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Rivals: Masters of the Deep

Rivals: Masters of the Deep Rulebook

Table of Contents

Table of Contents

  • Inner Workings
    • Component List
  • Component Details
    • Dice
    • Lurk Tiles
    • Wound Tokens
    • Aether Tokens
    • Special Effect Tokens
    • Loot Deck
    • Lurker Deck
    • Event Deck
  • Meaty Middle
    • Setup
      • Game Size
      • Create Play Decks
      • Create Your Aether Supply
      • Your Loot Supply
      • Choose Your Faction
      • Gather Your Forces
      • Take All Models
      • Reading a Character Card
    • The Lurk Map
      • How to Setup the Lurk Map
      • 2 Player Map
  • Combat in Detail
    • Victory Condition
    • First Player
    • The Battle Begins
    • Activation Card
      • Activations
    • Movement Column
      • Movement Actions
    • Attack Column
      • Performing an Attack
      • Attack Actions
    • End Column, Events & Lurkers
  • Finishing Combat Details
    • Line of Sight
    • Character Abilities
  • The Leftovers
    • Dice, Abilities & FAQ
      • Upgrading and Degrading Dice
      • Abilities Explained
      • Frequently Asked Questions
    • History and Timeline
    • Abilities and Tokens

Inner Workings

Component List

  • 1 x Rulebook
  • 5 x Black Dice
  • 5 x Red Dice
  • 5 x White Dice
  • 60 x Lurk Tiles
  • 30 x Wound Tokens
  • 30 x Aether Tokens
  • 15 x Special Effect Tokens
  • 50 x Loot Cards
  • 5 x Lurker Cards
  • 25 x Event Cards
  • 34 x Character Cards
  • 4 x Activation Cards
  • 12 x Activation tokens
  • 55 x Miniatures
  • 44 x Faction Starter Cards

Component Details

Dice

The White, Red and Black dice are used to resolve ACTIONS and COMBAT. Each color represents a different strength, with the White dice being the weakest, Black being the strongest and Red being between the two.

Each side of the 3 types of dice:

  • Hit - Represents a HIT. The more Hits rolled the better the chances of hitting a target.
  • Exploding Hit - Represents an EXPLODING HIT. Exploding Hits count as a single Hit and also allow the player to roll an additional Red die. *One Red die for each Exploding Hit rolled.
  • Shield - Represents a SHIELD. Shields block Hits. For every Hit rolled you must roll at least one Shield to block it.
  • Aether - Represents an AETHER. Gain 1 Aether for each Aether rolled. Aether is used for purchasing Abilities.
  • Exploding Aether - Represents an EXPLODING AETHER. Exploding Aether count as a single Aether but it also allows the player to roll an additional Red die. *One Red die for each Exploding Aether rolled.
  • Blank - The blank side of a White die has no symbol (the printed rulebook shows six White faces, the last one blank).

Lurk Tiles

Lurk tiles are used to randomly create your game board. In the base game of Masters of the Deep there are 5 Tile types: Starter, Sand, Coral, Rock and Lurker tiles.

Wound Tokens

Wound Tokens track damage to models by placing them on the Character Card. Once the amount of Wound Tokens is equal to or greater than the number of hearts on the card, that model is destroyed.

Aether Tokens

Aether is used to pay for a model's Abilities during the game.

Special Effect Tokens

Special Effect tokens represent special/magical effects. They remain in effect until the end of the round in which they were received.

Loot Deck

The Loot Deck contains weapons, armor, and items that you may find during your adventure in the Lurk.

Lurker Deck

The Lurker Deck contains foul creatures and treasure that you might encounter when exploring the various Lurk Tiles around the board.

Event Deck

The Event Deck represents the ever changing tides of battle, and is drawn from after each faction's turn is over.

Meaty Middle

Setup

Terms you need to know for this rulebook:

  • Rivals - Rivals are your opponent's Models.
  • Lurk - The name for the deep dark depths.
  • Lurker - Wild creatures of the deep.
  • Degrade - Going from stronger to weaker.
  • Upgrade - Going from weaker to stronger.
  • LOS - Line of Sight. The ability to target models.

Game Size

2 PLAYER games consist of 2 teams with 125 Aether for Models and Starter Items/Weapons/Abilities each.

3-4 player games consist of 3-4 teams with 75 Aether for Models and Starter Items/Weapons/Abilities each.

