Mythic Battles - Rulebook - Beta.pdf

July 7, 2017 | Author: Miguel Angel D | Category: Greco Persian Wars, Dice, Paleo Balkan Mythology, Mythological Characters, Mythology
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Rulebook

Credits Game Designer: Benoît Vogt Developer, Art Director and Manager: Léonidas Vesperini

Communication

Project Manager: Erwann Le Torrivellec Graphic Designer: David Rakoto Graphic Assistant: Julien Fenoglio Cover Art: Stefan Kopinski Interior Art: David Demaret, Vincent Dutrait, Stéphane Gantiez, Stefan Kopinski, Loïc Muzy, Paolo Parente, Guillem H. Pongiluppi, Pascal Quidault Map Art: Georges Cl4renko, Gregory Clavilier,Charles Salom Figure Design and Sculpts: Aragorn Marks, Arnaud Boudoiron, Gregory Clavillier, Viktor Dragosani, Gautier Giroud, Gaël Goumon, Yannick Hennebo, Martin Lavat, Stéphane Nguyen, Edgar Ramos, Stéphane Simon, Irek Zielinki Production Manager: Tracey Fraser-Elliot Marketing Manager: Jenny Bendel Scenarios: Jean Auquier, Ben & Peps, Elie Buglione, Pascal Bernard, Tony Berart, Eric Bourlett, Emmanuel Crochet, Eric Gehres, Pierre Milon Flavor Texts: Franck Magoni, Romain d’Huissier Rules Editing: Thomas Gallecier & Steven Kimball Supervisor: Erwan Hascoët Publisher: Monolith & Mythic Games Playtesters: Jean Auquier, Pascal Bernard, Ben & Peps, Tony Berard, Eric Bourlett, Elie Buglione, Antoine Bricard, Baptiste Charden, Emmanuel Crochet, Eric Gehres, Jamie Johnson, Pierre Milon, Carole Oculi, Pierre-Alexandre Vigor, Philippe Villé, and over 2500 people during our Mythic Tour!

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Summary Introduction 4 Overview 6 Using this Rulebook 6 Components 7 Component and Unit Overview 8

Special actions 18 Run 18 Absorb an Omphalos (Gods only) 18 Enter The Battlefield  18

C) Use Talents and Powers 18 D) Recall a Troop 19 E) Battle Cycle and Reshuffling the Deck 19 Winning the Game 19

Dice 8 Figures 8 Game Boards 8 Dashboards  9 Troop Cards 10 Art of War Cards  10 Activation Cards 10 Omphalos and Omphalos Cards 10

Example of Attack Roll 16

Combat Example 20 Expanded Rules 23 List of Maneuvers 24 Terrain Type 24 Areas with 3D Terrain 24 Areas with No Terrain 25

Playing the game 11

Land Units 25 Flying Units 25

Setup 11 Preparing the Battle 11 The Battle Begins 12 A) Draw and Use cards 13

Evade Maneuver 25

Aquatic Units 25 Enter the Battlefield 25 Army Drafting Rules 26

Activation cards:  13 Art of War cards: 13

Recruitment in a 2-player Game 27 Recruitment in a 3-player Game 27 Recruitment in a 4-player Game 27

B) Activate Units 14 Simple Actions 14

Classic Game Modes 28

Move 14 Attack a unit 15 Melee attack 15 Ranged attack 15 Obstacle to Shooting 15 Attack Roll 16 Wounds 16 Destroyed Units 17 Area Attack 17 Attacking Multiple Units 17 Retaliate (defender only) 17 Claim an Omphalos 18

Duel Mode 28 Alliance Mode 28

Alternate Game Modes 28 Free for All 28 Free for All Mode 28 Three vs One Mode  28 Scenario and Campaign Mode  29

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Humanity revered them as they should for all those reasons and maybe it was time for the divinities to rest a while and contemplate what they had accomplished.

Introduction

From atop his golden throne, his lightning at hand, Zeus finally allowed himself a bit of rest. The Titans and the Giants were locked away in Tartarus, the monsters and the wild tribes were defeated or exiled and only humanity remained in this Greece he helped build. But when the king of Gods birthed a son with the mortal Astasie of Miletus, Hera became enraged. The Fates – the embodiment of destiny and sole force able to command the gods themselves – pushed her to vengeance. Her heart filled with rancor, she veiled her face in order to go to Tartarus, where she used her authority to bend the will of Campe, its guardian. The goddess opened the iron gates that pierced the triple wall of night protecting the bronze rampart and freed the Titans in a mad gesture.

20 years after the battle of Marathon… The Persian Wars ended a generation ago. With them ended also the Age of Heroes, the mythological era in which gods and champions weighed on the destiny of the world, when monsters and inhuman races still travelled the forests and the plains. Greece was about to slowly enter History – stronger than ever. Its victory against the feared Persian Empire had cemented its reputation around the Mediterranean Sea: The Athenian fleet brought order to the seas, Sparta remained haloed by the glory brought by Leonidas’ sacrifice and that of his three hundred soldiers at the Battle of Thermopylae, the Delian League had come together in order to further strengthen the Hellenic power… A lasting peace was about to be signed between Greece and Persia in Callias – so that trade and cultural exchanges would replace war for good.

Drunk with vengeance, the primordial divinities the Olympians once imprisoned sowed chaos in Greece. Zeus had no other choice but to gather his subjects – gods of all statures – in order to lead a Second Titanomachy. Destructive confrontations multiplied and ravaged the world. Greece, so beautiful and civilized, was crushed by the weight of this divine war. The final battle took place at the summit of Olympus, gathering all combatants in a battle of cosmic proportions. The power unleashed caused a gigantic explosion which ended the world of man – killing ninety percent of the population.

As for the gods ruling over Olympus, they were satisfied with their work. They had brought order to a world where only chaos existed, they had inspired heroes who hunted monsters, and made Greece safer, they had given their patronage to these cities that prospered while paying them homage.

4

Yet, not all hope is lost, as monsters are not the only ones who were able to cross the river Styx to return to the living. Thus, the great mythical champions returned one after another to discover a world in the throes of chaos and devastation. The creatures they had vanquished have returned and they intend to get rid of them once more.

Of the superb landscapes of glorious Greece, there is now nothing left but scattered ruins. The earth was eviscerated, mountains collapsed, rivers diverted… The great cities have crumbled, even if their walls still shelter a population which now attempts to rebuild what it can. Crete is now broken, a veritable labyrinth of islands and reefs. Immense and impassable rifts isolate Greece from its nearest neighbors. Worse still, the Hells – shorn of their guardian, Hades who fell with his peers – have opened. The monsters of ancient times have escaped and now wander the roads of a much dangerous world. The Nemean Lion, the Lernaean Hydra, the Dragon of the Hesperides Garden, and the Birds of the Stymphalian swamps are once again free to sow death and desolation. Thankfully, Persephone – having remained in Hell during the Second Titanomachy – quickly struck an alliance with the Three Judges Aeacus, Minos, and Rhadamanthus in order to close the infernal gates and prevent oany more ancient and bloodthirsty scourges from seeing the light of day again.

