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Rulebook

Credits
Game Designer: Benot Vogt
Developer, Art Director and
Manager: Lonidas Vesperini

Communication

Project Manager: Erwann Le Torrivellec


Graphic Designer: David Rakoto
Graphic Assistant: Julien Fenoglio
Cover Art: Stefan Kopinski
Interior Art: David Demaret, Vincent Dutrait,
Stphane Gantiez, Stefan Kopinski, Loc Muzy, Paolo
Parente, Guillem H. Pongiluppi, Pascal Quidault
Map Art: Georges Cl4renko, Gregory Clavilier,Charles
Salom
Figure Design and Sculpts: Aragorn Marks, Arnaud
Boudoiron, Gregory Clavillier, Viktor Dragosani,
Gautier Giroud, Gal Goumon, Yannick Hennebo,
Martin Lavat, Stphane Nguyen, Edgar Ramos,
Stphane Simon, Irek Zielinki
Production Manager: Tracey Fraser-Elliot
Marketing Manager: Jenny Bendel
Scenarios: Jean Auquier, Ben & Peps, Elie Buglione,
Pascal Bernard, Tony Berart, Eric Bourlett, Emmanuel
Crochet, Eric Gehres, Pierre Milon
Flavor Texts: Franck Magoni, Romain dHuissier
Rules Editing: Thomas Gallecier & Steven Kimball
Supervisor: Erwan Hascot
Publisher: Monolith & Mythic Games
Playtesters: Jean Auquier, Pascal Bernard, Ben &
Peps, Tony Berard, Eric Bourlett, Elie Buglione, Antoine
Bricard, Baptiste Charden, Emmanuel Crochet, Eric
Gehres, Jamie Johnson, Pierre Milon, Carole Oculi,
Pierre-Alexandre Vigor, Philippe Vill, and over
2500 people during our Mythic Tour!

Summary
Introduction4
Overview6
Using this Rulebook6
Components7
Component and Unit Overview8

Special actions18
Run18
Absorb an Omphalos (Gods only)18
Enter The Battlefield 18

C) Use Talents and Powers18


D) Recall a Troop19
E) Battle Cycle and Reshuffling the Deck19
Winning the Game19

Dice8
Figures8
Game Boards8
Dashboards 9
Troop Cards10
Art of War Cards 10
Activation Cards10
Omphalos and Omphalos Cards10

Example of Attack Roll16

Combat Example20
Expanded Rules23
List of Maneuvers24
Terrain Type24
Areas with 3D Terrain24
Areas with No Terrain25

Playing the game11

Land Units25
Flying Units25

Setup11
Preparing the Battle11
The Battle Begins12
A) Draw and Use cards13

Evade Maneuver25

Aquatic Units25
Enter the Battlefield25
Army Drafting Rules26

Activation cards: 13
Art of War cards:13

Recruitment in a 2-player Game27


Recruitment in a 3-player Game27
Recruitment in a 4-player Game27

B) Activate Units14
Simple Actions14

Classic Game Modes28

Move14
Attack a unit15
Melee attack15
Ranged attack15
Obstacle to Shooting15
Attack Roll16
Wounds16
Destroyed Units17
Area Attack17
Attacking Multiple Units17
Retaliate (defender only)17
Claim an Omphalos18

Duel Mode28
Alliance Mode28

Alternate Game Modes28


Free for All28
Free for All Mode28
Three vs One Mode 28
Scenario and Campaign Mode 29

Humanity revered them as they should for all those reasons


and maybe it was time for the divinities to rest a while and
contemplate what they had accomplished.

Introduction

From atop his golden throne, his lightning at hand, Zeus finally
allowed himself a bit of rest. The Titans and the Giants were
locked away in Tartarus, the monsters and the wild tribes were
defeated or exiled and only humanity remained in this Greece
he helped build. But when the king of Gods birthed a son with
the mortal Astasie of Miletus, Hera became enraged. The Fates
the embodiment of destiny and sole force able to command
the gods themselves pushed her to vengeance. Her heart filled
with rancor, she veiled her face in order to go to Tartarus, where
she used her authority to bend the will of Campe, its guardian.
The goddess opened the iron gates that pierced the triple wall
of night protecting the bronze rampart and freed the Titans in
a mad gesture.

20 years after the battle of Marathon


The Persian Wars ended a generation ago. With them ended
also the Age of Heroes, the mythological era in which gods and
champions weighed on the destiny of the world, when monsters
and inhuman races still travelled the forests and the plains.
Greece was about to slowly enter History stronger than ever.
Its victory against the feared Persian Empire had cemented its
reputation around the Mediterranean Sea: The Athenian fleet
brought order to the seas, Sparta remained haloed by the glory
brought by Leonidas sacrifice and that of his three hundred
soldiers at the Battle of Thermopylae, the Delian League had
come together in order to further strengthen the Hellenic
power A lasting peace was about to be signed between Greece
and Persia in Callias so that trade and cultural exchanges
would replace war for good.

Drunk with vengeance, the primordial divinities the Olympians


once imprisoned sowed chaos in Greece. Zeus had no other
choice but to gather his subjects gods of all statures in
order to lead a Second Titanomachy. Destructive confrontations
multiplied and ravaged the world. Greece, so beautiful and
civilized, was crushed by the weight of this divine war. The
final battle took place at the summit of Olympus, gathering
all combatants in a battle of cosmic proportions. The power
unleashed caused a gigantic explosion which ended the world
of man killing ninety percent of the population.

As for the gods ruling over Olympus, they were satisfied with
their work. They had brought order to a world where only chaos
existed, they had inspired heroes who hunted monsters, and
made Greece safer, they had given their patronage to these
cities that prospered while paying them homage.

Yet, not all hope is lost, as monsters are not the only ones who
were able to cross the river Styx to return to the living. Thus,
the great mythical champions returned one after another to
discover a world in the throes of chaos and devastation. The
creatures they had vanquished have returned and they intend
to get rid of them once more.

Of the superb landscapes of glorious Greece, there is now


nothing left but scattered ruins. The earth was eviscerated,
mountains collapsed, rivers diverted The great cities have
crumbled, even if their walls still shelter a population which now
attempts to rebuild what it can. Crete is now broken, a veritable
labyrinth of islands and reefs. Immense and impassable rifts
isolate Greece from its nearest neighbors.
Worse still, the Hells shorn of their guardian, Hades who fell
with his peers have opened. The monsters of ancient times
have escaped and now wander the roads of a much dangerous
world. The Nemean Lion, the Lernaean Hydra, the Dragon of the
Hesperides Garden, and the Birds of the Stymphalian swamps
are once again free to sow death and desolation. Thankfully,
Persephone having remained in Hell during the Second
Titanomachy quickly struck an alliance with the Three Judges
Aeacus, Minos, and Rhadamanthus in order to close the infernal
gates and prevent oany more ancient and bloodthirsty scourges
from seeing the light of day again.

