Full manual text

1 In the first millennium BC, city-states and
ethnic groups – sometimes spanning large
areas – rose in the Eastern Mediterranean.
Through conquest and commerce new
states, kingdoms, and peoples rose and
had their respective “heyday”. In Gentes, the players guide their people through the ups
and downs of history, trying to obtain a permanent place in
the annals of history. You train priests, soldiers, merchants,
artisans, noblemen, and scholars, in order to establish
significant cities and to build magnificent monuments.
A clever timing mechanism requires a multitude of different
tactical decisions from the players.

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2 COMPONENTS & SETUP
A 1 GAME BOARD Place this in the center of the table.
If only playing with 1 or 2 players, flip the Game Board
so the side with the “1-2P” icon beside the score track is
face up (see additional rules for 2 player and solo games
on page 13).
B 6 TRAINING COST TOKENS Place one of these
randomly in each of the spaces in the upper right corner of the game board.
C 28 ACTION TILES Place these
on the spaces of the Game Board matching their color and picture. Each Action Tile has several pieces of information. The number inside the circle indicates the cost (in coins) to perform the action. The hourglass symbol(s) indicate how much time it takes to perform the action. The dots along the side indicate the appropriate player counts with which to include the tile in the game. The image in the center indicates what action you’re taking. Separate out any Action Tiles whose player count indicator does not match the number of players in the current game and return those to the box.
D 12 BONUS POINT TILES Each tile has a requirement,
a victory point value, and a player count indicator. Separate out any tiles whose player count indicator does not match the number of players in the current game and return those to the box. Sort the remaining tiles by their image, and stack them on the spaces in the lower center of the board with a matching image. Each stack should have the highest victory point value token (8) on top, and the others (with a victory point value of 4) underneath that.
E 1 ROUND MARKER (purple) Place this on the “1”
space of the Round Track.
F 40 INDICATOR CUBES (brown) Place these in a
general supply within reach of all players.
G 4 PLAYER BOARDS Each player takes the color of
their choice. Return any left over to the box, they will not be used this game.
H 60 HOURGLASS TOKENS Place one on each Player
Board, on the indicated space of their time track. Place the rest in a general supply pile beside the board.
I 21 LOCK TOKENS Place one on each space depicting
a lock on the Player Boards, returning any unused
ones to the box.
J 89 COINS (36 ones, 32 fives, 21 tens) Give each
player 20 total value in coins. Place the rest in a general supply beside the board. How many coins a player has is public information at all times. {
{ {
{ {
{ {
{ {
{ {
{ {
{ {
{ {
{
{
{ fi ff fl Th
III II Ift ffl
3 4 5 6 7 8
1 43321
10
8
9
7
8
6
7
5
6
?
5 6
43
3
2
10
1
6
10
2
2
2
C ROTO N A
SY R AC U SAE
LE PT I S
M AG N A
DE L PH I
TROI A
MEM PH IS
CARTH AGO
SI NOPE
SI DO N
T R A PEZ U S
RO DES
CYRE NE NAU KRATIS
M I LET U S
CNOSSU S
A PO L LO N I A
S PA RTA
AT H E N A I
5
5
5
5
5
0 0 0
4
•••+
6
0
{
{
0
{
{
3
{
{
4
•••+
{
{
0
•••+
{
{
1
{
{
2
{
{
6
+
8
{
{
8 18
8
6
8 8
{
{
8 18
8
6
8 8
{
{
8 18
8
6
8
8
+
8
+
•••+
10
+
4
8
6
•••+
4
•••+
4
•••+
? fiff fiff fiff
+1 fiff fiff fiff
+1
? fiff fiff fiff
+1
?
Players can and should make change as needed from the general supply during the game. There is not intended to be a limit on the amount of coins available in the general supply. In the rare case that you run out, use a suitable substitute.
K 24 CITY TOKENS Give each player the 6 City Tokens
that match their player color. Return the rest to the box.
L 4 VICTORY POINT MARKERS Place 1 on the “0”
space of the Game Board’s score track for each player color being used. Return the rest to the box. During the game, when you gain Victory Points, advance your Victory Point Marker that many spaces along the track to indicate how many points you have.
M 4 EXCESS VICTORY POINT TOKENS Give 1 to
each player, matching their player color. Return the rest to the box. During the game, if your Victory Points would exceed the capacity of the score track, move your Victory Point Marker back to the beginning of the score track and place your Excess Victory Point Token beside the “0” space of the score track to indicate that you have that many more points.
A
C
D
F
K
M
L
H
H
J
G
E
4
•••+
{
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3 Shuffle any leftover cards back into the Era I deck. You
do not have to show other players which cards are in
your hand. Now deal 8 cards from the Era I deck face
up along the bottom edge of the board so that each card
occupies one of the 8 card slots.
P 24 POPULATION TOKENS (6 different types)Place
one on the corresponding “0” spaces of the population chart on each Player Board. Return any unused ones to the box.
During the game, when you “train” population, you will
advance the appropriate token one space towards the
opposite side of the board to keep track of how many of
that type of population you have trained. These tokens
can not share a space with another token, nor may they
move past another token. If you train population and
there is another token in the way, you will push that
token backwards, reducing how many of that type of
population you have trained. No token may go below
the zero space on their side of the population chart.
If it is your first time playing Gentes, give each player 4 total population, based on turn order, according to the table below.
If all players have played before, everyone takes 4 population in any combination they would like.
Q ADVANCED SETUP (optional) If all the players
are experienced, you may agree to cover the first “Tax Collector” space on the board (that provides 4 coins for 1 hourglass) with a lock token to show that it can not be selected. {
{ {
{ {
{ {
{ {
{ {
{ {
{ {
{ {
{
{
{ fi ff fl Th
III II Ift ffl
3 4 5 6 7 8
1 43321
10
8
9
7
8
6
7
5
6
?
5 6
43
3
2
10
1
6
10
2
2
2
CROTONA
SYRACUSAE
LEPTIS
MAGNA
DELPHI
TROIA
MEMPHIS
CARTHAGO
SINOPE
SIDON
TRAPEZUS
RODES
CYRENE NAUKRATIS
MILETUS
CNOSSUS
APOLLONIA
SPARTA
ATHENAI
5
5
5
5
5
You are now ready to begin playing Gentes!
CIVILIZATION
CARDS
POPULATION
Starting Player
Treasure Chamber,
Monument
1 noble, 2 priests,
1 merchant
2nd Player
Tenement, Training
Ground
1 noble, 3
soldiers
3rd Player
Marketplace,
Shipyard
1 artisan, 3
merchants
4th PlayerScriptorium, Road
1 artisan, 3
scholars {
{ {
{ {
{ {
{ {
{ {
{ {
{ {
{ {
{
{
{ fi ff fl Th
III II Ift ffl
3 4 5 6 7 8
1 43321
10
8
9
7
8
6
7
5
6
?
5 6
43
3
2
10
1
6
10
2
2
2
C ROTO N A
SY R AC U SAE
LE PT I S
M AG N A
DE L PH I
TROI A
MEM PH IS
CARTH AGO
SI NOPE
SI DO N
T R A PEZ U S
RO DES
CYRE NE NAU KRATIS
M I LET U S
CNOSSU S
A PO L LO N I A
S PA RTA
AT H E N A I
5
5
5
5
5
0 0 0
4
•••+
6
0
{
{
0
{
{
3
{
{
4
•••+
{
{
0
•••+
{
{
1
{
{
2
{
{
6
+
8
{
{
8 18
8
6
8 8
{
{
8 18
8
6
8 8
{
{
8 18
8
6
8
8
+
8
+
•••+
10
+
4
8
6
•••+
4
•••+
4
•••+
? fiff fiff fiff
+1 fiff fiff fiff
+1
? fiff fiff fiff
+1
?
N 1 START PLAYER MARKER Give the player who last
destroyed a civilization the Start Player Marker. They will take the first turn of the game.
O 54 CIVILIZATION CARDS Sort these into three
decks based on the Era number on the back of the cards. Shuffle each deck separately and place them near the bottom of the game board.
If it is your first time playing Gentes, consult the table to the right and give players the indicated cards from the Era I deck to add to their hand.
If all players have played before, deal out 3 cards per player from the Era I deck to the center of the table. For example, if there are 3 players, deal 9 cards in total to the center of the table.
Beginning with the player to the right of the start player
and proceeding counter-clockwise around the table,
players take turns selecting 1 card from the center of
the table and adding it to their hand. Continue until
each player has 2 cards in their hand.
EXAMPLE OF A
3 PLAYER GAME
B
I
O
P
N

