Peloponnes: Heroes and Colonies
Peloponnes: Heroes and Colonies Rulebook
Table of Contents
Table of Contents
Components
- 9 Colony Boards
- 2 "Round Overview" Tiles
- 10 Hero Tiles
- Disaster Tile "Persians"
- 8 Disaster Chits "Persians"
- Civilization Tile "Sikyon"
- Overview Board
- 8 Figures (wooden material)
- 15 Coins
- 24 Cloverleaves
Round Overview Tiles
The English side of the Round Overview tile reads:
OVERVIEW
- Reveal Tiles
- Bidding
- Adjust Player Turn Order
- Add Tiles to Civilizations
- Increase Population
- Income
- Reveal Disaster Chits
Preparation
Place the Overview Board on one side of the table. Above it, place all 6 Disaster Tiles: 5 from the basic game together with the Persians.
Mix all 16 Disaster Chits of the basic game together with the 8 new Disaster Chits "Persians" and place in 2 piles of 12 Disaster Chits each on the relevant spaces of the Overview Board.
Each player chooses a color and, in addition to the 5 wooden Markers of the basic game, gets the Figure in this color and 3 Cloverleaves.
All Civilization Tiles, Hero Tiles and Colony Boards (they replaces the Player Mats of the basic game) are mixed separately, and then a Hero and a Colony are dealt randomly to each player.
Place your Hero Tile with the red side facing up in front of you.
Civilization and Hero Tiles provide the turn order for the first round of the game, the starting money, population, income and possibly other raw materials or a specific strength.
In addition, each Hero has a special ability to use throughout the game (see Heroes) and each Colony has various advantages and disadvantages (see Colonies).
A new feature of Heroes and Colonies is "strength." A Player Marker is used to keep track of that player's strength at the Overview Board.
The remaining 4 Player Markers keep track of that player's wood, stone, food and luxury goods at the Colony Board. The Figure is now used to record the number of inhabitants. Unless a Civilization or Hero Tile show otherwise, each Player Marker starts at zero on its track.
If a Building or Landscape tile is taken, players have the opportunity, in the new turn order, to increase their strength (see Strength).
The "Persians" disaster occurs twice during the game (see Persians).
As usual, for each of the 3 Supply Rounds in the game, every inhabitant must be supplied with food as usual, and every unfinished building must be built. Now, however, there is also an internal conflict each Supply Round (see Internal Conflict).
Game Play
The game play of the base game changes only on the following points:
At the end of each round, 3 Disaster Chits (instead of 2) are drawn successively and assigned to the corresponding Disaster.
Caution: If two chits of the same disaster are revealed in a row, the second chit is slid under the second stack, and another chit is revealed instead.
Strength
Each time a player receives a new tile, he can increase his strength.
New Building tile: the player additionally pays 1 wood and 1 stone and gains as many Strength Points as the Power Points shown on the Building Tile.
Caution: this is not possible when placing a coin onto the tile or when finishing an unfinished building in the supply round!
New Landscape tile: the player additionally pays 2 food and receives as many Strength Points as the Power Points on that tile.
Move your marker on the Strength track accordingly. The maximum strength of 29 cannot be exceeded.
Example: The player pays 3 Wood and 1 Stone (instead of 2 Wood) for the Bridge and gains 4 Strength Points (Power Points at the Tile).
Internal Conflict
During each Supply Round (3x in the game), after feeding your population and finishing buildings, internal conflicts take place between the players.
Determine which players have the highest and the lowest strength. Use the current turn order as a tiebreaker.
The strongest player receives one Cloverleaf and one Inhabitant from the weakest player. Both players adapt their population tracks accordingly.
If a player has no Inhabitants, he cannot lose one, and the strongest player cannot gain one.
When playing with 5-8 players, the two strongest players take one Inhabitant and one Cloverleaf from the two weakest players.
Then the strongest player(s) halve their Strength Points (rounded down).
Example: The strongest player (yellow) receives one Inhabitant and one Cloverleaf from the weakest player (blue). After that yellow halve his Strength from 8 to 4.
Persians
The Persians attack immediately after the 3rd and 6th Persian Disaster Chits are revealed. The strength of the Persians is determined and compared with the total strength of the players.
The strength of the Persians is equal to the number of players multiplied by the sum of the values of all the revealed Persian Disaster Chits.
Note: The 7th and 8th revealed Persian Disaster Chits are ignored!
Example: In a 4-player game the Strength of the Persians is 20 (4 x 5).