Create Play Decks

Shuffle the Loot, Lurker, and Event decks separately. Place them next to the map.

Create Your Aether Supply

Each Player begins with 3 Aether tokens in their Aether Supply. The rest of the Aether tokens are placed in a centralized location near the Lurk edge within easy reach of each player.

Your Loot Supply

Each Player has a Loot Supply where they can hold up to 5 non-equipped items (items that are found but not yet equipped to a model). Throughout gameplay your Supplies will grow and shrink as you use them.

Choose Your Faction

Each player chooses a faction; the Cog, the Nautilus, the Low Clans or the Ancients. If any players wish to control the same faction, players will roll for it. Roll 2 dice; the player with the most hits wins.

Gather Your Forces

Each Player uses AETHER to build their team. 125 Aether in a 2 player game and 75 Aether in a 3-4 player game. Character Cards (Heroes & Minions) and Starter Cards (Abilities, Items, Weapons) have an Aether cost in the upper left corner. Each player pays the Aether cost for each Model or Starter card. A player does not have to spend all of their Aether but any leftover Aether cannot be used in the game. You begin the match with only 3 Aether tokens. Starter Items cannot be purchased after gathering your forces.

Take All Models

Each player takes the models that correspond to their purchased Character Cards. Place the Starter Items, Abilities and Weapons you purchased beside the Character Cards you are equipping them to. Only one type of each Starter card can be placed with each Character Card so that there is only One Starter Item, One Starter Weapon and One Starter Ability card per Character Card.

Reading a Character Card

The printed rulebook labels a Character Card with: AETHER COST (upper left corner), NAME, SIZE OF MODEL, FACTION/TYPE, ABILITIES, STATS and HEARTS.

The Lurk Map

How to Setup the Lurk Map

The Lurk map is made up of Lurk Tiles. Take all Lurk Tiles and shuffle them. Set them aside. Create the map randomly by placing both the Spawn Tiles and the Lurk Tiles in a circular pattern, as shown in the diagrams.

2 Player Map

2 player Maps are made of 52 tiles including 6 Spawn Point tiles. Starting with a spawn point tile and then placing the tiles in a circular pattern.

3 Player Map

3 player Maps are made of 52 tiles including 9 Spawn Point tiles. Starting with a spawn point tile and then placing the tiles in a circular pattern.

4 Player Map

4 player Maps are made of 58 tiles including 12 Spawn Point tiles. Starting with a spawn point tile and then placing the tiles in a circular pattern.

Understanding the Tiles

  • Spawn Point Tiles - SPAWN POINT tiles, marked with a spawn point symbol on its face, are the starting place for your models on the Lurk Map. The tile itself has no UPGRADES or DEGRADES. You can also use Spawn Point tiles to bring in reinforcements if your starting army is too large to fit.
  • Sand Tiles - SAND tiles are the basic tile for the map. They have no UPGRADES or DEGRADES.
  • Coral Tiles - CORAL tiles are marked with a coral symbol. Coral tiles DEGRADE your LOWEST defense dice (if the lowest is a white you lose that dice).
    • You may also search Coral for LOOT. Roll 1 Red die; if you roll a hit then you may draw a card from the Loot Deck. This is the quickest and easiest way to gain more LOOT.
  • Tile Capacity - There are two types of models: Large and Small. Only one Large model can fit on a tile while three Small models per tile. You cannot be on the same tile as a LURKERS or RIVALS.
  • Map Mulligan - If your map is uneven (spawn tiles surrounded by Rocks, or all Lurkers are on one side of the map) you may choose to mulligan. This means you pick up your LURK tiles and re-setup.
  • Rock Tiles - ROCK tiles are obstructions. Marked with a rock symbol. Models cannot target other models through obstructions. However, ROCKS can also be used as a great viewpoint. Models can swim to the top of ROCKS. The player rolls 1 Red die; on a hit that model may move onto the ROCK tile. If a roll does not produce a hit then that model immediately ends MOVEMENT and leftover SPEED goes unused.
    • While on a ROCK tile models gain 1 Shield die to ATTACK rolls. ROCK tiles can still block LOS. If there is a ROCK tile between a model and their target then LOS is still blocked unless both models are on ROCKS. Models can move to other adjacent ROCKS without rerolling.

