Helios - General game info
Helios
2-4 players, 60 minutes, 10 years and older
AuthorsMatthias Prinz
Martin Kallenborn
IllustratorDennis Lohausen
Published byHans im Glück
Online since 2015-09-22
Developed by (BloodyMary)
Boardgamegeek154182
Yucata.de owns a license for the online version of this game. A big "thank you" to the copyright owners (publisher and/or author and illustrator) who make it possible to have this game for free online here!
Note: This online implementation uses slightly changed rules!
Helios - Rules
If you are reading these rules for the first time, ignore the text along the right hand side. These rules serve as a summary to help you quickly familiarize yourself with the game.

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Helios

→ original rules (pdf)

On the plateau of a distant world, an exciting competition is underway: Which inhabitant of this world can advance its culture forward the fastest, gaining fame and a place in the history books? Players take on the roles of high priests in this world, and will build up their lands little by little, expand their city, build temples, and pray to Ahau, the Sun God, that he may be merciful to them. Who among you can best develop your world’s culture in the short time that is available?

Game Components
48
Action Tiles (16 of each of 3 symbols, in 4 different colors)
104
Victory Points Tokens
70
wooden resources
30
red Mana Stones
35
white houses
8
4
Player Boards
4
4
Summary Cards
4
yellow Sun Markers
4
yellow Sun Discs
4
imprinted Bags
2
Starting Player Dragons (only one required)
36
Land Tiles (8 each in brown, gray and green, 6 each in blue and black)
8
Special Tiles (2x 4 different varieties)
Setup and starting the game

Setup

  1. The top 6 action tiles of each type are revealed. In total, there are 18 available action tiles.
  2. The character tiles are laid out with the night side facing up.
  3. Each player places his sun marker on "2" space of his sun track, his sun disc on the space with the sun symbol on it and gets 1 Mana.
  1. The 48 action tiles are sorted by symbol (not by color). The three stacks are mixed separately and placed in 3 face down stacks.
    Then the top 6 action tiles from each of the stacks are revealed and placed in 3 columns below each stack. In total, there are 18 available action tiles at the start of the game.
  2. Victory point token, resources, houses and Mana are placed on the table within reach of every player.
  3. The character tiles are all laid out on the table, within easy reach of all players, with the “Night” side facing up.
  4. Land tiles are sorted by color.
  5. Each player receives:
    • 1 player board, 1 city board, and 1 summary card.
    • 1 sun marker to track the movement of the sun. The sun marker is placed on the “2” space on the sun track at the top edge of the player board
    • 1 sun disc, which is placed on the land space with a sun symbol on it. From now on, this disc is referred to as the Sun.
    • 1 mana stone, which is placed in the mana storage area of the player board.
    • 1 bag, which is used to store victory point tokens collected during the game.
  6. The starting player is randomly decided and receives the starting player dragon.
  1. Players share a single city tableau. The player's houses on the city buildings are marked with different symbols.
  2. Victory points gathered during the game are open to all players.
  3. The original rules don't mention the case when there are not enough action tiles of a type left to refill them at the end of a round because there are too many tiles of that type stored away on the players' tableaus. This rare case can happen in 4-player-games.
    . The implementation at yucata will in that case add a complete temporary set of that action tile type (one of each color) to get enough action tiles to refill the display. These additional tiles will be removed as soon as action tiles of that type are discarded.
  4. Even if the number of steps would be sufficient to do a full circle + x steps when moving the sun, it is not allowed to overtake the initial position of the sun disc.

Starting the game

  1. Beginning with the starting player, each player selects 1 land tile of his choice and places it on the center space of his player board. The following tiles may be selected: brown, gray or green.
  2. The players in 3rd and 4th position (clockwise from the starting player) now select 1 additional resource of their choice
  1. Beginning with the starting player, each player selects 1 land tile of his choice. The following tiles may be selected: brown, gray or green. Since each player may choose any tile type, it is possible that several players start with the same type of land tile.