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4 GAMEPLAY OVERVIEW
A game of Gentes lasts 3 “Eras”, which are indicated on the
Round Track and the back of the Civilization Cards.
An Era consists of 2 rounds, and each round has 2 phases – the Heyday Phase
, where you take turns performing
actions by taking Action Tiles from the board or placing Indicator Cubes; and the Decline Phase
, where you
return tiles to the board and perform other maintenance in preparation for the next round.
At the end of 6 rounds, the game ends and the player with
the most Victory Points wins!
THE HEYDAY PHASE
Beginning with the player who has the Start Player Marker and proceeding clockwise around the table, players will take turns. On your turn, if you have any empty spaces on your time track, you must perform an available action.
You may not select an action for which you do not have enough space on your time track to accommodate the Action Tile and/or Hourglass Tokens, nor may you select an action which you do not have enough coins to pay for.
Similarly, some actions (such as playing the Chronicler)
may have other requirements, and you must be able
to satisfy all the requirements in order to select the
action. The main actions are described in full starting
on page 6.
TAKING ACTION TILES
In order to perform an action with this symbol, you first take an Action Tile from the Game Board and place it into an empty space on your time track. fiff fiff fiff
+1
?
1
{
{
Example: Cybil takes this Chronicler Action Tile and places it into the first empty space on her time track.
Next, pay its cost (if any) by returning the paid coins to the general supply. fiff fiff fiff
+1
?
1
{
{
Example: The cost of Cybil’s Action Tile is 1, so she returns 1 coin to the general supply.
Then, place the required number of Hourglass Tokens the Action Tile shows onto empty spaces on your time track. fiff fiff fiff
+1
?
1
{
{
Example: Cybil’s Action Tile shows 2 hourglasses, so she places 2 Hourglass Tokens onto her time track.
Finally, perform the action depicted on the Action Tile. The main actions are described in full starting on page 6.
If you are unable to meet all of the requirements of
an Action Tile, you may not take it.