Odysseus, Achilles, Orpheus, Atalanta, Hercules, Hector, Ajax,


Perseus, Jason, Leonidas, and many more now rekindle the
flame of heroism in the hearts of men, by incarnating the
symbols of courage and strength that legends have made
them out to be.
As for the gods, the most powerful and revered, they have
barely gotten back up to see the extent of the destruction
brought to a world they had hoped to protect. Their power is
greatly diminished: they are now effectively mortals, banished
from a Mount Olympus that is nothing but ruins. While greatly
superior to humans and measuring twice their height, they are
no longer all powerful, and it terrifies them profoundly.

The nonhuman peoples have also come out of the shadows


where they were once banished. Centaurs, satyrs, and Amazons
thus regained possession of their lands, ready to fight with a
blood-drained humanity by letting their wild nature run free.

Yet, all of the divine energy dispersed during the Second


Titanomachy has not disappeared: it crystalized in its original
form which came from Gaia: that of the omphalos, stones of
power now scattered throughout what remains of Greece.
The gods know that if they want to once again be what they
once were, they have to find these omphalos and absorb their
power. This quest will not be easy, and to succeed, they will
also need to protect themselves from the other gods who also
covet the omphalos, they will have to recruit warriors from
among the resurrected heroes, the monsters that only they are
able to control, and the warriors who have survived the chaos.

Beside mankind, the Second Titanomachy also decimated


the divine ranks. The Titans have once again disappeared
destroyed, neutralized, or fleeing? No one knows yet. Many
minor deities were also annihilated, too weak to resist the brutal
outbirst of force engendered by this apocalyptic war.

The first one who succeeds will become


immortal and omnipotent once more and
will rule over a pantheon re-created in
their image

Overview
In Mythic Battles: Pantheon, the Players take on
the role of the Gods of Mythic Greece leading
their warriors into combat in epic battles that
will determine the new king of the Gods. Each
God is accompanied by the Heroes, Monsters,
and other warriors who have embraced their
cause.
To lead these battles, the Players build
their armies, then strategically deploy their
warriors on the battlefield. To claim victory,
each God will have to use their units to
their utmost, by activating them at the
right moment and using their Talents and
Powers skillfully.
Regardless of the victory conditions of the
scenario, the winner is the player (or team)
that achieves them first.

Using this
Rulebook
This rulebook is designed to teach new
players how to play Mythic Battles: Pantheon.
In an effort to allow players to play the game
immediately by teaching them only the basic
rules, this rulebook simplifies game setup and
omits more complex game interactions. If any
questions arise during gameplay, players
should refer to the Player Aids.

Components
4 Gods

ATHENA

2 Player
Aids

Hades
4

2
1

4
2

71 Activation
Cards

4
4

5
2

LEONIDAS
MEDUSE

ATHENA
MEDUSE
LEONIDAS

3
3
4

ATHENA

5 Heroes

MEDUSE

Athena

Ares

Zeus

1 Scenario
Book
LEONIDAS

1 Rulebook

3
3

Atalanta

Leonidas

Achilles

Odysseus

Heracles

5
2

4 Monsters

4
1

2 Double-sided
Gameboards

lightning

10

Minotaur

9
8 9 0 2
9 9
8 9 0 2
9 8
2
8 8 0
8 7
7 8 0 2
8 6
7 8 0 2 6 7 1
8 5
1
7 7 0
6 74 1
7
6 7 0 16 7 1
7- 3
6 7 0 05 7 0
- 2
0
6 6 0 5 6 0
- 1
ZEUS
5 6 05 057 52 02
mighty throw
bloCk
5 7 2 2
leader3 LEONIDAS
5 7 2 2
bolster
guard
phalanx
5 6 2 2
5 6 1 1
4 5 1 1
3
4 5 1 0
MEDUSA
t

Lernean
Hydra

orment

Medusa

initiative
Climb

X
enemy
Target all
single area.

units in a

wall oF shields
If Leonidas is attacked, you may change
the target of the attack to a friendly
troop in his area or an adjacent area.

6patriarCh
you may

tion,
to
Zeus activa
the end of5 cards from your hand
1Atreturn
up to 3
your deck.
4 your deck, then draw
1If you do, shuffle
cards.
back as many

0
0

7-

6
5
4
3
2
1

born leader
p

At the end ofetri


Leonidas activation, you
Fy troop in his area
may choose a friendly
or in an adjacent area.
owner searches their deck for an
DestrIts
oy all troop
activation
card
s infor that unit and adds it
Everyto
other
theirunit
hand. Medusas area.
in the area activated and
a PetriThe
unit
ficati
receives
on is immediately
gains a +1token
bonus. to attack and defense
A unituntil
the end of the turn.
with
Petri
require
loses This doesanot
ficatian
onArt of War card.

15 Omphalos
Cards

any
token
carrying and Omphalos it
movement can no longer act:was
or powers, , no attack, no using no
skills
and no troop
recalling.
To remove
a Petrificati
the unit
on token,
its owner must be activated
War card. must discard an Artand
of
activation. This ends that units
Once a
removed, Petrification token
Petrificationit returns to Medu is
sas
token supp
ly.
Medusas
Petrification supply is limited
to 4
tokens.

3 5 0 1
2 +14 0 2
2 6 0 1

if this troop Contains at


least 3 warriors.

HELL WARRIORS

Cerberus

guard

+1 warrior at the
+1end
max.4)
of aCtivation
for(eaCh
pair
+1
of hounds.
for eaCh spartan

HELL HOUNDS
torment SPARTANS
guard
mighty throw

24 Troops

5 Hoplites

54 Art of War
Cards

13 Character Dashboards
with plastic Stat clips

10 Columns

3 Spartans

12 Trees

6 Unit Cards

2 Rock Obstacles
(Impassable terrain)

4 Amazons

4 Petrification Token

6 Hell Hounds
4 Hell Warriors

2 Centaurs

15 Omphalos

10 Dice

Component and
Unit Overview

Game Boards
4

2
1

4
2

3
3
4

Dice

Mythic Battles: Pantheon uses special 6-sided dice.


These dice give scores ranging from 0 to 5, and are
used during combat.

4
4

5
2

3
3

3
3

Dice ranging from 0 to 5

2
4

Figures

Olympus battlefield

The boards represent the battlefield.


Each game, the players choose one from among
those available in the game box.

From left to right: God, Hero, Monster and Troops figures

The figures represent the Units on the battlefield. The


5
players will move them on the board .

4
5

They are not all of the same size and the scale has
an impact in some situations. The large-sized models
such as the Gods and the Monsters are affected by
certain rules (restricted access to some areas of the
board, increased difficulty to throw them, etc.).

2
3

The Gods, Heroes, and monsters are unique


characters. Each of them is designated under the
term of unit.

Gameboard detail
3

Each area of the board is delineated by a translucent


white line: The number in the area indicates the
4
maximum number of units which may be in the area
and the symbol indicates the areas terrain type (not
used in the learning scenario), and is also used to
define the center of the area when determining lines
6
of sight (see Ranged attacks,
page 15).