Odysseus, Achilles, Orpheus, Atalanta, Hercules, Hector, Ajax, Perseus, Jason, Leonidas, and many more now rekindle the flame of heroism in the hearts of men, by incarnating the symbols of courage and strength that legends have made them out to be. As for the gods, the most powerful and revered, they have barely gotten back up to see the extent of the destruction brought to a world they had hoped to protect. Their power is greatly diminished: they are now effectively mortals, banished from a Mount Olympus that is nothing but ruins. While greatly superior to humans and measuring twice their height, they are no longer all powerful, and it terrifies them profoundly.

The nonhuman peoples have also come out of the shadows where they were once banished. Centaurs, satyrs, and Amazons thus regained possession of their lands, ready to fight with a blood-drained humanity by letting their wild nature run free.

Yet, all of the divine energy dispersed during the Second Titanomachy has not disappeared: it crystalized in its original form which came from Gaia: that of the omphalos, stones of power now scattered throughout what remains of Greece. The gods know that if they want to once again be what they once were, they have to find these omphalos and absorb their power. This quest will not be easy, and to succeed, they will also need to protect themselves from the other gods who also covet the omphalos, they will have to recruit warriors from among the resurrected heroes, the monsters that only they are able to control, and the warriors who have survived the chaos.

Beside mankind, the Second Titanomachy also decimated the divine ranks. The Titans have once again disappeared – destroyed, neutralized, or fleeing? No one knows yet. Many minor deities were also annihilated, too weak to resist the brutal outbirst of force engendered by this apocalyptic war.

The first one who succeeds will become immortal and omnipotent once more and will rule over a pantheon re-created in their image…

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Overview In Mythic Battles: Pantheon, the Players take on the role of the Gods of Mythic Greece leading their warriors into combat in epic battles that will determine the new king of the Gods. Each God is accompanied by the Heroes, Monsters, and other warriors who have embraced their cause. To lead these battles, the Players build their armies, then strategically deploy their warriors on the battlefield. To claim victory, each God will have to use their units to their utmost, by activating them at the right moment and using their Talents and Powers skillfully. Regardless of the victory conditions of the scenario, the winner is the player (or team) that achieves them first.

Using this Rulebook This rulebook is designed to teach new players how to play Mythic Battles: Pantheon. In an effort to allow players to play the game immediately by teaching them only the basic rules, this rulebook simplifies game setup and omits more complex game interactions. If any questions arise during gameplay, players should refer to the Player Aids.

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Components 4 Gods

ATHENA

2 Player Aids

Hades 4

3

2 1

3

3

4 2

3

71 Activation Cards

4 4

5

5 2

LEONIDAS MEDUSE

ATHENA MEDUSE LEONIDAS

3 3 4

ATHENA

5 Heroes

MEDUSE

Athena

Ares

Zeus

1 Scenario Book LEONIDAS

1 Rulebook

3 3

Atalanta

Leonidas

Achilles

3

3

4

Odysseus

3

4

Heracles

6

5 2

4 Monsters

4 1

2 Double-sided Gameboards

lightning

10

Minotaur

9 8 9 0 2 9 9 8 9 0 2 9 8 2 8 8 0 8 7 7 8 0 2 8 6 7 8 0 2 6 7 1 8 5 1 7 7 0 6 74 1 7 6 7 0 16 7 1 7- 3 6 7 0 05 7 0 - 2 0 6 6 0 5 6 0 - 1 ZEUS 5 6 05 057 52 02 mighty throw bloCk 5 7 2 2 leader3 LEONIDAS 5 7 2 2 bolster guard phalanx 5 6 2 2 5 6 1 1 4 5 1 1 3 4 5 1 0 MEDUSA t

Lernean Hydra

orment

 Medusa

initiative Climb

3

X enemy Target all single area.

units in a

wall oF shields If Leonidas is attacked, you may change the target of the attack to a friendly troop in his area or an adjacent area.

1

6patriarCh you may

tion, to Zeus’ activa the end of5 cards from your hand 1Atreturn up to 3 your deck. 4 your deck, then draw 1If you do, shuffle cards. back as many

1

3

0 0

2

7-

1

6 5 4 3 2 1

born leader p

At the end ofetri Leonidas’ activation, you Fy troop in his area may choose a friendly or in an adjacent area. owner searches their deck for an DestrIts oy all troop activation card s infor that unit and adds it Everyto other theirunit hand. Medusa’s area. in the area activated and a PetriThe unit ficati receives on is immediately gains a +1token bonus. to attack and defense A unituntil the end of the turn. with Petri require loses This doesanot ficatian onArt of War card.

15 Omphalos Cards

any token carrying and Omphalos it movement can no longer act:was or powers, , no attack, no using no skills and no troop recalling. To remove a Petrificati the unit on token, its owner must be activated War card. must discard an Artand of activation. This ends that unit’s Once a removed, Petrification token Petrificationit returns to Medu is sa’s token supp ly. Medusa’s Petrification supply is limited to 4 tokens.

3 5 0 1 2 +14 0 2 2 6 0 1

if this troop Contains at least 3 warriors.

HELL WARRIORS

Cerberus

guard

+1 warrior at the +1end max.4) of aCtivation for(eaCh pair +1 of hounds. for eaCh spartan

HELL HOUNDS torment SPARTANS guard mighty throw

24 Troops

5 Hoplites

54 Art of War Cards

13 Character Dashboards with plastic Stat clips

10 Columns

3 Spartans

12 Trees

6 Unit Cards

2 Rock Obstacles (Impassable terrain)

4 Amazons

4 Petrification Token

6 Hell Hounds 4 Hell Warriors

2 Centaurs

7

15 Omphalos

10 Dice

Component and Unit Overview

Game Boards 4

3

2 1

3

3

4 2

3 3 4

Dice

3

Mythic Battles: Pantheon uses special 6-sided dice. These dice give scores ranging from 0 to 5, and are used during combat.

4 4

5

5 2

3 3

4

3

3

4

3 3

4

3

6

5

Dice ranging from 0 to 5

2 4

Figures

1

4

Olympus battlefield

3

3

The boards represent the battlefield. Each game, the players choose one from among those available in the game box.

4

From left to right: God, Hero, Monster and Troops figures

3

The figures represent the Units on the battlefield. The 5 players will move them on the board .

4 5

They are not all of the same size and the scale has an impact in some situations. The large-sized models such as the Gods and the Monsters are affected by certain rules (restricted access to some areas of the board, increased difficulty to throw them, etc.).

2 3

The Gods, Heroes, and monsters are unique characters. Each of them is designated under the term of unit.

Gameboard detail 3

4

Each area of the board is delineated by a translucent white line: The number in the area indicates the 4 maximum number of units which may be in the area and the symbol indicates the area’s terrain type (not used in the learning scenario), and is also used to define the center of the area when determining lines 6 of sight (see Ranged attacks, page 15).