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5 PLACING INDICATOR CUBES
In order to perform an action with this symbol,
you must be able to place an Indicator Cube on it
(from the general supply). These actions may only
be performed once per round; only one Indicator
Cube may be placed on them at any given time.
Actions requiring Indicator Cubes can be found in
two locations:
1)On Civilization Cards which you played on a
previous turn and are currently face up in front of
you (specifically the Altar, Shipyard, Monument,
and Frieze cards).
Example: Khadijah places an Indicator Cube on
her Monument card to take a Philosopher action.
2)On the same row as a City Token you placed on a Hometown space on a previous turn. {
{ {
{ {
{ {
{ {
{ {
{ {
{ {
{ {
{
{
{ fi ff fl Th
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3 4 5 6 7 8
1 43321
10
8
9
7
8
6
7
5
6
?
5 6
43
3
2
10
1
6
10
2
2
2
CROTONA
SYRACUSAE
LEPTIS
MAGNA
DELPHI
TROIA
MEMPHIS
CARTHAGO
SINOPE
SIDON
TRAPEZUS
RODES
CYRENE NAUKRATIS
MILETUS
CNOSSUS
APOLLONIA
SPARTA
ATHENAI
5
5
5
5
5
Example: Greg places an Indicator Cube next to his Hometown City Token in order to take the Scribe action shown on the same row.
In both of these cases, you’ll pay the cost shown in coins (if applicable), place the number of indicated hourglass tokens onto empty space(s) on your time track, and perform the action depicted. If the action was on a Civilization Card, place an Indicator Cube on the card to show that you can not use it again this round. If the action was from one of your Hometown Cities, place an Indicator Cube next to the corresponding City to show that it can not be used again this round.
MULTIPLE-USE ACTIONS
An action with this symbol may be taken any number of times per round (but only once per turn), and does not require you to take an Action Tile or place an Indicator Cube.
HOURGLASS TOKENS
If you select an action which has 2 or more hourglasses shown on it, you may choose to put each Hourglass Token into a separate empty space of your time track, or you may choose to put 2 of those Hourglass Tokens into the same empty space. You may not add Hourglass Tokens to a space of your time track that already has something in it. fiff fiff fiff
+1
?
0
Example: When taking this Action Tile, Khadijah realizes that placing the 3 Hourglass Tokens into separate spaces will fill her time track and force her to pass on her next turn. She instead chooses to put 2 of them into the same space to allow her another turn this round.
PASSING
You may pass only if you are completely unable to perform
any action, which means there are no empty spaces left in your time track. After you pass, you may take no further actions for the rest of this Heyday Phase. It is possible that players will take a different number of turns during the Heyday Phase, if they select actions that fill up their time tracks at different rates.
MODIFYING ABILITIES
Some Civilization Cards and Hometown rows have Modifying Abilities on them, which are indicated by their irregular border (three examples of which shown below).
If you have one of these Civilization Cards in play in front of you, or have a City Token on one of the corresponding spaces, you may use these to affect what you’re doing in different ways (as described in detail later).
If they have a
symbol on them, they may only be used once
per round. Place an Indicator Cube on the corresponding
card or beside the corresponding City Token to show that
you have used it. If they have the
on them, they may be
used every time the appropriate situation applies.

