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Myths (fan expansion for 7 Wonders)

Expansion for 7 Wonders

Myths (fan expansion for 7 Wonders) Rulebook

Table of Contents

Table of Contents

  • Contents
  • Expansion Overview
  • Game Elements
    • Myth Cards
    • Invocation Cost Icons
    • Border Design
    • Divine Powers Overview
    • Divine Power Icons
  • Game Set-up
  • Myths Gameplay
    • Prayer Phase
    • Turn and Phase Resolution
    • Cleanup Phase
  • Greek Pantheon
  • Egyptian Pantheon
  • Babylonian Pantheon
  • "Goodies" Pantheon
  • Description of Guilds
  • Leaders and Myths
  • Myths and Cities
  • Wonder Descriptions

Contents

  • 2 wonder boards
  • 1 tuckbox
  • 35 myth cards
  • 3 guild cards
  • 6 leader cards
  • 1 rulebook

Expansion Overview

7 Wonders Myths is a multifaceted fan-based expansion, designed to supplement the 7 Wonders base game, Leaders expansion, and Cities expansion.

2 new wonder boards (Ithaca & Tártaros) were released with this expansion. Ithaca is only to be used with the Myths expansion; Tártaros may be integrated with the base game and any current expansions.

35 myth cards represent the pantheon of ancient gods and their heralds. Players may offer sacrifices to the gods, so their cities might be blessed with supernatural powers.

The 3 new guild cards for Myths expansion are: The Enlightened Guild, The Marauder's Guild, and The Emperor's Guild. The Enlightened Guild is only to be used with the Myths expansion; Marauder's Guild and Emperor's Guild may be used with the base game and any current expansions.

6 new leader cards are introduced with the Myths expansion. Odysseus is only to be used with Myths expansion, while the rest may be incorporated into the base game and any current expansion.

1 tuckbox template is included with this document and may be used to store unsleeved myth cards.

Game Elements

Myth Cards

Myth cards represent different deities and heralds of the ancient world, who bestow divine blessings upon favored cities. An individual myth card is divided into 5 sections: Age Number, Invocation Cost, Divine Power, Border Design, and Setup Symbol.

Age Number: Roman numerals are printed on the upper left side of the card and correspond to the age in which the card is played.

Invocation Cost: Immediately to the right of the age number is the invocation cost associated with activating the power of a card. Invocation costs are determined by the age in which the card is played.

For example: Playing Hestia card in age I requires payment of 1 manufactured good (gray resource), in age II 2 manufactured goods, and in age III 3 manufactured goods.

Divine Power: If the gods are pleased by an appropriate sacrifice, or when a city is constructed in their own image, they are capable of bestowing tremendous gifts upon their subjects. Divine powers of each myth card are listed on the right side of the card. Divine powers granted by a god only last for a single age and are lost after the age is concluded.

Border Design: Deities from Ancient Greek, Egyptian, and Babylonian mythology are used in this expansion. Each group has unique abilities and is identified by the type of border design printed on the card.

Setup Symbol: Not all Myth cards will be used in every game. Some cards will need to be added or removed when a certain number of players are present, or certain expansions are used. Setup symbols are printed on the lower left side of myth cards and indicate playing conditions of a card. Include cards with (C \ L \ Pawns \ numbers) in games using (Cities expansion \ Leaders expansion \ Teamplay \ number of players listed). Remove cards with red slashes through symbols when encountering certain conditions.

For example: Setup symbol for Hestia (red) is C with red slash, which indicates this card is not to be used with Cities expansion.

Invocation Cost Icons

The 7 Wonders Myths expansion utilizes familiar icons from the base game to satisfy invocation costs, and also introduces several new icons unique to this expansion.

Military Shields: Players must generate a number of shield icons from structures, wonder stages, and/or leaders present in their own city equal to, or greater than, the invocation cost. Shields are not spent or discarded, they are merely used as a prerequisite to satisfy the invocation cost.

Victory Points: Players must have a number of fixed victory points from structures, wonder stages, and/or leaders in their own city, equal to or greater than the invocation cost. Like shield invocation cost icons, victory points are not spent or discarded, simply having them present in the city is enough to satisfy the invocation cost. Victory points from cards that grant variable victory points (i.e. Chamber of Commerce, Workers Guild, Hiram) may not be used as invocation cost payment.

Wonder Pyramid: Players must spend the same resources needed to build the next stage of their own wonder.