The Troops are represented by a group of 2 to 6 figures which are never divided into multiple units. Each figure represents the Troop’s Vitality. The troops are also designated by the term unit. Units may be of three types: land, flying, or aquatic. By default, units are considered land units.

4

8

5

herCulean strength

8 8 01 2

4

5 4

HERACLES 8 bolster guard phalanx

2

6

7

8

8 8 0 2 8 8 0 2

7

7

7

6

7 8 0 1

6

5

7 7 0 1 6 7 0 1

6

4

6

3

6 6 0 0 6 6 0 0 -

2

3

7

herCulean Feat Whenever Heracles attacks or is attacked, you may reroll up to 3 dice from the first roll.

1

3 Heracles Dashboard

Dashboards

3 Strategy: Number of Art of War cards granted by the Unit.

Each unit (other than Troops) is also represented by a dashboard. This dashboard comes with a ruler that comes in two pieces that you have to assemble.

4 Cost: Cost in Recruitment points. A God has no recruitment point and is always free at the beginning of the game.

1 The Stat clip

indicates the Unit’s various characteristics values depending on the state of its health. It usually starts on the first line of values.

5 Name. 6 Talents: Talents possessed by the Unit.

2 Activation: Number of Activation cards available.

7 Power: Type of Power, Cost in Art of War cards, Name of Power, description of Power.

Characteristics Attack: Number of dice when attacking or retaliating.

8 Type: Flying and aquatic Units can be recognized by the small icons located at the right of Name, if any.

Defense: Value to be reached to inflict one or more wounds.

Type of Powers This Power is a Special Attack that may be used as an Attack action.

Range: Maximum distance in areas that the unit may attack. Zero is always the unit’s area.

This Power is Active. It can only be used on the unit’s turn.

Movement: Number of new areas the unit may move into during a turn.

?

X

If Heracles is in an area with a ruin or tree, remove that piece from the battlefield. Then, attack all enemy units in a single area.

This Power is Passive. It can be used anytime whether it is the unit’s turn or not. It does not cost any Art of War card.

Power: Number of dice used for special attacks (number) or availability of a power (symbol).

This Power is Instant. It can be used anytime whether it is the unit’s turn or not. It has an Art of War card cost.

Vitality: Number of wounds the unit can suffer before being destroyed.

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Troop Cards

Omphalos and Omphalos Cards

Troops are groups of warriors whose strength is far from equal to that of the other Units on the Battlefield. Troops do not grant Art of War cards and do not have Powers. Although they are the least powerful units, they are also the only ones who can return to play after having left the Battlefield.

The omphalos are gems made up of pure divine energy, Quintessence. The omphalos are placed on the board before the beginning game, according to the setup diagram.

The Omphalos cards: The Omphalos cards represent the divine power partially recovered by a God after having absorbed an omphalos. To learn how to use Omphalos cards, see «Special action» on page 18.

2 6 0 1 +1 for eaCh spartan

SPARTANS guard mighty throw

3 4

2

1 Spartans Troop Card

1 The size of the Troop shows the number of figures

that make up the entire troop. Each figure in the Troop represents one of the Troop’s Vitality.

2 The units’ Talents, can only be used when the Troop is complete. 3 Some Troops have a specific characteristic called Mass Effect, which grants a bonus based on the number of figures in the Troop. 4 The type: land, flying, or aquatic.

Art of War Cards

These cards represent the tricks and strategies used by the warriors to win the battle. They grant more control over the game.

LEONIDAS

Activation Cards

These cards are used to activate the various units. LEONIDAS

LEONIDAS

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Playing the game This section explains how to play your first game of Mythic Battles: Pantheon. This learning scenario is a 2-player game that is aimed at teaching you the basic rules as quickly as possible. The winner is the player who kills the opposing God or absorbs two of the three omphalos located on the battlefield.

8 9 0 2

9

10

8 9 0 2

9

9

8 8 0 2

9

8

7 8 0 2 7 8 0 2

8

7

8

6

7 7 0 1

8

5

6 7 0 1 6 7 0 0

7

4

ZEUS

3

3

patriarCh At the end of Zeus’ activation, you may return up to 3 cards from your hand to your deck. If you do, shuffle your deck, then draw back as many cards.

2 1

ZEUS

ZEUS

ZEUS

1) Each player rolls a die. The winner chooses the army he is going to play: Zeus, Hydra and the Hoplites or Ares, Achilles and the Spartans. The other player will play the remaining army.

-

X

Target all enemy units in a single area.

ZEUS

mighty throw bloCk leader

Setup

7

6 6 0 0 5 6 0 0 -

lightning

ZEUS

ZEUS

ZEUS

ZEUS

3) Open the Olympus board and place it in in the center of the table. Place the figures and three Omphalos on the board, by referring to the setup diagram.

ZEUS

ZEUS

ZEUS

ZEUS

2) Each player takes the figures of his army.

Example : Zeus’ player receives a Dashboard, 4 Activation cards and 2 Art of War cards.

4) Each player takes a seat near the edge of his army.

Preparing the Battle

Now that you’re surrounded by hardened warriors, it’s time to fight to regain your past power! Accompanied by your troops, you go questing for Omphalos.

5) Place the dice and 2 Omphalos cards faceup within reach of the two players. 6) For each unit in his army, the player receives:

Keeping the 3 Art of War cards aside, here are the preparatory steps for battle:

• The corresponding Dashboard or Troop card. It is placed faceup in front of the player. • A number of Activation cards equal to that unit’s Activation value. • A number of Art of War cards equal to that unit’s Strategy value. • 3 Art of War cards (set them aside for the moment)

1) Shuffle the Art of War and Activation cards to form a deck (face down) 2) Make sure Vitality is at the maximum on the Dashboards (the ruler is placed on the first line, green background and white letters)

Art of War cards are used for strategic movements and to use the unit’s Talents and Powers of the Units. In general, only Gods and Heroes grant Art of War cards, most Monsters and Troops do not.

3) Place the Omphalos cards face up on the table 4) Draw 3 cards from your deck and add the 3 Art of War cards previously set aside. Your starting hand is thus made of 6 cards.

In this learning scenario, each player receives two Art of War cards : 2 provided by Zeus’ Strategy value, and 2 provided by Achilles’ Strategy value.

5) The player who did not choose his Army is the first player. He is the active player and his turn can begin!

11

The Battle Begins

Before you start playing this learning scenario, you must read the descriptions in the upcoming pages, until you see the Stop! panel.

The ground shakes under Zeus’ footsteps, a gigantic deity overlooking his troops he covers with his shadow. The Hoplites let loose their thirst for battle by shouting the name of their God, for which they will fight, vanquish or die… Their muscles tensed, their breathing harsh, blood beats increasingly stronger in their veins, which shows nothing good for their opponents. The air charges itself with mystical power and when Zeus raises his arm in the direction of his enemies, the wave of soldiers rushes forward in step, then accelerate, run and charge while shouting in their quest for battle and blood …

1 9

9

9

5

6

7

8

9

10

SPARTANS

3

1

3

lightning

X

Target all enemy units in a single area.

enduranCe 3

2

6 8 0 1

6 7 0 1 5 6 0 0 mighty throw Climb initiative

1

This doesn’t count as an extra activation.

