Full manual text

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As the leader of an ancient civilization, explore unknown lands in order to develop your empire.
Found new cities and construct buildings in order to exploit natural resources and establish
trade routes. Set out to conquer barbarian villages or increase your scientific knowledge.
Don’t forget to maintain good standing with the Gods!
Pay tribute to them by making offerings and by building fabulous temples.
Building Cards and Corresponding Wooden Pieces
Each card in the game represents a building. There are 6 different types of building, easily identifiable by the color
and the symbol associated with the card. Each type of building also corresponds to a wooden Building in the player
color of its owner (except Temples).
Note: For convenience, we will call all wooden pieces “buildings”, including the ships and meeples.
Overview and Goal of the Game
Each player begins a game of Deus with a hand of 5 Building
cards. On your turn, you must choose from two actions:
construct a building or make an offering to a god.
Constructing a building consists of playing a Building
card, and placing the associated wooden piece in a region
of the gameboard. You must place the building card in
the column of the same color, and then you can benefit
from the power of all the cards placed in this column,
starting at the bottom. The powers of buildings allow
you to gain victory points, resources, or money, make
scientific advancements, or attack your neighbors. It is
also possible to construct a temple, which provides victory
points at the end of the game.
Making an offering to a god consists of discarding cards
in order to receive aid from the god associated with one
of these cards. Then you draw cards until you have five
cards in your hand.
Two things can end the game:
- All the barbarian villages have been attacked.
- All the temples have been built.
The player with the most victory points (VP) wins the game.
Contents
- 4 player boards
- 96 building cards (16 civil buildings, 16 scientific
buildings, 16 maritime buildings, 16 military units,
16 production buildings, 16 temples)
- 100 wooden Buildings (25 per player):
o 5 civil buildings
o 5 scientific buildings
o 5 maritime buildings
o 5 military units
o 5 production buildings
- 7 wooden Temples in a neutral color
- 7 two-sided Continent tiles
- Gold coins (63 ones, 12 fives, 9 tens)
- Victory Point tokens (24 ones, 9 threes, 9 fives, 17 tens)
- 80 resources: wood (20), stone (20), clay (20), wheat (20)
- 1 First Player card
Sell stone for 4 Gold each.
Commercial Sailing Ship
Card type
Cost
Name
Effect text
Same effect,
but as icons
Sell stone for 4 Gold each.
Commercial Sailing Ship School
Draw 1 card per region with at
least 2 buildings of your color.
Siege Tower
Steal 2 VP from 1 barbarian village
beside which you have an army
(take the 2 VP from this village).
Maritime Building Scientific Building Military Units
Small Production Building
Precisely one of your production
buildings produces 1 resource
associated with its region.
Lumberjacks’ Guild
Gain 1 VP per forest
that you occupy.
At the end of the game, gain 1 VP
per region with at least 1 building
of your color (max. 12 VP).
Temple
Production Building Civil Building Temple

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Continent Tiles, Regions, and Corresponding Resources
The Continent tiles form the gameboard. Each tile comprises
of 2 sea regions, 1 barbarian village, and 4 land regions. Each
land region is associated with 1 resource, uniquely produced
in that type of terrain (see Card Effects and Clarifications, pg7):
- Fields produce wheat.
- Forests produce wood.
- Swamps produce clay.
- Mountains produce stone.
Setup
1. Form the gameboard from the continent tiles. The
number of tiles and their relative positions varies
depending on the number of players:
2 players : 4 tiles
3 players : 6 tiles
4 players : 7 tiles
Important: Orient the tiles any
way you like. However, make sure
that you never have 2 barbarian
villages adjacent to one another.
2. On each barbarian village, place as many VP as the
number of regions adjacent to it.
3.
Form a general supply , containing the following:
-As many Temple pieces as there are Continent tiles
(4 with 2 players, 6 with 3 players, 7 with 4 players).
-5 resources of each type (wheat, stone, clay, wood)
per player (10 resources of each type with 2 players,
15 with 3 players, and 20 with 4 players).
-The victory points (VP).
-The gold pieces.
Note: Return any unused Temple pieces and Resource tokens to
the box. During the game, players can no longer gain a resource
that has run out. Th e VP and gold pieces, on the other hand,
are unlimited.
Players’ VP are hidden.
