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Santorini: Pantheon Edition

Santorini: Pantheon Edition Rulebook

Table of Contents

Table of Contents

  • How to Play
    • 1) Move
    • 2) Build
    • Winning & Losing
  • Setup
  • God Cards
  • Mode Cards
    • Base Game
    • Soaring over Olympus
    • Seasons of Chaos
    • Hiding in the Underworld
    • Tides of Poseidon
  • Components
  • Glossary
  • Base Game — God & Hero Powers
  • Hiding in the Underworld — God & Hero Powers
  • Seasons of Chaos — God & Hero Powers
  • Soaring over Olympus — God & Hero Powers
  • Tides of Poseidon — God & Hero Powers
  • Credits

How to Play

Turns proceed in clockwise order, beginning with the start player. On your turn, you must 1) move, then 2) build.

1) Move

Move one of your workers to an unoccupied neighboring (adjacent) space.

  • When moving higher, you may move up a maximum of 1 level.
  • When moving lower, you may move down any number of levels.
  • You may also move along the same level.

2) Build

Build one time on an unoccupied space neighboring the moved worker.

  • Builds can be up or down any number of levels.
  • Use the appropriate block/dome shape for the level being built: Ground → Level-1 block, Level-1 → Level-2 block, Level-2 → Level-3 block, Level-3 → Dome. A tower with all three blocks and a dome is a Complete Tower.
  • You may move onto blocks built by any player (but not onto domes).

Each god grants a unique power, and a god's power can break these rules. For example, Artemis allows your workers to move twice, every turn; Demeter allows your workers to build twice, every turn.

Winning & Losing

  • You Win immediately if one of your workers moves from a lower level up to a level-3 tower!
  • You Lose if you get stuck, meaning you cannot move and then build during your turn.

Setup

Start playing now! Begin with a 2-player game, as follows:

  1. Assemble the cliff and ocean board.
  2. One player takes Artemis and places 2 workers of a chosen color in different spaces.
  3. The other player takes Demeter and places 2 workers of a different color in unoccupied spaces (spaces without workers or domes). Artemis is the start player. She takes the first turn.

This is Santorini Second Edition. If you have an older version, the cliff, ocean board, buildings, and workers are compatible with this game. God cards from old versions should be replaced with the new cards.

God Cards

God cards have these features:

  • A god power that grants the ability to bend the rules. Aside from the exceptions defined here, the normal rules apply when using a power.
  • An icon (if any) that is used by modes to sort gods that share a play style.
  • A diagram on the faceup side of the card that shows an at-a-glance reminder of the god's power.

Advanced gods may be banned (⊖) vs other gods (see "Ban" in the Glossary).

Mode Cards

After you've played your first Artemis vs Demeter game, start using Mode Cards to set up. Each mode offers a unique way to play. Pantheon Edition includes 10 modes, grouped below by the set that introduced them.

Base Game

2 Player Standard — The Classic Way to Play Santorini. A great format, recommended by casual and pro players as the most balanced and fun way to have a 1 vs 1 game.

Setup: Each player grabs their workers.

  1. Choose a start player, who selects a recommended matchup from the back of this card. The other player chooses who gets which god. Or, if you have already played the recommended matchups, the start player will instead select 2 of 6 randomly drawn gods. The other player chooses who gets which god.
  2. The start player places their workers first, followed by their opponent.
  3. The start player takes their first turn, and then play alternates back and forth.

(Reminder: A turn is move then build.)

3 Player Standard — A Turbulent 3-Way Throw Down. A 3-player game can be absolutely fascinating, and a great way for a pair of new players to try to stop an expert.

Setup: Each player grabs their workers.

  1. Choose a start player, who selects a recommended matchup from the back of this card. Or, if you have already played the recommended matchups, the start player instead selects 3 of 6 randomly drawn gods (for the most interesting matchups, include a god with the dice or hidden icon).
  2. The player left of the start player chooses 1 of the 3 gods to use, followed by each other player in clockwise order.
  3. The start player places their workers, followed by others in clockwise order.
  4. The start player takes the first turn, and play continues clockwise.

Mode Rules: If a player loses, they must remove their workers, tokens, and god power from the game. A player can win normally, or by being the only player left.

4 Player Standard — A 2 vs 2 Tussle for the Top. Team up with a friend. You and your teammate share workers, but get your very own god power.

Setup: Team up with the player across the table (not beside you in turn order). Teammates share workers.