3

2

6 7 0 0 6 6 0 0 --

Once per turn, at the end his activation, you may activate Ares a second time by discarding one of his activation cards.

FrenZy 5

1 1 4 7 7 1 1 4 6 7 0 1 7 7

6

5

4

1 2 1 2 8 8 7 8

4

At the end of Ares’ activation, target all enemy units in his area.

7

1 2 8 8

8

X 9 5

1 2 8 9

10 5

8 9 1 2

4 5

Learning Scenario Setup

12

mighty throw initiative bloCk

ARES

4

4 3

+1

3 5 0 1

4 hoplites

if this troop Contains at least

5

4

3 4

guard

HOPLITES

ares’ wrath

3

2

4

ACHILLES

6

onslaught

X

Target all enemy units within the Hydra’s range.

The defending units cannot retaliate.

regenerate

At the end of its activation, the Hydra recovers 1 Vitality point.

3

1

4

7 9 0 1 6 8 0 1

10

5

9

6

5

8

7 9 0 1

7 7 1 1

5

7

3

7 7 1 1

5

5

6

3

7 7 1 1

5

3

4

5

4

1

2

4

4

7 7 1 1 7 7 1 1

5 6 0 0 -

6 7 1 1

5 5 0 0 -

6 6 1 1 6 6 0 1

4

3

4

HYDRA

torment mighty throw bloCk

Achilles suffers 1 less wound from attacks.

aChilles’ prowess

4

Whenever Achilles attacks or retaliates, you may change one or more blank faces rolled to a 1.

5

5

patriarCh

At the end of Zeus’ activation, you may return up to 3 cards from your hand to your deck.

3

3

4

If you do, shuffle your deck, then draw back as many cards.

guard mighty throw

8 9 0 2

8

-

+1 for eaCh spartan

8 9 0 2

8

2 6 0 1

8 8 0 2

8

3

7 8 0 2 7 8 0 2

2

7 7 0 1

7

7

1

2

6 7 0 1 6 7 0 0

6 6 0 0 5 6 0 0 -

2

2

4

ZEUS

mighty throw bloCk leader

3

STOP !

On his turn, each player will perform one or all of the phases below:

A) Draw and Use cards

The good strategist can read his opponent’s eyes and seizes the perfect opportunity to strike efficiently.

A) Draw and Use Cards

The active player draws a card his facedown deck and adds it to his hand. The cards in each player’s hand are kept secret.We’ll explain later what happens when a player is in the situation where they must draw a Card but their deck is empty or doesn’t allow them to draw enough cards.

B) Activate Units Simple Action: - Movement - Combat a) Attack b) Wounds - Claim an Omphalos

There are three types of cards: Activation cards, Art of War cards, and Omphalos cards.

IMPORTANT! Each time you search for a card, shuffle your deck afterwards.

Special action: - Run - Absorb an Omphalos

C) Use Talents and Powers Activation cards:

D) Recall a Troop E) Battle cycle and reshuffling

They are used to activate Units or as a reaction to an attack (see «Retaliate», page 17)

the deck

A player can also discard two Activation cards of destroyed Hero or Monster units (the cards may be from the same unit or from different ones), to perform a maneuver (see «Art of War Cards» below)

At any time, the active player (the one currently performing their turn) can decide to stop performing actions. In that case, that player’s turn ends and the next player plays the phases shown above.

A player can decide not to activate any units on his turn, in which case he discards no Activation cards and may draw an extra card at the end of their Turn.

Outside of their turn, a player can perform some or all of the actions below:

Art of War cards:

A) Discard an Art of War card to find a card of their choice in their deck B) Retaliate C) Use a Passive power D) Use an Instant power Note: Some Talents and Powers can override the rules explained below. In such a case, apply the Talent or Power as described and ignore the rules in this book. The description of the Talent or the Power takes precedence over the basic rules.

They are used to perform various actions called “maneuvers”. Each maneuver can only be performed once per turn. Different powers are treated as different maneuvers. Thus, a player cannot use the same power twice during a given turn, but two different powers can be used.

13

Draw 2 cards on your turn

IMPORTANT! There’s no limit to the number of cards you can have in your hand at any time.

Search your deck for a card

B) Activate Units

A player can discard an Art of War card to perform ONLY ONE the effects of the following list:

As a general rule, a unit activated on a turn can perform up to two simple actions or perform one (and only one) special action.

of your choice during your turn or your opponent’s turn

Simple Actions

Activate a different second unit

When activated, a unit can perform up to two different simple actions from the following:

of your choice on your turn

(You cannot activate more than 2 units in a single turn.)

ËË Move ËË Attack a Unit ËË Claim an Omphalos

Recall a troop

Unless a Talent or Power is used which allows them to ignore this rule, a unit cannot perform the same Simple Action twice, and it is impossible to move after attacking (Mythic Battles: Pantheon is not a game of cowards!). Performing Simple Actions allows the unit to freely use its Talents and Powers.

at the end of your turn

Use a unit’s Power that requires an Art of War card.

Move

The wise strategist moves in a way that will make their troops uncatchable. They harass their enemy to mercilessly bring it down at the right moment.

You can also perform an Evade maneuver which is specific to Flying units. Because there are no Flying units in this scenario, this maneuver is explained in the Expanded Rules on page 25.

All units move according to the following rules: ËË A unit can move a number of Areas less than or equal to its Movement value. ËË All figures which make up a unit move in the same direction and area. ËË A unit’s movement immediately ends as soon as it enters a Area where at least one enemy unit is located.

The maximum number of Units which may be activated during a turn even through the use of Art of War cards or Talents is two. Certain powers will allow the activation of more than two units in a given turn (for example, Athena’s Strategist power).

Reminder: Each area contains a number (see board) which corresponds to the maximum number of units it can hold. When a Area is full, it becomes inaccessible. It is no longer possible to pass through it.

It’s not possible to activate the same Unit twice in a given turn.

14

Attack a unit

Ranged attack

Exhort your troops to strike the enemy with an avenging and lethal fist so that it can never rise again!

When an attack is made against a target located in a Area different from the Attacker’s, it is a Ranged attack. To be able to make a Ranged attack, the following conditions must be filled:

A unit can perform a single attack during an activation. Once the attack has been declared and before any dice are rolled, the Defender can choose to retaliate (see page 17).

ËË The attacking Unit must have a Ranged value greater than 0. ËË The targeted Unit must be within range, meaning located a number of Areas less than or equal to the Range of the attacking Unit. ËË There must not be any obstacle to shooting.

Melee attack

When an attack is performed against a target located in the same area as the attacker, it is a Melee attack. Units with a Range of 0 can only attack Units located in the same area. If a Unit cannot enter an area because it is full, then that unit gains a +1 to its Range to attack a unit located in said Area only, and any attack they perform in said area is considered a Melee attack.

