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AGEA







INTRODUCTION				
Card Game. Greek Heroes undertake adventures of Mythic proportions.
Players accumulate Heroes, City States, Relics, and great Victories 
over legendary monsters with the aid of the Gods.

THE CARDS
To play you will have to make your own cards.
There are 129 cards in the deck.
Use unlined colored index cards.
One side should be blank or have the name Agea written on it.
The other side should include: 
Name of the card. For example: Sphinx 
Card Type. For example: Event; or Non-Monster Foe; or Non-Foe Challenge
All information in the card description. For example: Wit (Riddle)
Sample Card:
 _______________________
|Sphinx			|
|			|
|			|
|			|
|			|
|			|
|			|
|			|
|Monster Challenge	|
|			|
|	Wit		|
|	(Riddle)	|
|			|
|			|
|			|
|_______________________|

TURN SEQUENCE
Players take turns.
Flip coins or roll dice to determine turn order.
Turn order remains the same for the rest of the game.
There are 3 phases in a turn:
1. Recovery Phase
2. Draw Phase
3. Adventure Phases

RECOVERY PHASE
Remove 1 Delay Token from all of your Heroes that have them.
Use coins, dice, or whatever for Delay Tokens. 
Maximum hand size = 7 Cards. 
Discard down to maximum hand size.

DRAW PHASE
Players start the game with no cards in their hands.
Draw 1 Card.
Whenever a card is drawn show it to all players.
If it is a Challenge card discard it into the discard pile.
If it is a City State or Hero place it face up in front of you.
You now control the Card, but it is not part of your hand.
If you draw a Relic or Companion, either attach it to a Hero or
keep it in your hand to be attached at any later time.
Attached cards are placed partially under the Hero card with their names showing.
If it is an Event Card play it or keep it, unless the card instructs 
you to play it immediately. 
Event cards are discarded as soon as their effect is resolved.
Play Event cards whenever it is appropriate.

ADVENTURE PHASE
Each of your heroes that does not have delay counter(s) may, in any
order, draw a card (Go adventuring).
All Heroes adventure separately.
Play City States, Heroes, and Events as in Draw Phase.
Any Relics or Companions found must be attached to that Hero only.
If a Hero draws a Challenge card the hero is tested:
If the Hero has the trait listed on the Challenge card the Hero is 
victorious and the Challenge card is placed in that players Victory Pile.
Relics & Companions lend their traits to their Hero owner.
Event cards, like Blessings, can also give Heroes extra traits.
If the Hero does not have the trait, then the Hero is defeated.
Put 1D6 (1 die roll) Delay tokens on the Defeated Hero and discard the Challenge.
If you roll a 6 the hero and all his posessions are discarded. (A Greek Tragedy)
If the Challenge card contained the word 'destroyer' in its
description then that player must also discard a City State.
Sample Challenges:
1. Hercules encounters the Hydra. Hercules has the trait 'Strength'
and the Hydra is a test of strength or wit, so Hercules is victorious.
2. Argo meets the Hydra. Argo has neither strength nor wit, so
he is defeated and gets 1D6 delay tokens.
3. Ajax has the relic 'Blade of Hephaestus' which gives him the trait
of 'War'. He encounters the Centaurs and defeats them.
4. Theseus draws 'Lost at Sea'. He plays the event 'Blessing of Poseidon' 
giving him the navigation trait. He overcomes the challenge.


WARS
There are 4 Event cards that start wars. 
All players add up the number of Heroes and City states they control,
plus all of the War and Army traits they can muster.
The sum is called the Battle Total.
The player with the highest Battle Total is the winner.
The winner may take a City State away from one of the losers.
The winner puts the War event card in his Victory pile.


ENDING THE GAME
The game ends when the last card is drawn from the deck.

VICTORY
The player with the most accumulated victory points (VP) at the
end of the game is the winner.
Gain VP in the following manner:
Accomplishment			   VP Awarded
Per Hero you control			1
Per City State you control		1
Per Relic owned				1
Per War won				4
Per Blessing in your final Hand	        1
Per Challenge in your Victory Pile	1
Some cards will contribute more VP according to their card description.

MONSTER FOE
CHALLENGES		TESTS (NOTES)
Centaurs		Music, Wine, War, Army
Chimaera		Mirror, Flying (Petrification)
Cyclops		        Wit, Archer, Wine (Blind him)
Dragon		        Archer (Locate the soft spot)Destroyer
Gorgon		        Wit, Mirror (Medusa)
Harpy			War, Archer (Screeching)
Hydra			Strength, Wit (Regenerating heads)
Lion			Music, Strength, Healing (Thorn in paw)
Minotaur		Wit, Music (In Maze)
Sphinx		        Wit (Riddle)
Giffon		        Music, War, Blessing of Prometheus  
Sirens		        Wit, Navigation, Flying (Song)
Sea Serpent		Navigation, Strength, Flying
Kraken		        Flying, Navigation (Giant Sea Monster)Destroyer
Hecatoncheire	        Any Blessing (100 Handed Giant)
Antaeus the Giant	Strength (He is weak if not touching ground)
Cerebus                 Strength, Wit (3-Headed dog Guards underworld)
 
NOTES: Any Hero that defeats (distracts) Cerebus gains the Army trait
(Dead released from Hades) or takes a Hero from Discard pile. 
Any Hero that defeats the sphinx gets to adventure again this turn.  	