  1. Choose a start player who selects a recommended matchup from the back of this card. Or, if you have already played the recommended matchups, the start player instead draws 6 random gods from the deck (redrawing any that have the hidden icon). They select 4 of those and form two pairs.
  2. The player left of the start player chooses a god and passes the paired god to their partner. Opponents each take one of the 2 remaining gods.
  3. The start player's partner places their team's workers first, then the next player in clockwise order places their team's workers.
  4. The start player takes the first turn, and play continues clockwise.

The Agora — A Fun and Chaotic Party Mode. Randomly grab a god, but don't get too attached. God cards can rotate around the table.

Setup:

  1. The start player randomly grabs a god card with the sun icon (for a spicier game, you can also include boots-icon gods). They put that card in front of them, then also do this for each other player (returning the unused cards to the box).
  2. The start player places their workers first, followed by each other player (or team) in clockwise order.
  3. The start player takes the first turn, and play continues clockwise.

Mode Rules: At All Times, each player has the ability of the god in front of them. End of Each Turn: If a player moved up a level on their turn, they may roll the die. If the roll is 1, 2, or 3: All players give their god card to the player on their left.

Soaring over Olympus

Chimera's Flight

Setup:

  1. 2-3 players: Each player is their own team. 4 players: Team up with the player across the table (not beside you in turn order). Share workers. Choose a start player who selects any recommended pairs from the back of this card so there is a pair for every player, placing them face-up on the table. Or, if you have already played the recommended pairs, the start player instead randomly grabs god cards with the sun icon until they have formed a pair of gods for each player (or you can do trios!). Return the other cards to the box. Place each pair faceup on the table.
  2. The player left of the start player chooses a pair of gods, followed by each other player in clockwise order.
  3. The start player places their workers, followed by others in clockwise order.
  4. The start player takes the first turn, and play continues clockwise.

Mode Rules: At All Times, each player has the ability of the god in front of them. Before Your Turn, you must either: Play a God From Your Hand — place it faceup in front of you, covering any previous god card; or Refresh Your Hand — return the god cards in front of you (if any) to your hand (you have no god power this turn).

Harmonia's Test

Setup (4 or 6 players only): 4 players: 2 teams of 2, sit beside your partner. 6 players: 3 teams of 2, sit beside your partner.

  1. Choose a start team who selects a recommended matchup from the back of this card. Or, if you have already played the recommended matchups, the start team instead draws 6 random gods, and selects 2 of them (for 4 players), or 3 of them (for 6 players).
  2. The team left of the start team chooses one of these gods to use, followed by each other team in clockwise order.
  3. The start team places their workers, followed by others in clockwise order.
  4. The start team takes the first turn, and play continues clockwise.

Mode Rules: At All Times, no communication is allowed between teammates. On each team, the player on the right is assigned to make all movement decisions for their team, and their teammate makes all other decisions.

Seasons of Chaos

The Golden Fleece

Setup: 2-3 players: Each player is their own team. 4 players: Team up with the player across the table (not beside you in turn order). Share workers.

  1. Choose a start player who selects a recommended matchup from the back of this card. Or, if you have already played the recommended matchups, the start player instead randomly grabs 6 god cards with any of the sun, helmet, or boots icons, then selects a number of these equal to the player count (return the others).
  2. The start player places the Golden Fleece in an unoccupied space, then rolls the die.
  3. The player to the left of the start player places one of the gods facedown in front of them, followed by the other players in clockwise order.
  4. The start player places their workers, followed by others in clockwise order.
  5. The start player takes the first turn.

Mode Rules: At All Times, only faceup god cards have powers. The space with the Golden Fleece is frozen. Before Your Turn: 1) Force the Golden Fleece to the closest unoccupied space (if any) in the direction shown by the die. 2) Then if at least one of your workers neighbors the Golden Fleece, set your god card faceup. 3) Otherwise, set your god card facedown. 4) Roll the die.

Chaos Reigns

Setup: 2-3 players: Each player is their own team. 4 players: Team up with the player across the table (not beside you in turn order). Share workers.

  1. Choose a start player who randomly grabs 10 god cards with the sun icon (returning the others to the box). They shuffle this 10-card deck and deal one god faceup in front of each player.
  2. The start player places workers first, followed by each other player (or team) in clockwise order.
  3. The start player takes the first turn, and play continues clockwise.

Mode Rules: End of Turn: If a dome was built this turn, each player discards their god power back to the deck. The deck is shuffled and each player is dealt a new god power. At All Times, each player has the god power that is currently faceup in front of them.

Hiding in the Underworld

Manticore's Shadow

Setup: 2-3 players: Each player is their own team. 4 players: Team up with the player across the table (not beside you in turn order). Share workers.