The Troops are represented by a group of 2 to 6


figures which are never divided into multiple units.
Each figure represents the Troops Vitality. The troops
are also designated by the term unit.
Units may be of three types: land, flying, or aquatic.
By default, units are considered land units.

herCulean strength

8 8 01 2

5
4

HERACLES 8
bolster
guard
phalanx

8 8 0 2
8 8 0 2

7 8 0 1

7 7 0 1
6 7 0 1

6 6 0 0 6 6 0 0 -

herCulean Feat
Whenever Heracles attacks or is
attacked, you may reroll up to 3 dice
from the first roll.

3
Heracles Dashboard

Dashboards

3 Strategy: Number of Art of War cards granted by


the Unit.

Each unit (other than Troops) is also represented by


a dashboard. This dashboard comes with a ruler that
comes in two pieces that you have to assemble.

4 Cost: Cost in Recruitment points. A God has no


recruitment point and is always free at the beginning
of the game.

1 The Stat clip

indicates the Units various


characteristics values depending on the state of its
health. It usually starts on the first line of values.

5 Name.
6 Talents: Talents possessed by the Unit.

2 Activation: Number of Activation cards available.

7 Power: Type of Power, Cost in Art of War cards,


Name of Power, description of Power.

Characteristics
Attack: Number of dice when attacking or
retaliating.

8 Type: Flying and aquatic Units can be recognized


by the small icons located at the right of Name, if any.

Defense: Value to be reached to inflict one


or more wounds.

Type of Powers
This Power is a Special Attack that may
be used as an Attack action.

Range: Maximum distance in areas that


the unit may attack. Zero is always the
units area.

This Power is Active. It can only be used


on the units turn.

Movement: Number of new areas the unit


may move into during a turn.

If Heracles is in an area with a ruin


or tree, remove that piece from the
battlefield.
Then, attack all enemy units in a single
area.

This Power is Passive. It can be used


anytime whether it is the units turn or
not. It does not cost any Art of War card.

Power: Number of dice used for special


attacks (number) or availability of a power
(symbol).

This Power is Instant. It can be used


anytime whether it is the units turn or
not. It has an Art of War card cost.

Vitality: Number of wounds the unit can


suffer before being destroyed.

Troop Cards

Omphalos and Omphalos Cards

Troops are groups of warriors whose strength is far


from equal to that of the other Units on the Battlefield.
Troops do not grant Art of War cards and do not have
Powers. Although they are the least powerful units,
they are also the only ones who can return to play
after having left the Battlefield.

The omphalos are gems made up of pure


divine energy, Quintessence.
The omphalos are placed on the board
before the beginning game, according to
the setup diagram.

The Omphalos cards: The Omphalos


cards represent the divine power
partially recovered by a God after
having absorbed an omphalos.
To learn how to use Omphalos cards,
see Special action on page 18.

2 6 0 1
+1
for eaCh spartan

SPARTANS
guard
mighty throw

3
4

1
Spartans Troop Card

1 The size of the Troop shows the number of figures

that make up the entire troop. Each figure in the


Troop represents one of the Troops Vitality.

2 The units Talents, can only be used when the


Troop is complete.
3 Some Troops have a specific characteristic called
Mass Effect, which grants a bonus based on the
number of figures in the Troop.
4 The type: land, flying, or aquatic.

Art of War Cards

These cards represent the tricks and


strategies used by the warriors to win
the battle.
They grant more control over the
game.

LEONIDAS

Activation Cards

These cards are used to activate the


various units.
LEONIDAS

LEONIDAS

10

Playing the game


This section explains how to play your first game of
Mythic Battles: Pantheon. This learning scenario is
a 2-player game that is aimed at teaching you the
basic rules as quickly as possible. The winner is the
player who kills the opposing God or absorbs two of
the three omphalos located on the battlefield.

8 9 0 2

10

8 9 0 2

8 8 0 2

7 8 0 2
7 8 0 2

7 7 0 1

6 7 0 1
6 7 0 0

ZEUS

patriarCh
At the end of Zeus activation, you may
return up to 3 cards from your hand to
your deck.
If you do, shuffle your deck, then draw
back as many cards.

2
1

ZEUS

ZEUS

ZEUS

1) Each player rolls a die. The winner chooses the


army he is going to play: Zeus, Hydra and the Hoplites
or Ares, Achilles and the Spartans. The other player
will play the remaining army.

Target all enemy units in a


single area.

ZEUS

mighty throw
bloCk
leader

Setup

6 6 0 0 5 6 0 0 -

lightning

ZEUS

ZEUS

ZEUS

ZEUS

3) Open the Olympus board and place it in in the


center of the table. Place the figures and three
Omphalos on the board, by referring to the setup
diagram.

ZEUS

ZEUS

ZEUS

ZEUS

2) Each player takes the figures of his army.

Example :
Zeus player receives a Dashboard, 4 Activation cards
and 2 Art of War cards.

4) Each player takes a seat near the edge of his army.

Preparing the Battle

Now that youre surrounded by hardened warriors, its


time to fight to regain your past power! Accompanied
by your troops, you go questing for Omphalos.

5) Place the dice and 2 Omphalos cards faceup


within reach of the two players.
6) For each unit in his army, the player receives:

Keeping the 3 Art of War cards aside, here are the


preparatory steps for battle:

The corresponding Dashboard or Troop card. It is


placed faceup in front of the player.
A number of Activation cards equal to that units
Activation value.
A number of Art of War cards equal to that units
Strategy value.
3 Art of War cards (set them aside for the moment)

1) Shuffle the Art of War and Activation cards to form


a deck (face down)
2) Make sure Vitality is at the maximum on the
Dashboards (the ruler is placed on the first line,
green background and white letters)

Art of War cards are used for strategic movements


and to use the units Talents and Powers of the Units.
In general, only Gods and Heroes grant Art of War
cards, most Monsters and Troops do not.

3) Place the Omphalos cards face up on the table


4) Draw 3 cards from your deck and add the 3 Art of
War cards previously set aside. Your starting hand is
thus made of 6 cards.

In this learning scenario, each player receives two Art


of War cards : 2 provided by Zeus Strategy value, and
2 provided by Achilles Strategy value.

5) The player who did not choose his Army is the first
player. He is the active player and his turn can begin!

11

The Battle Begins

Before you start playing this learning scenario, you


must read the descriptions in the upcoming pages,
until you see the Stop! panel.

The ground shakes under Zeus footsteps, a gigantic


deity overlooking his troops he covers with his
shadow. The Hoplites let loose their thirst for battle
by shouting the name of their God, for which they will
fight, vanquish or die Their muscles tensed, their
breathing harsh, blood beats increasingly stronger
in their veins, which shows nothing good for their
opponents.
The air charges itself with mystical power and when
Zeus raises his arm in the direction of his enemies,
the wave of soldiers rushes forward in step, then
accelerate, run and charge while shouting in their
quest for battle and blood

1
9

10

SPARTANS

lightning

Target all enemy units in a


single area.

enduranCe
3

6 8 0 1

6 7 0 1 5 6 0 0 mighty throw
Climb
initiative

This doesnt count as an extra activation.

6 7 0 0 6 6 0 0 --

Once per turn, at the end his activation,


you may activate Ares a second time by
discarding one of his activation cards.

FrenZy
5

1 1 4
7 7 1 1 4
6 7 0 1 7 7

1 2
1 2
8 8
7 8

At the end of Ares activation,


target all enemy units in his
area.