Card Sacrifice: Players must discard an age card, face down, into the discard pile, instead of playing it in the action phase of current turn. Discarded age card does not earn 3 coin payment typically associated with discarding an age card during the action phase.

Raw Materials: Players must spend a number of raw materials (brown resources) equal to the invocation cost.

Manufactured Goods: Players must spend a number of manufactured goods (gray resources) equal to the invocation cost.

Raw Materials \ Manufactured Goods: Players must spend a number of raw materials and/or manufactured goods equal to the invocation cost.

Red X: No payment or prerequisite is required.

Border Design

Greek Pantheon: Greek myth cards must be activated during the action phase of a turn.

Egyptian Pantheon: Invocation cost for Egyptian myth cards are always paid with coins. Unlike Greek myth cards, which must be activated during the action phase, Egyptian myth cards may be activated any time the player desires.

Babylonian Pantheon: Babylonian myth cards are only to be used in games where cooperative team play occurs (outlined in Cities expansion). Babylonian myth cards are activated during the action phase of a turn like Greek myth cards.

Divine Powers Overview

Certain cards have age-dependent powers that change when activated in different ages (Ares), while others have a single age-independent ability that remains the same, regardless of the age it is activated in (Zeus). Horizontal border lines between divine power icons are used to separate age dependant benefits.

Unlike leader & age cards, myth cards may not be used to construct wonder stages, unless otherwise stated on Myth card.

Divine powers granted by a myth card only last for a single age and are lost after the age is concluded.

Note: Structures built with aid of divine power remain after the age is concluded, but no new use of that power may occur after it is gone.

Divine Power Icons

Pawns: Pawns are used in team play and represent player cities. A single black pawn symbolizes the active player's city, red pawns opposing cities, and multiple black pawns active player and allied cities. Opposing and allied cities are chosen by the player who activated the divine power of the myth card and may be any city they desire (not just immediate right or left neighbor).

Debt Tokens: Debt tokens were introduced in Cities. Each debt token is worth 1 coin, but also counts as -1 victory point at the end of the game.

Half Military Shields: Count as military conflict tie breakers when all other military shield scores are equal. Half shields are rounded down when calculating victory points at the end of the game.

Game Set-up

Guild Cards: Guild cards from Myths are combined with the guild cards in the 7 Wonders base game and other expansions being used. The same number of guild cards are secretly chosen and added to the age III cards as normal.

Coins: Players are each given the standard amount of starting coins: 3 coins with the base game & Cities expansion, and 6 coins with Leaders expansion.

Myth cards: Not all Myth cards will be used in every game, some cards will need to be removed based on the number of players and expansions used. Setup symbols printed on lower left side of cards indicate which ones should be used or removed from the game.

Myths Gameplay

Prayer Phase

Each age (age I, II, III) now begins with a prayer phase, where myth cards are drafted between players.

  1. Each player is dealt a hand of 3 randomly distributed myth cards. Cards not dealt are set aside for later.
  2. Players select 1 card each and place it in front of them face down. The remaining 2 cards are passed to the adjacent player, in the direction indicated on the back of the card (counterclockwise in age I & III and clockwise in age II).
  3. Players select 1 card each from the 2 new cards and place it in front of them face down. The remaining 1 card is passed to the adjacent player in the same direction.
  4. Players place the last card in front of them face down, so that each player has a hand of 3 myth cards.
  5. Players repeat steps 1-4 at the beginning of every age, so that each player receives a total of 3 hands of 3 cards (one hand per age) throughout the course of the game.

Note: In a 2-player game, the Free City does not receive Myth Cards.

Turn and Phase Resolution

Several changes were made to the phases within turns:

1. Declaration Phase: At the beginning of every turn, all players announce whether they wish to activate a Greek or Babylonian myth card in the current turn.

Note: Players wishing to activate Egyptian myth cards may do so at any time and need not participate in declaration phase.

2. Card Selection Phase: Players who committed to activating a myth card select 1 card from their hand of 3 and place it face down in front of them. All players (players who wished to activate a myth card or not) also select 1 age card from their hand and place it face down in front of them, as they would normally do. At the end of this phase, players who activated a myth card have 2 cards face down in front of them (1 myth and 1 age card), while players that did not activate a myth card have 1 age card face down in front of them.

