Intensity reserve. There is no limit to the amount of Intensity.

Each time a game effect asks you to remove X Intensity from Ananke or Kratos, remove Intensity tokens from the Intensity reserve and return them to the general supply. If an effect asks you to remove more than there is, remove what you can.

When the Intensity reserve of Ananke is reduced to zero, flip the Enhancement tile. The Intensity reserve of Kratos is used when one of the Chronos Avatars contests a deployment.

Divine Pillar modifiers. When you take a Divine Pillar card associated with one of Chronos's Enhancement Concepts (Ascension or Ambition), adjust the Intensity reserve of the corresponding Concept by the modifier shown on the Enhancement tile, if there is one.

For example, Poseidon chooses the Divine Pillar card "Ascension" [1]. The Enhancement tile shows a modifier of "-1", so 1 Intensity is removed from Ananke's Intensity reserve [2].

Chains

Each of the Chained Concepts has a Chain track. At the start of the game, only the first icon of each track is visible; the others are covered by Chain tokens. Chain tokens are always removed in order, starting with the one closest to the start of the track (where the first icon is).

Break a Chain. Each time this effect is resolved, remove the next Chain token in order from the corresponding track and place it in the general supply. If you cannot do this because there are no more Chain tokens on the track, Chronos scores VP equal to the value of the Divine Pillar associated with the Concept.

For example, the Desolation effect of the Concept card is being resolved. Chronos removes the next Chain token in the sequence. If all the tokens had already been removed, Chronos would have scored 5 VP instead.

Add a Chain. Some effects ask you to add a Chain. To do this, take a Chain token from the general supply and place it on an empty space of the Chain track indicated in the effect. Chain tokens must be placed next to another Chain token. If there is no token on the track (the Chain is completely broken), or if the track is full (5 Chain tokens), a Chain token cannot be added.

Notes: Some effects ask you to add a Chain to a specific track. Chronos's Weakening power means that once per Age, a player who performs the Drain action may add a Chain token to the track of their choice.

Resources

During the game, Chronos will gain Aegis, Believers and Prayers. When it gains them, take the indicated resource and place it on an empty corresponding space of the Chronos board (Believers for Anthropos, Aegis for Cosmos, Prayers for Gonos). If all the spaces for that resource are full, instead of gaining a fourth resource, return these 3 resources to the general supply and resolve the effect on that Concept.

Hindrance Tokens

Various effects in the game will ask you to take a Hindrance token. Take one from the supply and place it on your Spark track, to the right of all Spark cubes already placed. There is no limit to the number of Hindrance tokens you may have.

If you have at least 1 Hindrance token, each time you would remove a Spark cube from one of your Enhancement tiles, discard 1 Hindrance token instead.

Mill

Various effects in play will tell you to Mill either the Coliseum or the Oracle. To resolve this effect, discard the indicated number of cards, one by one, from the deck of that space to the corresponding discard pile. If there are not enough cards left in the deck, stop milling once the deck is empty.

As usual, when the deck is empty, shuffle the discard pile to create a new deck.

Note: The first time in the game that one of these decks is empty, Chronos unlocks the corresponding Enhancement tile (see page 10).

Number of Players

Some effects include the player-count icon. It is the number of players in the current game.

For example, the effect of the card "Armory of Phlegyas" Mills 1 card per player in the game.

Blocked Spaces

Various effects in play will ask you to Block a space. To do this, place any Olympian token face down (showing the Block symbol) on the space. This token is called a Blocked token.

If you are asked to Block a space in a Location, choose any space (including an occupied space and/or a space with a dotted outline). In other cases, you may be asked to Block a specific space (a City, for example).

  • If you place a token on a space where a character is, return that character to its owner's supply.
  • If you place a token on a space where an Avatar is, break a Chain of a Concept of your choice instead of placing the token.

Characters cannot move to a space that is Blocked. Other game effects will ask you to remove these tokens.

How to Play

The game proceeds normally, but with the following changes to the phases.

1. Divine Pillar Phase

Desolation. At the start of this Phase, before the players choose their Divine Pillar cards, resolve the Desolation effect of each face-up Concept card, in the order of the Pillar numbers (starting with Anthropos and going clockwise). After resolving the effect, Obliterate the Concept card.