  1. Choose a start player who selects recommended pairs from the back of this card so that there is a pair for every player, placing them faceup on the table. Or, if you have already played the recommended pairs, the start player instead randomly grabs 10 god cards (in a 4-player game, use only sun, helmet, or boots gods). Create 1 pair for every player in the game, placing them faceup on the table. (Caution: Randomly selecting gods this way can create broken combinations.)
  2. The player left of the start player takes a pair of gods, followed by each other player in clockwise order.
  3. The start player places their workers, followed by others in clockwise order.
  4. The start player takes the first turn.

Mode Rules: At All Times, each player's cards are active at all times. Each player will have 2 god powers that are simultaneously active.

Nyx's Veil

Setup: 2-3 players: Each player is their own team. 4 players: Team up with the player across the table (not beside you in turn order). Share workers.

  1. Choose a start player, who selects a recommended matchup from the back of this card. Or, if you have already played the recommended matchups, the start player instead randomly grabs 6 god cards with any of the sun, dice, helmet, or boots icons. They select one god per player.
  2. The player left of the start player chooses one of the gods and places the Nyx Token on it. Each other player in clockwise order chooses their gods.
  3. The start player places their workers, followed by others in clockwise order.
  4. The start player takes the first turn.

Mode Rules: At All Times, the god with the Nyx Token on it is sleeping and does not have use of their power. End of Every Turn: If a complete tower was built this turn, the Nyx Token passes clockwise to the next player's god.

Tides of Poseidon

Trojan War

Setup: 2-3 players: Each player is their own team. 4 players: Team up with the player across the table (not beside you in turn order). Share workers.

  1. Choose a start player who randomly grabs 7 god cards with the sun icon (for a spicier game, you can also include boots-icon gods). They place each of these gods in a faceup offering on the table. Return the other cards to the box.
  2. The start player places their workers first, followed by each other player (or team) in clockwise order.
  3. The start player takes the first turn, and play continues clockwise.

Mode Rules: Before Your Turn: Claim a god from the center of the table and put it in front of you, covering over any previous god. If there are no gods in the center of the table to take, all players must first return all their gods to the center of the table. At All Times, each player has the god's power that is visible in front of them. God powers in the center are not active.

Circe's Curse

Setup: 2-3 players: Each player is their own team. 4 players: Team up with the player across the table (not beside you in turn order). Share workers.

  1. Choose a start player who selects a recommended matchup from the back of this card. Or, if you have already played the recommended matchups, the start player instead randomly grabs 6 god cards with any of the sun, helmet, or boots icons. They select a number of these equal to the number of players (returning the others to the box).
  2. The player left of the start player chooses one of these gods to use, followed by each other player in clockwise order.
  3. The start player places their workers, followed by others in clockwise order.
  4. The start player takes the first turn.

Mode Rules: At All Times, only faceup god cards have powers. Before Your Turn: If each of your workers neighbor at least one of your other workers, turn your god card faceup. Otherwise, turn it facedown.

Visit roxley.com/santorini to learn more about available accessories and expansions featuring new gods, modes, and minis!

Components

  • Island Board, Ocean Board
  • Level-1, Level-2, and Level-3 blocks, and Domes
  • 1 Game Die
  • Crafty Workers, Thinky Workers, and Mighty Workers (sets of worker figures)
  • Mode Cards
  • God Cards

Pantheon Edition's box compiles the god and mode cards from the base game together with the four expansion sets transcribed below (Hiding in the Underworld, Seasons of Chaos, Soaring over Olympus, and Tides of Poseidon), for 100 god/hero cards and 10 mode cards in total.

Glossary

Reference this section only when you have a question about a specific term used in the game.