3. Action: The action phase is divided into 3 separate actions: Invocation, Refresh, and Age Card Activation. Invocation and Age Card Activation actions may occur in any order the player desires, with the Refresh action occurring between them. Products received by a player from one action may be used to pay costs of their other action.

Invocation Action: Players that wish to activate a myth card perform 1 of the following steps then discard their remaining 2 unused myth cards face down, without revealing them.

I. Reveal the myth card chosen in card selection phase, satisfy invocation cost, and receive divine power listed on card.

II. Discard myth card face down, without revealing it, and collect a number of coins equal to the current age number from the supply.

Note: Myth cards may not be used to build wonder stages unless otherwise stated on the card.

Refresh: All resources used by first action are refreshed (once per turn) and may be used again to satisfy the resource costs of second action. Resources purchased from neighbors are consumed and must be repurchased if desired to be used again (neighbors' resources are also refreshed, between actions, so the same resource may be available for repurchase.)

Age Card Activation: Players use age cards chosen in card selection phase to construct structures, sell for 3 coins, or construct wonder stages, following the same rules and procedures as in the base game action phase.

Turn Example: In turn 3 of Age II, Peter has Stone Pit (produces 1 stone) and his neighbor David has Quarry (produces 2 stone). Peter would like to build the Aqueduct (3 stone requirement), but has no money to buy stone from David. In the declaration phase Peter announces he will play a myth card. During the card selection phase he removes the Aqueduct and Apollo cards from his hands and lays them in front of him face down. Peter conducts his invocation action first, paying invocation cost of 1 stone for Apollo in age II, then collects divine favor of 5 coins, and discards his other two unplayed myth cards. In his refresh action the 1 stone from Peter's Stone Pit, which was depleted by the first action, is replenished. In his age card action, Peter constructs the Aqueduct, paying 1 stone from his Stone Pit and purchasing 2 stone from David (4 coins).

All player initiated internal affects occur before opponent initiated external affects. If several players reveal myth cards that cause external affects simultaneously then resolution is determined in alphabetical order of myth card name.

Resolution Example: At the beginning of turn 2 of age II, Robert has 6 coins in his possession. He plays Aphrodite myth card and Statue age card, while his opponent Scot plays Hecate myth card and Stables. Robert does not have the 1 wood and 2 ore needed to construct the Statue, so he will need to pay his neighbor 6 coins to utilize their resources. Robert decides to activate age card first and constructs Statue (paying neighbor 6 coins) then invokes divine power of Aphrodite to earn a number of coins equal to half the fixed VP present in his city (including VP from Statue). Scot activates Hecate first then constructs Stables. Because all internal affects occur before any external affects Robert will spend his 6 coins on the resources and earn the coins from Aphrodite before Hecate forces him to discard 3 coins to the supply.

4. Draft: After action phase is concluded all players pass unplayed age cards to neighboring player as normal. Players that did not participate in invocation action retain their hand of 3 myth cards and may participate in an invocation action of another turn in current age.

Cleanup Phase

At the end of age I & II, after military conflict is resolved, all active and unplayed myth cards must be discarded. Discarded myth cards are shuffled with remaining myth cards and a new draw deck is created for the next prayer phase. At the end of the age III, myth cards are not discarded, because certain cards grant victory points when played in age III.

Greek Pantheon

Most of the cards in Myths are from Greek mythology. All Greek myth cards are activated during the Action Phase of a turn.

APHRODITE

(Age I \ II): 1 coin is immediately given to the player from the supply for every 1 \ 2 fixed victory points originating from completed wonder stages, structures, and leader cards in their cities in age I \ II. Variable victory points may not be used to earn coins in this manner (i.e. Hiram, Alexander).

(Age III): 1 additional victory point is earned for each complete set of 3 coins in the player's treasury at the end of the game.

Age I & II example: Owning the Pawn Shop (3vp) & Altar (2vp) when Aphrodite is played in age I earns 5 coins. Owning the Pawn Shop (3vp), Altar (2vp), & Aqueduct (5vp) when Aphrodite is played in age II earns 5 coins.

APOLLO

(Age I \ II \ III): 3 \ 5 \ 7 coins are given to the player from the supply in age I \ II \ III.

ARES

(Age I \ II \ III): 1 \ 2 \ 3 additional shields are available to the player for military conflicts in age I \ II \ III.