    Note: The blue and black land tiles can not be chosen at the start of the game.

  2. After choosing their starting land tile, each player places it on the center space of his player board, and then places a resource cube of the same color on top of it.
    Next, 4 land tiles of each type are placed face down in 5 separate stacks. All of the remaining land tiles are mixed together and placed face down in another stack (known as the additional stack).
  3. From each of the now 6 stacks of land tiles, the top tile is turned face up on the stack, and a resource cube of the corresponding color is placed on each of the face up tiles.
  4. Sort the 8 special tiles by their type and place them face up in 4 stacks, next to the land tiles. There are 2 of each of the 4 types in the game
  5. The players in 3rd and 4th position (clockwise from the starting player) now select 1 additional resource of their choice, and place this cube on their starting land tile in the center of their player board. This bonus cube must not be the same color as the cube already present on the starting land tile. These two players now have 2 resources on their starting land tile. All other players do not receive this bonus.
Game Play

Helios is played in a clockwise direction. The game consists of 4 rounds in a 2- or 4-player game and 3 in a 3-player game. Hereinafter the game play in a 4-player game will be looked at.

→ rules changes in a 2- or 3-player game

Each round is made up of the following 3 phases:

The player on turn takes an action tile, places it below the underneath the designated space with the matching color of his player board and performs the action shown on it.

If a player takes a gray action tile, he may place it below any of the 3 colored spaces on the board.

In each of the 4 action turns, each player, in player order, takes 1 of the available action tiles and performs the associated action on it.
Beginning with the starting player, each player begins his action turn by taking one of the face up action tiles on display. However, he may only choose from the tiles that are the lowest in each of the 3 columns.

Note: If any column has no action tiles remaining in it, this action is no longer available in the current phase.

The player places his selected action tile below his player board underneath the designated space with the matching color. The symbol itself on the action tile does not matter for tile placement.
In other words, the red action tiles are placed below the red space on the player board, the blue tiles are placed below the blue space, and the yellow tiles are placed below the yellow space.

Note: There is no designated space on the player board for the gray action tiles. Therefore, if a player takes one of the gray action tiles, he may place it below any of the 3 colored spaces on the board.
The action tiles are stored below a player’s board with the objective of earning bonus actions.

After placing the action tile below his board, the player performs the action shown on it.

What do the different action tiles mean and how are they played?

The player creates one land

The player takes either any one of the face up land tiles (along with the resource on it) or any of the face up special tiles.

This tile must be placed

  • .. on one of the light gray hex fields on the player board
  • .. on an empty hex field adjacent to an already placed land or special tile
  • .. the sun is not enclosed

“Create one land” means that the player may take either any one of the face up land tiles (along with the resource cube on top of it), or any of the face up special tiles.
He may choose between any of the available face-up land tiles or special tiles. He then places the selected land tile (and the corresponding resource cube) or special tile on his player board in the land area.

What are the rules for placing a land or special tile?

  • The player may place a land or special tile on any of the light gray hex fields on the player board. He may not place them on the orange hex fields around the edge of the land area.
  • A land or special tile may only be placed on an empty hex field that is adjacent to a field which already contains a land or special tile. The player may never place a land or special tile on a hex field that is not connected a to field with a tile.

    Note: In addition, a tile may never be placed on a hex field containing the sun. A field with the sun on it is off limits!

  • The player may not place a land or special tile such that the sun is enclosed (completely surrounded by land or special tiles).
  • When a player takes a land tile, he does not reveal a new tile from the stack at this time. Special tiles, however, are always displayed face up.

The player constructs one temple or one city building

The player takes 1 house from the general supply and constructs either a Temple, which is placed on his player board or City Building, which is placed on his city board.

For each house the player must pay resources from his player board.

"Construct one temple or one city building” means that the player takes 1 house from the general supply.
This can be constructed as either Temple, which is placed on his player board or City Building, which is placed on his city board.