Desolation effects. The Desolation effect of a Concept card is shown at the bottom of the card. Each of these effects is mandatory. The different effects are as follows:

  • Chronos gains the indicated value in VP.
  • Chronos gains the indicated resource.
  • A player must take a Hindrance token.
  • Move an Avatar from the Chronos board (see page 14).
  • Place an Olympian token, face down (Blocked side), on any empty space. Ignore this effect if there is no empty space.
  • Add 1 Intensity to Kratos.
  • Remove the next Chain token of the Chained Concept associated with the card, in the order of its track. For example, if it is a Temnein card, remove a Chain token from the Temnein Chained Concept.

Blocked Spaces are described in the section on new mechanics above.

Resolve the Avatars. After resolving the Desolation effects, and always before the players choose their Divine Pillar cards, resolve the effect of each Avatar whose standee is on the Chronos board:

  • Kronos: Chronos gains 1 Believer and 1 Aegis.
  • Kairos: Chronos gains 1 Prayer.
  • Aeon: Chronos gains 2 VP.

Divine Pillars. After the Avatars have been resolved, each player chooses a Divine Pillar card as usual. However, when they take a card, the players place one of their Olympian tokens on the Focus space corresponding to the card they choose.

Note: If you are playing Hermes, do not use your Arrogance token when you play the Chronos module.

When resolving a Concept, if the Focus space contains an Olympian token, that player takes their turn. If the Focus space is empty, Chronos takes its turn.

For example, Athena chooses the Divine Pillar card "Truce" [1]. She places one of her Olympian tokens on the Focus space of Anthropos [2].

If you take a Divine Pillar card associated with one of the Enhancement Concepts of Chronos (Ascension or Ambition), adjust the Intensity reserve of the corresponding Concept by the modifier shown on the Enhancement tile, if there is one.

For example, Poseidon chooses the Divine Pillar card "Ascension" [1]. The Enhancement tile shows a modifier of "-1", so 1 Intensity is removed from Ananke's Intensity reserve [2].

Finally, if you take a Divine Pillar card associated with a Chained Concept, break a Chain of that Concept (see page 10).

Solo note: In a solo game, you must choose 2 Divine Pillars and resolve the effects of taking both cards. However, you may place only one of your Olympian tokens on a Focus space (choose which one).

2. Planning Phase

At the start of the Planning Phase, reveal the top card of each Concept deck and place it on top of the corresponding deck. The rest of the Planning Phase continues normally.

3. Action Phase

Instead of the players taking their turns in the order of their Divine Pillar values, the Concepts are resolved in order, starting with 1 (Ananke) through to 6 (Temnein). This cycle repeats until all players have passed, at which point the Phase ends immediately (do not finish the cycle).

For example, in a 4-player game, the players choose the Divine Pillars as shown in the illustration. The turn sequence is Zeus, Chronos, Athena, Poseidon, Chronos, Hades.

A player's turn. When a Concept is resolved and its Focus space contains an Olympian token, that player chooses to activate a character or to pass, as usual.

If you activate a character, and the Concept you are on is a Chained Concept with a face-up card on top of the corresponding Concept deck, carry out an extra step before paying the activation of the character (step 1 of the main rules):

  • If the card shows a character bar, and the type of character activated is shown in the bar, you must immediately resolve the main effect of the Concept card.
  • If the card shows a character bar, but the type of character activated is not shown, do not resolve the main effect of the Concept card.
  • If the card has no character bar, you may or may not resolve the main effect of the Concept card.

After resolving the main effect of a Concept card, Obliterate the Concept card.

Specific Olympian effects. Some effects on Concept cards refer to a specific Olympian, such as "Apollo:". These effects are resolved only if that Olympian is in play.

For example, the Concept Gonos is being resolved. Athena has her Olympian token present when she takes her turn. She chooses to activate her Olympian. Because the card "Gene of Knowledge" shows an Olympian in the character bar, the card's main effect must be resolved immediately. Then the card is Obliterated and Athena takes her turn.