ARTEMIS

(Age I \ II \ III): 1 \ 2 \ 3 coins are given to the player from the supply for every (brown or gray) \ (blue or green) \ (purple or red) structure the player constructs after this card is activated in age I \ II \ III.

ATHENA

(Age I): 1 coin is immediately given to the player from the supply for every green card previously constructed by the player and their right and left neighbors. Green cards constructed after Athena is played do not earn extra coins.

(Age II): The player examines their own green cards, if they are missing any of the 3 scientific symbols (cog, tablet, square & compasses) they may build 1 of each missing type, without paying construction cost. Player constructs free green cards using the same process as chaining.

For example: In age II, Turn 1: Player owns 2 green cards (tablet and square & compasses) and activates divine power of Athena. The player may build 1 green card (cog) for free this age. Turn 2: In the card selection phase the same player selects a green card with a cog symbol from their hand and builds it for free as their turn 2 Age Card Action.

Note: The icon representing the age II power may be incorrectly interpreted as only working with the tablet scientific symbol, but it actually works with all 3 scientific symbols. The other symbols were not included on the card due to size restrictions.

(Age III): 3 additional victory points are awarded to the player at the end of the game for each set of three different scientific symbols present in their city.

ATLAS

(Age I \ II \ III): Drafting rotation of age cards is switched for the duration of current age. Normally age I and III age cards are drafted counterclockwise and age II cards are drafted clockwise; when Atlas divine power is activated age I and III age cards are now drafted clockwise and age II cards are drafted counterclockwise. After age is concluded normal drafting direction is reinstated.

CHRONOS

(Age I \ II \ III): Player receives a wonder card (randomizer card used at beginning of game to assign wonder boards) and uses it to immediately build the next level of their wonder. This power allows the player to construct a level of the wonder without using one of their age or leader cards.

DEMETER

(Age I): 2 coins are gained from the supply and 1 cloth resource per turn is accessible to the player for the rest of the age. Treat this divine power as having access to a temporary loom (gray card) for resource production purposes only; it does not count towards any other card bonuses or limitations. Neighboring cities may purchase this cloth resource if so desired.

(Age II \ III): All wonder stage construction costs are reduced by 2 resources.

DIONYSOS

(Age I): 2 coins are gained from the supply and 1 glass resource per turn is accessible to the player for the rest of the age. Treat this divine power as having access to a temporary glassworks (gray card) for resource production purposes only; it does not count towards any other card bonuses or limitations. Neighboring cities may purchase this glass resource if so desired.

(Age II \ III): Once per turn, the player may triple 1 brown or gray resource made with their own starting resource, wonder stage, brown, gray, or yellow cards. Resources purchased from other cities may not be tripled.

HADES

(Age I \ II \ III): A lightning attack is conducted by the player on any city they desire (not just left or right neighbor). Lightning attack ignores the number of shields possessed by target city (Hades automatically wins battle, unless blocked by another myth card). One 1 \ 3 \ 5 victory point token is earned by the player from the supply in age I \ II \ III, and one -1 victory point token is given to the target city from the supply.

HECATE

(Age I \ II \ III): All other cities immediately pay 2 \ 3 \ 4 coins to the supply in age I \ II \ III.

HEPHAESTUS

(Age I \ II): Player pays 1 resource less when building (red) \ (green and blue) cards in age I \ II.

(Age III): Player pays 2 resources less when building purple cards in age III.

HERA

(Age I \ II \ III): All other cities pay 1 \ 2 \ 3 coins to the supply in ages I \ II \ III. Player also gain ½ \ 1 \ 1½ shields in age I \ II \ III. If playing without Cities expansion and opponents do not have enough coins to satisfy cost, they lose all coins and have no additional penalties.

HERMES

(Age I): 2 coins are gained from the supply and 1 papyrus resource per turn is accessible to the player for the rest of the age. Treat this divine power as having access to a temporary Press (gray card) for resource production purposes only; it does not count towards any other card bonuses or limitations. Neighboring cities may purchase this papyrus resource if so desired.

(Age II \ III): Player may copy chaining ability of all cards possessed by left and right neighboring cities, and receives 1 coin from the supply every time this power is used.

HESTIA (Red)

Do not use this card when Cities expansion is used.

(Age I \ II \ III): Diplomacy: Military conflicts at the end of each age do not occur between player and neighboring cities. Military conflicts now occur between left and right neighbors instead. In a 4+ player game, all cities conduct military conflicts against 2 other cities, except the player, who fights no one.