For each construction, no matter which type, the player must pay a certain amount of resource cubes (as described below). These cubes must be taken from land or special tiles (on the player board) that contain them. The player returns any such cubes used for construction back to the general supply.

Constructing a temple on the player board:

To construct a temple the player has to pay arbitrary resources: 1 resource for the 1st temple, 2 resources for the second, 3 resources for the third and so on.

Only one temple may be constructed on a land or special tile.

There can never be both a temple and a resource cube on the same land or special tile.

Temples do not have to be constructed adjacent to each other.

Benefits of a temple:

Whenever a player constructs a temple on his player board, he receives mana.
1 Mana for the 1st temple, 2 Mana for the 2nd temple, 3 Mana for the 3rd temple and so on.

When the sun’s “illumination” effect occurs, the temples also earn victory points.

By taking this action, the player can construct exactly one temple on one of his land or special tiles.

To pay the construction cost for a temple, any resource cubes may be used. The number of resource cubes needed depends on the number of temples already present on the player board:
The first temple constructed costs 1 arbitrary resource, the second two, the third three and so on.

If a player does not have enough resources, he cannot construct a temple.

After the player has paid the required resources, he takes a house from the general supply and places it as a temple on one of his land or special tiles on his player board.

Note: There can never be both a temple and a resource cube on the same land or special tile. If there is already a resource cube residing on a tile on which a temple is to be built, the player must put the resource cube back into the general supply first. Therefore, it is wise to spend this resource cube before deciding to construct a temple on that tile, or to construct the temple on another tile (if possible).

Only one temple may be constructed on a land or special tile. A temple may be constructed on any tile, and do not have to be constructed adjacent to each other.

What does a player gain when constructing a temple?

Whenever a player constructs a temple on his player board, he receives mana. The player takes the mana from the general supply and places it in the mana storage area on his player board.The amount of mana stones the player receives depends on the number of temples already present on the player board:
The first temple earns 1 mana, the second 2 mana, the third 3 mana and so on.

When the sun’s “illumination” effect occurs, the temples also earn victory points.

Constructing a city building on the city board:

After paying the required resources, the player takes a house from the general supply and places it on his city board, covering the pictured resources just paid, indicating that this building has been constructed.

White resources may be paid with a resource of any color.

Resources not available may be substituted with 2 arbitrary resource.

From now on, the player gains all the benefits and/or functions of the city building.

Victory points earned by the city buildings are awarded during the final scoring.

By taking this action, the player can construct exactly one city building on his city board.

Each constructed city building provides various benefits (in the form of incresaed movement of the sun marker or earned mana stones), special functions, and victory points at the end of the game. Not every city building provides all types of benefits and/or functions, however.

To construct a city building, the player must pay the resources shown in the lower corner of the building. White resources represent neutral resources, and can be paid for with a cube of any color.

Resources not available may be substituted with 2 arbitrary resources.

If a player does not have the specified resources available, he cannot construct a city building.

After the required resources are paid, the player takes a house from the general supply and places it on his city board, covering the pictured resources just paid, indicating that this building has been constructed. From now on, the player gains all the benefits and/or functions of the city building.

The player immediately moves the sun marker on his sun track forward by the number of spaces shown on the city building space (if applicable).
He also takes the number of mana stones shown on the space(if applicable) once from the general supply and places them on the mana storage area of of his player board.

Victory points earned by the city buildings are awarded to the player at the end of the game, during the final scoring.

Some city buildings have a one-time function (indicated by ), while other city buildings may have a permanent function or no function at all.

All of the benefits and functions of the city buildings are described in the appendix.

The player moves the sun

"Moving the sun" means that the player moves his sun disc across his player board in order to earn various “illumination” rewards for his land tiles and his temples.

What are the rules for moving the sun?

The sun is moved clockwise around the player board.

The sun may move on the edge on the orange hex fields.