Combat in Detail

Victory Condition

Last man standing. When a Player's last model is removed, that Player loses. The last Player with models on the board is victorious. Simple as that.

First Player

To determine who is first player everyone must roll 2 dice. Whichever player rolls the most HITS is first player.

The Battle Begins

MASTERS OF THE DEEP is played over a series of ROUNDS. Each ROUND is divided into two parts:

  1. All Players Turns
  2. Lurkers Turn

Individual turns consist of ACTIVATIONS that are split into three columns on your ACTIVATION CARD:

  1. Movement Column
  2. Attack Column
  3. End Column

During each Player's turn they use ACTIVATIONS from each column until all of their ACTIVATION TOKENS are in the End Column. Once ALL tokens are in the End Column, draw an EVENT CARD.

Player to the left goes next and continues clockwise. Once ALL players have gone it is the LURKERS turn.

Activation Card

The Activation Card is made up of three columns: Movement Column, Attack Column and the End Column. The Movement column displays how many movement activations you have remaining; the Attack column displays how many attack activations you have remaining, and the End column displays when your turn is over (once the end column is full your turn is over, or if you have no other Models to activate).

Activations

Each Column gives the Player 3 ACTIVATIONS. All of the Models on a Single Tile can be Moved or can Attack when ACTIVATED. Once an Activation is used move the token to the next column. You do not need to finish all of your MOVEMENT activation before using an ATTACK activation as long as 1 is available.

  • Movement Activation - Allows you to move your Models AND use one Movement Action per model. Each model on the board can be activated multiple times in the Movement Column.
  • Attack Activation - Allows you to attack with the Models on a single Tile OR use one attack action. Each Model can be activated ONCE in the Attack column.

Movement Column

When using the MOVEMENT COLUMN each activated Model may now move up to the number of tiles in its SPEED value as shown on its Character Card. You are not required to move every Model in an activated Tile.

There are two types of Actions: Movement Actions, and Attack Actions (we will discuss Attack Actions when we discuss the Attack Column).

Movement Actions

A model's MOVEMENT ACTIONS can be used in the Movement Column. One Movement Action can be performed along with a model's movement. (These are listed on the Activation card above the Movement Column).

  • SWIM - Allows you to move an additional space, also allows you to move on top of Rocks and DEGRADES your weakest defense dice. To show that you are swimming simply tip your model till it's laying down. *Example: SPEED 2 + 1 for SWIM. *DEGRADE weakest DEFENSE DICE.
  • LAND - Touch back down on the Lurk floor after swimming, return to normal SPEED and DEFENSE. *Remove swim trait.
  • CHARGE - Move an additional space but DEGRADE WEAKEST attack dice for that turn. *DEGRADE weakest ATTACK DICE.
  • SHARE - Share items between models.

When you move you have multiple possibilities to choose from, for example: you may ACTIVATE a single tile and move the models on that tile, then you may use another movement activation to ACTIVATE the new tile your models have moved to for an additional Movement. In the MOVEMENT COLUMN your models may be activated over and over.

When moving your Models you may only move through tiles that are empty or contain friendly Models. You can't stop on a tile that contains friendly models unless there is enough room.

Models must move one at a time. A Model's movement must be completed before the player can resolve another Model's movement. You also may use the Movement Column to bring in reinforcements onto your spawn tiles. We talk more about reinforcements in a later section.

Attack Column

In the Attack Column the active player has 3 more tile activations. When using Attack activations on a tile you may perform an Attack OR use an Attack Action (player CANNOT attack AND use an Attack action).

In this Column you can only Activate each Model once (instead of twice like in the movement column).

Performing an Attack

To perform an attack, you:

  1. DECLARE a target within the Model's RANGE. *RANGE is measured in tiles, i.e. 3 RANGE equals 3 tiles.
  2. ROLL dice equal to your attacking Model's ATTACK.
  3. DEFENDER ROLLS dice equal to their Model's DEFENSE.
  4. ADD any modifiers from Cards, Abilities or Tokens.
  5. RESOLVE the dice results.

Example: Attacker has 2 Skulls, Defender has one Shield. 1 Hit is scored. Defender also gains 1 Aether.