PAN

Do not use this card in games with less than 6 players.

(Age I \ II \ III): Player may build more than one of the same structure in their city. Player may use chaining ability (free build) for both structures, when appropriate. For example: Pan allows a city to construct 2 Libraries, if the city owned a Scriptorium then it may build both Libraries for free.

POSEIDON

(Age I \ II \ III): Player identifies one city of their choice (not just left and right neighbor) and may purchase resources from them for 1 coin per resource. Resources purchased with Poseidon may not cost less than 1 coin (affects of Trading Posts and Marketplaces may not be combined with this divine power to lower resource cost less than 1).

ZEUS

(Age I \ II \ III): Player may activate their last age card instead of discarding it. This card may be constructed by paying building cost, discarded for 3 coins, or used to build the next level of their wonder stage. This divine power is identical to Babylon wonder board, side B, stage 2 ability.

Egyptian Pantheon

Invocation cost for all Egyptian cards are paid in coins. Because coins are used instead of resources, the Egyptian myth cards may be activated any time during an Age (not just the invocation action).

AMUN-RA

(Age I): 2 coins are gained from the supply and 1 stone resource per turn is accessible to the player for the rest of the age. Treat this divine power as having access to a temporary stone pit (brown card) for resource production purposes only; it does not count towards any other card bonuses or limitations. Neighboring cities may purchase this stone resource if so desired.

(Age II \ III): A -1 victory point token is removed from the player's city and given to an opposing city. This action may be repeated twice, but a maximum of -1 victory point token may be given to a single city.

ANUBIS

(Age I \ II \ III): Once per age, in the draft phase, the player does not pass their hand of age cards to their neighbor. In other words, the player is allowed to use their hand of age cards for a total of 2 turns, while neighbors pass their hands around the player, thus skipping the player entirely.

BASTET

(Age I \ II \ III): Player may choose 1 active structure in an opponent's city and exchange it with one in their own. The two age cards must have the same number of resources in the building cost (resources do not need to be identical), and age cards that have coins as a building cost cannot be traded. For example, the Temple may be exchanged for the Traders Guild as both cards require 3 resources to be constructed, but the Timber Yard may not be traded, because it has a coin cost associated with construction. If a structure has an affect when constructed the affect is replayed for the player receiving the card. For example, if a player traded their Lumber Yard and received a Vineyard the player would activate the Vineyard ability and collect the coin bonus.

HORUS

(Age I \ II \ III): Twice during the age, whenever the player desires, they may examine all the unplayed age cards of any city. 2 coins are taken from the supply and placed on the Horus card. 1 coin is returned to the supply each time the player uses the divine power of Horus. Any coins remaining on the card at the end of the age are given to the player to use as normal currency.

ISIS

(Age I \ II \ III): Collect all unplayed age cards from each player, shuffle them together, and deal them evenly amongst all players. Each player will have the same number of cards as before, but the cards within each hand should be different. Player may decide to invoke Isis at any time and may examine their hand of age cards and activate the divine power before or after they select an age card to play for the current turn. Age card activation for opponents must conform to the actions of the player; i.e. if the player that activated the divine power of Isis decided to play their age card before reshuffling age cards then opponents must also play their age cards before reshuffling.

OSIRIS

(Age I \ II \ III): Player may examine the discard pile, choose 1 age card, and either construct it in their city for free, or return it to the discard pile and receive 3 coins from the supply. Extra card may not be used to construct a wonder stage.

SET

(Age I \ II \ III): Player may destroy 1 myth card of an opposing city after it is revealed. The opposing city does not receive the divine power of the myth card and must also discard the remaining two myth cards for the age. If Set is used to attack an opponent's myth card as it is revealed then the opposing city is not required to pay invocation cost for the destroyed card, and may reclaim coins paid for borrowed goods from neighbors.

Babylonian Pantheon

Divine powers of Babylonian myth cards are only to be used in games where cooperative team play occurs (outlined in 7 Wonders Cities expansion). Babylonian myth cards are played during the action phase of a turn like Greek myth cards.

MARDUK

(Age I \ II \ III): Teammates in allied cities of the player may use each other's resources at no coin cost. Access to resources between cities is unrestricted, but resource producing structures are never transferred and therefore may only be used as victory points by the city that constructed them.