NON-MONSTER FOE
CHALLENGES		TESTS (NOTES)
King Midas		Wit (His touch turns all to gold)
Satyr			Wit, Gold, Wine, Music (Half man, half goat)
Nymph			Strength, Woman (Seduces men)
Circe			Wit (Sorceress, turns men into pigs)
Pirates		        War, Gold, Wine, Wit, Strength, Army
Lepers		        Healing, Music (Spread their disease)
Philosophers	        Wit (Argue with the Sophists)
Lotus Eaters	        Wit, Healing, Music (Powerful Drug) 
Amazons		        Woman, Wit (Seduce their Queen)
Aphrodite		Woman (Goddess of Love)
Hypnus 		        Companions (God of Sleep)
Oceanus		        Navigation (Titan of the Sea)

NON-FOE
CHALLENGES		TESTS (NOTES)
Deliver Message	        Navigation, Chariot, Swift, Flying
Long Journey	        Navigation, Chariot, Swift, Flying
Labyrinth		Wit, Swift
Whirlpool		Navigation, Flying
Shipwreck		Navigation, Flying
Lost at Sea		Navigation, Flying

NOTES: Non-Foe challenges do not go into victory piles. 
They are discarded win or lose.

RELICS			TRAIT
Golden Fleece		Healing; Reduce Delays by 1 turn
Gold of Midas		Gold (Discard after 3 uses)
Wine of Dionysus	Wine (Discard after 3 uses)
Nectar of the Gods      Wine (Discard after 3 uses)
Blade of Hephaestus	War
Lyre of Apollo		Music		
Owl of Athena		Wit; or Discard immediately for 2 VP
Aegis Shield		Defeats all Foes (Return to Zeus in 5 Turns)
Arm-band of Zeus	Strength
Winged Sandals		Flying (Gift of Hermes)
Helm of Invisibility	Defeats all Foes (Return to Hades in 5 Turns)
The Argos		Navigation (Legendary Ship)
Lightning Javelins	Archer
Wings of Icarus         Flying
Cornucopia of Demeter	Army (Ambrosia)

COMPANIONS		TRAIT
Ancient Mariner		Navigation
Scholar			Wit 
Pegasus			Flying
Poseidon's Gift Horse	Swift
Temple Maiden		Woman, Healing
White Eagle of Zeus	2 VP (A gift)
Phoenician Mercenaries	Army
Argonauts		Army
Promethean Clay         Any one (Pick a trait at time of attachment)

EVENTS			NOTES	
Persian War		Play Immediately. See war rules
Amazon War		Play Immediately. See war rules
Trojan War		Play Immediately. See war rules
Peloponesian War	Play Immediately. See war rules
Olympic Games	        All Swift & Strong Heroes in play gain 1 VP
Pandoras Box	        Play Immediately. Shuffle discards into deck then discard this card
Visit Oracle at Delphi	Look at next 7 cards in Deck
Made King		Target Hero gains trait of Gold
Blessing of Kronos	Player takes another turn after this one
Blessing of Poseidon	Gain Navigation Trait for 1 Turn
Blessing of Atlas	Gain Strength Trait for 1 Turn
Blessing of Hermes	Gain Swift Trait for 1 Turn
Blessing of Nike	Gain Army Trait for 1 Turn
Blessing of Prometheus	Gain Wit Trait for 1 Turn
Blessing of Hera	Opponent must discard 2 cards
Blessing of Pan		Gain Music Trait for 1 Turn
Blessing of Apollo	Gain Music Trait for 1 Turn
Blessing of Ares	Gain War Trait for 1 Turn
Blessing of Athena	Defeat any Monster 
Blessing of Artemis	Gain Archer Trait for 1 Turn
Blessing of Asclepius 	Gain Healing Trait for 1 Turn
Blessing of Tyche	Discard when drawing to draw 2 cards and discard 1 (Goddess of good fortune)
Oration			Gain control of target City state
Betrayal		Gain control of target Hero
Steal			Gain control of target Relic
Volcano           	Destroy Target City State
Lightning Bolt    	Kill target hero unless its owner discards any blessing card
Cursed by a God   	Target hero delayed until its owner discards any blessing card
Visit Olympus     	Target Hero with 5 or more traits becomes a God. Hero removed from play & keep this card in Victory pile for 7 VP
Duel	                Delay one of your heroes for 3 turns to kill (discard) target hero
Divine Intervention	Discard to negate the effect of any Event card
Homer the Historian	Hold this card. Worth 3 VP if in final hand
Trojan Horse		Discard during War. Worth 2 Armies
Child of Zeus	        Target Hero gains Demigod trait
Hermes, God of Thieves 	Target Relic discarded
Eris, Goddess of Strife Target Companion discarded
Martyr	                Discard one of your heroes to add 3 to your Battle total during a War
Inspired by the Muses 	Target Hero may adventure twice more this turn	
Wrath of the Furies	Target hero is delayed until its owner discards any blessing card

HEROES		TRAIT
Achilles	War, Chariot
Theseus		Wit, War
Perseus		War, Mirror
Atalanta	War, Swift, Archer, Woman
Ajax		Strength
Hercules	Strength, Demigod
Heracles	Strength, Archer, Demigod
Odysseus	Wit, Strength, Archer
Aeneas		Wit
Memnon		Wit
Hector		Wit
Jason		Strength, Navigation
Zetes		Navigation, Demigod
Argus		Navigation
Orpheus		Music
Bellerophon	Archer, Pegasus

CITY STATES	NOTES
Delphi		
Illyria		
Macedonia		
Rhodes		
Thessaly		
Thrace		
Xanthus		
Athens		2 VP
Corinth		
Knossos		Your Heroes automatically defeat the Minotaur & Labyrinth
Sparta		+1 to Battle Total
Thebes		
Byzantium		
Miletus		
Troy	

NOTES: You cannot control both Sparta and Athens. Discard one.
		




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