1 2
8 8

X
9
5

1 2
8 9

10
5

8 9 1 2

4
5

Learning Scenario Setup

12

mighty throw
initiative
bloCk

ARES

4
3

+1

3 5 0 1

4 hoplites

if this troop
Contains at least

3
4

guard

HOPLITES

ares wrath

ACHILLES

onslaught

Target all enemy units within the Hydras


range.

The defending units cannot retaliate.

regenerate

At the end of its activation, the Hydra


recovers 1 Vitality point.

7 9 0 1
6 8 0 1

10

7 9 0 1

7 7 1 1

7 7 1 1

7 7 1 1

7 7 1 1
7 7 1 1

5 6 0 0 -

6 7 1 1

5 5 0 0 -

6 6 1 1
6 6 0 1

HYDRA

torment
mighty throw
bloCk

Achilles suffers 1 less wound from


attacks.

aChilles prowess

Whenever Achilles attacks or retaliates,


you may change one or more blank
faces rolled to a 1.

patriarCh

At the end of Zeus activation, you may


return up to 3 cards from your hand to
your deck.

If you do, shuffle your deck, then draw


back as many cards.

guard
mighty throw

8 9 0 2

+1
for eaCh spartan

8 9 0 2

2 6 0 1

8 8 0 2

7 8 0 2
7 8 0 2

7 7 0 1

6 7 0 1
6 7 0 0

6 6 0 0 5 6 0 0 -

ZEUS

mighty throw
bloCk
leader

STOP !

On his turn, each player will perform one or all of the


phases below:

A) Draw and Use cards

The good strategist can read his opponents eyes and


seizes the perfect opportunity to strike efficiently.

A) Draw and Use Cards

The active player draws a card his facedown deck and


adds it to his hand. The cards in each players hand
are kept secret.Well explain later what happens when
a player is in the situation where they must draw a
Card but their deck is empty or doesnt allow them to
draw enough cards.

B) Activate Units
Simple Action:
- Movement
- Combat

a) Attack

b) Wounds
- Claim an Omphalos

There are three types of cards: Activation cards, Art of


War cards, and Omphalos cards.

IMPORTANT!
Each time you search
for a card, shuffle your
deck afterwards.

Special action:
- Run
- Absorb an Omphalos

C) Use Talents and Powers


Activation cards:

D) Recall a Troop
E) Battle cycle and reshuffling

They are used to activate Units or as a reaction to an


attack (see Retaliate, page 17)

the deck

A player can also discard two Activation cards of


destroyed Hero or Monster units (the cards may
be from the same unit or from different ones), to
perform a maneuver (see Art of War Cards below)

At any time, the active player (the one currently


performing their turn) can decide to stop performing
actions. In that case, that players turn ends and the
next player plays the phases shown above.

A player can decide not to activate any units on his


turn, in which case he discards no Activation cards
and may draw an extra card at the end of their Turn.

Outside of their turn, a player can perform some or


all of the actions below:

Art of War cards:


A) Discard an Art of War card to find

a card of their choice in their deck

B) Retaliate

C) Use a Passive power

D) Use an Instant power

Note: Some Talents and Powers can override the
rules explained below. In such a case, apply the
Talent or Power as described and ignore the rules in
this book. The description of the Talent or the Power
takes precedence over the basic rules.

They are used to perform various actions called


maneuvers.
Each maneuver can only be performed once per turn.
Different powers are treated as different maneuvers.
Thus, a player cannot use the same power twice during
a given turn, but two different powers can be used.

13

Draw 2 cards on your turn

IMPORTANT!
Theres no limit to the
number of cards you can
have in your hand at any
time.

Search your deck for a card

B) Activate Units

A player can discard an Art of War card to perform


ONLY ONE the effects of the following list:

As a general rule, a unit activated on a turn can


perform up to two simple actions or perform one
(and only one) special action.

of your choice during your turn


or your opponents turn

Simple Actions

Activate a different second unit

When activated, a unit can perform up to two


different simple actions from the following:

of your choice on your turn

(You cannot activate more than 2


units in a single turn.)

Move
Attack a Unit
Claim an Omphalos

Recall a troop

Unless a Talent or Power is used which allows them


to ignore this rule, a unit cannot perform the same
Simple Action twice, and it is impossible to move after
attacking (Mythic Battles: Pantheon is not a game of
cowards!). Performing Simple Actions allows the unit
to freely use its Talents and Powers.

at the end of your turn

Use a units Power that requires


an Art of War card.

Move

The wise strategist moves in a way that will make


their troops uncatchable. They harass their enemy to
mercilessly bring it down at the right moment.

You can also perform an Evade maneuver


which is specific to Flying units.
Because there are no Flying units in this
scenario, this maneuver is explained in the
Expanded Rules on page 25.

All units move according to the following rules:


A unit can move a number of Areas less than or
equal to its Movement value.
All figures which make up a unit move in the
same direction and area.
A units movement immediately ends as soon
as it enters a Area where at least one enemy unit is
located.

The maximum number of Units which may be


activated during a turn even through the use of Art
of War cards or Talents is two.
Certain powers will allow the activation of more
than two units in a given turn (for example, Athenas
Strategist power).

Reminder: Each area contains a number (see board)


which corresponds to the maximum number of units it
can hold. When a Area is full, it becomes inaccessible.
It is no longer possible to pass through it.

Its not possible to activate the same Unit twice in a


given turn.

14

Attack a unit

Ranged attack

Exhort your troops to strike the enemy with an


avenging and lethal fist so that it can never rise again!

When an attack is made against a target located in


a Area different from the Attackers, it is a Ranged
attack. To be able to make a Ranged attack, the
following conditions must be filled:

A unit can perform a single attack during an


activation. Once the attack has been declared and
before any dice are rolled, the Defender can choose
to retaliate (see page 17).

The attacking Unit must have a Ranged value


greater than 0.
The targeted Unit must be within range, meaning
located a number of Areas less than or equal to the
Range of the attacking Unit.
There must not be any obstacle to shooting.

Melee attack

When an attack is performed against a target located


in the same area as the attacker, it is a Melee attack.
Units with a Range of 0 can only attack Units located
in the same area.
If a Unit cannot enter an area because it is full, then
that unit gains a +1 to its Range to attack a unit
located in said Area only, and any attack they perform
in said area is considered a Melee attack.

The attacker makes his Attack roll and thus rolls the
number of dice shown on their dashboard adjusted
by any possible bonuses and penalties.
The number of Wounds suffered by the target of the
attack is equal to the number of successes obtained
by the attacker on their Attack roll.

Each player, starting with the attacker (the turns


active player) announces the use of Powers and/or
Talents, and must do so before any die rolls, unless
otherwise specified by the Power and/or Talent.

Obstacle to Shooting

During a Ranged attack, draw an imaginary line from


the center of the Attackers Area to the center of
the Defend ers Area (the center of the Areas is
represented by the terrain symbol on the area).

The attacker then makes his Attack roll, and thus


rolls the number of dice shown on their dashboard
adjusted by any possible bonuses or penalties.

