Documente Academic
Documente Profesional
Documente Cultură
www.orderofgamers.com
High quality materials for the dedicated devotee of immersive, thematic tabletop games.
Game rules summaries, foamcore box plans, articles, interviews, reviews, videos, tutorials, forums and lots more.
Game: CYCLADES
Publisher: Asmodee (2010)
Print on card (ensure you are printing at 100% scale) laminate and trim to size.
These sheets are intended only for the personal use of existing owners of the game for additional reference.
Universal Head makes no claim whatsoever to the rights of the publisher and copyright holder, and does not
benefit financially from these player aids. Artwork from the original game is copyrighted by the publisher and
used without permission. This PDF may not be re-posted online, sold or used in any way except for personal use.
2. The Gods Call upon one or more mythological creatures
(all Gods except Apollo)
The 4 God tiles are shuffled and placed randomly on
the 4 empty spaces above Apollos space. Recruit (all Gods except Apollo)
SETUP 5 players: all 4 tiles are placed faceup. Build (all Gods except Apollo)
4 players: the last of the 4 Gods is placed facedown; Special action (all Gods except Athena and Apollo)
Each player chooses a color and takes his screen,
it will not be available for this cycle. During the Increase revenue (Apollo)
1 offering marker (2 in a 2 player game), 3 territory
following cycle, place this God faceup in the first
tokens, 8 fleets and 8 troops. Each player also takes
space, and shuffle the other 3. Once again, the God Players may alternate actions (eg, recruit, build and
5 gold pieces (GP) and hides them behind his screen.
placed in 4th place will be facedown and will become recruit again).
Place the isles, troops and fleets according to the first God during the following cycle.
When a player is done with his actions, he places
number of players, as indicated in the rules.
3 players: the first 2 Gods are placed faceup and the his offering marker on the last free space of the turn
Shuffle the mythological creature cards and place last 2 facedown. During the next cycle, the 2 Gods track. The player who won the offering bid on the next
them facedown on their board space. Place the 5 which were facedown are used. On the cycle following God then performs his actions.
creature figurines next to the discard pile (you cannot that, the 4 Gods are shuffled again to make 2 new
normally look in the discard pile during the game). random pairs. a. Call One or More Mythological Creatures
By paying the cost indicated under the card (minus
Place the philosopher cards and the priest cards on any cost reductions due to temples) the player can
their board spaces. 3. Revenues
take the corresponding creature card and apply its
Each player receives 1 GP for each prosperity marker effect. Once used, the card is placed faceup in the
Shuffle together the players offering markers and
he controls. GP earned by the players is kept hidden. discard pile.
randomly place them on the first spaces of the game
turn track. The 4 God tiles go next to the board, along The powers of the creatures must be used
with the building tiles, the metropolis tiles, the 2 dice, 4. Offerings
immediately.
the prosperity markers and the unused gold pieces. In playing order, each player chooses a God and
places his offering marker on the space corresponding New creature cards are only placed on the board at
to the offering that the player wishes to make. the beginning of each cycle. The player who made the
OVERVIEW
best offering to the first God gets to help himself first.
If an offering goes over 10, the player places one of
The game takes place over a series of cycles during There is nothing to stop him from playing multiple
his territory markers on the 10+ space. The offering
which the players will: creatures, so it is possible that the last few players of
marker then indicates any number beyond 10.
1. Gather their revenue in GP (production of their the cycle will no longer have any creatures available to
A God grants his favor only to the player who made them by the time their turn comes around.
isles + seafaring commerce)
the highest offering.
2. Make offerings to the Gods (auction). b. Recruit
If a player has made an offering to an already chosen
3. Depending on the God whose favor they obtained, The main Gods allow players to recruitdepending
God, the offering must be higher than the one already
perform actions specific to that God. on their specialtya troop, a fleet, a priest or a
taking place, and the player who made the previous
philosopher for free, but also to recruit more in
The goal of each player is to own 2 metropolises at offering must take his marker back and immediately
exchange for GP.
the end of a cycle (either by building them and/or bid on a different God.
conquering them). The player thus outbid may outbid another player. c. Build
Any such case must be resolved before the next player A specific type of building is associated with each
CYCLE in the playing order places his offering marker. God, each building with a different effect.
Any player may place his offering marker on Apollos A player may build the same type of building multiple
1. mythological creatures space without cost; he does not require any offerings. times, even on the same isle, as long as he can afford
Update the mythological creature track to have 3 the cost of 2 GP each.
Multiple players may choose Apollo in the same cycle.
visible creatures, one on each space. The GP under Buildings are placed on the white squares of each
The first player to choose Apollo places his token on
each space is the cost to use that creature during the isle.
the 1 space, the second on the 2 space, etc.
action phase.
The offering phase is over when each player has d. Special Action
1. Discard the creature on the 2 GP space if it
placed his marker on a God. Some Gods grant special actions. During his turn, a
wasnt used during the previous round.