The sun is moved clockwise around the player board.

The sun must always move over empty hex fields (fields without tiles) that are adjacent to fields that contain either land or special tiles. That is, the sun must always touch a land or special tile on at least one side as it moves.

The sun may move along the edges of the land area (through the orange hex fields) if any land or special tiles lie at the outer edge of the light gray hex fields, i.e. the sun can use that area for its orbit.

Reminder: No land or special tiles may be placed in the orange hex fields around the edge of the land area.

The sun track

The sun marker’s position on the sun track of the player board indicates the maximum number of spaces that the sun can be moved.

The sun must always be moved at least one space.

The sun marker’s position on the sun track of the player board indicates the maximum number of spaces that the sun can be moved.

At the beginning of the game, each player’s sun has a maximum movement of 2 spaces, but this amount may be increased through the benefits of certain city buildings.

Note: The sun must always be moved at least one space when taking the “moving the sun” action.

What does a player gain when moving the sun?

The sun earns rewards for all adjacent land tiles and temples.

Each empty land tile adjacent to the sun gets one resource cube of the corresponding color (exception: Warehous).

For each temple adjacent to the sun, the player receives victory points for the tile with the temple itself and 1 victory point for each land or special tile that surrounds the temple (1-6 victory points).

When the sun ends its movement, it “illuminates” all land and special tiles that are adjacent to its resting space. The “illuminated” land tiles and temples then earn rewards for the player.

Note: The sun may not end its movement on the same field twice in a row gaining the same reward.

For each empty land tile that is "illuminated" by the sun, the player receives one resource cube of the corresponding color. The cube is taken from the general supply and placed on the tile.

The player does not receive a resource cube if the “illuminated” land tile already contains one (with the exception of the Warehouse), or if a temple has been constructed on the land tile.

For each temple that is “illuminated” by the sun, the player receives victory points. 1 victory point is earned for the land or special tile on which the temple is constructed, and in addition, 1 victory point is earned for each land or special tile that surrounds the temple.

It does not matter if the “illuminated” temple is built on a land or a special tile, or whether the surrounding land or special tiles are empty or contain any raw materials cubes; victory points are earned in any case.

Therefore, an "illuminated" temple may earn between 1–6 victory points. The player takes the appropriate amount of victory point tokens from the general supply and stores them in his bag.

No rewards (neither resource cubes nor victory points) are earned when the sun “illuminates” a special tile. Special tiles only earn victory points during the final scoring at the end of the game.

Full orbit of the sun

If the sun has circled all of the land and special tiles on the player board once, and is moved on or through the gold-outlined fields , the player takes 5 victory points.

The victory points for a full orbit of the sun may only be earned once per turn.

The player receives 5 victory points once the sun has moved one complete orbit around the land and special tiles on the land area. This most likely will not happen in a single turn.

In other words, if the sun has circled all of the land and special tiles on the player board once, and is moved on or through the gold-outlined fields , this is considered a “full orbit”, and the player takes 5 victory point tokens and puts them in his bag.

The victory points for a full orbit of the sun may only be earned once per turn. Even if the player is able to move the sun on or through the gold-outlined fields twice in a turn (a rare occurrence), he still earns only 5 victory points.

The player only earns another 5 victory points the next time his sun makes a full orbit (on a future turn).

Shortcuts

Through clever placement of land and special tiles, the player can create “shortcuts” for the sun to use when performing the “moving the sun” action. By using these shortcuts, the player can move the sun more quickly to the desired hex fields.

Dead ends

A hex field is considered a dead end, if the field has only one open side. Any 1-field-wide path of empty hex fields that leads to dead end is part of the dead end.

The sun must never be moved into a dead end.

If the player has constructed a dead end around the sun, he must move the sun out of the dead end.

It is possible to create a “dead end” in the land area. A hex field is considered a dead end if 5 of the 6 sides of that field are adjacent to land or special tiles. Thus, the field has only one open side.