4. Each player takes 1 player board and the Building
pieces according to their color. Place 2 pieces of each
type on the corresponding column of your player board.
Set the rest of the pieces beside your player board to
form a personal supply.
5.
Each player takes 5 gold coins, 4 resources (1 stone,
1 clay, 1 wheat, 1 wood) and 5 VP. The resources come
from the general supply.
6. Thoroughly shuffle the 96 Building cards and deal
5 to each player before forming a draw pile with the
remaining cards.
7. Choose a first player and give them the First Player
card.
Example:
Place 5 VP on this barbarian village because it is
adjacent to 5 regions.
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Game Play
The game lasts a variable number of rounds. Each round, players take turns in clockwise order, starting with the First
Player. On your turn, you must choose 1 of the following 2 actions:
In order to construct building, you must first play a Building card
from your hand. Note that there are two different types of buildings:
standard and temples.
Construct a Standard Building
In order to construct a standard building (civil buildings, scientific
buildings, maritime buildings, military units, production buildings) from
your hand, you must follow these steps:
1. Verify that you have at least one wooden piece of the same type
on your player board. If you do not have a piece of this type, you
cannot play this card.
2. Each player board has 6 columns that are separated by color. Place
the card above the appropriately colored column of your player
board, such that the effects of cards are visible.
3. Pay the construction cost indicated in the upper-left hand corner
of the card. You can pay in resources and/or gold.
4. Place the wooden Building corresponding to the card in a region
on the gameboard. This piece must come from your player board.
Placement of the piece must respect the following placement rules:
You must place your first Building in a region at the edge of the
gameboard. The first regions occupied by each player must be
separated by at least two empty regions, if possible.
Your subsequent Buildings can be constructed in either a region
that you control, or an empty region adjacent to a region that you control. If you place a wooden Building in a region that you control, you must respect this fundamental rule: Each Building in a single
region must be of a different type (for example, two civil buildings
can never be placed in the same region).
Note: several players are not allowed to occupy the same region.
You cannot construct a building in a region occupied by a barbarian
village (even if there are no longer any VP on this village).
Maritime buildings (represented by ships) must be constructed in a
sea region. The other buildings cannot be constructed in sea regions.
If you wish, you may place a Building in an empty region at the edge
of the gameboard in exchange for 3 VP. This can be useful in certain
situations; for example, if you are blocked in.
5. Benefit from the effects of all the Building cards in the column where
you just placed the card. You must activate the cards from bottom
to top. Each card’s effect is depicted both with icons and with text.
A. Construct a building
A. Construct a building
B. Make an offering to the gods
Example:
Madeline wishes to play a civil
card. She can because she has 1
wooden Building of this type on
her player board.
She places the card at the top of
her column of civil cards (brown).
Madeline can choose between
paying either 1 wood or 4 Gold.
Example:
Anna places her first
production building
in a mountain region.
Madeline can place hers
on any region at the edge
of the gameboard that
is more than 2 regions
away from the region
Anna chose.
Example:
Aft er having placed her fi rst
production building in the
mountain region, Anna can
place her second building
in either of the following
two ways:
In the same region, as long
as the new building is a
diff erent type, or on a empty adjacent region
that is unocupied by a barbarian village.
Important: When paying the construction cost (and only in that case) each resource can be replaced by 4 Gold (even if the player has this resource).
Example:
Madeline places her 2nd card
in the brown column. After
having placed the piece, she gets
the eff ect from the bottom card
(earn 1 VP), and then the eff ect
from the top card (earn 3 Gold).
Lumberjacks’ Guild
Gain 1 VP per forest
that you occupy.
L bj kjkLumberjackLumberjackLumberjackLumberjackLumbeLj’ G ild’ Guilds’ GuildsGs Guilds Guild
Gi1 VP1pperforest
Trading Post
Gain 3 Gold per forest
that you occupy.
Lumberjacks’ Guild
Gain 1 VP per forest
that you occupy.
bLbLbLumberLumberLumberLumberLumberk’j k’j k’jacks’jacksjacksjacksjacksjj ldG ildG ildGuildGuildGuildGuildGuild
Gain1 VPper forest
Trading Post
Gain 3 Gold per forest
that you occupy.
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Construct a Temple
In order to construct a temple from your hand, you must follow these
steps:
1. If you are building your first temple, place the Building card in the
notch in the right end of your player board.
2.