If the Persians are stronger after the 1st Persian attack, all players must turn their heroes to the orange side. If the Persians are stronger after the 2nd Persian attack, each player must remove his tile with the most Power Points from the game. If a player has several tiles with the same number of Power Points, he may decide which tile he will remove.
If the players are at least as strong as the Persians, they have defended themselves successfully. Then each player must halve his Strength Points (rounded down). After that, each player may hire Mercenaries (see Mercenaries).
Example: All players have only 18 Strength in sum and have to turn their Heroes to the orange side.
Mercenaries
If a Persian attack is repulsed, each player in turn order may hire Mercenaries.
You may hire up to as many Mercenaries as your current Power Points. Each Mercenary costs 1 coin. Stack the coins on the space matching your player color on the Overview Board to represent your Mercenaries. Then add 1 Strength Point on your strength track for every Mercenary you hired.
Each Mercenary also counts as 1 Population Point at the end of the game!
Example: The Player stacked 3 Coins at his colored space and gains 3 Strength Points.
End of Game
As in the basic game, the game ends after the 8th round is finished.
Players then receive their final income, the last 3 Disaster chits are revealed, and the final Supply Round (including the last internal conflict) is carried out.
Winner
Players calculate their points as follows:
- Power Points for Building, Landscape and Hero tiles (only on the red side of the Hero tile).
- Additional Power Points for Coins: depending on the Colony, 2, 3 or 4 coins are each worth one Power Point.
- Population Points: one for each Inhabitant, multiplied by 2, 3 or 4, depending on the Colony.
- One additional Population Point for each Mercenary.
- Each Cloverleaf is worth either 2 Power Points or 2 Population Points. You may assign each of your Cloverleaves to either.
Compare your total Power Points with your total Population Points. Your final score is the lower total.
The player with the highest score wins the game. In cast of a tie, the higher totals are compared. If still a tie, then the tied player with the higher number of luxury goods wins.
Negotiation Variant
After each player has received his Civilization tile, he immediately receives the starting coins (only the coins!) for that tile. Turn order is determined by the number on the bottom left of each Civilization tile.
Then, each player is dealt a Colony and Hero, but does not yet take additional Coins for that Hero.
Before the game begins, each player, in turn order, is allowed to make one offer in Coins for another player's Colony. If the other player accepts the offer, he takes the Coins and both players exchange their Colonies. If the offer is rejected, the players retain their Coins and Colonies, and the next player has the option of making an offer.
After that, and in the same way, each player may make a single offer for another player's Hero.
Example: Player A bids 2 Coins, to trade his Ariadne against Daedalus from player B. Player B agrees, gets the 2 coins and both trade their Hero.
Once the negotiation round is over, each player receives what is printed on the top right of his Hero Tile.
Heroes
Achilles
Hero of Troy, son of Peleus and Thetis;
Achilles starts with 1 Coin, 2 Inhabitants and 5 Strength Points. Achilles always gets +2 Strength when your increase your strength by building Buildings or gaining Land. If this tile is flipped, he loses 1 Stone each round after that.
Andromeda
Ethiopian princess, sacrificed to the sea monster Ketos but freed by Perseus and later taken to heaven with him as a constellation.
Andromeda starts with 5 Food and 2 Inhabitants. She always gets +3 Coins on every new tile that shows at least one Coin on the upper right.
If this tile is flipped, he loses 1 Wood each round after that.
Ariadne
Daughter of Minos, gave Theseus a ball of thread and a sword that saved him in the labyrinth.
Once per round, Ariadne may take a Disaster Chit that has just been drawn, and place it under the second stack of chits. Then, a replacement Disaster Chit is drawn.
Daedalus
Cretan inventor and builder, fled from Minos from Crete to Sicily by means of self-made wings.
Daedalus starts with 1 Strength. When constructing buildings, he pays either 2 Stone or 2 Wood less (not 1 Wood and 1 Stone) for each building.
Hector
The most important hero and leader of Troy, and Achilles' opponent.
Hector starts with 4 Strength. When Strength is normally halved after a Persian attack or internal conflict, Hector loses only 2 Strength instead.
Helen
Princess Helen of Troy and Queen of Sparta. As the most beautiful woman in the world, she was the cause of the Trojan war, after the Trojan Prince Paris took her to Troy.
Helen starts with 5 Coins, 2 Inhabitants and 1 Strength. Helena gets +1 bonus Inhabitant on each new Landscape Tile. If this tile is flipped, she loses 1 Food each round after that.
Odysseus
Lord and Hero of Troy, King of Ithaca.