Any 1-field-wide path of empty hex fields that leads to a field with only one open side, is also considered a dead end. Therefore a “dead end” can span across several fields.

The sun must never be moved into a dead end! That is, if the player has created a dead end, the sun must pass by it! It make take more than one turn to avoid a dead end.

Special case: A situation can occur where the player, over the course of the game, constructs land and special tiles in a way that creates a dead end around the sun. In this case, the next time the player performs a “move the sun” action, he must move the sun out of the dead end. He can split this “move the sun” action over multiple turns, if necessary. In this situation, the sun’s movement may not lead back into the dead end on a later turn.

Additional Rules for Phase 1: action turns

Do a player has to perform his action?

The player may decide not to take an action on his turn (by passing) if he doesn’t wish to, or if no meaningful action is possible. He may still take an action tile, however, and place it below his player board.

Bonus Actions Erschaffe 1 Land Baue 1 Haus Bewege Sonne

When taking a “bonus action” the player chooses any one of the three main actions (create one land, construct one temple or one city building, or move the sun) and perform it immediately. The player does not take an action tile when performing a bonus action.

There are two ways to get a bonus action:

  • By placing four action tiles of one color below his player board.
  • By constructing the “Palace” city building.

Taking a “bonus action” means that the player may choose any one of the three main actions (create one land, construct one temple or one city building, or move the sun), and perform it immediately. He may choose an action even when no face up action tiles of that type are available below the draw pile of action tiles. The player does not take an action tile when performing a bonus action.

The player must immediately perform the bonus action. He cannot save it for a later time. He may pass on performing the bonus action, however, if he wishes to for any reason.

A player can earn bonus actions in two ways:

  • By placing four action tiles of one color below his player board.

    Once a player has placed the 4th action tile of one color (gray tiles are “wild”) below his player board, he receives a bonus action. This bonus action is performed immediately after the player has performed his regular action for the turn. After performing the bonus action, the player places the four action tiles used to gain the bonus action in a discard pile.
  • By constructing the “Palace” city building

    Once a player has constructed the “Palace” city building, he first increases his sun movement by 1 space and takes 1 mana stone from the general supply, as shown on the city building. Then, the function of the “Palace” allows the player to perform a bonus action immediately, one time only (as indicated by ).

End of Phase 1: The 4 action turns

In a 4-player game each player takes a total of 4 action tiles.

The remaining 2 action tiles are added to the discard pile and Phase 2 begins.

Phase 1 of the game ends once each player has taken a total of 4 action turns. In a 4-player game, this means that 16 action tiles will have been taken from the display of tiles below the draw piles.

The 2 remaining action tiles are then added to the discard pile. Any action tiles still below a player’s board will remain there. At this point, Phase 2 of the round begins.
See rules changes in a 2- or 3-player game

What do the icons on the character tiles mean?

A white resource cube in the activation cost section of a character tile represents a neutral raw material, and can be paid for with a cube of any color. If a player does not own a resource cube in a specified color, he may pay for that cube by substituting it with two cubes of any other color(s).

The phase begins with the player having the most mana stones (in a tie, the player who sits closer to the starting player, in clockwise order, begins). On their turn, each player may:
  • Purchase and place 1 character tile
  • Activate any number of owned characters.

A player may only purchase 1 character tile, but may activate multiple tiles per turn. The order in which these actions are performed are chosen by the player.

Play proceeds in clockwise order.

How does a player purchase a character tile?

The player returns the purchase cost in mana to the general supply and places the character tile “Night” side facing up near his player board.

The purchase cost for each character tile is shown at the top of the tile. This varies from 2–4 mana stones. The player returns the appropriate number of mana stones to the general supply.

The player takes the character tile and places it (“Night” side facing up!) near his player board.

The player may purchase any character tiles still in the display.

Note: The player only receives the characters’ benefits once they have been activated!

How is a character tile activated?