In order to construct your 2nd temple, you must have 1 card of each
color on your Player Board. In order to construct your 3rd temple, you
must have 2 cards of each color on your Player board, and so on.
3. Pay the construction cost indicated in the upper-left hand corner
of the card, which is always 1 resource of each type. Because it is a
construction cost, each resource could be replaced by 4 Gold. The
constructed temple provides VP (12 VP maximum per temple) at
the end of the game, according to its effect.
4. Place a wooden temple from the general supply in one of your
regions (not in an empty region). As with the other types of buildings,
you cannot have more than one temple in a city. The temple is
recognized as a standard building for Building card effects that
depend on the number of buildings in a region.
Note: If you build your temple in a region containing only a military building (an army), you will not be able to move the army
until you build another building in that city. You are not allowed to abandon a temple.
Attack a Barbarian Village
It is possible to attack a barbarian village after having placed or moved a building on the gameboard. This attack
happens immediately (the round pauses until the attack is resolved) when both of the the following conditions are met:
- Players occupy all the regions adjacent to the village.
- There is at least one army in those adjacent regions.
When this happens, the village is attacked by the player who has the most armies in regions adjacent to the barbarian
village. The attacker simply wins the VP placed on the barbarian village. From now on, the region is no longer
considered to be a barbarian village for card effects that depend on this. In the case of a tie, the tied player who has
constructed more buildings in those regions wins the VP. If it is still a tie, the tied players share the VP, rounding down.
Note: If an attack is triggered by moving an army, this is resolved at the end of this army’s move (this army’s unused movement points
go to waste, but with the War Elephants (military card), you can still move the other armies).
f yy ( yy p
still movvee e ththe e otoothher armimieses).).
Example:
Madeline
just placed a maritime building in the sea adjacent
to the barbarian village. An attack occurs immediately because
the two conditions are met. Anna wins the 3 VP placed on
the Barbarian Village because she has the most military units
around the barbarian village.
Example:
Anna built her fi rst temple.
She places the card in the
notch in the right end of her
player board.
Example:
Anna built her second temple, which she was
able to do because she has 1 card of each color
(1 in each column) of her Player Board. She
places the card in the second position of the
Temple column.
Important: Unlike the other buildings, it is still possible to play a Temple card if the temple supply is empty. In this case, you simply do not place a wooden temple on the gameboard.
Important: If at the end of your action, you no longer have cards in your
hand, you automatically draw 5 new ones. Whenever the Building card deck is empty, thoroughly shuffle the discards to create a new deck.
At the end of the game, gain 4 VP
per field you occupy (max. 12 VP).
Temple
Lumberjacks’ Guild
Gain 1 VP per forest
that you occupy.
Gain 1 VP per pair of regions that
you occupy at least 2 buildings each.
Forum
Workshop
Gain 1 building per region with at
least 2 buildings of your color.
Earn 2 clay for each of your produc-
tion buildings built in a swamp.
Cooperative
Galley
Buy up to 3 resources of
your choice for 1 Gold each.
Gain 4 Gold per barbarian
village beside which you
have at least 1 army.
Ballista
At the end of the game, gain 4 VP
per field you occupy (max. 12 VP).
Temple
arbarian n
iich you
aarmy.
At the end ohe end of thegame, gain 4 VPVP
per perfieldyou occupy (max.( 12 VP).
TempleTllTemple
At the end of the game, gain 4 VP per
mountain you occupy (max. 12 VP).
Temple
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Example:
Anna makes an off ering by discarding 3 cards.
Th e top card is a Temple card. She uses Jupiter to
invoke Ceres, and takes 3 resources of her choice.
She also gains a wooden production building.
Neptune (blue/maritime)
Gain 2 gold per discarded card. Also gain 1 wooden
maritime building.
Ceres (green/production)
Gain 1 resource of your choice per discarded card
(You may choose resources that you do not produce).
Also gain 1 wooden production building.
Minerva (yellow/scientific)
Gain 1 wooden scientific building. You can draw 1
additional card in Step 4 (see below) per discarded card.
Vesta (brown/civil)
Gain 1 VP if you have discarded 1 card; 2 VP (total) if
you have discarded more than 1. Also gain 1 wooden
civil building.
Mars (red/military)
Gain 1 wooden building of your choice per discarded
card. You do not have to take a military building.