Odysseus starts with 3 Strength. He may protect himself once in the game from any disaster. For this he has to cover the symbol on his Hero Tile with his own Coin.
Note: This can also be one of the two Persian attacks. In this case, he is the only player not affected by the negative event. When the game ends, the Coin goes to the bank!
Penelope
Wife of Odysseus, who must defend herself during his absence from numerous suitors.
Penelope starts with 1 Inhabitant and 1 Strength. She pays 2 Food less to feed her Inhabitants during a Supply Round.
Sisyphus
He betrayed the plans of the gods and as a penalty, had to roll a stone block up a hillside, only to have it always roll downward again.
Sisyphus starts with 2 Coins, 1 Inhabitant and 3 Strength. His bid is always 1 Coin higher than the player's actual bid.
Caution: the extra coin does not count when determining the order of play!
Tantalus
King of Lydia. Originally a friend to the gods, they later became hostile to him when he cooked his son and presented it to them as a meal. As a punishment, he had to suffer hunger, thirst, and an agonizing death.
Tantalus starts with 2 Coins, 2 Food and 3 Strength. He may hire as many Mercenaries as his current Strength during every Supply Round (after the internal conflict has been resolved).
Colonies
Peloponnese quickly became too small for the ancient Greeks. So they began to found new settlements, which often grew into important cities. Through this colonization, the Greek language, culture and polis-order were spread, especially in the coastal areas of the Mediterranean and the Black Sea.
Apollonia
The city of Apollonia was located in today's Albania and was founded in 588 BC as a Doric colony of Corfu with the participation of settlers from Corinth.
Special features: small storage for Stone and Food, slightly increased possibility of luxury. The player is last in every round in the turn order. The Disasters of Drought (losing half your food rounded down) and Earthquake (2 Wood and 2 Stone per building) are more devastating in Apollonia.
Byzantium
Byzantium was a colonial city of Doric Greeks from Megara, Argos and Corinth, founded around 660 BC at the southwestern exit of the Bosporus.
Special features: Small Food store, slightly lower income, slightly increased possibility of luxury. Each Inhabitant is worth 4 Inhabitant Points at game end, and every 4 Coins are worth one Power Point.
Leptis Magna
Leptis Magna was the first trading colony of the Phoenicians in Tripolitania. It came first under the supremacy of Carthage, and then, after the conquest of Numidia, under Roman rule (46 BC).
Special features: slightly higher income. When reserving a Building, the player must place 3 of his Coins on the Building Tile instead of one. The player is allowed to ignore the placement rules when placing Land Tiles.
Massilia
Around 620 – 600 BC the Greeks founded a permanently inhabited settlement thanks to a donation by the Ligurian princes on the south coast of today's France and called it Massilia, today's Marseille.
Special features: small storage, slightly increased access to luxury.
Miletus
The settlement of Miletus, which was of South-West Anatolian character, was the first Minoan settlement, but it was destroyed and rebuilt several times. Through the centuries, several cultures left their mark.
Special features: higher income, slightly higher access to luxury. This player is the staring player in every round. Every 2 Coins are worth 1 Power Point at the end of the game.
Naukratis
Naukratis was an ancient Greek trading city and was located in Egypt in the western Nile Delta. It was founded around 630 BC and was famous for its floral sprays.
Special features: large storage, low coin income, luxury can be exchanged in a ratio of 1: 1 for another resource or a Coin.
Naxos
Naxos was the first Greek colony on Sicily and was founded in 735 – 734 BC by inhabitants of the town of Chalcis under the leadership of Theokoles.
Special features: large storage, high income, slightly higher access to luxury. Every 2 Coins are worth 1 Power Point at the end of the game.
Salamis
Salamis was an ancient city at the mouth of Pediaios to the east of the Mediterranean island of Cyprus, on a wide bay about 6 km north of today's Famagusta.
Special features: At the end of the game, Salamis receives only 2 Population Points for each of its Inhabitants. For each Supply Round, however, 1 Food is enough to feed 2 Inhabitants.
Taras
Taras, today's Taranto, was located in Apulia, on the Gulf of Taranto in the Ionian Sea. It was the city of the two seas and the swing bridge, the ancient center of which was the island of Isola Del Borgo Antico, which separates the Mediterranean from a lagoon behind the island.
Special features: small storage for Wood and Stone, easy access to luxury. The catastrophes of Decline (losing all luxury) and Tempest (2 Food and 2 Coins per Landscape Tile) are more severe for Taras.
Civilization Sikyon
Special features: protection against the catastrophe Tempest, starts with 9 Coins, 9 Food and 3 Inhabitants.