  • Alternative Win Condition: This god power allows you to win normally, or by fulfilling its alternative win condition.
  • After Your Move: An effect resolved after you move but before you build.
  • Alternative Turn (Optional): This god power allows you the choice to perform its listed actions instead of a standard turn.
  • Every Move / Every Build: An effect resolved every time any player performs a move (or build).
  • At All Times: An effect that applies during all players' turns.
  • Ban: Advanced gods (in expansions) will sometimes ban other gods (by name or icon) who should not be used in the same game. If you randomly draw gods with bans against each other, the start player sets aside one of the conflicting gods, and redraws a replacement. Do this until no ban conflicts remain.
  • Before Your Turn: Resolved before "Start of Your Turn" effects.
  • Block: A part of a tower that forms a space on the board. As you build, stack blocks from largest to smallest (see the Complete Tower diagram under How to Play). Blocks are considered to be of unlimited quantity. If you run out of any type of block, remove a complete tower from the board and place a ground-level dome in its place.
  • Complete Tower: Consists of three blocks and a dome.
  • Die: A single die is shared by all players and only rolled when a mode or god power specifies. Once rolled, the die's face remains set for all players until a player is directed to roll it again.
  • Die Direction: This refers to the compass on the ocean board. The compass arrow matching the die's current color indicates the direction. (Players with color vision deficiency may refer to the number on the die face, which always matches the quantity of pips on the corresponding compass arrow.)
  • Dome: The top level on a tower. Domes cannot have anything placed upon them. Domes are not blocks. If a god power affects blocks, it does not affect domes.
  • End of Your Turn: An effect resolved as the final step of your turn.
  • Force: An effect that "forces" a worker (or other object) into another space. The space they are forced into must be unoccupied unless otherwise stated. Unlike a move, a force can be up or down any number of levels. A worker cannot win by being forced up to the third level (they must move up to win).
  • Frozen: Frozen spaces and everything in them temporarily do not exist and are not part of the game while they remain frozen.
  • Losing: If a player loses, they remove their workers, tokens, and god power from the game. If 2 or more opposing players remain, the game continues.
  • May: Effects that use the word "may" are optional.
  • Mini-Map Marker: Used in some expansions to pinpoint secret locations on a mini-map.
  • Must or Cannot: Effects which state "must" or "cannot" are not optional — they must be obeyed, or you lose the game. Sometimes an opponent's god will place a restriction on you that you must obey.
  • Neighboring: Each space has up to eight spaces surrounding it. These are called its "neighboring spaces".
  • Occupied Space: A space containing a worker or dome.
  • Once Per Game: You may trigger this god power only one time per game.
  • Opponent: When the word "opponent" is used in a god power, it only refers to rival players who do not possess this god power.
  • Opponent's Move / Opponent's Build: An effect that only applies during an opponents' move (or build).
  • Opponent's Turn: An effect that only applies during opponent turns.
  • Perimeter Space: One of the 16 spaces around the edge of the board.
  • Setup: This mode or god power requires you perform extra setup steps.
  • Start of Your Turn: An effect resolved immediately when your turn begins (after any "Before Your Turn" effects).
  • Start Player: The start player takes the first turn, continuing clockwise. Players can agree on a start player, or roll off to determine one.
  • Teams: Whenever you are on a team with another player, you share workers. If either of you wins or loses the game, you both do.
  • Token: You cannot place a token onto a space that is occupied or contains another token. Unless otherwise specified, a token is removed from the game when a block or dome is built on it.
  • Unmoved Worker: A worker that did not move on your turn.
  • Unoccupied Space: A space not containing a worker or dome.
  • Win Restriction: An effect that alters your normal win condition.
  • Your Move / Your Build: An effect that applies during your move (or build).
  • Your Turn: An effect that only applies during your turns.

Base Game — God & Hero Powers

Aphrodite — Goddess of Love Opponent's Turn: Each opponent worker which neighbors one of your workers at the start of their turn must also neighbor one of your workers at the end of their turn (even a turn that ends the game).

Apollo — God of Music Your Move: Your worker may move into an opponent worker's space on the same or lower level by forcing their worker to your original space.

Artemis — Goddess of the Hunt Your Move: Your worker may move one additional time, but not back to its starting space.

Asteria — Titaness of Falling Stars End of Your Turn: If one of your workers moved down a level this turn, you may build a dome in any unoccupied space (regardless of its level).

Atalanta — Swift Huntress Your Move (Once Per Game): Your worker moves any number of additional times.

Athena — Goddess of Wisdom Opponent's Turn: If one of your workers moved up a level on your last turn, opponent workers cannot move up a level this turn.

Atlas — Titan Shouldering the Heavens Your Build: Your worker may build a dome at any level.

Aurae — Breezy Nymphs Setup: After placing your workers, roll the die. End of Your Turn: Each of your workers may move any number of times in the direction shown by the die. You cannot win with these extra moves. Then you may roll the die.

Bellerophon — Tamer of Pegasus Your Move (Once Per Game): Your worker may move up two levels.

Bia — Goddess of Violence Setup: Players place their workers in clockwise order starting with you. After you Move: If the next neighboring space in the same direction as your move has an opponent's worker (at any level), that worker is removed from the game.

Castor & Pollux — The Gemini Twins Alternative Turn (optional): You may either move all of your workers and not build with any of them, or move none of your workers and build with all of them.

Demeter — Goddess of the Harvest Your Build: Your worker may build one additional time, but not on the same space.