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6 TAX COLLECTOR
Gain coins
Place one Hourglass Token on your time track and take 4
coins from the general supply OR place 2 Hourglass Tokens
on your time track and take 8 coins from the general supply.
LEADER
Become the next start player
Place the Leader Action Tile onto your time track and gain 2 coins from the general supply immediately. You will become the new starting player during the Decline phase of the current Round.
PHILOSOPHER
Increase your population
Train 1 or 2 of your population, adding them to your population track by advancing the appropriate tokens as needed. Which types of population you can train depends on the current position of the Training Cost Tokens and how many coins you paid when taking the Action Tile.
The amount spent on a Philosopher action is usually dictated by which Action Tile you selected – you may not spend more or less money unless you took an action or had an Ability Modifier that indicates otherwise.
If you are training only 1 of your population, find the amount you spent on the upper row of the chart on the Game Board, select any single Training Cost Token that is positioned below that value OR any lower value on the chart. Train 1 of that population type by advancing the appropriate Population Token one space on the population chart on your Player Board. {
{ {
{ {
{ {
{ {
{ {
{ {
{ {
{ {
{
{
{ fi ff fl Th
III II Ift ffl
3 4 5 6 7 8
1 43321
10
8
9
7
8
6
7
5
6
?
5 6
43
3
2
10
1
6
10
2
2
2
CROTO N A
SYRACU SAE
LE PTI S
M AG N A
DELPH I
TROIA
MEM PHIS
CARTHAGO
SINOPE
SI DON
TRA PEZ U S
RODES
CYRE NE NAUKRATIS
M I LETU S
CNOSSUS
A POL LO N I A
S PARTA
ATH E N AI
5
5
5
5
5
4
Example: By taking this Action Tile, Greg pays 4 coins and could train 1 of any population type...
If you are training 2 of your population, find the amount you spent on the lower row of the chart on the Game Board, select a Training Cost Token that positioned below that value OR any lower value on the chart. Train 1 of that population type by advancing the appropriate Population Token one space on the population chart on your Player Board. Then, once again, select a Training Cost Token positioned below the paid value or any lower value on the chart, and train 1 population of that type. You may choose the same type of population twice, or you may choose two different types of population. {
{ {
{ {
{ {
{ {
{ {
{ {
{ {
{ {
{
{
{ fi ff fl Th
III II Ift ffl
3 4 5 6 7 8
1 43321
10
8
9
7
8
6
7
5
6
?
5 6
43
3
2
10
1
6
10
2
2
2
CROTONA
SYRACUSAE
LE PTI S
M AG NA
DELPH I
TROIA
MEMPHIS
CARTHAGO
SINOPE
SI DON
TRAPEZ U S
RODES
CYRENE NAUKRATIS
M I LETUS
CNOSSUS
APOLLO N I A
SPARTA
ATHE N AI
5
5
5
5
5
4
? fiff fiff fiff
+1
Example: Greg instead decides to train 2 population types: 1 merchant and 1 artisan. He advances the corresponding tokens on his population track accordingly.
Finally, rearrange the Training Cost Tokens in the Training Chart as follows:
1)Remove the Training Cost Tokens of the type(s) that you trained from their spaces. {
{ {
{ {
{ {
{ {
{ {
{ {
{ {
{ {
{
{
{ fi ff fl Th
III II Ift ffl
3 4 5 6 7 8
1 43321
10
8
9
7
8
6
7
5
6
?
5 6
43
3
2
10
1
6
10
2
2
2
C ROTO N A
SYR ACU SAE
LE PT I S
M AG N A
DELPH I
TROIA
MEM PH IS
CARTHAGO
SINOPE
SI DON
T R A PEZ U S
RODES
CYRE NE NAU KRATIS
M I LET U S
CNOSSUS
A PO L LO N I A
S PA RTA
AT H E N A I
5
5
5
5
5
2)Slide all remaining Training Cost Tokens to the left to fill the resulting empty space(s). {
{ {
{ {
{ {
{ {
{ {
{ {
{ {
{ {
{
{
{ fi ff fl Th
III II Ift ffl
3 4 5 6 7 8
1 43321
10
8
9
7
8
6
7
5
6
?
5 6
43
3
2
10
1
6
10
2
2
2
C ROTO N A
SYR ACU SAE
LE PT I S
M AG N A
DELPH I
TROIA
MEM PH IS
CARTHAGO
SINOPE
SI DON
T R A PEZ U S
RODES
CYRE NE NAU KRATIS
M I LET U S
CNOSSUS
A PO L LO N I A
S PA RTA
AT H E N A I
5
5
5
5
5
3)Place the tokens of the type(s) you trained into the rightmost, now empty space(s) -- reversing their relative order if you trained 2 different types of population. {
{ {
{ {
{ {
{ {
{ {
{ {
{ {
{ {
{
{
{ fi ff fl Th
III II Ift ffl
3 4 5 6 7 8
1 43321
10
8
9
7
8
6
7
5
6
?
5 6
43
3
2
10
1
6
10
2
2
2
C ROTO N A
SYR ACU SAE
LE PT I S
M AG N A
DELPH I
TROIA
MEM PH IS
CARTHAGO
SINOPE
SI DON
T R A PEZ U S
RODES
CYRE NE NAU KRATIS
M I LET U S
CNOSSUS
A PO L LO N I A
S PA RTA
AT H E N A I
5
5
5
5
5

trained into the rightmost now empty space s reversing their relative order if you trained 2 different types of population fi ff fl Th III II Ift ffl 3 4 5 6 7 8 1 43321 10 8 9 7 8 6 7 5 6 5 6 43 3 2 10 1 6 10 2 2 2 C ROTO N A SYR ACU SAE LE PT I S M AG N A DELPH I TROIA MEM PH IS CARTHAGO SINOPE SI DON T R A PEZ U S RODES CYRE NE NAU KRATIS M I LET U S CNOSSUS A PO L LO N I A S PA RTA AT H E N A I 5 5 5 5 5