Caution: If the storage of the colony is less than 9 food, the player gains the difference in luxury goods.
At each turn, the player receives 1 Food, but loses 1 Wood and 1 Stone, if any are in storage.
If the player produces Wood and Stone through other tiles, the loss is directly offset.
Solo Version (Solo Sheet)
The following is the separate one-page official English solo sheet, "Peloponnes Heroes and Colonies » Solo Version", transcribed as a second section. It is played with the rules above.
Preparation
The preparation is the same as the 2 player game. You receive a Colony, a Hero and a Civilization, and places your Marker and your Figure on the starting spaces of your Colony Board that are specified by the Hero and Civilisation.
The second player is a "dummie" player, who we will refer to as Angelos. For Angelos, depending on the rank (see below), you will need a Civilization and/or a Hero, 3 Clover Leaves, and a Marker of a different color.
Angelos
- is protected from all catastrophes except the Persians,
- does not pay any resources for Buildings,
- does not pay Coins for tiles,
- does not receive any income,
- does not need to feed Inhabitants,
- does not use the ability of his Hero,
- takes the tile from the row with most of the Power Points; in the case of a tie, tied tile with the most Inhabitants; and in the case of another tie, the tied tile which lies farthest to the right in the row.
- if he loses an Internal Conflict, he loses the tile with the least number of Inhabitants (minimum 1); in the case of a tie, the tied tile with the fewest Power Points, and in the case of another tie, the tied tile which lies farthest to the right in the row.
Ranks
Rank Foot Soldier (Hoplite): as a Foot Soldier, Angelos does not have a Civilization or a Hero, and his Marker begins on the "0" space of his Strength Track. He only has 3 Clover Leaves.
Rank Captain (Lokhagos): as a Captain, Angelos receives one Civilization and 3 Clover Leaves. His Marker begins on the "0" space of his Strength Track.
Rank Colonel (Syntagmatarkhis): as a Colonel, Angelos receives a Hero *, 3 Clover Leaves. His Marker begins on the "0" space of his Strength Track unless his Hero specifies otherwise.
Rank General (Stratigos): as a General, Angelos receives a Civilization and a Hero * and 3 Clover Leaves. His Marker begins on the "0" space of his Strength Track unless his Hero specifies otherwise.
* Depending on the Hero, Angelos also receives: Sisyphus: + 1 Clover Leaf; Hector, Andromeda, or Tantalus: + 2 Clover Leaves; Odysseus or Penelope: + 3 Clover Leaves; Daedalus or Ariadne: + 4 Clover Leaves.
Gameplay
In each game round, as in the two-player game, 5 tiles are revealed: 2 of them next to each other in the regular row and the other 3 tiles next to the conquest tile (Conquest row).
You are allowed to buy one of the remaining tiles at the price of the minimum bid (bottom left on the tile) and add to your civilization. You may spend additional resources to increase your Strength, as usual with the Heroes and Colonies rules.
After that, Angelos takes a tile and adds it to his civilization.
If the player chooses a tile from the Conquest row, Angelos takes a tile from the regular row, as described above under "Angelos".
If the player chooses a tile from the regular row or passes, Angelos takes a tile from the Conquest row, as described under "Angelos".
Additionally, in this case, he gains the Power Points as Strength Points and moves his Marker forward on the Strength Track accordingly.
Conflicts
Angelos participates in all conflicts and halves his Strength whenever he wins a conflict. He supports you when the Persians attack, but may not hire mercenaries when victorious!
Angelos takes part in an internal conflict with you each supply round. He always wins when he is tied with you in Strength, unless you have the colony "Miletus".
If you defeat Angelos you receive a Clover Leaf and one Inhabitant. Angelos loses a tile which shows at least one Inhabitant (upper right corner). Choose 1 and place it back in the box.
If Angelos wins, he receives a Clover Leaf from you and an additional Inhabitant. To show this, take a coin from the reserve and place on Angelos' color space without increasing his Strength. This is worth one Population Point for him at the end of the game.
Scoring and Winner
At the end of the game, your points are determined as usual and compared with the Angelos' score. To win, you must have more points than Angelos.
Angelos scores all the Inhabitants printed on the upper right of his tiles (= 3 Population Points each), and one Population Point per Coin on his color space for internal conflict won.
He also scores one Power Point per 3 Coins, which are printed on the upper right of his tiles.
Angelos' Clover Leaves are assigned so that they give him the highest possible score.
The lower of the two values (Population Points or Power Points) for each player is their final score.