Dionysus — God of Wine Your Build: Each time a worker you control creates a complete tower, you may take an additional turn using an opponent's worker instead of your own. No player can win during these additional turns.

Dryads — Tree Nymphs Start of Your Turn: You must roll the die. End of Your Turn: You may force one of your workers to an unoccupied neighboring space at any level in the direction shown by the die.

Eris — Goddess of Discord Alternative Turn (optional): You may move and build (and even win!) with an opponent's worker as if it was your own, as long as it is not the worker that they most recently moved.

Eros — God of Desire Setup: Place your workers anywhere along opposite edges of the board. Alternative Win Condition: You also win if at the end of your turn, all of your workers are on level-1 blocks that neighbor each other. (For 3 player games, the neighboring spaces must be on the same level, but at any height.)

Hera — Goddess of Marriage Opponent's Turn: An opponent cannot win by moving into a perimeter space.

Iris — Goddess of the Rainbow Your Move: If there is a worker neighboring your worker and the space on the opposite side of it is unoccupied, your worker may move to that space, regardless of its level.

Limus — Goddess of Famine Opponent's Turn: Opponent workers cannot build on spaces neighboring your workers, unless building a dome.

Medusa — Petrifying Gorgon End of Your Turn: For each opponent, you may choose one of their workers who neighbors any of your workers and is at a lower level. The chosen workers are removed from the game and replaced with domes.

Metis — Titan of Cunning Start of Your Turn: You must roll the die. End of Your Turn: You may select an unoccupied space that neighbors one of your workers. If the number on the die matches the number of blocks in that space, build a dome there.

Minotaur — Bull-Headed Monster Your Move: Your worker may move onto an opponent worker's space by forcing them one space in the same direction you moved, to an unoccupied space at any level. (Reminder: To win, a worker must move up to the third level, not be forced up.)

Oceanids — Ocean Nymphs Setup: After placing your workers, roll the die. Start of Your Turn: Add 1 to the number shown on the die for each of your workers on the perimeter. If the result is 3 or more you must take a single bonus turn after this one. You cannot win on the bonus turn. End of Your Turn (not your bonus turn): You must roll the die.

Oceanus — Titan of the Ocean Your Turn: You must complete a move and build with each of your workers. Win Restriction: You cannot win normally. To win, two of your workers must move up to the third level during the same turn.

Oreads — Mountain Nymphs Setup: After placing your workers, roll the die. End of Your Turn: You may build in the direction shown by the die with any number of your workers. Then you may roll the die.

Pan — God of the Wild Alternative Win Condition: You can also win by moving your worker down two or more levels.

Pegasus — Winged Horse Your Move: Your worker may move up more than one level, but cannot win by doing so.

Perseus — Slayer of Medusa End of Your Turn (Once Per Game): Move one of your workers one, two, or three consecutive times into spaces occupied by other workers, and then make a move to an unoccupied space.

Polyphemus — Gigantic Cyclops End of Your Turn (Once Per Game): Build up to 2 domes at any level on any unoccupied spaces anywhere on the board.

Scylla — Menacing Sea Monster After Your Move: You may choose one opponent worker who neighbors the space you moved out of. They are forced into it (regardless of its height).

Triton — God of the Waves Your Move: Each time your worker moves into a perimeter space, the worker may immediately move again.

Zeus — God of the Sky Your Build: You may choose not to build normally, and instead build a block underneath your moved worker. (Reminder: To win you must move up to the third level, not build up to the third level.)

Hiding in the Underworld — God & Hero Powers

Arachne — Weaver Transformed Setup: Place the 8 weave tokens on this card. End of Your Turn: You may take a weave token from this card and place it on an unoccupied neighboring space at the same or lower level as your unmoved worker. At Any Time: Weave tokens are returned to this card when they are built upon. Opponent's Move: Opponent workers cannot move out of spaces with weave tokens on them.

Cerberus — Guard Dog of the Underworld Setup: Place 3 workers of your color. End of Your Turn: If all three of your workers are not on the ground level, then any opponent workers neighboring all three of your workers are removed from the game.

Charon — Ferryman to the Underworld Your Move: You may choose not to move and instead force a neighboring opponent worker to the space directly on the other side of your worker, if that space is unoccupied.

Chronus — God of Time Alternative Win Condition: You also win if at the end of your turn, there are at least 4 complete towers on the board.

Hades — God of the Underworld Opponent's Turn: Opponent workers cannot move down to lower levels.