---

7 MerchantNobleScholarSoldierPriestArtisan
If you train population and there is another token in the
way, you will push that token backwards, reducing how
many of that type of population you have trained. fiff fiff fiff
+1
?
Example: Cybil has 3 nobles and 3 artisans. If she were to gain another noble, she would lose 1 artisan.
As soon as you reach 18 or more total population on your population chart (not counting virtual population from Civilization Cards or Additional Options), take the top Bonus Point Tile from the appropriate stack (see Bonus Point Tiles on page 10).
SCRIBE
Gain Civilization Cards
Take cards into your hand by choosing ONE of the options shown on the Game Board:
If you paid at least 6 coins, you may take 1 Civilization Card of your choice from the Civilization Card discard pile into your hand.
OR, if you paid at least 10 coins, you may take 2 Civilization
Cards of your choice from the Civilization Card discard pile into your hand.
OR, based on how many coins you paid, you may take 1,
2, or 3 cards from the display of cards below the board. Choose one of the cost indicator(s) above the card slots that is equal to or less than the value of coins you paid to
take this action. Note how many cards are next to that cost indicator. Take that many cards from the line of cards below the board and add them to your hand.
The cards you may select must be positioned directly below
the cost indicator you chose, or below one of the previous
cost indicators (any of them to the left of the one you chose).
After taking all your cards for this action, slide the remaining
cards to the left to close the gaps, then fill the remaining
empty spaces on the right by dealing new cards from the top
of the deck with the current Era number on it. If there are
not cards remaining in the deck, those slots remain empty
until the next Era.
You are not required to take all of the cards you are entitled
to. You may hold any number of cards in your hand, but
be aware that during the Decline Phase, you will have to
take 1 Hourglass token and place it onto your time track
for each card beyond 3 that you have in your hand at that
time. Cards you have already played do not count against
this hand limit.
You may look through the discard pile or the stacks of cards
at any time, as long as you shuffle the stacks afterward.
For example, if you paid 8 coins when taking a Scribe action, you could: {
{ {
{ {
{ {
{ {
{ {
{ {
{ {
{ {
{
{
{
A: Take 3 cards, which must be the first 3 cards below the board, starting from the left. {
{ {
{ {
{ {
{ {
{ {
{ {
{ {
{ {
{
{
{
B: Take 2 cards, selected from any of the first 6 cards below the board, starting from the left. {
{ {
{ {
{ {
{ {
{ {
{ {
{ {
{ {
{
{
{
C: Take any 1 of the cards below the board.

---

8 NAVIGATOR
Build a City
Pay the amount of coins shown on the tile you took.
Place the Action Tile and the indicated number of Hourglass
Tokens onto your time track. Place one of your City Tokens
onto an empty space on the Game Board with the city
outline (
) which has the same symbol ( , ,
or ) as the Action Tile you took. If the Action Tile you
took has the symbol, you may select any empty space
with the city outline. {
{ {
{ {
{ {
{ {
{ {
{ {
{ {
{ {
{
{
{ fi ff fl Th
III II Ift ffl
3 4 5 6 7 8
1 43321
10
8
9
7
8
6
7
5
6
?
5 6
43
3
2
10
1
6
10
2
2
2
C ROTO N A
SY R AC U SAE
LE PT I S
M AG N A
DE L PH I
TROI A
MEM PH IS
CARTH AGO
SI NOPE
SI DO N
T R A PEZ U S
RO DES
CYRE NE NAU KRATIS
M I LET U S
CNOSSU S
A PO L LO N I A
S PA RTA
AT H E N A I
5
5
5
5
5
0
•••+
{
{
2
{
{
6
+
8
+
8
+
•••+
10
+
4
8
6
•••+
0
Example: Cybil took the Navigator Action Tile shown, so she may place her City Token onto any of the empty spaces with the
symbol.
If you place your City Token on one of the spaces on the map in one of the three color-coded regions (green, orange, or yellow), you immediately activate ALL your Cities in that region (including the City you just placed), gaining the benefits depicted below it, as shown on the table to the right. {
{ {
{ {
{ {
{ {
{ {
{ {
{ {
{ {
{
{
{ fi ff fl Th
III II Ift ffl
3 4 5 6 7 8
1 43321
10
8
9
7
8
6
7
5
6
?
5 6
43
3
2
10
1
6
10
2
2
2
CROTONA
SYRACU SAE
LE PTI S
M AG N A
DELPH I
TROIA
MEMPHIS
CARTHAGO
SINOPE
SI DON
TRAPEZ U S
RODES
CYRENE NAUKRATIS
M I LETU S
CNOSSUS
A POLLO N I A
S PARTA
ATHE N AI
5
5
5
5
5
Example: Cybil decides to place her City Token in Delphi, and so will activate all her Cities in the red region. She gains a
cube from Delphi, 5 coins from
Syracusae, and 2 Victory Points from Cnossus.
Place one Indicator Cube into one of the empty spaces below the
symbol on
your Player Board, if possible. This will give you Additional Options during your turn (see Additional Options on page 10).
Place one Indicator Cube into one of the empty spaces below the
symbol on
your Player Board, if possible. This will give you Additional Options during your turn (see Additional Options on page 10).
Gain 5 value in coins from the supply.
Gain 2 Victory Points, advancing your Score Marker the appropriate number of spaces.
As soon as all 6 of your City Tokens are on the game board (because they have been built on the map or on Hometown spaces), you may take the top Bonus Point Tile of the appropriate type (see Bonus Point Tiles on page 10) .
From now on, if you perform an action that would cause
you to build a city, you may choose to move one of your
previously placed cities in order to complete the action. If
you do so, you no longer have access to the benefits of its
prior position.