For example: Julian and Bob are playing as a team. In turn 1 of age II, Julian has 2 stone and 2 wood and Bob has 1 stone and 1 cloth. Julian plays Marduk in turn 1 and identifies Bob as his ally. The divine power is not able to be used by Bob in turn 1 because all internal affects for Bob must occur before any external affects do. In turn II, Bob constructs the Aqueduct (3 stone) by using 1 stone from himself and 2 from Julian. Julian constructs a Library (2 stone & 1 cloth) using 2 stones from his city and 1 cloth from Bob.

ISHTAR

(Age I \ II \ III): Teammates in allied cities of the player may redistribute their military shields between their cities as they see fit. Access to military shields between cities is unrestricted, but shield producing structures are never transferred and therefore may only be used as victory points by the city that constructed them. Players may not split whole military shields into halves.

For example: Dorothy and Mary play as a team against Luke and Chris. They are arranged around the table in the following order:

Dorothy (has 4 shields) — Mary (has 2 shields)

Table

Chris (has 1 shields) — Luke (has 3 shields)

Without Ishtar, military conflict at the end of age II would occur as follows: Dorothy would beat Chris (4 - 1), and Luke would beat Mary (3 - 2). However, If Dorothy played Ishtar myth card, she could lend 2 of her shields to Mary (without exchanging ownership of cards) and military conflict would occur as follows: Dorothy would beat Chris (2 - 1), and Mary would beat Luke (4 - 3).

SHAMASH

(Age I \ II \ III): Each time the player that activated this card earns coins from the supply, due to yellow cards or discarded age cards, their teammate receives a number of coins from the supply equal to 1 less than what was received by the player.

"Goodies" Pantheon

Following in the footsteps of the Stevie Wonder Goodies card, it is now time for the gods to welcome a new "wonder-personality" to their ranks. And who else but Wonder Woman could rise to the challenge, and achieve this noble goal? No other mortal could come close to her divine status, after all we know that she received her magic lasso and bracelets from the Greek Gods themselves...

WONDER WOMAN

Wonder Woman is played like a Greek myth card.

(Age I \ II): Player receives the Wonder Woman token in the age she was invoked, but receives no extra benefits this age. In the following age, the player may use the Wonder Woman token to play two myth cards instead of one. Invocation costs must be paid for both myth cards. The two myth cards may be invoked in the same or different turn, resources permitting. Refresh Action does not occur between first and second myth card activated in the same turn. After invoking the second myth card of the age, the Wonder Woman token is removed from play and the last unplayed myth card is discarded.

(Age III): 5 additional victory points are awarded to the player at the end of the game.

TOINITO

Toinito is used in cooperative team play like the Babylonian myth cards.

(Age I \ II \ III): Once per age, during the age card activation phase, teammates may construct both their age cards in one city. Team members must use resources, and/or chains from their own city, to construct their contributing structures, regardless of which city they are built in. Both structures are "owned" by the city in which they are constructed.

Description of Guilds

ENLIGHTENED GUILD: 2 additional victory points are earned for the player for each myth card activated by themselves and their right and left neighbors in age III.

MARAUDERS GUILD: A single 5 point victory point token is earned for the player from the supply and a -1 victory point token is given to left and right neighbors. Military shield values are ignored for all cities involved in this conflict.

EMPERORS GUILD: 1 additional victory point is earned for the player from the supply for every military shield present in their city at the end of the game (red cards, leaders, wonder stages, etc.).

Leaders and Myths

In the play testing of Myths expansion, we found Leaders and Myths combination tends to lengthen the game considerably. However, these two expansions are completely compatible and add a level of complexity to the game. Leader Recruitment Phase is always conducted before the Prayer Phase.

PEGASUS (myth card)

Remove Pegasus from myth deck if Leaders expansion is not available. However, Pegasus may still be used even if Leaders expansion is owned, but not used in the current game. A game that only has 1 leader could be quite interesting.

(Age I \ II \ III): Player draws 2 \ 3 \ 4 Leaders cards and activates 1 for free in age I \ II \ III. Unused leader cards are discarded. If players do not wish to play any of the leaders drawn, they may discard all of them and gain a total of 3 coins. Extra card may be used to construct a wonder stage, but wonder stage resource cost must be paid for construction to occur.

ATTILA (Leader)

1 coin is earned by the player from the supply for every shield constructed after this card is played.