Hecate — Goddess of Magic Setup: Hide the mini-map behind the shield. After others place their workers, your workers are placed as secret worker markers on the mini-map. Your Turn: Move a worker marker on the mini-map as if it were a worker on the board. Build on the board, as normal. At All Times: If an opponent's attempted play is not legal because of your secret workers, that play is cancelled and their turn ends (they do not lose). When possible, use their powers on their behalf to make their attempted play legal without informing them.

Hypnus — God of Sleep Start of Opponent's Turn: If one of the opponent's workers is at a higher level than all of their others, that worker cannot move.

Mnemosyne — Titaness of Memory Setup: Hide the mini-map with 2 worker markers beside it using the shield. End of Your Turn: You may also, Make a Memory: Secretly record the position of both your workers (or pretend to) on the mini-map using the worker markers. OR Recall a Memory: Reveal the mini-map and the recorded worker marker positions. You must force as many of your workers as possible to those recorded positions.

Moerae — Goddesses of Fate Setup: Hide the mini-map behind the shield, then secretly place the fate marker so it covers a 2x2 square of spaces on the mini-map. Place 3 workers of your color. Alternative Win Condition: If an opponent wins and their last move was into one of the fate marker spaces, you win instead. (You can also win normally.)

Morpheus — God of Dreams Setup: Form a supply of 8 dream tokens within reach. Start of Your Turn: Collect a dream token (max 8). Your Build: Your moved worker does not build as normal. Instead, any number of times (even zero) you may spend a dream token (back to the supply) to build with this worker.

Nemesis — Goddess of Retribution End of Your Turn: If one of your opponents has no workers neighboring your workers, you may swap spaces with that opponent (the workers are forced). If your chosen opponent has a different number of workers than you, you choose which ones are swapped.

Orpheus & Eurydice — Tragic Lovers Setup: Place a male and a female worker of your color. End of Turn: If you moved your male worker to a space at a higher level than your female worker this turn, you may move and build with your female worker.

Persephone — Goddess of Spring Growth Opponent's Turn: At least one worker must move up a level this turn if possible. (A god may be obliged to use their power to achieve this. Exception: Once Per Game gods are never obliged to use their power.)

Phobos — God of Fear End of Your Turn: You may force an opponent's worker neighboring your unmoved worker one space directly away from it at any level, as long as that space is unoccupied.

Sisyphus — Cursed to Eternal Labor Setup: Place the boulder and your workers in unoccupied spaces. At All Times: The boulder's space is frozen. End of Your Turn: If at least one of your workers neighbors the boulder, you may move it (like a worker). End of Opponent / Teammate Turns: If at least two of the current player's workers neighbor the boulder, that player may move it (like a worker). Alternative Win Condition: You also win if the boulder reaches the third level.

Tartarus — God of the Abyss Setup: Players place their workers in clockwise order starting with you. Hide the mini-map behind the shield. Choose an unoccupied space and secretly mark it on the mini-map using the Abyss marker. Loss condition: If anyone's worker enters the Abyss, that player loses immediately.

Typhon — Serpentine Giant Alternative Moves (optional): Titanic Heave: After you move, if a dome neighbors your vacated space, you may force the dome into that space. OR Mighty Leap: Your worker may force itself onto a dome's space (at any height). The dome is then forced one space in the same direction, to an unoccupied space at any level.

Seasons of Chaos — God & Hero Powers

Adonis — Devastatingly Handsome End of Your Turn (Once Per Game): Move an opponent worker who neighbors your moved worker.

Antaeus — Titan of the Earth End of Your Turn: If your unmoved worker is on the ground level, you may take a single bonus turn selecting that worker.

Asklepios — God of Medicine Your Build: You may choose not to build normally, and instead build a block (not dome) under a neighbouring worker.

Graeae — The Gray Hags Setup: Place 3 workers of your colour. Your Build: Instead of building with your worker that moved, you must build with one of your other workers.

Hestia — Goddess of Hearth & Home Your Build: Your worker may build one additional time, but this cannot be on a perimeter space.

Hydra — Many-Headed Monster Setup: After placing your workers, place 4 Hydra heads on this card. At All Times: The Hydra heads are treated as your workers. End of Your Turn: If none of your workers/heads neighbor each other: You may place a Hydra head in one of the lowest unoccupied spaces neighboring the worker/head you moved (up to 4 heads). Otherwise: You must return 1 Hydra head from the board to this card if able.

Jason — Leader of the Argonauts Setup: Take 3 workers of your color. Place 2 on this card, and 1 on the board. Alternative Turn (optional): Place a worker from this card on an unoccupied perimeter space that is on the ground-level. This worker then builds.