The player pays the activation cost of a character tile laying in front of him on the "Night" side and turns that tile to the "Day" side.

He immediately moves the sun marker on the sun track and takes the mana.

He will earn victory points at the end of the game for special items, see appendix.

This phase ends after all players have decided not to continue with Phase 2.

To activate a character, the player must have already purchased it and placed it in his play area.

The activation cost of a character tile is shown along the bottom of the “Night” side of the tile. Each of the character tiles has an activation cost of 3 resource cubes. The player must pay the appropriate resource cubes to the general supply.

Finally, the player turns the tile from the “Night” side to the “Day” side. This indicates that the character tile is now active.

The player immediately moves the sun marker on his sun track forward by the number of spaces shown on the character tile. He also takes the mana shown on the tile once from the general supply, and places them on the mana storage area of of his player board. The activated characters also earn victory points for the player at the end of the game for certain items, see appendix.

Players take turns puchasing and/or activating character tiles, until all players either cannot or do not wish to continue. In this way, it is possible for a player to purchase and/or activate more than 1 character tile in Phase 2.

After all players have decided not to continue with Phase 2, Phase 3 of the round begins.

After all players have finished purchasing and/or activating character tiles, the round moves to Phase 3.

How are the various game components replenished for the next round?

Land tiles not taken in this round are discarded. The topmost land tile of each stack is revealed and gets a resource cube of the appropriate color.

Special tiles remain as they are.

Remaining action tiles are discarded. From each of the three piles 6 ation tiles are revealed and placed in 3 columns for a total of 18 action tiles as before.

The starting player dragon is passed to the next player in clockwise order.

The players in 3rd and 4th position select a bonus resource.

Any land tiles that were not taken in the previous round are discarded from the game. One new land tile is revealed from each stack, so that 6 tiles (1 for each of the 5 land types, plus 1 random tile from the additional stack) are available again for the next round. A resource cube of the appropriate color is placed on each face up land tile.

The special tiles remain as they are. There are only ever a total of 8 special tiles available throughout the entire game.

Remaining action tiles are discarded. New action tiles are now revealed for the next round. From each of the three draw piles, 6 action tiles are revealed and placed face up in 3 columns as before. A total of 18 new action tiles are laid out. If there are not enough action tiles available in any of the three draw piles, the discarded action tiles of the corresponding type are shuffled to create a new draw pile.

The starting player dragon is passed to the next player in clockwise order. The players in 3rd and 4th position (clockwise from the new starting player) now select 1 bonus resource cube of their choice. This resource cube is placed on any existing land or special tile. It does not matter whether the selected tile already contains a raw materials cube or not. However, a land or special tile can never contain more than 2 resource cubes at a time. All other players do not receive this bonus.

The next round now begins with Phase 1.

Special bonus symbols on the player board

Bonus resource field (4 times on the player board)

When a player places a land or special tiles on a bonus resource field, he immediately receives 1 resource cube of any color from the general supply and places it on the newly-placed land or special tile.
The bonus resource cube selected does not have to match the color of the newly-placed land tile.

Bonus mana field (2 times on the player board)

When a player places a land or special tiles on a bonus mana field, he receives 2 mana from the general supply, and places them in the mana storage area of his player board.

Bonus edge field (5 times on the player board)

When a player places a land or special tiles adjacent to a bonus edge field, he will receive 4 victory points at the end of the game during the final scoring.

Game End and Final Scoring

In a 4-player game, 4 rounds are played.
In the final round, Phase 3 (Replenishment and bonus resource) is replaced by the final scoring. To calculate his final score, each player counts his Victory Points (VP) as follows:

  1. Each bonus edge field the player achieves is worth 4 VP (exception: Discoverer)
  2. Each special tile placed on the player board scores according to its characteristics (see appendix)
  3. Each city building the player has constructed scores the victory points printed on it
  4. Each activated character tile score according to its characteristics (see appendix)
  5. Each remaining Mana is worth 1 victory point (exception: Treasurer)
  6. Remaining resource cubes will not score victory points (exception: Treasurer)

The player takes victory point tokens in the amount of the final scoring total and adds them to those accumulated in his bag during the game to get his final score. The player with the most victory points wins the game.