GILGAMESH (Leader)

Identical to Babylon Side B, stage 2. Player may activate their final age card instead of discarding it. This card may be played by paying its activation cost, discarded to earn 3 coins, or used to construct a wonder stage.

HERACLES (Leader)

7 victory points are awarded to the player at the end of the game if they do not construct any of their own wonder stages.

ODDYSEUS (Leader & Myths)

Remove from play if Myths expansion is not used. Player may activate all future myth cards without paying invocation costs.

SPARTACUS (Leader)

Left and right neighboring cities do not collect guild victory points that would normally be earned from the player's city. Neighboring cities still collect guild victory points from their other neighbor.

VERCINGETORIX (Leader)

Player may immediately trade two -1 victory point tokens for a single 3 victory point token with the supply. This trade occurs only once and may not be repeated. If the player does not have two -1 victory point tokens the transaction does not occur.

Myths and Cities

Myths and Cities expansion seem to pair well together. However, Cities adds new rules, and largely focuses on forcing others to discard coins, so certain myth cards must be removed and replaced with others to maintain balance of play.

HESTIA (Blue)

Replace Hestia (Red) with Hestia (Blue) when Cities expansion is used. The diplomacy power of Hestia (Red) is already present in Cities, making this divine power redundant.

(Age I \ II \ III): Player is immune to all negative effects of black and myth cards played by other cities.

HECATE & HERA

Players affected by the loss of coins have the option of going into debt, by taking debt tokens instead of losing coins. If players cannot afford to pay the coins to the supply required of them from divine power effects, cities must take debt tokens equal to the value of the coins they could not discard. In playtesting a consensus was reached to remove Hecate from play when Cities expansion is used to limit excessive coin loss to the supply. Players are welcome to include Hecate if they so desire, but we advise against it.

MEDUSA

Remove Medusa from myth deck if Cities expansion is not available, or when 7 or 8 players are present. However, Medusa may still be used even if Cities expansion is owned, but not used in the current game; only having access to 1 black card could be quite interesting.

(Age I \ II \ III): Player draws 2 black cards not used in the current Age and plays 1 for free. The unused card is then discarded. If players do not wish to play either card, they may discard both cards for a total of 3 coins. Extra card may be used to construct a wonder stage, but wonder stage resource cost must be paid before construction occurs.

NUT

(Age I \ II \ III): 1 debt token is removed from the player's city and given to an opposing city. This action may be repeated twice, but a maximum of 1 debt token may be given to a single city. The player must take debt tokens from their own city and not the supply.

Wonder Descriptions

THE PIT OF TARTAROS

Ancient Greek mythological texts refer to a dark and gloomy prison located deep underground, where the gods house their mortal and immortal enemies. Shackled Titans, outcast gods, and mortal men serve painfully fitting punishments for displeasing the gods. Pay Charon his coin to ferry you across the river Styx and behold the eternal land of lamentation, behold Tartaros.

Note: Tártaros stages must either be constructed with the age card pictured.

Tártaros Side A

Stage 1: 2 victory points. Age I card must be used to construct wonder stage.

Stage 2: 4 victory points. All opponents return 1 coin to the supply. Age II card must be used to construct wonder stage.

Stage 3: 6 victory points. Age III card must be used to construct wonder stage.

Tártaros Side B

Stage 1: 6 victory points.

Stage 2: 6 victory points.

Stage 3: 6 victory points.

Note: Age III card must be used to construct all wonder stages.

THE HARBOR OF ITHACA

Ithaca is an island in the Ionian Sea where, according to legend, Odysseus called home. Odysseus's 20 year journey to Troy and back is the subject of Homer's epic stories The Iliad and The Odyssey. He traveled through churning oceans and mystical isles and was subjected to the will of many gods. The Ithaca wonder board simulates this supernatural experience by allowing the player to activate more myth cards than usual.

Ithákê Side A

Stage 1: 3 victory points

Stage 2: Player may invoke 2 myth cards in age III instead of 1.

Stage 3: 7 victory points.

Ithákê Side B

Stage 1: 3 victory points, player may invoke 2 myth cards in age II instead of 1.

Stage 2: 4 victory points, player may invoke 2 myth cards in age III instead of 1.

Note: Two myth cards may be invoked in the same Invocation Action, if the player desires and resources permit. Invocation costs must be paid for both myth cards. Refresh Action does not occur between first and second myth card played in the same invocation action.