Attack Actions

The other option you have in the ATTACK COLUMN is using an ATTACK ACTION instead of attacking. Attack Actions consist of:

  • RECOVER - Remove DEGRADING Tokens, i.e. being netted or any other degrading ability. You cannot however recover from Carnivorous Coral or Poison. Poison can only be removed by playing an item card that heals it.
  • SEARCH - Searching tiles. You can either search a Lurker den to discover what's inside or Search Coral to find Loot. Once a Coral tile is searched flip that coral tile over. You can only search unsearched Coral tiles.
    • Search a Lurker Den: When on a tile adjacent to a LURKER DEN you may Search that Den. Draw a LURKER from the LURKER DECK to find out what type of Lurker lives inside. Defeat that Lurker to gain Aether and/or Loot.
    • Search a Coral Tile: When on a Coral tile you may roll 1 Red die; on a roll of a hit you receive one Loot Card. Coral is the easiest way to gain Loot to upgrade your Characters.

End Column, Events & Lurkers

End Column

Once all three Activation tokens enter the end column your turn is officially over. If you have already Attacked or performed Attack Actions with all your forces but still have Activations left then your turn is over.

Event Cards

Event cards are drawn after each individual player's turn is over. Do whatever the card tells you to do. Event Cards also effect any revealed Lurkers unless Controlled.

Lurker Card Details

Each Lurker Card has simple Stats compared to the normal Character Card: ATTACK, DEFENSE, ABILITY, HEARTS & LOOT. ATTACK, DEFENSE & HEARTS work the same as Characters. ABILITIES for the Lurkers don't have to be paid for in Aether and occur just how they read on the card. Once the Lurker is defeated by a Character the Lurker's LOOT is dropped and the Player who defeated that Lurker claims the loot.

Lurker Phase

After the Players have completed their turns it is now the Lurkers turn. This is the only time Lurkers attack (unless a Character Ability or Event says otherwise). All Models that are beside Lurker den tiles are in danger of being attacked. Each model will be attacked unless they have an Ability or Card that says otherwise.

Lurkers never move unless by Event Card or Controlled.

End of Round

After the Lurker Phase ends a new round begins starting with Player 1.

Reinforcements

Any extra Models you could not fit on the spawn tiles at the beginning of the game can be brought onto the Lurk Map by using a Movement activation (1 per tile like usual). They must enter through the Spawn tiles your team started on. Tiles cannot exceed the normal 3 Small or 1 Large model(s). You may bring an entire tile of models with 1 Movement Activation. So if it is a tile of 3 small miniatures they can all be added with 1 movement activation.

Finishing Combat Details

Line of Sight

Rock hexes obstruct vision; if line of sight touches any part of these rocks then that sight is obstructed. To be able to target Models on other hexes you must be able to first have the right amount of RANGE and secondly you must be able to see in a straight line from one unobstructed corner of your hex to an unobstructed corner of the hex you are targeting (any corner on both hexes).

This symbol stands for an obstructed view and a tile that acts like a wall.

  • Obstructed View - Diagram in the printed rulebook shows a line of sight crossing rock hexes, and is blocked.
  • Unobstructed View - Diagram in the printed rulebook shows a clear straight line from corner to corner, and is not blocked.

Character Abilities

You may use Aether to use a Model's Ability. Each model can use one Ability per ATTACK or DEFENSE. The Ability or Abilities of each Character can be found to the right of their picture on the Character Card.

When Minions use an Ability you use it for EACH Minion but pay for it only once per turn.

Weapons/Armor/Items are not abilities so their powers are automatic and can always be used unless otherwise noted.

The Leftovers

Dice, Abilities & FAQ

Upgrading and Degrading Dice

There are 3 colors of dice. White, Red and Black. White is the weakest, Black is the strongest while Red rests right in the middle. Certain Cards, Tiles or Abilities may have you Degrade or Upgrade your dice. Degrading your Dice means you use a die that is weaker than the one you currently use. For example: If you have a Black die and you degrade it then you would roll a Red die instead. If you Upgrade your dice then you would use a dice that is stronger than your current die.

The printed rulebook lists the faces of each colour in three rows, labelled STRONGEST (Black), NORMAL (Red) and WEAKEST (White), so that the degrade and upgrade order can be read off directly.

Abilities Explained

There are certain abilities like STUN, POISON, PARALYZE and CONTROL that will come into play during the game. Below is how each Ability works.