The attacker makes his Attack roll and thus rolls the number of dice shown on their dashboard adjusted by any possible bonuses and penalties. The number of Wounds suffered by the target of the attack is equal to the number of successes obtained by the attacker on their Attack roll.

Each player, starting with the attacker (the turn’s active player) announces the use of Powers and/or Talents, and must do so before any die rolls, unless otherwise specified by the Power and/or Talent.

Obstacle to Shooting

During a Ranged attack, draw an imaginary line from the center of the Attacker’s Area to the center of the Defend er’s Area (the center of the Areas is represented by the terrain symbol on the area).

The attacker then makes his Attack roll, and thus rolls the number of dice shown on their dashboard adjusted by any possible bonuses or penalties.

If that line crosses a Area containing a Unit (allied or enemy) or 3D terrain (Impassable, Ruins, or Forest terrain, as explained later in the expanded rules), this area is an obstacle to line of sight. The Ranged attack is then impossible. (see diagram below)

The number of Wounds suffered by the attack’s target is equal to the number of successes rolled by the attacker on his Attack roll.

15

Example of Attack Roll

Attack Roll

To make an Attack roll, the Attacker rolls a number of dice equal to the Unit’s Attack current Attack value. Each die is considered individually. Any dice showing a blank face lost and set aside until the end of the attack (they can be used with some talents, see the description of Talents on the Player Aids).

Anthony performs a Melee attack with Odysseus against Leonidas, King of Sparta controlled by Carol. Odysseus has an Attack of 5 and Leonidas has a Defense of 7. Anthony therefore rolls 5 dice against a difficulty of 7 and gets:

Each roll, the dice showing a result between 1 and 5 can be set aside (until the end of combat) to increase the result rolled on another die by 1. A result of 5 can be rerolled and the new result is then added to the 5 already obtained. A result of 5 can be obtained on a natural roll or by setting aside other dice. A die which is rerolled to a blank face has a final result of 0. No more bonuses can be added to it, and the die is set aside for good.

Anthony removes the die which shows a blank face, as it is lost, and then decides to set aside his result of 1 to increase the 4 obtained on another die ato make it a 5.

+

The attacker must decide how many 5s they wish to reroll before making said rerolls.

Then, Anthony rerolls his two 5s and gets a 3 and a 1. He thus gets 8 (5+3) and 6 (5+1). He sets aside his die which had a result of 2 in order to increase his rerolled die which had rolled a 1. Anthony gets two successes: 8 (5+3) and 7 (5+1+1).

Once the 5s are rerolled (in a single roll), the attacker can again set aside any dice, including those not set aside during previous rolls. After this step, you can no longer reroll dice. The Attacker determines his final results. Each result greater than or equal to the Defender’s Defense value is a success. .

5

5

Note: Any die or dice whose total reaches 10 can be rerolled much like 5s, and the new score will be added to 10 (unless it’s a blank face, in which case the final result is 0).

3 =8

Wounds

Being a leader means choosing which of your soldiers will die and who will have a chance to survive so that you can be victorious!

1

+

1

=7

On his Attack, Anthony obtained two successes, Leonidas thus suffers two wounds. Leonidas originally had a Vitality of 6. Carole therefore move the Stat clip down twice to reveal new line of values, showing a Vitality of 4.

For each success obtained by the attacker, the defender suffers a Wound.

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Retaliate (defender only)

GODS, MONSTERS AND HEROES For each wound suffered, the target loses Vitality level. The player moves the dashboard stat clip down a number of lines equal to the number of wounds, in order to reveal the unit’s new Vitality level and values. When a God, Monster or Hero loses its last Vitality level, that unit is destroyed and its figure is removed from the board.

The mind of your troops must be hard as iron. They must not know fear and must return blow to blow to the enemy. During the active player’s turn, an opponent whose unit is attacked can react to enemy attacks by retaliating against the unit which has just attacked it. At the end of an attack which has targeted it, the attacked Unit can choose to retaliate against the attacking unit only with the remaining figure(s) of its unit (if any).

TROOPS For each wound suffered, remove one figure from the Troop. When the last figure from a unit is removed, the unit is destroyed. Excess damage is never carried over to another unit in the same Area.

To retaliate, the following conditions must be fulfilled: ËË Only a Melee attack can be retaliated against. ËË The unit must still be in the same Area as the attacker at the end of the attack. ËË If the attacked unit suffers any wounds, adjust its Vitality level before retaliating. ËË If the attacked unit was destroyed, it cannot retaliate. ËË The Player must discard an Activation card of the corresponding unit ËË After an attack, if a unit can no longer retaliate (in case of a throw, for example), the player can decide to not retaliate to not discard the Activation card of his unit. ËË A unit can Retaliate only once per turn.

Destroyed Units

If a unit carrying an Omphalos is destroyed, the omphalos is not removed from the board, instead it remains in the destroyed unit’s area. The destroyed unit’s Activation and Art of War cards remain in play (in the player’s hand, Deck, and discard Pile).

Area Attack

Area Attacks hit all units located in the targeted area (both friendly and enemy Units) except the Attacker. Units cannot retaliate against Area attacks.

Attacking Multiple Units

Some units have Powers that allow them to perform an Area attack or an attack against multiple units. Area attacks hit all units (both friendly and enemy) located in the targeted area except for the attacking unit. A separate Attack roll for each targeted Unit. These attacks are made in the order chosen by the attacker, who successively designates one by one to his opponent(s) each of the units attacked.

Retaliating is resolved much like Melee attacks (see page 15).

Note: When performing an Area attack, Attack rolls made against the player’s own units are made by that player’s opponent, who can use the Talents (and any available free Powers linked to the attack) as they wish.

17

Claim an Omphalos

As a simple action, players can also claim an omphalos. To claim an omphalos, a unit must: ËË Be in the same Area as the Omphalos. ËË The unit must not already be carrying an Omphalos, as a Unit can only carry one Omphalos at most. ËË The Omphalos must be free, that is to say another Unit must not have already claimed it. When a unit claims an Omphalos, place it on the Unit’s base. From then on, the Omphalos moves with that unit. Note: At any time during its activation, a unit can drop an Omphalos to leave it on the ground. This costs it no actions and the omphalos is placed in the unit’s area. The omphalos then becomes available to other units (friendly or enemy).

Special actions

A Unit can perform ONE of the following Special actions instead of two Simple Actions:

If this condition is fulfilled, the player removes from the game the omphalos located in the God’s area. If more than one omphalos are in his God’s Area, the player chooses the omphalos that his God absorbs from among all those available. The Player whose God has just absorbed an omphalos takes an Omphalos card from the reserve and adds it to his hand. (Omphalos are described on page 10).

Enter The Battlefield

This third special action available in the game is not used during this learning scenario.

C) Use Talents and Powers

Even the strength of a Phalanx of Spartans, the descendants of Heracles, is not without limits. Get the best of your troops and take advantage of the weaknesses of your enemies to crush them without mercy! Talents represent the unit’s special abilities on the battlefield (ex: defending another unit, climbing a Difficult Terrain, etc.). Their use does not cost an Art of War card. Each Skill is described on the Player Aids. If any questions arise during gameplay regarding a specific Skill, refer to the Player aids.