If the top card of the deck had been "Cult of the Primordials" instead of "Gene of Knowledge", Athena would have had the choice of whether to resolve the main effect.

If Athena had activated a Hero or a Prophet instead of her Olympian, the Concept card would not have been resolved.

Passing. When you pass, if the Concept you are on is a Chained Concept and the card on top of the corresponding Concept deck is face up, resolve its main effect, then Obliterate the card.

Solo note: In a solo game, when you resolve your Divine Pillar, do not apply the lower part of the card. Instead:

  • If you are on an Enhancement Concept, adjust the Intensity reserve of the corresponding Concept by the modifier shown on the Enhancement tile, if there is one (in the same way as when you took the Divine Pillar card).
  • If you are on a Chained Concept, Chronos gains 1 resource corresponding to the Concept (or 2 VP on Temnein).

Chronos's turn. When a Concept whose Focus space is empty is resolved, Chronos takes a turn.

If the Concept is an Enhancement Concept, or a Chained Concept with no revealed card, Chronos passes its turn.

Otherwise, check all the icons revealed on the Chain track for the Concept being resolved. Each of these icons is a condition that the players must collectively meet. If the condition is preceded by a "+", it is added to the previous condition of the same resource type.

Exception: on the Temnein Chain track, only the last revealed condition must be met.

Chain conditions. The tracks read as follows, from the first icon to the last:

Anthropos track:

  1. Believers equal to the number of players
  2. +3 Believers
  3. 4 Prayers
  4. +Believers equal to the number of players
  5. +Prayers equal to the number of players
  6. +4 Believers

Cosmos track:

  1. Aegis equal to the number of players
  2. 2 Spark cubes *
  3. +5 Aegis
  4. +Spark cubes equal to the number of players *
  5. +2 Aegis
  6. +5 Spark cubes *

* Only the Spark cubes on the Spark tracks count.

Gonos track:

  1. 1 Technology deployed
  2. 5 Prayers in the Well of Prayers
  3. Temples in the Mortal World equal to the number of players
  4. +Technologies deployed equal to the number of players
  5. +4 Prayers in the Well of Prayers
  6. +2 Temples in the Mortal World

Temnein track:

  1. Each player must have at least 3 VP
  2. Each player must have at least 6 VP
  3. Each player must have at least 10 VP
  4. Each player must have at least 15 VP
  5. Each player must have at least 20 VP
  6. Each player must have at least 30 VP

If the players do not have all the required conditions, one of the following options must be resolved (at the players' choice):

  • A. Resolve the main effect of the Concept card revealed on top of the deck, then Obliterate the card.
  • B. Chronos gains 1 resource corresponding to the Concept (or 2 VP on Temnein).
  • C. Move the associated Avatar. If the Avatar is not on the Chronos board, this option cannot be chosen. See Moving Avatars, page 14.

For example, this is a 4-player game and the Anthropos Concept is being resolved. As the Focus space is empty and there is a face-up card on top of the Anthropos Concept deck, Chronos takes its turn. To meet the conditions of the Chain track, the players must collectively have a total of 11 Believers and 4 Prayers. Unfortunately, the players have only 8 Believers in total. They must therefore choose one of the 3 options above.

They choose to resolve the main effect of the Concept card on top of the deck. After the effect is resolved, the card is Obliterated. This means that when the players return to this Concept during this Age, Chronos will pass its turn.

4. End of Ages Phase

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

  1. Descent: If a Primordial was revealed in step 7, move the corresponding Avatar (Primordial with the Kronos symbol: Kronos; Primordial with the Kairos symbol: Kairos; Primordial with the Aeon symbol: Aeon). See page 14.
  2. Damnation: From left to right, resolve the main effect of each Avatar card at the bottom of the Chronos board, and only if that Avatar is in the Mortal World.
  3. Fate: Resolve all End of Age effects on the Chronos Enhancement tiles.

Avatars

Unable to prevent its inevitable destiny, Chronos tore its being into 4 entities: Kronos, guarantor of the flow of time; Kairos, representing the glimpse of instantaneous time; Aeon, eternity; and finally Chronos itself. In its weakened state, Chronos will rely on its Avatars to help it regain its lost power.