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9 HOMETOWNS
If you place your City Token on one of the 9 Hometown
spaces on the board, you may choose ANY color of region
on the map and activate all of your cities in that region
(gaining the benefits shown below their icons). {
{ {
{ {
{ {
{ {
{ {
{ {
{ {
{ {
{
{
{ fi ff fl Th
III II Ift ffl
3 4 5 6 7 8
1 43321
10
8
9
7
8
6
7
5
6
?
5 6
43
3
2
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1
6
10
2
2
2
CROTONA
SYRACUSAE
LEPTIS
MAGNA
DELPHI
TROIA
MEMPHIS
CARTHAGO
SINOPE
SIDON
TRAPEZUS
RODES
CYRENE NAUKRATIS
M I LETUS
CNOSSUS
APOLLON IA
SPARTA
ATHENAI
5
5
5
5
5 {
{ {
{ {
{ {
{ {
{ {
{ {
{ {
{ {
{
{
{ fi ff fl Th
III II Ift ffl
3 4 5 6 7 8
1 43321
10
8
9
7
8
6
7
5
6
?
5 6
43
3
2
10
1
6
10
2
2
2
CROTONA
SYRACUSAE
LEPTIS
MAGNA
DELPHI
TROIA
MEMPHIS
CARTHAGO
SINOPE
SIDON
TRAPEZUS
RODES
CYRENE NAUKRATIS
M I LETUS
CNOSSUS
APOLLON IA
SPARTA
ATHENAI
5
5
5
5
5
Example: Khadijah places her City Token on the upper left Hometown space, and chooses to activate all of her green region Cities. She gains a
cube from Troia,
5 coins from Sinope, and another 5 coins from Sidon.
Additionally, having a Hometown grants you access to the Actions and Modifier Abilities in the same row as that Hometown. Each of the City Tokens you place in the Hometown area lets you use the action/abilities in its row once per round. When you use a City for an action/ability in this way, place an Indicator Cube next to it to show that you already used it this round and cannot use it again until the next round. The actions and abilities granted by these Hometown Cities are shown to the right. {
{ {
{ {
{ {
{ {
{ {
{ {
{ {
{ {
{
{
{ fi ff fl Th
III II Ift ffl
3 4 5 6 7 8
1 43321
10
8
9
7
8
6
7
5
6
?
5 6
43
3
2
10
1
6
10
2
2
2
CROTONA
SYRACUSAE
LEPTIS
MAGNA
DELPHI
TROIA
MEMPHIS
CARTHAGO
SINOPE
SIDON
TRAPEZUS
RODES
CYRENE NAUKRATIS
MILETUS
CNOSSUS
APOLLONIA
SPARTA
ATHENAI
5
5
5
5
5
Example: Greg places an Indicator Cube next to his City Token in order to use the Modifying Ability on the right.
Perform a “Scribe” action. The action costs 6 coins, and you must place 1 Hourglass Token onto your time track.
You may use this Modifier Ability when you perform a “Scribe” action (whether by taking an Action Tile, using a Civilization Card, or by using the previous Hometown action) to choose how much you want to pay (any amount from 1 to 10 coins), rather than the amount printed on the action. This lets you pay the exact cost of your desired card(s).
Perform a “Philosopher” action. The action costs 4 coins, and you must place 1 Hourglass Token onto your time track.
You may use this Modifier Ability when you perform a “Philosopher” action to choose how much you want to pay (any amount from 1 to 8 coins), rather than the amount printed on the action. This lets you pay the exact cost of the new population you want to train.
You may use this Modifier Ability when you perform a “Philosopher” action to train any 1 additional population that is within the cost range of what you paid, without paying any additional coins. Thus you may train 2 people when only paying for 1, or 3 people when paying for 2.
You may use this Modifier Ability when you perform a “Tax Collector” action to double the value of coins you take. This can be combined with the “Tenement” and “Well” Civilization cards.