ËË Run ËË Assimilate an Omphalos (Gods only) Performing a Special action doesn’t allow the Unit to use either its Talents or its Powers. A Unit can perform one, and only one, Special action. Moreover, it will not be able to use a Talent or a Power this turn. The Special actions that can be performed are as follows:

Run

A Unit that chooses to run performs a Move action equal to its Movement value + 1. Running follows the standard Movement rules.

Absorb an Omphalos (Gods only)

Absorbing an omphalos is a special action that only the Gods can perform. For a God to absorb an omphalos, it must be in the same area as the omphalos, and the omphalos must be free (on the ground) or carried by a friendly Unit.

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Powers are almost all unique to a Unit and generally allow for more powerful and devastating effects than Talents. Their use can cost between 0 and 2 Art of War cards. If a Talent or Power modifies the resolution of an action or activation (die rolls, movement, etc.), its use must be announced before the resolution of that action or activation (unless otherwise specified). During a combat, the attacker announces and resolves the effects of Talents and Powers they use during of the corresponding phase, then the defender does the same.

D) Recall a Troop

Most of the Talents and Powers can be used during the player’s own turn, but some may be used on the opponent’s turn. Refer to the description of each Talent and Power to see when they may be used.

This action costs an Art of War card and is triggered at the end of the active player’s turn. It allows the active player to bring back into play or from any area of the board, and only one, Troop to the area of the player’s God.

There are no use limits for Talents and/or Powers at any given time unless it creates a continuous effect. A unit can thus use multiple Talents and Powers. The effects of using the same Talent or Power cannot be cumulated for a given Unit, unless otherwise specified.

A recalled troop cannot be activated the same turn it is recalled and is not considered to be destroyed, either. A Troop which is carrying an omphalos can be recalled, but the Omphalos remains in the Area in which the Troop was previously located.

To use a Skill or Power, verify that: ËË The conditions needed to use the Skill or Power are met ËË The Skill or Power has not already been used this turn (in case of a permanent effect) ËË You can pay its cost in Art of War cards, if any, as indicated by the symbol .

A player can recall: ËË a destroyed Troop ËË a complete Troop located anywhere on the board ËË a Troop which has lost figures, in which case the unit recovers any lost figures.

Note that : ËË If multiple Talents or Powers grant a bonus to the same characteristic, only the Talent or Power with the greatest modifier is applied. ËË If multiple Talents or Powers impose a penalty to the same characteristic, only the Talent or Power with the greatest modifier is applied. ËË If one Talent or Power grants a bonus for a characteristic and another Talent or Power imposes a penalty to the same characteristic, then both effects are applied.

E) Battle Cycle and Reshuffling the Deck

A Battle Cycle consists of all of the players’ turns that take place between the construction and the exhausting of the players’ decks. Battle Cycles occur until a winner is declared. Each Battle Cycle, as soon as a player is unable to draw a card because his deck is empty or does not have enough cards left, that player immediately reshuffles his discard pile and creates a new deck. He keeps the cards that are in his and then draw any remaining card(s) he needs to draw and three extra cards from the newly created deck (much like as the start of the Game). All other players then immediately draw all of the remaining cards from their decks and create a new Deck by shuffling their discard pile. From that new deck, they also draw 3 cards. During future turns, the players only draw one card at the start of their turn, as they normally would.

In case of conflict in the resolution of Talents and Powers, the player whose turn it is decides the resolution order of effects from the attacker and the defender. Example of Power and Talent having a similar effect: The Minotaur’s Blood Thirsty Power (which allows him to reroll certain dice during an attack) attacks Heracles (which forces an opponent to reroll dice). In this case, the attacking player (the active player) chooses to let the player controlling Heracles first choose which dice will be rerolled by the Minotaur. Then he may use its Blood Thirsty power. Reminder: Using Special Attack Power replaces the Attack Action. Thus, if Zeus uses his Lightning power, it replaces his Attack Action and he will therefore not be able to attack in melee that turn.

Winning the Game

The first player who kills the opposing God or who absorbs two omphalos instantly wins the game.

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Combat Example

2 - Because it has the Mighty Throw Skill, the blank face will allow Hydra to throw the Spartans after the attack (you only need one blank face to throw Troops and Heroes). The player controlling Hydra sets aside the die with a 2 to turn the 4 into a 5. The 3 is kept.

+ 3 - Now, Hydra has two fives. They are rerolled and produce the following results :

5 1 - It’s Zeus’ turn. His player, who also controls Hydra, plays a Hydra Activation card and decides to perform two simple actions. For his first simple action, Hydra claims an omphalos. It’s now put on the Monster’s base and will move with him next time he moves.

5 0

2 =7

As his second simple action, Hydra wants to attack. Instead of his normal Attack, the player decides to use the Hydra’s Onslaught Special Attack, which replaces his normal attack.

The blank dice is lost and removed. The 2 is added on to the previous 5 result, becoming an 7, which is more or equal to the Defense value of the Spartans. The remaining 3 is us eless. The Spartans suffer one wound, so one Spartan figure is removed from the Battlefield. Hydra decides to throw the remaining two Spartans to an adjacent Area.

Hydra can now attack Achilles, who is in its area, and also the Spartans because Hydra has a Range value of 1 and can thus attack in an adjacent area. The player decides to first attack the Spartans troop. The special attack Has an attack value of 5, so the player rolls five dice and needs to reach the Defense Value of the Spartans, which is 6. The five dice produce the following results:

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4 - Hydra now attacks Achilles. The attacking player rolls 5 dice and gets the following results:

Achilles’ Defense value is 9. But because Achilles and Hydra are in the same area for this attack, Hydra benefits from its Torment Talent, which reduces Achilles’ Defense value by 1, thus becoming an 8. The blank result will allow Hydra to throw Achilles at the end of the attack if the player wants to. The attacking player sets aside the two 2s to turn the 3 into a 5.

5 - The player controlling Achilles wanted to retaliate, which would allow him to attack Hydra during the opponent’s turn. But because Achilles has been thrown and is no longer in Hydra’s area, he cannot retaliate. Hydra’s turn is over. Since Hydra’s Vitality is at its max, the Hydra cannot use its Regeneration Passive Power to recover a Vitality level at the end of his turn.

+

It is now Achilles’ turn. The player plays an Achilles Activation card. Then, he spends his first simple action to move one area, to be in Hydra’s area. As his second simple action, Achilles attacks Hydra. He has an Attack value of 7, so his player rolls 7 dice and needs to reach Hydra’s Defense value of 7. The 7 dice produce the following results:

The two 5s are rerolled, and produce the following results :

5

5 2 =7

3 =8

Thanks to the Mighty Throw Talent and the two blank results, Achilles can choose to throw Hydra at the end of his attack. But he decides not to, instead he uses his Passive Power, Achilles’ Prowess. So he replaces his two blank faces with a result of 1. The first roll has become:

The final scores are thus 7 (5+2) and 8 (5+3). 7 is not enough, so the attack does 1 wound. But thanks to his Passive Power Endurance, Achilles suffers 1 wound less from attacks, so he does not receive any wounds. Hydra can still throw Achilles and does it: the player controlling Hydra places Achilles in an adjacent area of his choice.