Jupiter (purple/temple)
Use the power of one of the 5 other gods. Jupiter acts
as a “wild”. You can only invoke one god per offering.
An offering allows you to discard cards in order to invoke
one of the 6 gods, and to draw new cards to replenish
your hand to 5 cards. In order to make an offering, you
must follow these steps:
1. Discard as many cards from your hand as you wish, and
announce how many you are discarding (you can keep
some of your cards, as long as you discard at least 1
card).
2. Place the cards face-up in the discard pile (the other
players will know only what the topmost card is, not
the others).
3. Benefit from the power of the god associated with
the topmost card on the discard. The god’s powers
are depicted on your player board. The magnitude of
the power is proportional to the number of cards that
you discard. The gods also allow you to take a wooden
building piece of the type associated with the offering
you made from your supply and place it on your player
board.
4. Draw cards from the deck in order to replenish your
hand to 5 cards (if you have more than 5 cards, you
do not need to discard down to a hand of 5 cards). If
you invoked Minerva (yellow/scientific), draw one more
card per card you discarded in Step 1 above.
Note: You can make an off ering to a god even if you have no
more buildings of that type in the general supply; you just get no
building for making the off ering.
B. Make an offering to a god
y
End of the Game
The end of the game is triggered when either of the two following conditions is met:
All the temples from the general supply have been constructed.
All the barbarian villages have been attacked (so there is no longer any VP on
these tiles).
When one of these conditions is met, finish the current round, so that all players get a equal number of turns. Then play a final round, during which each player can choose one final action. Now each player tallies up their VP by adding:
VP won during the game.
Points awarded by their constructed temples (12 VP maximum per temple).
For each type of resource (wheat, wood, stone, clay) and gold, check to see
which player has the most (it must be at least 1). That player receives 2 VP. If there’s a tie, each tied player gets the 2 VP.
Important: It is never possible to have more than
10 cards in your hand. If you have the ability to
draw beyond the 10th card, you must stop drawing
when you have 10 cards in your hand.
y g
Jupiter (purple/temple)
of one of the 5 other gods. Jupiter acts
u can only invoke one god per offering.
et:
oon
ers
an
f
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Card Effects and Clarifications
Blue Cards (Maritime)
Blue cards are associated with maritime buildings, which are the only wooden pieces playable on the
sea regions. Maritime trade allows you to sell resources for gold or VP ese cards also allow you to
buy resources, or exchange them with the general supply.
Clarifications:
- You can never play 2 maritime buildings on the same sea region.
- It is possible that you cannot play a blue card because you have no access to the sea.
- It is possible that nobody can play a blue card because all sea regions are occupied.
- Sold resources are returned to the general supply.
- The resources purchased are taken from the general supply.
Green Cards (Production)
Th e production buildings produce the 4 types of resources that will be necessary for building
construction and for trade.
Clarification:
- A production building produces only the resource associated with the region in which it is built. The
way it is produced is described by the card effect.
Yellow Cards (Scientific)
Scientifi c cards allow you to neglect the gods and to no longer have to make an off ering. Indeed,
certain cards allow you to draw cards, and others allow you to gain wooden pieces from the general
supply. Science also allows you to activate cards of other colors.
Clarifications:
- You can never have more than 10 cards in your hand.
- When you gain pieces, choose freely from among the 5 types of building (but not temples), and place
the piece on the appropriate space of your player board.
Brown Cards (Civil)
Civil cards allow you to gain VP or money, depending on your development. Half of the cards reward
you based on the size of your cities; the other half reward you based on the terrain type on which you
have built.
Red Cards (Military)
Military cards allow you to attack your opponents by stealing their gold or VP. Military units are also
the only buildings you can move, which you do by using the eff ects of certain cards. In addition, you
will need military units to attack the barbarian villages.
Clarifications:
-
To save space on the military cards, we used shorter terms: army means ‘‘military unit’’ and ship means
‘‘maritime building’’.
- Moving a military unit 1 region allows you to move the military unit into an adjacent region.
- A military unit can move through regions occupied by opponents, and through barbarian villages, as
long as it doesn’t end its move there.
- A military unit may enter and stop in a sea region if one of your maritime buildings is there. You can
never enter a sea region occupied by an enemy maritime building.
- There can never be two military units in the same area at the end of a move.
- Ballista: Note, if 2 armies are beside the same barbarian village, you still only gain 4 gold.