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10 {
{ CHRONICLER
Play a Civilization Card
Select one Civilization Card from your hand which you
meet the requirements for and play it face up in front of you.
SYNERGY
SYMBOLS
VICTORY
POINTS
REWARD
AREA
ERA
CITY TOKEN
REQUIREMENT
POPULATION
REQUIREMENT
The requirements are listed on the left side of the card – usually having at least a certain amount of certain types of population, and perhaps having a City Token built on one or more of specified types of spaces. You then receive the rewards and disadvantages printed to the right of the requirements. You may not choose to only receive some of them. The effects of all Civilization Cards are described in the included Glossary.
SYNERGY SYMBOLS
Finally, choose one of the symbols ( , , , ) shown
to the right of the illustration at the top of the card. Score 1 point for every Civilization Card you have in play with a matching symbol, including the card you just played. For example, if this is the first time you have played a card with the chosen symbol, you would gain 1 point. If this is the third card you have played with the chosen symbol, you would receive 3 points. You may want to overlap the cards you have played so that only their symbols and ongoing benefits show.
You will only score these additional points when playing cards from Era I and II - Cards from Era III do not have any of these symbols.
As soon as you have played 8 Civilization Cards total during the game, you may take the top Bonus Point Tile of the appropriate type (see Bonus Point Tiles to the right).
After playing a Civilization Card, it is also possible to
meet the requirements for the Bonus Point Tile you would
receive from having 18 total population. You must resolve
the entirety of the immediate effects of the card before
determining whether you can receive that Bonus Point Tile
– thus if the same card would cause you to train enough
population to reach 18, but also required you to lose
population which drops you below 18, you would not gain
that Bonus Point Tile.
ADDITIONAL OPTIONS
Any number of times per turn, you may return Indicator Cubes from your Player Board to the general supply to do the following things:
At any time, you may return Indicator Cubes from the squares below the
symbol on
your Player Board to trade up to 2 of your population for a different type. Decrease one of your population types by one on your population chart, and increase a different type of population by one on your population chart; then you may do this a second time.
When playing a Civilization Card, you may return any number of Indicator Cubes from the squares below the
symbol on your
Player Board to give yourself temporary virtual population of any type of your choice. This virtual population only lasts until you have finished playing this card and is not recorded on your population chart. Virtual population also does not allow you to take the Bonus Point Tile for having 18 population.
At any time, you may return any 3 Indicator Cubes from any of the squares on your Player Board to train 1 population of any type, recording it on your population chart.
BONUS POINT TILES
During the Heyday Phase, if you meet certain requirements after performing an action, you may take the top Bonus Point Tile from the appropriate stack and immediately score the number of Victory Points printed on it (8 for the first player to meet the condition, 4 for each subsequent player). You may only gain 1 Bonus Point Tile of each type.
8
{
{
8
PLAY 8 CIVILIZATION CARDS
Collect this Bonus Point Tile after performing a Chronicler action that gives you your 8th Civilization Card.
18
8
HAVE 18 TOTAL POPULATION
Collect this Bonus Point Tile after the size of your population reaches 18 (not counting virtual population from Civilization Cards or Additional Options).
6
8
BUILD ALL 6 CITY TOKENS
Collect this Bonus Point Tile after performing a Navigator action that allowed you to build your 6th City Token.

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12 ?
ACTIVATE CITIES &
CIVILIZATION CARDS
Choose one of your City Tokens in each region of the map
on the Game Board and take the reward shown below it. {
{ {
{ {
{ {
{ {
{ {
{ {
{ {
{ {
{
{
{ fi ff fl Th
III II Ift ffl
3 4 5 6 7 8
1 43321
10
8
9
7
8
6
7
5
6
?
5 6
43
3
2
10
1
6
10
2
2
2
CROTONA
SYRACU SAE
LE PTI S
M AG N A
DELPH I
TROIA
MEMPHIS
CARTHAGO
SINOPE
SI DON
TRAPEZ U S
RODES
CYRENE NAUKRATIS
M I LETU S
CNOSSUS
A POLLO N I A
S PARTA
ATHE N AI
5
5
5
5
5
{
{
IIIIII
3 4 5 6 7 8
1 43321
10
8
9
7
8
6
7
5
6
?
5 6
43
3
2
10
1
6
10
2
2
2
CROTONA
SYRACU SAE
LE PTI S
M AG N A
DELPH I
TROIA
MEMPHIS
CARTHAGO
SINOPE
SI DON
TRAPEZ U S
RODES
CYRENE NAUKRATIS
M I LETU S
CNOSSUS
A POLLO N I A
S PARTA
ATHE N AI
5
5
5
5
5
Example: Greg only has 1 City Token in the red and green regions, and has 2 in the yellow region. He gains a
cube from Athenai, 2 Victory Points from
Miletus, and chooses to gain a cube from Cyrene.
If you have a Civilization Card with the icon, you may
choose to use the ability printed below that icon now.
Example: Khadijah activates her City Wall and Treasure Chamber cards, gaining 3 Victory Points and 5 coins, respectively.
You may activate Civilization Cards and receive the rewards from City Tokens in any order. +2 +3 +4
+1
CHECK HAND SIZE LIMIT
If you have more than 3 Civilization Cards in your hand at this time, you must place an Hourglass Token on your time track for each card beyond 3. If you have to take multiple Hourglass Tokens as a result of this, you can place 2 of them in the same space.
END GAME SCORING
If you have completed 6 rounds of play, perform the following final scoring steps below. Then the game ends, and the player with the most points wins! If there is a tie, the tied player with the most Civilization Cards in play wins. If still tied, the tied player with the most coins wins. Otherwise, it is a tie, and players grumble about their shared victory.
Score cards in your hand that you meet the requirements for. If you have any Civilization Cards in your hand which you meet the requirement for playing, you gain half the Victory Points printed
on them (rounded up, for each card individually). You may remove cubes from your Player Board to perform Additional Options to meet these requirements. Place these cards into play, but ignore all other rewards/disadvantages. Do not gain any Bonus Point Tiles as a result of playing cards this way.
Lose Victory Points for cards in your hand that you don’t meet the requirements for. If you have any Civilization Cards in your hand that you could not put into play, lose half the Victory Points printed on
them (rounded up, for each card individually).
Gain 1 Victory Point for every 2 Indicator Cubes on your Player Board.
Gain 1 Victory Point for every 10 coins you have.
Lose Victory Points if you still have Hourglass Tokens on your time track, based on the table below:
1 2 3 4+
-2 Victory
Points
-4 Victory
Points
-8 Victory
Points
-16 Victory
Points