The Avatars are the physical versions of Chronos, able to move around the Mortal World and fight to prevent the rise of the Olympians. For all effects in the game, the Avatars are considered Olympians.

Some game effects refer to a specific Avatar. If this is not specified, the players may choose which Avatar the effect applies to.

Moving an Avatar

There are 5 different ways to move an Avatar. Each time you are asked to move an Avatar, move its standee from the Chronos board to the City indicated in the effect. If no City is indicated, choose any City in the Mortal World.

An Avatar cannot move to a Blocked space, or to a City occupied by another Avatar. If an Avatar moves to a City occupied by a player's character, a Combat takes place.

Avatars cannot be moved from one City to another, nor returned to the Chronos board, unless they are defeated in a Combat.

  1. Desolation effect. When resolving the movement of an Avatar due to a Desolation effect, the players must move the Avatar with the lowest number (I - Kratos, II - Kairos, III - Aeon).

    If this effect cannot be resolved because there is no Avatar on the Chronos board, because all spaces in the Mortal World are Blocked, or because there is an Avatar on all of them, break a Chain of the Concept instead (see page 10).

  2. Chronos's turn. If the players cannot meet all the conditions of the Chain track when Chronos takes its turn, moving an Avatar is one of the three options. In this case, the Avatar that must be moved is the one that matches the Concept (Kronos for Anthropos or Cosmos, Kairos for Gonos, and Aeon for Temnein). If that Avatar cannot be moved, this option cannot be chosen.

  3. Concept card / Avatar Conflict card. Some effects on Concept cards and Avatar Conflict cards ask you to move a specific Avatar to a specific City. The Avatar to be moved must be on the Chronos board.

    If this effect cannot be resolved because the Avatar is not on the Chronos board, or the City it would move to is Blocked or occupied by another Avatar, break a Chain of the Concept instead (see page 10).

  4. End of Ages Phase. If a Primordial was revealed in step 7 of the End of Ages Phase, move the Avatar that corresponds to the type of Primordial revealed (Kronos, Kairos or Aeon symbol).

  5. Contest. Carrying out the Deploy action may cause an Avatar to move to a City. See the section Deploying a Technology below for details.

Deploying a Technology

Each time a player carries out the Deploy action, after they have placed a Technology tile in the City but before the rewards are distributed, the Avatar with the lowest number (I - Kratos, II - Kairos, III - Aeon) on the Chronos board (if there is one) contests this deployment. If there is no Avatar on the Chronos board, there is no Contest.

When this happens, the players may cancel the Contest by discarding Conflict cards as follows: all players except the one carrying out the Deploy action must collectively discard Conflict cards whose total Strength is equal to or greater than Kratos's current Intensity value. If they do, the Contest is cancelled, but 1 Intensity is added to Kratos.

If all the other players cannot or do not wish to do so, move the Avatar to the City where the Deploy action is being carried out and start a Combat (see page 15).

Solo note: As there are no other players, you may discard cards yourself to cancel the Contest.

For example, in a 3-player game, Zeus decides to deploy a Technology in Athens. The Avatar with the lowest number on the Chronos board is Kairos, which attempts a Contest.

Kratos currently has an Intensity of 7 [1]. The other two players look at the cards in their hands to see if they can (or want to) cancel Kairos's Contest. Athena says she is ready to discard a card of value 4 [2] and asks Hermes whether he can supply the 3 missing points [3]. He agrees, and together they discard cards with a total Strength of 8, which is 1 more, but Hermes only had 2 cards, each with a value of 2.

The Contest is cancelled, and 1 Intensity token is added to Kratos's Intensity reserve [4].

Concept Cards and Avatar Conflict Cards

Antique Technologies are placed under the Chronos board during setup. They cannot be chosen with the Design action, but only through the effects of Concept cards that use the phrase "Gain 1 Antique Technology".