If that line crosses a Area containing a Unit (allied or


enemy) or 3D terrain (Impassable, Ruins, or Forest
terrain, as explained later in the expanded rules), this
area is an obstacle to line of sight. The Ranged attack
is then impossible. (see diagram below)

The number of Wounds suffered by the attacks target


is equal to the number of successes rolled by the
attacker on his Attack roll.

15

Example of Attack Roll

Attack Roll

To make an Attack roll, the Attacker rolls a number of


dice equal to the Units Attack current Attack value.
Each die is considered individually.
Any dice showing a blank face lost and set aside until
the end of the attack (they can be used with some
talents, see the description of Talents on the Player
Aids).

Anthony performs a Melee attack with Odysseus


against Leonidas, King of Sparta controlled by Carol.
Odysseus has an Attack of 5 and Leonidas has a
Defense of 7.
Anthony therefore rolls 5 dice against a difficulty of
7 and gets:

Each roll, the dice showing a result between 1 and 5


can be set aside (until the end of combat) to increase
the result rolled on another die by 1.
A result of 5 can be rerolled and the new result is
then added to the 5 already obtained. A result of 5
can be obtained on a natural roll or by setting aside
other dice.
A die which is rerolled to a blank face has a final
result of 0. No more bonuses can be added to it, and
the die is set aside for good.

Anthony removes the die which shows a blank face,


as it is lost, and then decides to set aside his result
of 1 to increase the 4 obtained on another die ato
make it a 5.

The attacker must decide how many 5s they wish to


reroll before making said rerolls.

Then, Anthony rerolls his two 5s and gets a 3 and a 1.


He thus gets 8 (5+3) and 6 (5+1).
He sets aside his die which had a result of 2 in order
to increase his rerolled die which had rolled a 1.
Anthony gets two successes: 8 (5+3) and 7 (5+1+1).

Once the 5s are rerolled (in a single roll), the attacker


can again set aside any dice, including those not set
aside during previous rolls.
After this step, you can no longer reroll dice.
The Attacker determines his final results. Each result
greater than or equal to the Defenders Defense value
is a success. .

Note: Any die or dice whose total reaches 10 can be


rerolled much like 5s, and the new score will be added
to 10 (unless its a blank face, in which case the final
result is 0).

3
=8

Wounds

Being a leader means choosing which of your soldiers


will die and who will have a chance to survive so that
you can be victorious!

=7

On his Attack, Anthony obtained two successes,


Leonidas thus suffers two wounds.
Leonidas originally had
a Vitality of 6.
Carole therefore move
the Stat clip down
twice to reveal new
line of values, showing
a Vitality of 4.

For each success obtained by the attacker, the


defender suffers a Wound.

16

Retaliate (defender only)

GODS, MONSTERS AND HEROES


For each wound suffered, the target loses Vitality
level. The player moves the dashboard stat clip down
a number of lines equal to the number of wounds, in
order to reveal the units new Vitality level and values.
When a God, Monster or Hero loses its last Vitality
level, that unit is destroyed and its figure is removed
from the board.

The mind of your troops must be hard as iron. They


must not know fear and must return blow to blow to
the enemy.
During the active players turn, an opponent whose
unit is attacked can react to enemy attacks by
retaliating against the unit which has just attacked it.
At the end of an attack which has targeted it, the
attacked Unit can choose to retaliate against the
attacking unit only with the remaining figure(s) of its
unit (if any).

TROOPS
For each wound suffered, remove one figure from the
Troop. When the last figure from a unit is removed,
the unit is destroyed. Excess damage is never carried
over to another unit in the same Area.

To retaliate, the following conditions must be fulfilled:


Only a Melee attack can be retaliated against.
The unit must still be in the same Area as the
attacker at the end of the attack.
If the attacked unit suffers any wounds, adjust its
Vitality level before retaliating.
If the attacked unit was destroyed, it cannot
retaliate.
The Player must discard an Activation card of the
corresponding unit
After an attack, if a unit can
no longer retaliate (in case of a
throw, for example), the player
can decide to not retaliate to
not discard the Activation card
of his unit.
A unit can Retaliate only once per
turn.

Destroyed Units

If a unit carrying an Omphalos is destroyed, the


omphalos is not removed from the board, instead it
remains in the destroyed units area.
The destroyed units Activation and Art of War cards
remain in play (in the players hand, Deck, and
discard Pile).

Area Attack

Area Attacks hit all units located in the targeted area


(both friendly and enemy Units) except the Attacker.
Units cannot retaliate against Area attacks.

Attacking Multiple Units

Some units have Powers that allow them to perform


an Area attack or an attack against multiple units.
Area attacks hit all units (both friendly and enemy)
located in the targeted area except for the attacking
unit.
A separate Attack roll for each targeted Unit.
These attacks are made in the order chosen by the
attacker, who successively designates one by one to
his opponent(s) each of the units attacked.

Retaliating is resolved much like


Melee attacks (see page 15).

Note: When performing an Area attack, Attack rolls


made against the players own units are made
by that players opponent, who can use the
Talents (and any available free Powers
linked to the attack) as they wish.

17

Claim an Omphalos

As a simple action, players can also claim an


omphalos.
To claim an omphalos, a unit must:
Be in the same Area as the Omphalos.
The unit must not already be carrying an
Omphalos, as a Unit can only carry one Omphalos
at most.
The Omphalos must be free, that is to say another
Unit must not have already claimed it.
When a unit claims an Omphalos, place it on the
Units base. From then on, the Omphalos moves with
that unit.
Note: At any time during its activation, a unit can
drop an Omphalos to leave it on the ground. This
costs it no actions and the omphalos is placed in the
units area. The omphalos then becomes available to
other units (friendly or enemy).

Special actions

A Unit can perform ONE of the following Special


actions instead of two Simple Actions:

If this condition is fulfilled, the player removes from


the game the omphalos located in the Gods area.
If more than one omphalos are in his Gods Area, the
player chooses the omphalos that his God absorbs
from among all those available.
The Player whose God has just absorbed an omphalos
takes an Omphalos card from the reserve and adds it
to his hand. (Omphalos are described on page 10).

Enter The Battlefield

This third special action available in the game is not


used during this learning scenario.

C) Use Talents and Powers

Even the strength of a Phalanx of Spartans, the


descendants of Heracles, is not without limits. Get
the best of your troops and take advantage of the
weaknesses of your enemies to crush them without
mercy!
Talents represent the units special abilities on the
battlefield (ex: defending another unit, climbing a
Difficult Terrain, etc.). Their use does not cost an Art
of War card.
Each Skill is described on the Player Aids. If any
questions arise during gameplay regarding a specific
Skill, refer to the Player aids.

Run
Assimilate an Omphalos (Gods only)
Performing a Special action doesnt allow the Unit to
use either its Talents or its Powers.
A Unit can perform one, and only one, Special action.
Moreover, it will not be able to use a Talent or a Power
this turn. The Special actions that can be performed
are as follows:

Run

A Unit that chooses to run performs a Move action


equal to its Movement value + 1. Running follows the
standard Movement rules.