Each player pays the number of GP he offered, player may perform these actions multiple times, as
2. Move all other cards to the right. long as he has enough GP to afford them.
taking into account any possible reductions due to
3. Fill the remaining spaces by drawing new cards. priest cards. e. Apollo
When the draw pile is empty, shuffle the discard pile Players cannot make an offering they cant afford. Finally, the player(s) who have chosen Apollo play last
to create a new draw pile. and have a limited choice of actions. Playing Apollo is
5. Performing Actions technically a way to skip ones turn to save money.
During the very first cycle, draw the first mythological
creature and place it faceup on the 4 GP space. The player who won the offering bid on the first
God can perform the actions specific to that God, 6. End of the Round
During the second cycle, if this creature has not been
and use a mythological creature, by paying the cost Once every player has played and placed their offering
used, move it one square to the right and put the first
corresponding to each of those actions. marker on the turn track, the round is finished.
creature from the draw pile faceup on the vacated
space. If it was used, place the 2 first creatures from The free action of each god must be taken, and it If one or more players own 2 metropolises, the game
the draw pile on the 4 GP and 3 GP spaces. must be completed first. ends. Otherwise, a new cycle begins.
THE GODS No matter how many temples you own, you must still Retreating during a land-based battle
spend at least 1 GP to get a creature. The player wishing to retreat must bring his troops
Poseidon Change the Creatures
back to an isle belonging to him and linked by fleets
of his color to the one where battle occurred. If these
Recruit Fleets For 1 GP, you can discard an available creature card conditions are not met, the troops cannot retreat.
Free fleet. You may purchase extra fleets: the second and replace it with the first card of the draw pile.
costs 1 GP, the third 2 GP, and the fourth 3 GP. You Retreating during a sea-faring battle
cannot purchase more than 3 extra fleets in a turn. Athena The player wishing to retreat must move his fleets
No player may have more than 8 fleets. Fleets must Recruit Philosophers to an empty adjacent space or one he controls. If no
be built on sea spaces around isles you control. This Free philosopher. You may purchase a single extra space is available, the fleets cannot retreat.
space must either be empty or contain your fleets. philosopher for 4 GP. Philosophers are kept in plain
sight. THE METROPOLISES
Build Port
A port gives a defensive bonus during sea-faring battles As soon as you get a fourth philosopher, you must Each isle has a space (dotted red square) reserved
that take place on squares adjacent to the isle it is on. immediately discard them to build a metropolis. for a metropolis. There are two ways of creating a
Build University metropolis:
Move Fleets
For 1 GP, you may choose fleets currently on the same The university has no special effect. 1. Economic Development
sea space and move them a maximum of 3 spaces. A player who owns all 4 types of buildings (port,
Apollo fortress, temple and university), even if they are
You can add or abandon fleets during that movement.
You get 1 GP if you control more than one isle, spread over many isles, must immediately discard
If fleets enter a space occupied by enemy fleets, their or 4 GP if you control a single isle. them and replace them with a metropolis, which he
movement ends and a battle begins immediately.
You also place 1 prosperity marker on the isle of places on an empty space on one of his isles.
Ares your choice. An isle can have several markers on it. If there are no free spaces, the player must destroy
Recruit Troops If more than one player has chosen Apollo during a one or more of his buildings to free the space.
Free troop. You may purchase extra troops: the second single round, all earn the extra GP, but only the first
player who chose Apollo gets a prosperity marker. 2. Intellectual Development
costs 2 GP, the third 3 GP, and the fourth 4 GP. You
A player who has 4 philosophers must immediately
cannot purchase more than 3 extra troops in a turn.
discard them to earn a metropolis, which he places on
No player may have more than 8 troops. Troops must BATTLE an empty space on one of his isles.
be placed on isles you control. Each player participating in battle rolls 1 die and If the only available space is occupied by buildings,
Build Fortress adds the number of troops / fleets he has in the the player must destroy them to free the space.
combat zone.
A fortress gives a defensive bonus during land-based If a player only has one isle on which he already owns
battles to troops on the same isle. If the battle takes place on an isle where one or more a metropolis, his 4 philosophers are discarded (the
fortresses have been built, the defender adds 1 to his new metropolis replaces the old one).
Move Troops for each fortress.