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14 THE HEYDAY PHASE
At the beginning of each Heyday Phase, put 1 Indicator
cube on each of the four cards that are face-up along the
bottom edge of the board that have a cube silhouette printed
above them on the board. If you take a card with a Indicator
cube on it during the game, just return the Indicator cube
to the general supply. If a card with a Indicator cube would
slide down due to other cards being taken, the Indicator
cube moves with it. {
{ {
{ {
{ {
{ {
{ {
{
{
{
(1P)fiffflThftffl fi ff fl Th
III II Ift ffl
3 4 5 6 7 8
1 43321
10
8
9
7
8
6
7
5
6
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5 6
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2
CROTONA
SY R AC U S AE
ME M PH I S
CA RTH AGO
SI NOPE
T R A PE Z U S
RO DES
CY RE N E N A U K R AT I S
MILETUS
C N OSS U S
AT H E N A I
5
5
5
Next, put an Indicator cube on the 3rd Training Cost Token from the left (there is a small silhouette of a cube with “1p” in it printed above this slot to remind you). If you train the population of the type with a Indicator cube on it during the game, just return the Indicator cube to the general supply. If a Training Cost Token with a Indicator cube would slide down due to other cards being taken, the Indicator cube moves with it.
If you are beginning the Heyday Phase of the 5th round,
replace any Bonus Point tiles of value 8 which remain on
the board with the ones that have a point value of 4 from the
Round Track. Unclaimed Bonus tiles that have a value of 8
are returned to the box and can no longer be earned.
THE DECLINE PHASE
At the beginning of each Decline Phase, return any card
below the board that has an Indicator cube on it to the box
(not the discard pile), and the Indicator cube to the general
supply. Then slide the remaining cards to the left and fill in
empty spaces from the appropriate deck as normal. {
{ {
{ {
{ {
{ {
{ {
{
{
{
(1P)fiffflThftffl fi ff fl Th
III II Ift ffl
3 4 5 6 7 8
1 43321
10
8
9
7
8
6
7
5
6
?
5 6
43
3
2
10
1
6
10
2
2
CROTONA
SY R AC U S AE
ME M PH I S
CA RTH AGO
SI NOPE
T R A PE Z U S
RO DES
CY RE N E N A U K R AT I S
MILETUS
C N OSS U S
AT H E N A I
5
5
5
Any Training Cost Token with a Indicator cube on it is moved to the rightmost position, returning the Indicator cube to the general supply. Shift the other Training Cost tokens to the left as appropriate.
ADDITIONAL NOTE
When playing the game by yourself, some of the Hometown spaces have two icons. When taking an action that references those icons, either of them may be used. For example, if you are taking an action that would place a City Token on an empty space with a
, you may place it on the Hometown
City space that contains both the and the , if that
space is still available. When playing cards that have specific City type requirements, if you have a City token on one of these spaces, you are considered to have a City on both
types depicted.
SOLO GAME END
After completing 6 rounds of play and performing final scoring, compare your score to the table below to see how well you did!
VP RESULT
0–70 VP
You need more training! Play again
immediately and do not stop until you
gain more than 70 VP!
71–80 VP Settler
81–90 VP Chieftain
91–100 VP Warlord
101–110 VP Noble
111–120 VP Monarch
121–130 VP Emperor
131–140 VP Immortal
141+ VP Diety

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15 CREDITS
GAME DESIGN: Stefan Risthaus
DEVELOPMENT: Henning Kröpke, Uli Blennemann,
& the TMG Development Team
ILLUSTRATION:Harald Lieske
GRAPHIC DESIGN:Adam P. McIver, Filip Stránský &
Rafaël Theunis
The game designer thanks all playtesters, in particular his
wife Heike Risthaus, and Volker Wichert, Robert Rudolph,
Christian Heider, Manuel Vinaske, Malte Meinecke, Gero
Mulkau, Karsten Becker, Stefan and Louis Malt, Uwe
Hilgert, Wilfried Meinecke, Ingo Wagner.
If there’s any issue with this product, please contact the vendor
where you purchased this game, or contact our customer service at
brewer@gamebrewer.com
© 2018 Game Brewer & Tasty Minstrel Games
www.gamebrewer.com

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