Tied scores

In case of a tie among players, the winner is the one who has more raw materials cubes. If there is still a tie, the tied players share the victory.

3-Player Game

3 rounds are played. In Phase 1 of each round, each player takes 6 action turns.

2-Player Game

4 rounds are played. In Phase 1 of each round, each player takes 4 action turns.
Additional changes: In Round 1 and 3 the remaining tiles are not discarded and no aditional action tiles are added. Round 2 and 4 will thus be played with the remaining 10 tiles.

3-Player Game

In a 3-player game 3 rounds are played. Each player is starting player exactly once (as in a 4-player game). In Phase 1 of each round, each player takes 6 action turns instead of 4. Therefore, all 18 action tiles will be taken from the display at the end of the phase and none will have to be discarded.

2-Player Game

In a 2-player game 4 rounds are played, and each player is the starting player twice. In Phase 1 of each round, both of the players take 4 action turns (as in a 4-player game).
However, the following additional changes are made:
In Phase 3 of Round 1 and Round 3, there will still be 10 face up action tiles remaining in the display. When replenishing for Round 2, these tiles are not discarded, and no additional action tiles are added to the display. Instead, Round 2 will be played with only those 10 tiles remaining from Round 1. In Phase 3 of Round 2, replenishing is done following the normal rules (discard the 2 remaining tiles, draw 18 new tiles).

Useful tips
  • It is recommended (although not necessary) that each player selects a different color for his starting land tile.
  • Blue and black resources are less common than the others. Therefore, it is often useful to choose one of these colors as a bonus resource whenever possible.
  • It is to your advantage to purchase character tiles. Reminder: They must be activated in order to earn victory points.
Appendix

Special tiles

Empty Fields


Special tiles Empty Fields

In the final scoring the player receives 1 VP for all empty fields adjacent to the special tile. The special tile itself is not considered an empty field.

Created Land


Special tiles Created Land

In the final scoring the player receives 2 VP for the special tile itself and for all adjacent land and special tiles.

Resources


Special tiles Resources

In the final scoring the player receives 2 VP for each resource cube on the special tile itself and all adjacent land and special tiles.

Temples


Special tiles Temples

In the final scoring the player receives 4 VP for each temple on the special tile itself and all adjacent land and special tiles.

Character tiles

Architect


Architect Night Architect Day

Purchase Cost 2 Mana
Activation Cost 1 blue, 1 gray and 1 resource of any color
Activation Benefit 1 bonus resource, placed on a land or special tile
VP at Game End 3 VP for each temple and city building constructed.

Inventor


Inventor Night Inventor Day

Purchase Cost 2 Mana
Activation Cost 1 black, 1 gray and 1 resource of any color
Activation Benefit +2 on the sun track, 1 Mana
VP at Game End 5 VP for each special tile created

Priestess


Priestess Night Priestess Day

Purchase Cost 2 Mana
Activation Cost 3 resources of an color
Activation Benefit +2 on the sun track, 2 Mana
VP at Game End 12 VP

Discoverer


Discoverer Night Discoverer Day

Purchase Cost 2 Mana
Activation Cost 1 black, 1 brown and 1 resource of any color
Activation Benefit None
VP at Game End 8 VP for each bonus edge field achieved, instead of 4 VP

Prophetess


Prophetess Night Prophetess Day

Purchase Cost 3 Mana
Activation Cost 1 blue, 1 green and 1 resource of any color
Activation Benefit None
VP at Game End 2 VP for each land and special tile created

Cartographer


Cartographer Night Cartographer Day

Purchase Cost 2 Mana
Activation Cost 1 gray, 1 brown and 1 green resource
Activation Benefit 1 bonus resource, placed on a land or special tile
VP at Game End 3 VP for each created land tile of a different color (up to a maximum of 15 VP)

Princess


Princess Night Princess Day

Purchase Cost 3 Mana
Activation Cost 1 blue, 1 brown and 1 resource of any color
Activation Benefit +1 on the sun track
VP at Game End 2 VP×final value of the sun marker on the sun track.