Khione — Goddess of Snow Start of Your Turn: You must roll the die. End of Your Turn: Your moved worker freezes the neighboring space, in the direction shown by the die. This space is frozen until the start of your next turn.

Kratos — God of Strength End of Your Turn: You may select a block (not dome) with nothing on it neighboring one of your workers. Force the selected block one space orthogonally along the same level, to a destination with no worker or token on it. Repeat this step as much as you like (choosing the direction each time).

Maenads — Raving Ones End of Your Turn: If your worker neighbors an opponent's worker on opposite sides, that opponent loses the game.

Medea — Powerful Sorceress End of Your Turn: You may remove one or two blocks from under a worker neighboring your unmoved worker. Place the removed blocks on this card. At All Times: If this card has 2 or more blocks on it, it has no powers.

Pandora — The First Woman Setup: After placing your workers, roll the die and hide it from your opponents. Alternative Turn (optional): You may reveal the die. Then simultaneously for each worker, force them one space in the direction shown by the die, if possible. You must then secretly roll the die.

Prometheus — Titan Benefactor of Mankind Alternative Turn (optional): As long as you do not move up a level, one of your workers may build, move, and build again.

Terpsichore — Muse of Dancing Your Turn: Each of your workers must move, and then each must build. (Reminder: "Must" means that you lose the game if you cannot do it.)

Theseus — Slayer of the Minotaur End of Your Turn (Once Per Game): Each of your workers may remove any opponent workers who are neighboring them and are at least 2 levels higher.

Tyche — Goddess of Fortune Setup: After placing your workers, roll the die. Start of Your Turn: You may choose any one worker that neighbors yours, and force them into one of their neighboring spaces which matches the level shown on the die. This cannot force them up or down more than one level. At All Times: If anyone completes a tower they may roll the die.

Urania — Muse of Astronomy Your Turn: Your worker may move/build off the edge (or corner) of the board, by moving/building into the spaces on its opposite edge (or corner).

Soaring over Olympus — God & Hero Powers

Aeolus — God of the Winds Setup: Place the wind token sunny-side up beside this card. End of Your Turn: You may turn over the wind token. If you turned it to the windy side, point the arrow in one of the eight directions. Every Move: No worker can move directly opposing the arrow's direction.

Aloadae — Twin Giants Alternative Turn (optional): Instead of building normally, build before you move. This build must be in a space that neighbors each of your workers. Then, move with each of your workers. You cannot win during these moves.

Boreas — God of the North Wind Start of Your Turn: Each of your workers ice-blasts their neighboring space to the North (direction Green), removing any opponent worker there from the game.

Daedalus — Visionary Artisan Setup: Take a complete tower and place it on this card. End of Your Turn: You may build any number of the blocks or domes from this card in spaces neighboring your workers. Blocks must be built at their correct level. The dome may be placed at any level.

Eirene — Goddess of Peace End of Your Turn: You may select an opponent worker. If any unoccupied spaces neighbor both the opponent worker and your moved worker, you must build in all those spaces.

Europa & Talus — Queen & Guardian Automaton Setup: Place Talus and your workers in unoccupied spaces. End of Your Turn: You may relocate Talus to an unoccupied space neighboring your moved worker. At All Times: Talus' space is frozen.

Gryphus — Guardian Griffin Setup: After placing your workers, roll the die. Alternative Turn (optional): You may force one of your workers onto a neighboring dome in the direction shown on the die. Remove that dome, then move and build with this worker. End of Your Turn: You may roll the die.

Harpies — Winged Menaces Opponent's Turn: Each time an opponent's worker moves, they are then forced space by space in the same direction until the next space is at a higher level, has a token on it, or is occupied.

Helios — God of the Sun Setup: Place the sun token and your workers in unoccupied spaces. Your Turn: If your worker moves onto the sun token you must do 3 things in order: 1) Force your worker to any other unoccupied space at the same height. 2) Build in the sun token space. If you built a block, place the sun token back on top. 3) Build normally. Opponent's Turn: The sun token space is frozen. Win Restriction: You cannot win on a turn that you move to the sun token space.

Heracles — Flexer of Great Muscles Alternative Build (Once Per Game): Each of your workers may build any number of domes in neighboring spaces (at any level).

Hermes — God of Travel Your Turn: If your workers do not move up or down levels, they may each move any number of times (even zero), and then one of them must build.

Hesperides — Nymphs of the Sunset Setup: Place 3 workers of your color, then roll the die. End of Your Turn: You must move one of your workers in the direction shown by the die. You cannot win on this extra move. Then you may roll the die.

Nike — Goddess of Victory Opponent's Turn: If one of your workers moved down a level on your turn, opponents cannot move up levels until your next turn.

