GODS
by Michael Schacht
translation by Tobias Bende
GODS is a game for 2 to 4 Gods from 12 years. The game takes about 45
minutes. It is best played with 2 or 3. Graphics: Hans-Joerg Brehm.
Game components: 72 hexes (24 temples, 32 tribes, 11 wastelands, 2
interventions, 2 whirlwinds, 1 game end), 12 victory point markers, 8
village congregation markers, 50 energy crystals and 60 God markers.
Game idea:
You are a God attempting to influence the people of the world and
attract them to your religion. Your ultimate goal is to build village
congregations for your religion and thus master the religious influence in the
world. May the best God win!
Preparation:
- A lot of space is needed.
- Choose a start player.
- Everyone plays one God and receives the temples and God markers in
their colour. The rest of the temples and God markers get out of the game.
- Everyone receives 2 energy crystals at the start of the game. The
rest are placed in a pile.
- Depending on the number of players, the starting layout should be:
[images with initial setups]
These cards form the initial setup of the playing field, which does
not have a fixed boundary.
- Shuffle all hexes except the temples and place them in a draw pile.
- The game end marker should be shuffled in as one of the three last
hexes, so it is not known where it is.
- The victory point markers and people markers are set aside.
Game play:
The starting player begins and play takes place clockwise around the
table. A turn flows like this:
1) Gather power: Take 3 crystals from the pile. You may never have
more than 12 crystals, any excess is lost. Crystals are kept open.
2) Draw hexes: Fill up by drawing hexes, so that 2 hexes are on
display.
3) Two actions: You must always use both actions. The possibilities
for the use of actions are:
a) place a tribe
b) place a temple
c) play other hexes
d) make an intervention
e) move a wasteland
f) discard a hex
The actions can take place in any order. Most of them cost
crystals. If you don't have enough crystals, you cannot carry out the
action. You must pay for one action before you begin the next one.
4) Next players turn.
|
The actions explained:
a) Place a tribe
When you place a tribe, it must be adjacent to at least one other
hex. A God marker is now placed on the tribe. The colour of the God
marker shows which religion the tribe belongs to. This colour is a direct result
of
the bordering hexes:
- If only temples from one religion are bordering the tribe, the tribe
joins that religion.
[example images]
- If temples from different religions border the tribe, the tribe
does not join a religion and does not get a God marker.
[example image]
- If no temples border the tile but other tribes border the tile that all have
the same religion,
the tribe joins their religion.
[example images]
- If no temples border the tile but other tribes border the tile that have
different religions, the tribe does not join a religion and does not get a God marker.
[example images]
- If no temples or tribes are adjacent, the tribe does not join a
religion and does not get a God marker.
It costs 1 crystal per adjacent hex to place a tribe.
b) Place a temple
When you place a temple, it must be adjacent to at least one other
hex. By placing a temple, all neighbouring tribes immediately join
this religion. The tribes receive God markers in the colour of the
temple. Already existing markers are removed and returned to their
owners.
It costs 3 crystals per adjacent hex to place a temple.
[example image]
c) Playing other hexes
- Wasteland: When you place a wasteland, it must be adjacent to at
least one other hex. Wastelands are used to block or secure your
hexes.
By playing a wasteland you receive 1 crystal.
- Whirlwind: With this card may move a wasteland from one position
on the playing field to another. Whirlwind is then discarded.
It doesn't cost anything to play whirlwind.
- Intervention: If you take this card, you can later take an extra
action. This card is kept open in front of you, until it is used. It
is then discarded.
It doesn't cost anything to take an intervention card.
d) Make an intervention
If you have an intervention card, you can play it to take an extra
action.
Playing the card does not itself count as an action.
e) Move a wastland
As with whirlwind, you may move a wastland from one position on the
playing field to another.
This costs 2 crystals.
f) Discard a hex
With this action you may discard a hex from the display. This action
is chosen when:
1) you don't want your opponents to have access to a
specific hex,
2) there is no other action than you can or want to
make,
3) you want to save crystals for your next turn.
All of the possibilities a) to f) count as an action, apart from d).
Except for "Place a temple", the actions can be carried out more than
once.
Founding a village congregation:
If a God has 3 tribes of the same hex colour which belong to his
religion, he immediately receives a 2 victory point marker in the
colour of the tribe hexes (if any are still left) and a village congregation
marker
in the same colour. These markers are kept open in front of the
player.
For both of these the player receives victory points at the end of
the game: 2 victory points for the victory point marker and 3 victory
points for the village congregation marker.
Each colour has 8 tribes. It is therefore possible to found 2 village
congregations
of this colour.
To found a village congregation, the tribes need not be adjacent.
The tribes can be spread over the entire playing field.
When the tribes coverts to another religion and a God no longer has
3 tribes of the appropriate colour for his village in his religion, he
must return the village congregation marker but keeps the victory point marker.
|
Game end:
The game can end in three ways:
- The game end marker is drawn. The game then ends immediately.
- A player has 3 different coloured village congregation markers and it is his
move. The game then ends immediately when that player so wishes.
- A player has 4 village congregation markers of any colours and it is his
move. The game then ends immediately when that player so wishes.
All players now count how many village congregation markers they have (worth 3
victory points each) and how many victory point markers they have
(worth 2 victory points).
The player/players who has built the most temples subtracts 4
victory points from his/their score.
The player with the most victory points wins. If there is a tie, the
player with the most crystals win.
Special cases:
- Hexes may not be placed on top of each other.
- If a player has no God markers left to use, may not place a marker.
- You can only build as many temples as you start with.
- If there are no victory point markers left in a colour when a player
should receive one, he doesn't get one.
Tactics:
To prevent your opponents from taking over your tribes, you should
build other hexes around them, thereby increasing the cost for placing
a temple near the tribes. Wastelands are very useful for this and also
generates one crystal, but can later be moved. The most effective way
of placing hexes is in a row. This is the fastest way to increase the
building cost for temples.
[example image showing three hexes in a row: Temple-Tribe-Wastland]
Less luck variant:
You need a bag.
All hexes have to be put in the bag except temples.
The game end card gets out of the game.
You have to draw out of the bag.
If there are two identical hexes in the display, both are throw in the bag
and 2 new ones are drawn.
If again two identical cards follows the same procedure.
But not with the last 2 cards.
Whirlwind and intervention get out of the game after use.
The game ends immediately, when the display canšt be refilled.
You donšt play with sudden death (3 different coloured villages or 4 villages).
|