- Siege Tower: Take the 2 VP from the barbarian village in question. If there is only 1 left, you just take 1.
If there are none left, you get none.
General Clarifications
- Do not confuse a region with a continent tile: Each Continent tile has 4 land regions and 2 sea regions.
-
Whenever the deck is empty, thoroughly reshuffle the cards from the discard in order to form a new deck.
Sell stone for 4 Gold each.
Commercial Sailing Ship
Small Production Building
Precisely one of your production
buildings produces 1 resource
associated with its region.
School
Draw 1 card per region with at
least 2 buildings of your color.
Trading Post
Gain 3 Gold per mountain
that you occupy.
Siege Tower
Steal 2 VP from 1 barbarian village
beside which you have an army
(take the 2 VP from this village).
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Variants
Alternative Start
Instead of starting with 2 buildings of each type, each of you secretly chooses a total of 10 buildings, which you place in the
corresponding columns of your player board. Put the rest of the buildings in your personal supply, just as in the basic game.
Experienced players can start the game with 8 or 9 buildings, instead of 10. Expert players can start with 6 or 7 buildings.
Alternative Gameboard Setups
You can modify the arrangement of the Continent tiles at the start of the game, inspired by the following examples or
however you like. Just make sure that the number of tiles corresponds correctly to the number of players (4 tiles with 2
players, 6 with 3 players, and 7 with 4 players), and that there are never 2 barbarian villages adjacent to one another.
Building Wildcard
This variant is designed for players who wish to reduce the luck of the draw a little. Once per game, you can choose the
construct a building action without having to consider the color of the Building card you are playing. You must play the
card face-down, without showing it to the other players, and place it in the column of whichever color you wish. The
construction cost is 1 gold if the card is the first card in the column, 2 gold if it is the second, 3 gold if it is the third, etc.
This card grants you no effects, but it allows you to construct a building and to activate the effects of the other cards in
its column. This card also counts as one of the cards necessary for the construction of a temple; however, you cannot use
this card to construct the temple itself.
Designer: Sébastien Dujardin . Illustrations: Christine Deschamps, Misda, Ian Parovel & Paul Laffond
Rulebook: Sébastien Dujardin
. Translation: Nathan Morse
Thanks: The designer/publisher thanks Madeline, Anaëlle, Etienne, Shadi, Patrick, Christian, François, Muriel, Nathan, Marcus, Emmanuel, and all
those who have helped finalize this project. The designer particularly thanks Anaëlle for innumerable public gatherings.
cacardrdffacace-e-dodownwn,,wiwiththouout tshshowowining it to the ototheher rplayers, and placececece it innttheheccolumn ofwwhihichchevevererccollororyyououwwish.TTheh
coconstruction cost is11gglolddif theccararrddddisisisistttheh firstccarad in the column,,n, 2 gold d ifi it isisttheh second,33ggololddifif it tisistthehetthihrd, eetc.
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ititss cocolulumnm. Thisccararddalalsosocounts as oneooff thhte e eecacrdssnencessary for thheeconstrucctititononoof fa tetempmle; however,yyoou cannot uuse
ththisisccarard d toto connststrurct the temmplplee ititsselflf.
Deesiigngner: Séébabastststieien nDuDuDujajajardrdinIlluststraatttitons:s: CChristinne e e DeDeDeDescscscschahahahamps,MMisisdada,,Ian Parovel & PaulLLafaffofondn
Rulebookokokok:: SébastttiieiennDuDuDuDujajajajardrdddinininin TrTrannslation: Nathan Morsee
ThThThThanannaaksksksks:::TTThehheddesesigignenner/r/pupblblbliisiishheher rththananksksMMadadelelinnie,e,AAnanëlleleee, ,,Etieienne,eSSSShahahahdididdd, ,PaaPtrtricck, Chrhrhrhiistian, François, Murie l, NaNththhanananan, MaMaMarcrcusus,,EmEmmamamamnunuelel, , anad all
thossee whwho havehhelelpeped dfiinanlizeetthihhis sprproject.TThehheddeessigginener r ppparticularly thanks Anaëlle for innumemememrararablblble e e epupupupublblblblicicicc gatathehehrirings.
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Made in
Germany
From 2 to 4 players - ages 14 and up
Playing time : 60 to 90 min.
www.asmodee.com
support@asmodee.com

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