Note: No VP are earned if player has also constructed the Power Plant.

Treasurer


Treasurer Night Treasurer Day

Purchase Cost 4 Mana
Activation Cost 1 black, 1 green and 1 resource of any color
Activation Benefit None
VP at Game End 2 VP per remaining resource cube, and 3 VP (instead of 1 VP)for each remaining mana.

City buildings

Observatorium


Observatory

Cost 1 black resource
Benefit +3 on the sun track
Function None
VP at Game End 3 VP

SolarLodge


SolarLodge

Cost 1 gray resource
Benefit +2 on the sun track
Function None
VP at Game End 1 VP

PowerPlant


PowerPlant

Cost 1 blue resource
Benefit 1 Mana
Function The player places his sun marker on the field. From now on, when taking the “move the sun” action, he can move his sun disc any number of spaces, anywhere on the land area. However, he now no longer receives the “full orbit” VP bonus.
VP at Game End 2 VP

Sanctuary


Sanctuary

Cost 1 brown and 1 green resource
Benefit 4 Mana
Function None
VP at Game End 3 VP

Bazaar


Bazaar

Cost 2 resources of any color
Benefit None
Function Immediately and once:
Up to 3 mana stones may be exchanged for 4 VP each. (Maximum 12 VP)
VP at Game End 1 VP

SacredGrove


SacredGrove

Cost 1 green resource
Benefit 2 Mana
Function None
VP at Game End 2 VP

CityCouncil


CityCouncil

Cost 1 brown and 1 gray resource
Benefit +1 on the sun track
Function Gain an additional 3 VP for each temple when it is “illuminated”
VP at Game End 1 VP

Citadel


Citadel

Cost either 1 black or 1 blue resource
Benefit None
Function The cost for constructing any number of temples is now only 1 resource of any kind. The number of mana stones earned for each temple remains unchanged.
VP at Game End 2 VP

Watchtower


Watchtower

Cost 1 black and 1 blue resource
Benefit 1 Mana
Function 10 VP instead of 5 VP for a “full orbit” of the sun.
VP at Game End 2 VP

Warehouse


Warehouse

Cost 1 black and 1 blue resource
Benefit None
Function When a player’s land tile is "illuminated”, if it already contains a raw materials cube, a second one may be placed on it as well. No more than two cubes may ever lie on a land tile.
VP at Game End 3 VP

LandManagement


LandManagement

Cost 1 brown and 1 resource of any color
Benefit None
Function Immediately and once:
The player draws 2 land tiles from the bottom of the additional stack, along with resource cubes of the appropriate colors, and places them both on his player board.
VP at Game End 2 VP

Palace


Palace

Cost 1 green, 1 gray and 1 resource of any color
Benefit +1 on the sun track, 1 Mana
Function Immediately and once:
1 bonus action.
VP at Game End 2 VP
Clicking on the house in front of a player's name will reduce the display of houses on the city tableau to the houses belonging to that player. The house in front of the player's name will get a black border to indicate the selection.
Clicking that house again will clear the selection.
Clicking on a player's tableau or the city tableau will open a popup with a magnified view.
Clicking on a person, on a ?-button on a building on the city tableau or on a special tile will open a popup with a description of that item.
Clicking on a draw pile of the action tiles will open a popup with information about the number of tiles left in the according draw and discard piles (not available in game log mode).
The number in parenthesis behind the current points of a player indicate the current endscore of that player.
Clicking on that number opens a popup with a detailed breakdown of that points (not available in game log mode).
 
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