Pleiades — The Seven Sisters Start of Your Turn: You may choose one of your workers that is at a lower level than a neighboring opponent worker. Force the chosen worker to an unoccupied level-1 block anywhere on the board.

Polyhymnia — Muse of Sacred Places Setup: Before other players setup, place 1-5 sacred tokens. Then under each, place 0, 1, or 2 blocks. Then the opponent to your left may choose to swap gods with you. Your Move: If you move onto a space with a sacred token you must immediately move your selected worker again. Opponent's Turn: Sacred token spaces are frozen.

Selene — Goddess of the Moon Setup: Place one male and one female worker of your color. Alternative Build (optional): Instead of a normal build, you may build a dome (at any level) in a space neighboring your female worker (even if you moved your male worker).

Stymphalians — Man-Eating Raptors Setup: Place 3 workers of your color. Your Move: Your workers must always move 2 or 3 spaces. They cannot end in their starting space, or any space which neighbors it. Win Restriction: You cannot win in the first space you move to on your turn.

Tides of Poseidon — God & Hero Powers

Achilles — Volatile Warrior Your Turn (Once Per Game): Your worker builds both before and after moving.

Agamemnon — Greek Commander Setup: After placing your workers, place 2 Soldiers. At All Times: These Soldiers are treated as your workers, but you cannot win with them.

Ares — God of War End of Your Turn: You may remove an unoccupied block (not dome) neighboring your unmoved worker. You also remove any tokens on the block. (Reminder: Some tokens freeze their spaces, preventing powers from affecting that space.)

Charybdis — Whirlpool Monster Setup: Place 2 whirlpool tokens on this card. End of Your Turn: You may put a whirlpool from this card on any unoccupied space. At All Times: If there are two unoccupied whirlpools, when a worker would move onto one they are instead forced to the other. If this forces them to level-3, they win. (Whirlpool tokens are returned to this card when they are built upon.)

Clio — Muse of History Your Build: You must place an ancient coin token on each of the first 3 blocks your workers build. Opponent's Turn: Ancient coin spaces are frozen. (Players cannot move, build, or use god powers into frozen spaces.)

Echo — Cursed to Repeat Setup: Place the Echo token on any god card held by another player. At All Times: Echo acts as a duplicate of the card that has the Echo token on it.

Enodia — Goddess of Cities Alternative Win Condition: You also win if at the end of your turn, any 3x3 square on the board has each of its corners occupied by domes and/or anyone's workers.

Gaea — Goddess of the Earth Setup: Take 2 extra workers of your color. These are kept on this card until needed. Every Build: When any worker builds a dome, you may immediately place a worker from this card onto an unoccupied ground-level space neighboring the dome.

Hephaestus — God of Blacksmiths Your Build: Your worker may build one additional block (not dome) on top of your first block.

Hippolyta — Queen of the Amazons Setup: Place one male and one female worker of your color. At All Times: Your female worker moves normally. All other workers (yours and opponents') can only move diagonally.

Melpomene — Muse of Tragedy Alternative Win Condition: You also win if at the start of your turn, each of your workers has a neighboring opponent worker at a higher level.

Moros — Spirit of Impending Doom Setup: Place 4 doom tokens and 4 workers of your color, each on separate perimeter spaces. At All Times: Doom spaces are frozen. After Your Move: You must force any doom token to the space you moved out of. Win Restriction: You cannot win normally. You win by moving up to the third level if another one of your workers is already at the third level.

Odysseus — Unlucky Voyager Setup: Place the die beside the board. When Anyone Completes a Tower: You may place the die on this card and roll it. End of Your Turn: If the die is on this card, you must select 1 worker and force them in the direction shown by the die. Then you may roll the die. When Opponent Completes a Tower: If the die is on this card, this god power is removed from the game.

Poseidon — God of the Sea End of Your Turn: If your unmoved worker is on the ground level, they may build up to two additional times.

Proteus — Shapeshifting Sea God Setup: Place 3 workers of your color. After Your Move: You must force one of your other workers into the space you just vacated. (Reminder: "Must" means that you lose the game if you cannot do it.)

Pythia — Delphic Oracle Before Your Move: Going clockwise around the table starting with you, each player touches one of their workers; this becomes the worker each player must move next.

Siren — Alluring Sea Nymph Your Move: You may choose not to move (though you must still build) and instead force one or more opponent workers one space South (direction Purple) to an unoccupied space at any level.

Credits

Game Design: Gordon Hamilton. Art: Mr. Cuddington. Published by Roxley Games.