Absorb an Omphalos (Gods only)

Absorbing an omphalos is a special action that only the


Gods can perform. For a God to absorb an omphalos,
it must be in the same area as the omphalos, and the
omphalos must be free (on the ground) or carried by
a friendly Unit.

18

Powers are almost all unique to a Unit and generally


allow for more powerful and devastating effects than
Talents. Their use can cost between 0 and 2 Art of
War cards.
If a Talent or Power modifies the resolution of an
action or activation (die rolls, movement, etc.), its
use must be announced before the resolution of that
action or activation (unless otherwise specified).
During a combat, the attacker announces and resolves
the effects of Talents and Powers they use during of
the corresponding phase, then the defender does the
same.

D) Recall a Troop

Most of the Talents and Powers can be used during


the players own turn, but some may be used on the
opponents turn. Refer to the description of each
Talent and Power to see when they may be used.

This action costs an Art of War card and is triggered


at the end of the active players turn. It allows the
active player to bring back into play or from any area
of the board, and only one, Troop to the area of the
players God.

There are no use limits for Talents and/or Powers at


any given time unless it creates a continuous effect.
A unit can thus use multiple Talents and Powers. The
effects of using the same Talent or Power cannot
be cumulated for a given Unit, unless otherwise
specified.

A recalled troop cannot be activated the same turn


it is recalled and is not considered to be destroyed,
either.
A Troop which is carrying an omphalos can be recalled,
but the Omphalos remains in the Area in which the
Troop was previously located.

To use a Skill or Power, verify that:


The conditions needed to use the Skill or Power
are met
The Skill or Power has not already been used this
turn (in case of a permanent effect)
You can pay its cost in Art of War cards, if any, as
indicated by the symbol .

A player can recall:


a destroyed Troop
a complete Troop located anywhere on the board
a Troop which has lost figures, in which case the
unit recovers any lost figures.

Note that :
If multiple Talents or Powers grant a bonus to the
same characteristic, only the Talent or Power with the
greatest modifier is applied.
If multiple Talents or Powers impose a penalty to
the same characteristic, only the Talent or Power with
the greatest modifier is applied.
If one Talent or Power grants a bonus for a
characteristic and another Talent or Power imposes a
penalty to the same characteristic, then both effects
are applied.

E) Battle Cycle and Reshuffling


the Deck

A Battle Cycle consists of all of the players turns


that take place between the construction and the
exhausting of the players decks. Battle Cycles occur
until a winner is declared.
Each Battle Cycle, as soon as a player is unable to
draw a card because his deck is empty or does not
have enough cards left, that player immediately
reshuffles his discard pile and creates a new deck.
He keeps the cards that are in his and then draw any
remaining card(s) he needs to draw and three extra
cards from the newly created deck (much like as the
start of the Game).
All other players then immediately draw all of the
remaining cards from their decks and create a new
Deck by shuffling their discard pile. From that new
deck, they also draw 3 cards.
During future turns, the players only draw one card at
the start of their turn, as they normally would.

In case of conflict in the resolution of Talents and


Powers, the player whose turn it is decides the
resolution order of effects from the attacker and the
defender.
Example of Power and Talent having a similar effect:
The Minotaurs Blood Thirsty Power (which allows
him to reroll certain dice during an attack) attacks
Heracles (which forces an opponent to reroll dice).
In this case, the attacking player (the active player)
chooses to let the player controlling Heracles first
choose which dice will be rerolled by the Minotaur.
Then he may use its Blood Thirsty power.
Reminder: Using Special Attack Power
replaces the Attack Action. Thus, if Zeus
uses his Lightning power, it replaces his
Attack Action and he will therefore not be
able to attack in melee that turn.

Winning the Game

The first player who kills the opposing God or who


absorbs two omphalos instantly wins the game.

19

Combat Example

2 - Because it has the Mighty Throw Skill, the blank


face will allow Hydra to throw the Spartans after the
attack (you only need one blank face to throw Troops
and Heroes).
The player controlling Hydra sets aside the die with a
2 to turn the 4 into a 5. The 3 is kept.

+
3 - Now, Hydra has two fives. They are rerolled and
produce the following results :

5
1 - Its Zeus turn. His player, who also controls Hydra,
plays a Hydra Activation card and decides to perform
two simple actions. For his first simple action, Hydra
claims an omphalos. Its now put on the Monsters
base and will move with him next time he moves.

5
0

2
=7

As his second simple action,


Hydra wants to attack.
Instead of his normal Attack,
the player decides to use the
Hydras Onslaught Special
Attack, which replaces his normal attack.

The blank dice is lost and removed. The 2 is added


on to the previous 5 result, becoming an 7, which is
more or equal to the Defense value of the Spartans.
The remaining 3 is us eless. The Spartans suffer one
wound, so one Spartan figure is removed from the
Battlefield. Hydra decides to throw the remaining two
Spartans to an adjacent Area.

Hydra can now attack Achilles, who is in its area, and


also the Spartans because Hydra has a Range value
of 1 and can thus attack in an adjacent area.
The player decides to first attack the Spartans troop.
The special attack Has an attack value of 5, so the
player rolls five dice and needs to reach the Defense
Value of the Spartans, which is 6.
The five dice produce the following results:

20

4 - Hydra now attacks Achilles. The attacking player


rolls 5 dice and gets the following results:

Achilles Defense value is 9. But because Achilles and


Hydra are in the same area for this attack, Hydra
benefits from its Torment Talent, which reduces
Achilles Defense value by 1, thus becoming an 8.
The blank result will allow Hydra to throw Achilles
at the end of the attack if the player wants to. The
attacking player sets aside the two 2s to turn the 3
into a 5.

5 - The player controlling Achilles wanted to retaliate,


which would allow him to attack Hydra during the
opponents turn.
But because Achilles has been thrown and is no
longer in Hydras area, he cannot retaliate. Hydras
turn is over. Since Hydras Vitality is at its max, the
Hydra cannot use its Regeneration Passive Power to
recover a Vitality level at the end of his turn.

It is now Achilles turn. The player plays an Achilles


Activation card. Then, he spends his first simple
action to move one area, to be in Hydras area. As
his second simple action, Achilles attacks Hydra. He
has an Attack value of 7, so his player rolls 7 dice and
needs to reach Hydras Defense value of 7. The 7 dice
produce the following results:

The two 5s are rerolled, and produce the following


results :

5
2
=7

3
=8

Thanks to the Mighty Throw Talent and the two blank


results, Achilles can choose to throw Hydra at the end
of his attack.
But he decides not to,
instead he uses his Passive
Power, Achilles Prowess. So
he replaces his two blank
faces with a result of 1.
The first roll has become:

The final scores are thus 7 (5+2) and 8 (5+3). 7 is not


enough, so the attack does 1 wound.
But thanks to his Passive
Power Endurance, Achilles
suffers 1 wound less from
attacks, so he does not
receive any wounds.
Hydra can still throw Achilles and does it: the player
controlling Hydra places Achilles in an adjacent area
of his choice.

21

The player controlling Achilles decides to set aside


one 3 and the two 1s, giving him three +1 bonuses.
He uses a +1 bonus on the 4, which becomes a 5.
The remaining +1 bonuses are used on the 3, which
becomes a 5.