21

The player controlling Achilles decides to set aside one 3 and the two 1s, giving him three +1 bonuses. He uses a +1 bonus on the 4, which becomes a 5. The remaining +1 bonuses are used on the 3, which becomes a 5.

+

+

The player now rerolls the four 5s, and gets the following results:

5

5

5

0

1

5 5

flict two wounds. The player sets aside one of the two 1s to turn the 6 (5+1) into a 7, which is a third hit:

1 STOP ! You are now ready to play the learning scenario (see page 11). It is designed to help you understand the basic gameplay before moving on to more advanced rules. All rules beyond this point are not necessary for the learning scenario as they describe how to recruit and deploy an army, to use terrain and play in different modes.

Because it is Achilles’ second roll and his Prowess Power only works on the first roll, this 0 is lost. The three rerolls are thus :

5

5 1

5 5

1

If any questions arise while playing the learning scenario, refer to the Expanded rules or the Player Aids for more information.

= 10 The 5 is added on to 5, for a total of 10, which is higher than Hydra’s Defense value of 7, so it inflicts one wounds. The player sets aside one of the two 1s to turn the 6 (5+1) into a 7, which is a second hit:

5

+

1

+

1 =7 22

Expanded Rules

At any time, the active player (the one currently performing their turn) can decide to stop performing actions. In that case, that player’s turn ends and the next player plays the phases shown above.

The rules described in this section expand on those found in the previous section, by introducing recruitment and army drafting rules, deployment, flying and aquatic units, terrain, and new game modes for 3-4 players and provides complete setup rules.

Outside of their turn, a player can perform some or all of the actions below: A) Discard an Art of War card to find a card of their choice in their deck B) Retaliate C) Use the Evasion special ability of their Flying Units D) Use a Passive Power E) Use an Instant Power Note: Some Talents or Powers can contradict the rules. In such a case, apply the Talent or Power as described and ignore the rules in this book. The description of the Talent or the Power takes precedence over the basic rules.

Here are the updated game phases, including the Enter the Battlefield special action. On their turn, each player will perform one or all of the phases below:

A) Draw and Use Cards

Here are the updated Maneuvers available when using an Art of War cards, and including the Evade maneuver. Each Maneuver can only be performed once per turn when playing an Art of War card. Different Powers are treated as different maneuvers. Thus, a player cannot use the same power twice during a given turn, but two different powers can be used.

B) Activate Units Simple Action: - Movement - Combat a) Attack b) Wounds - Claim an Omphalos

Special action: - Run - Absorb an Omphalos - Enter the Battlefield

C) Use Talents and Powers D) Recall a Troops E) Battle cycle and reshuffling the deck

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Terrain Type

List of Maneuvers

Some areas may contain 3D terrain pieces corresponding to the type of terrain represented. When 3D terrain is placed on these areas, the following rules are applied:

A player can discard an Art of War card to to perform ONLY ONE the effects of the following list:

Draw 2 cards on your turn

Areas with 3D Terrain

Forest

Search your deck for the card of your choice during your turn or your opponent’s turn

Obstacle to line of sight Land and Aquatic units in this area gain against flying Units and against Ranged attacks.

Activate a second different Unit of your choice on your turn

+1

Ruins

Recall a Troop Obstacle to line of sight

at the end of your turn

Units in this area gain in the same Area.

Use a unit’s Power that requires an Art of War card.

+1

against attacks made

Perform an Evade maneuver with

Impassable

a flying unit on your or your opponent’s turn.

Obstacle to line of sight Land and Aquatic units cannot move through or stop in this Area unless a Talent or Power allows it to do so. Flying units can move through or stop in this Area.

+1

+1

Units in this area gain and ignores all line of sight obstacles.

24

Areas with No Terrain

Land Units

The following areas have special rules which do not require 3D terrain pieces to be active.

Land Units are subject to Terrain effects

Flying Units

Stairs Units in this area gain line of sight obstacles.

+1

Flying units ignore Terrain effects. Flying Units ignore line of sight when performing Ranged attacks.

+1 and ignore all

Flying units can also perform an Evade maneuver.

Evade Maneuver

For the duration of a turn, the Evade maneuver allows a Flying unit to avoid a Melee attack from a Land or Aquatic unit with a Range of 2 or less. This maneuver is performed by discarding an Art of War card immediately after the attack is declared, before the Attack roll is made. If the conditions are met, the attack is considered as not having taken place, and the Flying unit cannot retaliate. The attacker can then choose a new target within range for his attack. The attacker’s Activation card is discarded even if there are no other targets within range. The Evade maneuver can be used against an Area attack only if that attack has a range of 2 or less.

Cliff Obstacle to line of sight Land and Aquatic units cannot move through or stop on this Area.

Rift Only Troops and Heroes can enter and move through this area, as if it was normal terrain.

Aquatic Units

Other units cannot stop in this area and are only able to move through it if they follow the path of skulls that appears on the board and spend 2 Movement points to do so.

Aquatic units are subject to Terrain effects with the exception of aquatic areas (Water, Swamps, etc.). They ignore all effects and restrictions in aquatic areas (Attack, Defense, and Movement penalties) and benefit from a +1 Movement bonus as long as the aquatic unit remains (starts and ends its activation) in an Aquatic area.

Water This area is considered to be an aquatic Area for the purposes of movement.

Enter the Battlefield

At the start of the game, units are off the battlefield. The first activation of a unit always consists of being placed in the player’s deployment area. The unit’s activation immediately ends. When a Troop enters the battlefield, place all its figures in the same area. A unit which has not entered the battlefield cannot attack or use its Skills and Powers. A unit can only leave the battlefield if it is destroyed.

Units in this area, including Aquatic units, cannot use any Powers or Talents. Aquatic unit still benefit from their movement bonus.

25

Army Drafting Rules

To build your Legend, you will first have to surround yourself with faithful and intrepid warriors. You will then build the strategy which will allow you to crush your opponents without giving them the smallest chance! During a game of Mythic Battles: Pantheon, you will recruit your army by spending a certain number of Recruitment points: 12 for 2 players, 10 for 3 players, and 8 for 4 players (unless otherwise specified in some game modes and scenarios). The units are recruited according to a draft, in an order defined by the chosen game mode. Each time you choose a unit during the draft, you pay its recruitment cost and take the corresponding dashboard or Troop card. If a player has spent all of their Recruitment points, the other players continue choosing units in turn order, skipping the player whose recruitment has ended, until all players have spent all of their Recruitment points. During his turn, a player must spend his Recruitment points if possible, and they cannot willingly keep their Recruitment points for later. For example, a player who still has 1 Recruitment point left must recruit a Troop (or another unit worth 1) if it is available when his turn comes up, even if it is a unit they did not want. If a player is in a situation where he cannot recruit a unit while having Recruitment points left (this can happen in 4-player games if you only own the base game), he receives an Omphalos card for each unspent Recruitment point. That player starts the game by adding this (or these) card(s) to the six cards in his starting hand.