  • STUN: Model cannot ATTACK this turn unless it rolls a Hit on a Shield die, then it may Attack.
  • POISON: Model will lose 1 Heart each turn until cured. You can cure with an ITEM or Character Ability that states it can cure poison.
  • PARALYZE: Model cannot MOVE or ATTACK this turn.
  • CONTROL: Model is now on Controlling Player's team. Controlling Player may use this model until Control wears off. Player that lost Model may not use this model until Control wears off.

Frequently Asked Questions

What if I have to degrade a white die? If you degrade a white die you discard the white die.

What if I get to upgrade a black die? If you get to upgrade a black die you add 1 white die.

How and when do I equip Loot? Weapons/Items/Armor are equipped immediately to the character that finds it. If that Character cannot hold the Loot then it remains on that tile or the Player may exchange the Equipment for Aether equal to its AETHER VALUE listed on the card.

If a Lurker is Controlled, what is its SPEED value? Same as the Controlling Character. Controlling Character can move the Lurker as if it were their own model.

If a Lurker is Controlled, can it use its Ability? Yes.

If a Lurker is Controlled, does it move during Lurker Phase? No, it's now a Player's Model until the Control wears off.

After defeating a Lurker, if the player's model stands in the Lurker's cave, does that miniature now benefit from immunity to Ranged combat? No, he only receives the +1 red die for defense.

When activating a tile with 2 or more models on it, can all of them go separate directions, or must they stay together? And if they are allowed to split up, do they move up to their total distance using that one movement activation? Yes and yes.

If multiple models are standing beside a Lurker when it attacks, the rules state the Lurker attacks all models close to it. Does the Lurker roll new attacks for each model? No, Lurker rolls once and all models must defend.

History and Timeline

Note: BC (Before Cog), AC (After Cog). NH (Nautilus History), CH (Cog History), LCH (Low Clans History), AH (Ancients History).

  • Estimated 100,000 BC
    • NH/LCH/AH - Living among the Ancients
    • NH/LCH/AH - Ancient Decree of Aether Stewardship
  • Estimated 15,000 BC
    • CH - Makers bring the spark - Cog Eyes are enlightened
    • NH/AH - Argyle "the Rough Spoken" installed as Grand Chieftain by the Ancients
    • LCH - Lug the "Scarred One" of the Chumtails claims dominion over the Ruffy Ravine
    • LCH - Balduur Zep declares himself King of the Carapace
    • NH/AH - Magnus "the Acolyte" is allowed to study Aethereal Magic from the Ancients
  • Estimated 14,950 BC
    • NH/LCH/AH - Ancients give Nautilus dominion of all the Lurk.
    • NH/LCH - Balduur and Lug executed over treasonous claims
  • Estimated 10,000 BC
    • CH - Killing the Makers
    • AH - The Ancients depart from the Lurk
    • NH - The Age of the Lost - Nautilus installed as Stewards of the Lurk
  • Estimated 7,500 BC
    • CH - The First Ignition and the beginning of Mass Population Production

Choose your faction!

Abilities and Tokens

The printed rulebook shows the following ability and token cards, each with the character ability it belongs to and its faction:

Token / CardAbilityFaction
Cut the RationsGrim AbilityLow Clans
Shield LineArronax AbilityLow Clans
Adrenaline MuskEleanor AbilityNautilus
Crumbling AuraOverseer AbilityAncients
WarcryAlgernon AbilityNautilus
ParalyzeOverseer AbilityAncients
Coral WallSteward AbilityAncients
Curative CoralSteward AbilityAncients
  • 3 Player Map
  • 4 Player Map
  • Understanding the Tiles
  • End Column
  • Event Cards
  • Lurker Card Details
  • Lurker Phase
  • End of Round
  • Reinforcements
  • Lurker Den Tiles - LURKER DEN tiles, marked with a Lurker symbol, are where the Monstrous Creatures of the Lurk reside. These creatures are called LURKERS. You may search these tiles to reveal what's hiding inside. By defeating the LURKER you may gain LOOT from the LOOT deck or AETHER (listed on the LURKER Card). If you deem the LURKER too dangerous, you may run. The LURKER will remain on its Den and only attack Models that enter a tile adjacent to its Den. LURKERS can only be attacked from an adjacent hex (their Den protects them from RANGE Attacks).
    • If a LURKER rolls AETHER while rolling for ATTACK or DEFENSE it is added to its Den. This AETHER is gained by the Player who defeats the LURKER. Once a LURKER is defeated models may enter the empty den to gain 1 Red die (Shield) to DEFENSE while on that tile.
  • Estimated 7,250 BC
    • NH - The Age of Light - The first Temple of Aether is established and teaching of Aether Magic begins.
  • Estimated 7,000 BC
    • NH - Hunt for the Last Kracken
    • NH/LCH - Grumblings among the Low Clans from centuries of Nautilus rule.
  • Estimated 6,900 BC
    • NH/LCH - Ruling over the Low Clans shifts into Enslavement
    • NH/LCH - Mass dissent and disbelief that there were ever Ancients.
  • Estimated 6,750 BC
    • NH - Baird "the Builder" constructs the Coral Gardens for his deceased wife.
    • NH/LCH - Aether regarded to some as Holy but most others as an energy source. Aether harvesting begins en masse.
  • Estimated 6,500 BC
    • CH - The Age of Plenty - Cog delve deep into the earth
  • 5,225 BC
    • CH - High Chancellor Rip "The Unifier" Cass brings an end to the Cog Feuds and unifies the Clans into the new Cog Imperium.
  • 4,572 BC
    • NH/LCH - ScuttleBrute and Chumtail Rebellion
  • 3,953 BC
    • NH/LCH - Unrest begins among the Anglerfin
  • 3,450 BC
    • NH/LCH - The Carapace Peoples openly speak out against Nautilus Chieftain Rule. The Carapace until this point stood beside the Nautilus.
  • 3,014 BC
    • CH - High Chancellor Gibbin "The Excavator" claims energy shortage and begins the rapid extraction of resources
  • 2,254 BC
    • NH/LCH - Year of the Harsh Tides - Food resources ravaged by schools of wandering Lurkfeeders.
  • 2,125 BC
    • CH - Cog scientists question resource stability and call for reduction in usage.
  • 2,050 BC
    • NH/LCH - Full dissension from the Low Clans (Non-Nautilus Sea Creatures)
  • 2,003 BC
    • NH/LCH - Meeting at the Sunken Forest. The Low Clans attempt to make their voices heard. Leaders of the Low Clans assassinated by the Nautilus.
  • 2,002 BC
    • NH/LCH - Start of the War of the Clans - Full rebellion of the Low Clans.
  • 1,806 BC
    • NH/LCH - Battle of Red Tides - Bloodiest battle to date
  • 702 BC
    • NH/LCH - First Council of Harrower Cove - Uneasy peace among the Clans
  • 680 BC
    • CH - Cog resources depleting
  • 651 BC
    • NH/LCH - The assassination of Wolf Inklage (Nautilus Chieftain)
  • 627 BC
    • NH/LCH - Second Council of Harrower Cove - Low Clan Chieftains storm out. Bloodshed begins once again.
  • 105 BC
    • CH - The Energy Crisis - The Imperial Cog Excavation and Resource Workers Guild claim an end to the Imperium with the last of the resources dwindling.
  • 1 BC
    • CH - Silas "The Seaward" begins exploring the Lurk-World's Final Frontier
    • CH - Discovery of the Most Powerful Resource - Aether.
  • 0 AC
    • CH - The New Enemy - Water Breathers
    • NH - Foreigners to the Deep - Hysteria among the tribes
  • 9 AC
    • NH - A united front - The Tribes pool their resources for a push to land.
  • 58 AC
    • NH/CH - Defense of Trollshark Bay
  • 89 AC
    • CH - Removal of the "Sympathizers"
  • 90 AC
    • NH/LCH - Dissension in the Tribes
  • 91 AC
    • NH/CH/LCH/AH - Return of the Ancients. Ancients exhibit righteous anger over the care of the Aether.
  • Today, 92 AC
    • NH/CH/LCH/AH - The Fighting Continues
  • PoisonDorian AbilityNautilus
    BarkerTheodore AbilityCog
    DemoralizeGrim AbilityLow Clans
    Cast NetDrone AbilityCog
    WhirlpoolWarden AbilityAncients
    Sinking SandWarden AbilityAncients
    School of PinfishInspirer AbilityAncients