The player now rerolls the four 5s, and gets the
following results:

5
5

flict two wounds. The player sets aside one of the two
1s to turn the 6 (5+1) into a 7, which is a third hit:

1
STOP !
You are now ready to play the learning
scenario (see page 11). It is designed to
help you understand the basic gameplay
before moving on to more advanced rules. All
rules beyond this point are not necessary for
the learning scenario as they describe how
to recruit and deploy an army, to use terrain
and play in different modes.

Because it is Achilles second roll and his Prowess


Power only works on the first roll, this 0 is lost. The
three rerolls are thus :

5
1

5
5

If any questions arise while playing the


learning scenario, refer to the Expanded rules
or the Player Aids for more information.

= 10
The 5 is added on to 5, for a total of 10, which is
higher than Hydras Defense value of 7, so it inflicts
one wounds. The player sets aside one of the two 1s
to turn the 6 (5+1) into a 7, which is a second hit:

1 =7
22

Expanded Rules

At any time, the active player (the one currently


performing their turn) can decide to stop performing
actions. In that case, that players turn ends and the
next player plays the phases shown above.

The rules described in this section expand on


those found in the previous section, by introducing
recruitment and army drafting rules, deployment,
flying and aquatic units, terrain, and new game
modes for 3-4 players and provides complete setup
rules.

Outside of their turn, a player can perform some or


all of the actions below:
A) Discard an Art of War card to find a card of their
choice in their deck
B) Retaliate
C) Use the Evasion special ability of their Flying Units
D) Use a Passive Power
E) Use an Instant Power

Note: Some Talents or Powers can contradict the rules.
In such a case, apply the Talent or Power as described
and ignore the rules in this book. The description of
the Talent or the Power takes precedence over the
basic rules.

Here are the updated game phases, including the


Enter the Battlefield special action.
On their turn, each player will perform one or all of
the phases below:

A) Draw and Use Cards

Here are the updated Maneuvers available when


using an Art of War cards, and including the Evade
maneuver.
Each Maneuver can only be performed once per turn
when playing an Art of War card. Different Powers are
treated as different maneuvers. Thus, a player cannot
use the same power twice during a given turn, but
two different powers can be used.

B) Activate Units
Simple Action:
- Movement
- Combat

a) Attack

b) Wounds
- Claim an Omphalos

Special action:
- Run
- Absorb an Omphalos
- Enter the Battlefield

C) Use Talents and Powers


D) Recall a Troops
E) Battle cycle and reshuffling
the deck

23

Terrain Type

List of Maneuvers

Some areas may contain 3D terrain pieces


corresponding to the type of terrain represented.
When 3D terrain is placed on these areas, the
following rules are applied:

A player can discard an Art of War card to to


perform ONLY ONE the effects of the following list:

Draw 2 cards on your turn

Areas with 3D Terrain

Forest

Search your deck for the card of


your choice during your turn or
your opponents turn

Obstacle to line of sight


Land and Aquatic units in this area gain
against flying Units and against Ranged attacks.

Activate a second different Unit


of your choice on your turn

+1

Ruins

Recall a Troop
Obstacle to line of sight

at the end of your turn

Units in this area gain


in the same Area.

Use a units Power that requires


an Art of War card.

+1

against attacks made

Perform an Evade maneuver with

Impassable

a flying unit on your or your


opponents turn.

Obstacle to line of sight


Land and Aquatic units cannot move through or stop
in this Area unless a Talent or Power allows it to do so.
Flying units can move through or stop in this Area.

+1

+1

Units in this area gain


and ignores all line of sight obstacles.

24

Areas with No Terrain

Land Units

The following areas have special rules which do not


require 3D terrain pieces to be active.

Land Units are subject to Terrain effects

Flying Units

Stairs
Units in this area gain
line of sight obstacles.

+1

Flying units ignore Terrain effects.


Flying Units ignore line of sight when
performing Ranged attacks.

+1 and ignore all

Flying units can also perform an Evade maneuver.

Evade Maneuver

For the duration of a turn, the Evade maneuver allows


a Flying unit to avoid a Melee attack from a Land or
Aquatic unit with a Range of 2 or less.
This maneuver is performed by discarding an Art of
War card immediately after the attack is declared,
before the Attack roll is made.
If the conditions are met, the attack is considered as
not having taken place, and the Flying unit cannot
retaliate.
The attacker can then choose a new target within
range for his attack. The attackers Activation card is
discarded even if there are no other targets within
range.
The Evade maneuver can be used against an Area
attack only if that attack has a range of 2 or less.

Cliff
Obstacle to line of sight
Land and Aquatic units cannot move through or stop
on this Area.

Rift
Only Troops and Heroes can enter and move through
this area, as if it was normal terrain.

Aquatic Units

Other units cannot stop in this area and are only able
to move through it if they follow the path of skulls
that appears on the board and spend 2 Movement
points to do so.

Aquatic units are subject to Terrain


effects with the exception of aquatic
areas (Water, Swamps, etc.). They
ignore all effects and restrictions in
aquatic areas (Attack, Defense, and
Movement penalties) and benefit from
a +1 Movement bonus as long as the
aquatic unit remains (starts and ends
its activation) in an Aquatic area.

Water
This area is considered to be an aquatic Area for the
purposes of movement.

Enter the Battlefield

At the start of the game, units are off the battlefield.


The first activation of a unit always consists of being
placed in the players deployment area. The units
activation immediately ends.
When a Troop enters the battlefield, place all its figures
in the same area. A unit which has not entered the
battlefield cannot attack or use its Skills and Powers.
A unit can only leave the battlefield if it is destroyed.

Units in this area, including Aquatic units, cannot use


any Powers or Talents.
Aquatic unit still benefit from their movement bonus.

25

Army Drafting Rules

To build your Legend, you will first have to surround


yourself with faithful and intrepid warriors. You will
then build the strategy which will allow you to crush
your opponents without giving them the smallest
chance!
During a game of Mythic Battles: Pantheon, you will
recruit your army by spending a certain number of
Recruitment points: 12 for 2 players, 10 for 3 players,
and 8 for 4 players (unless otherwise specified in
some game modes and scenarios). The units are
recruited according to a draft, in an order defined by
the chosen game mode.
Each time you choose a unit during the draft, you
pay its recruitment cost and take the corresponding
dashboard or Troop card. If a player has spent
all of their Recruitment points, the
other players continue choosing units
in turn order, skipping the player
whose recruitment has ended, until
all players have spent all of their
Recruitment points.
During his turn, a player must spend his Recruitment
points if possible, and they cannot willingly keep
their Recruitment points for later. For example, a
player who still has 1 Recruitment point left must
recruit a Troop (or another unit worth 1) if it is
available when his turn comes up, even if it
is a unit they did not want.
If a player is in a situation where he
cannot recruit a unit while having
Recruitment points left (this can
happen in 4-player games if you only
own the base game), he receives an
Omphalos card for each unspent
Recruitment point. That player
starts the game by adding this (or
these) card(s) to the six cards in
his starting hand.