When resolving such an effect, the players choose any of the Antique Technologies under the Chronos board and place it on one of the two Technology spaces of an Olympian board, Made side. As usual, each player may store 2 Technology tiles. If a player already has 2 tiles, that player chooses one of their 3 tiles to remove from the game and keeps the other 2. Antique Technologies otherwise work in the same way as other Technology tiles.

Combat Against an Avatar

A Combat against an Avatar can take place in the following situations:

  • An Avatar contests a deployment.
  • An Avatar moves to a City where a player's character is.
  • An Olympian or a Hero moves to a City occupied by an Avatar.

If the Avatar wins the Combat, place its standee in the City where the Combat took place. The character present in that City is defeated, as usual. If the Combat was a Contest, the Avatar claims the Victory Points of the Technology (Chronos gains the VP).

Note: As usual, Prophets do not fight. If an Avatar contests a deployment carried out by a Prophet, or if an Avatar moves to a City occupied by a Prophet, the Avatar automatically wins the Combat. The player whose Prophet fled is neither defeated nor victorious, and the Prophet returns to that player's supply.

If a player wins the Combat, return the Avatar to its space on the Chronos board. The player gains Prayers according to the number of the Avatar (1 for Kratos, 2 for Kairos, or 3 for Aeon).

When you fight an Avatar, use the "Combat against the game" rules of the main rulebook. The combat information for each Avatar is at the top of its card, and shows its Base Strength and the number of cards to reveal from the Avatar Conflict deck (used in place of the Conflict cards of the Coliseum).

As mentioned above, the Avatar Conflict cards work in the same way as the other Conflict cards and are considered as such for all game effects. However, instead of simply revealing the cards and adding their Strength, lay the cards out on the table in a line as if it were a player's Combat Zone. The Avatar gains all the Strength bonuses of the connected Combo symbols, and resolves the effects of the card.

For example, Hades moves to Elis [1], but the Avatar Aeon is already there. Combat begins! Aeon has a Base Strength of 5, plus 1 Avatar Conflict card. The card "Temporal Multiplication" is drawn and placed in Aeon's Combat Zone [2]. It increases Aeon's Strength by 2 and allows it to draw another Avatar Conflict card. The second card is "Annexation", which is placed next to the previous card in the Combat Zone [3]. It also increases its Strength by 2, plus a bonus of 1 because of the Combo symbol [4].

Aeon's total Strength is 10. Hades has the Divine Pillar card "Ambition", which gives him +3 Strength [5]. He plays "Master of the Dead", giving him 3 Strength (because there are 2 cards in his opponent's Combat Zone) [6], then "Chthonic God", which gives him 1 Strength but reduces Aeon's Strength by 2 [7]. Finally, he plays "Egoist" for another Combo symbol of 3 Strength, bringing his Total Strength to 10 [8].

Since Aeon's Total Strength is 8, Hades wins the Combat and Aeon returns to the Chronos board. Unfortunately, the effect of the card "Annexation" moves Kratos from the Chronos board to Athens. And because Athena has one of her Heroes in Athens, another Combat begins...

Solo Play

As noted above, when you play solo there are 3 rule changes:

  • During the Divine Pillar Phase, you choose 2 Divine Pillar cards, but you place yourself on only one Focus space per Age.
  • Do not resolve the lower part of the Divine Pillar card as usual. Instead, follow the rules on page 13.
  • You may discard cards to cancel a Contest.

The difficulty of the solo game depends on the Olympian you choose. Can you keep Chronos locked away with each Olympian?

  • Easy: Zeus, Poseidon, Aphrodite[1]
  • Intermediate: Athena, Hermes, Ares[1], Artemis[2]
  • Difficult: Hades, Apollo[3]

[1] Available in the Love & Hate expansion. [2] Available in the Cataclysm expansion. [3] Promotional.

Note: The Iconography key and the index of the source rulebook are image-only or navigational and are not reproduced here.

  • End of Ages Phase
  • How to Play
    • 1. Divine Pillar Phase
    • 2. Planning Phase
    • 3. Action Phase
    • 4. End of Ages Phase
  • Avatars
    • Moving an Avatar
    • Deploying a Technology
    • Concept Cards and Avatar Conflict Cards
  • Combat Against an Avatar
  • Solo Play