26

Recruitment in a 2-player Game

Recruitment in a 4-player Game

Each player has a budget of 12 Recruitment points to spend during his draft. The first player is determined randomly (highest result on a die roll). Each player chooses a God, starting with the first player. As a reminder, the Gods do not cost any Recruitment points.

Each player has a budget of 8 Recruitment points to spend during their draft. The first player is determined randomly (highest result on a die roll). Starting with the first player, each player chooses a God. The draft is made in a “Z” form, by alternating each side. So the player sitting across from the first player chooses their God second, then the player allied to and sitting next to the first player, and then the fourth and final player.

Recruiting Other Units (Heroes, Monsters, Troops) Starting with the second player, each player in turn recruits one unit by spending the corresponding cost up to the limit of 12 points (the cost is given by the unit’s Cost icon,see page 9).

Recruiting Units (Heroes, Monsters, Troops) Then, starting with the fourth player, each player chooses a unit, in turn, going in the opposite direction from the one used to choose the Gods. They repeat this process, changing directions each time until 8 points are spent by each player (the cost is indicated by the unit’s Cost icon). Player 1 and Player 4 draft two times when it gets to them. (Explanatory diagram of the Draft in this mode)

Example: To form his army, Anthony recruits the following units: He chooses Athena for his God. She costs him no Recruitment points. Then, he chooses: - Hydra: 4 Recruitment points - Achilles: 4 Recruitment points; - Odysseus: 3 Recruitment points; - Hoplites (Troop with 5 figures): 1 Recruitment Point.

Example: To form his army, Anthony recruits the following units: He chooses Hades for his God. He costs no Recruitment points. He then chooses: - Leonidas, king of Sparta: 3 Recruitment points; - The Minotaur: 3 Recruitment points; - Amazons (Troop with 4 figures): 1 Recruitment Point; - Hoplites (Troop with 5 figures): 1 Recruitment Point.

Anthony has spent his total of 12 Recruitment points.

Recruitment in a 3-player Game

Each player has a budget of 10 Recruitment points to spend during their draft. The first player is determined randomly (highest result on a die roll). Each player, starting with the first player, chooses a God, the other players choose theirs in clockwise order.

Anthony has thus spent his total of 8 Recruitment points.

Recruiting Units (Heroes, Monsters, Troops) Starting with the third player and going counter clockwise, in turn, the players each recruit one unit. They repeat this process, changing direction each time (which means that the first player and the third player draft two units each time it is their turn) until their total of 10 Recruitment points have been spent (the cost is indicated by the unit’s Cost icon). Example: To form his army, Anthony recruits the following units: He chooses Zeus for his God. Like all Gods, he costs no Recruitment points. He then chooses: - Cerberus: 4 Recruitment points; - Heracles: 4 Recruitment points; - Atalanta: 2 Recruitment points; Anthony has thus spent his total of 10 Recruitment points.

27

Classic Game Modes

Free for All Mode

In this game mode, each player plays for themselves, there are no alliances. A player wins the game if all three opposing Gods have been killed, or by absorbing 4 omphalos from among the 13 placed on the battlefield according to the corresponding diagram. Each player has 8 Recruitment points.

The classic game modes allow you to play Mythic Battles: Pantheon for 2 to 4 players, using all the rules described in the Learning Scenario and Expanded Rules sections. There are two sides, each game uses the Army Drafting rules and you place the omphalos by referring to the diagrams provided for each battlefield.

Duel Mode

60

Alliance Mode

60

Three vs One Mode

90

In this game mode, one player plays against the other three. The first player is the one playing on their own, the other three are allied. The players who continue, going clockwise, are designated as second, third, and fourth players. The players place themselves around the board, each facing their deployment areas as indicated in the diagram for each board (specified in the diagram).

In this game mode, a player wins by killing the opposing God or by absorbing 4 Omphalos from among the 7 placed on the battlefield according to the corresponding diagram. Each player starts with 12 Recruitment points.

In this game mode, four players must form two teams of two allied Gods each. The players place themselves around the game board so that the two players of a team are on the same side of the board behind their deployment line (as shown on the diagram). A team of two Gods wins the game either by killing one of the two opposing Gods, or by absorbing 4 omphalos (between the two Gods) from among the 7 placed on the battlefield according to the corresponding diagram. Each player has 8 Recruitment points.

10 omphalos are placed on the battlefield. The solo player wins the game if their God absorbs 4 Omphalos or if they eliminate all of the other players’ units. The three allied players win the game if 7 omphalos are removed from the battlefield (not counting those absorbed by the god), or if the god is killed. The first player has 10 Recruitment points and the other players each have 6 Recruitment points.

Alternate Game Modes

Recruitment Only the first player chooses a God, the others are not incarnating any, they lead units sent as a stopgap measure by three temporarily allied gods to keep the first player’s god from getting their hands on a large amount of omphalos. Once the first player has chosen their God, recruitment takes place the following way (1 corresponds to player 1, 2 to player 2, etc.): 1 - 2 - 3 - 1 - 4 - 2 - 1 - 3 - 4 - 1 - 2 - 3 etc. Draft continues this way until each player has spent their Recruitment points. Turn Order The turn order is the same as the unit recruitment order: 1 - 2 - 3 - 1 - 4 - 2 - 1 - 3 - 4 - 1 - 2 - 3 etc. Players 2, 3, and 4 thus play in the same order (in a loop), and every two turns, the first player takes his turn.

In the alternate game modes, you can have more than two sides, and victory conditions can be different. Unless specified, each game uses all the rules described in the Learning Scenario and Expanded Rules sections. The Army Drafting rules are not always used or may differ. Place the Omphalos by referring to the diagrams provided for each battlefield.

Free for All

90

75

In this game mode, a player wins if both opposing Gods have been killed or if their God absorbs 4 Omphalos from among the 10 placed on the battlefield according to the corresponding diagram. Each player has 10 Recruitment points.

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Special Rules All units except for the God can leave the battlefield. The outside of the battlefield is considered to be an accessible area. If a unit leaves the battlefield, it leaves the game for good. If it was carrying an omphalos, it is removed from the board. - The players who do not have a God cannot recall a Troop. - A player can discard two Activation cards from destroyed units or units that have left the battlefield to benefit from one of the effects of an Art of War card. This also applies to Troop Activation cards for players who do not have a God.

Scenario and Campaign Mode

?

?

Scenarios offer a more immersive and more narrative, experience. The basic rules apply, but victory conditions can be totally different and special rules are generally included. A campaign is a series of scenarios linked to one another that gradually tell a story. Some campaigns allow players to see the evolution of characters or of the story, and winners are generally declared at the end of the campaign. You can find scenarios and more details in the Scenario Book. You can also find other scenarios and campaigns in the expansions and on the game’s official site at www.us.mythicgames.net

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