26

Recruitment in a 2-player Game

Recruitment in a 4-player Game

Each player has a budget of 12 Recruitment points to


spend during his draft. The first player is determined
randomly (highest result on a die roll).
Each player chooses a God, starting with the first
player. As a reminder, the Gods do not cost any
Recruitment points.

Each player has a budget of 8 Recruitment points to


spend during their draft. The first player is determined
randomly (highest result on a die roll). Starting with
the first player, each player chooses a God. The draft
is made in a Z form, by alternating each side.
So the player sitting across from the first player
chooses their God second, then the player allied
to and sitting next to the first player, and then the
fourth and final player.

Recruiting Other Units (Heroes, Monsters, Troops)


Starting with the second player, each player in turn
recruits one unit by spending the corresponding cost
up to the limit of 12 points (the cost is given by the
units Cost icon,see page 9).

Recruiting Units (Heroes, Monsters, Troops)


Then, starting with the fourth player, each player
chooses a unit, in turn, going in the opposite direction
from the one used to choose the Gods. They repeat
this process, changing directions each time until 8
points are spent by each player (the cost is indicated
by the units Cost icon).
Player 1 and Player 4 draft two times when it gets
to them. (Explanatory diagram of the Draft in this
mode)

Example: To form his army, Anthony recruits the


following units:
He chooses Athena for his God. She costs him no
Recruitment points. Then, he chooses:
- Hydra: 4 Recruitment points
- Achilles: 4 Recruitment points;
- Odysseus: 3 Recruitment points;
- Hoplites (Troop with 5 figures): 1 Recruitment Point.

Example: To form his army, Anthony recruits the


following units:
He chooses Hades for his God. He costs no Recruitment
points. He then chooses:
- Leonidas, king of Sparta: 3 Recruitment points;
- The Minotaur: 3 Recruitment points;
- Amazons (Troop with 4 figures): 1 Recruitment
Point;
- Hoplites (Troop with 5 figures): 1 Recruitment Point.

Anthony has spent his total of 12 Recruitment points.

Recruitment in a 3-player Game

Each player has a budget of 10 Recruitment points to


spend during their draft. The first player is determined
randomly (highest result on a die roll). Each player,
starting with the first player, chooses a God, the other
players choose theirs in clockwise order.

Anthony has thus spent his total of 8 Recruitment


points.

Recruiting Units (Heroes, Monsters, Troops)


Starting with the third player and going counter
clockwise, in turn, the players each recruit one unit.
They repeat this process, changing direction each
time (which means that the first player and the third
player draft two units each time it is their turn) until
their total of 10 Recruitment points have been spent
(the cost is indicated by the units Cost icon).
Example: To form his army, Anthony recruits the
following units:
He chooses Zeus for his God. Like all Gods, he costs
no Recruitment points. He then chooses:
- Cerberus: 4 Recruitment points;
- Heracles: 4 Recruitment points;
- Atalanta: 2 Recruitment points;
Anthony has thus spent his total of 10 Recruitment
points.

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Classic Game Modes

Free for All Mode

In this game mode, each player plays for themselves,


there are no alliances.
A player wins the game if all three opposing Gods
have been killed, or by absorbing 4 omphalos from
among the 13 placed on the battlefield according to
the corresponding diagram.
Each player has 8 Recruitment points.

The classic game modes allow you to play Mythic


Battles: Pantheon for 2 to 4 players, using all
the rules described in the Learning Scenario and
Expanded Rules sections. There are two sides, each
game uses the Army Drafting rules and you place the
omphalos by referring to the diagrams provided for
each battlefield.

Duel Mode

60

Alliance Mode

60

Three vs One Mode

90

In this game mode, one player plays against the other


three.
The first player is the one playing on their own, the
other three are allied. The players who continue,
going clockwise, are designated as second, third, and
fourth players. The players place themselves around
the board, each facing their deployment areas as
indicated in the diagram for each board (specified in
the diagram).

In this game mode, a player wins by killing the


opposing God or by absorbing 4 Omphalos from
among the 7 placed on the battlefield according to
the corresponding diagram. Each player starts with
12 Recruitment points.

In this game mode, four players must form two teams


of two allied Gods each. The players place themselves
around the game board so that the two players of a
team are on the same side of the board behind their
deployment line (as shown on the diagram).
A team of two Gods wins the game either by killing
one of the two opposing Gods, or by absorbing 4
omphalos (between the two Gods) from among
the 7 placed on the battlefield according to the
corresponding diagram.
Each player has 8 Recruitment points.

10 omphalos are placed on the battlefield.


The solo player wins the game if their God absorbs 4
Omphalos or if they eliminate all of the other players
units.
The three allied players win the game if 7 omphalos
are removed from the battlefield (not counting those
absorbed by the god), or if the god is killed.
The first player has 10 Recruitment points and the
other players each have 6 Recruitment points.

Alternate Game Modes

Recruitment
Only the first player chooses a God, the others are
not incarnating any, they lead units sent as a stopgap
measure by three temporarily allied gods to keep the
first players god from getting their hands on a large
amount of omphalos.
Once the first player has chosen their God, recruitment
takes place the following way (1 corresponds to player
1, 2 to player 2, etc.):
1 - 2 - 3 - 1 - 4 - 2 - 1 - 3 - 4 - 1 - 2 - 3 etc.
Draft continues this way until each player has spent
their Recruitment points.
Turn Order
The turn order is the same as the unit recruitment
order: 1 - 2 - 3 - 1 - 4 - 2 - 1 - 3 - 4 - 1 - 2 - 3 etc.
Players 2, 3, and 4 thus play in the same order (in a
loop), and every two turns, the first player takes his
turn.

In the alternate game modes, you can have more than


two sides, and victory conditions can be different.
Unless specified, each game uses all the rules
described in the Learning Scenario and Expanded
Rules sections. The Army Drafting rules are not always
used or may differ. Place the Omphalos by referring
to the diagrams provided for each battlefield.

Free for All

90

75

In this game mode, a player wins if both opposing


Gods have been killed or if their God absorbs
4 Omphalos from among the 10 placed on the
battlefield according to the corresponding diagram.
Each player has 10 Recruitment points.

28

Special Rules
All units except for the God can leave the battlefield.
The outside of the battlefield is considered to be
an accessible area. If a unit leaves the battlefield,
it leaves the game for good. If it was carrying an
omphalos, it is removed from the board.
-
The players who do not have a God cannot
recall a Troop.
-
A player can discard two Activation cards from
destroyed units or units that have left the battlefield
to benefit from one of the effects of an Art of War
card. This also applies to Troop Activation cards for
players who do not have a God.

Scenario and Campaign Mode

Scenarios offer a more immersive and more


narrative, experience. The basic rules apply, but victory
conditions can be totally different and special rules
are generally included.
A campaign is a series of scenarios linked to
one another that gradually tell a story.
Some campaigns allow players to
see the evolution of characters or of
the story, and winners are generally
declared at the end of the campaign.
You can find scenarios and more details
in the Scenario Book. You can also
find other scenarios and campaigns in the
expansions and on the games official site at
www.us.mythicgames.net

29

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