For 1 GP, you may move some or all of your troops on A player can also earn a metropolis by conquering an
an isle to another isle connected by a chain of fleets If the battle takes place on a sea space adjacent to isle where one already exists.
of your color. If you land on an isle where enemy an isle (or isles) where the defender has built one or
more ports, the defender adds 1 for each port. A metropolis has the powers of all other buildings.
troops are present, a battle starts immediately. If you
land on an isle free of troops, you claim it without a An isle is always considered to be a single space.
battle, even if the isle has a fortress. VICTORY
The player with the lowest result loses the first
If you move your last troop off an isle, you must leave assault. He removes a troop / fleet from the battle and The game ends at the end of a cycle where at least
a territory marker there. The isle belongs to you as places it in his reserve (in front of his screen). If the one player owns 2 metropolises. That player wins.
long as no opponent lands there. result is a tie, both players lose a troop / fleet. If more than a single player ends the cycle with
A player may not attack the last isle of another player, If both combatants still have troops / fleets, the 2 metropolises, the player who has the most GP
unless he can prove that he would win the game were defender can decide to retreat. If he does not (or remaining behind his screen wins.
he to sucessfully conquer the isle. cannot), the attacker can also retreat. If neither of the
players retreat, a new assault takes place. 2 PLAYER GAME
Zeus
These steps are repeated until only one player is left
Recruit Priests Each player takes the 2 offering markers of his
in the combat zone. That player takes control of the
Free priest. You may purchase a single extra priest for color. Shuffle the 4 offering markers and place them
isle or the sea space in which battle occurred.
4 GP. Priests are kept in plain sight. randomly on the first spaces of the turn track.
If it was an isle, the winner also gets all buildings
Each priest reduces the offering to be paid by 1 GP Play exactly as detailed for 4 players, but each player
found on the isle.
at the beginning of each cycle. No matter how many must make offerings to 2 Gods instead of a single one
priests you have, you must pay at least 1 GP for your Two armies may annihilate themselves at the same (it is possible to outbid yourself).
offering (only Apollo is free). time. In the case of a land-based battle, the defender
Each player must be able to pay the entire cost of
keeps his isle and a territory marker of his color on
Build Temple his offerings on both chosen Gods. A priest allows a
it. He still benefits from the revenues of that isle and
player to save 1 GP on the sum of your offerings.
Each temple reduces the cost of buying a the effects of buildings on it, but it will no longer
mythological creature by 1 GP. The price reduction of be defended against a subsequent attack until he The game ends when one of the players owns 3
each temple can only be used once per cycle. recruits new troops. (instead of 2) metropolises at the end of a cycle.
CYCLE POWERS OF THE GODS
1. Mythological Creatures POSEIDON
Update the mythological creature track. Recruit free fleet, + 1-3 fleets for
Discard the 2 GP space creature if it wasnt used, extra GP.
move all cards to the right, and draw cards for Build port.
remaining spaces.
Move For 1 GP, move fleets on a
The GP listed is the cost to use that creature space up to 3 spaces.
during the action phase.
ARES
2. Update Gods Track
Recruit free troop, + 1-3 troops for
Shuffle the 4 God tiles and place them randomly extra GP.
on the 4 empty spaces above Apollos space.
Build fortress.
3. Revenues Move troops from one isle to
another along a chain of fleets.
Each player gets 1 GP for each prosperity marker
he controls. ZEUS
HEROES CREATURES
Just after the Revenues phase of each round, you CHARON
must pay 2 GP for each hero you want to keep.
Hire a hero from among those
ACHILLES previously removed from the game.
EGYPTIAN REINFORCEMENTS
These miniatures are considered to be elite Egyptian troops; they are not
mythological creatures (Zeus special power and the effect of temples do
not apply to them).
Egyptian reinforcements cards are added to the mythological creatures
deck at the beginning of the game and are bought the same way.
When you acquire an Egyptian reinforcement, place the miniature on
one of your islands. It is now considered a troop (and can be destroyed
by the Harpy).
Egyptian reinforcements can be moved alone or with other standard
troops when using the favors of Ares. In that case, they do not have any
special ability and simply count as a troop. In the case of a lost fight, the
Egyptian reinforcement is always destroyed last.
Special Attack
At any time during your turn, you may pay 1 GP to perform a special
attack.
Move your Egyptian reinforcement, along with some or all of the troops
on the same island, to another island, as if it were a movement done with
Ares (ships are necessary). For this move or a possible battle, the troop
benefits from the reinforcements special power.
Each Egyptian reinforcement can perform 1 special attack per turn.
It is not possible to perform a special attack when placed on Apollo.
THE ELEPHANT
The army led by the Elephant always rolls a 3 on its
combat die.
THE MUMMY
Enemy troops destroyed in combat by the army led by the
Mummy are immediately transformed into troops of the
attacker. If that player does not have any troops left in
his supply, there is no effect.
THE PHOENIX
When troops led by the Phoenix are destroyed in combat,
they are immediately returned to play (on the island from
which they attacked).
THE SCARAB
At the end of its movement, if it is not killed in battle,
the Scarab can transform 1 building on its new island
into another type of building.
THE SCORPION
When the scorpion arrives on an opponents island,
immediately remove 1 enemy troop.
THE SNAKE
During its movement, the army led by the Snake can
cross 1 empty seas space as though it contained a
friendly ship.
THE SPHINX
The army led by the Sphinx can immediately teleport
to an island already controlled by its owner before
performing its move.