mythology

Tzolk'in: The Mayan Calendar – Tribes & Prophecies

Game description from the publisher:

In Tzolk'in: The Mayan Calendar - Tribes & Prophecies, each player now becomes the leader of a particular tribe, each of which has a special ability that only that player can use. The game includes 13 tribes to provide plenty of variety, (You know that 13 is a spooky and magical number, right?)

With this expansion, the game of Tzolk'in: The Mayan Calendar is also influenced by three prophecies that are revealed ahead of time and fulfilled when the time is right. These prophecies give players other opportunities to score points, but they can also lose points if they don't prepare themselves for the prophecy effects. As with the tribes, the expansion includes 13 prophecies. (Woohoo, 13 again!)

This expansion also has new buildings and components that allow up to five players to compete.

Tuchulcha

Theme:

Game is themed around a purification ritual of the ancient Etruscan people, who predated the Roman Empire around 6th century B.C. Each player represents a different temple, faithful to the divinities Achvizr, Alpan, Leinth, and Thalna. On "Tagete's" day, the Etruscan Haruspexes [priests] proceed down the path of purification to the Velthumena Altar.

Goal:

Each player has 8 pawns representing "Haruspexes" [priests] in their color. Each player is trying to move their priests along the path of purifiction from their home temple to the altar at the center of the board. One player may also choose the path of darkness and consecrate themselves to the divinity "Tuchulcha" with the goal of elminating all rival priests. This role is only available in 3 and 4 player games. If a player chooses this path, then another single player may consecrate themselves to "Lasa Vecuvia" with a different set of powers. This player's goal is to now move their priests to set "passages" on the path and place 4 seals to win the game. This role is only available in 4 player games.

Players win by having the most priests in the center altar at game end. If a player chooses Tuchulcha's power, they win by eliminating all other priests, and lose if any priest enters the altar. A player that chooses the Lasa Vecuvia power wins only by placing all 4 seals.

Gameplay:

Game plays with 2, 3, or 4 players. Each player begins the game with 8 pawns on their home temple. On their turn players roll 2 dice. If doubles are rolled, the player may throw a third die. Then player chooses to move one or more of their pawns the number of pips shown on each die. For example, if a 5 and a 2 are rolled, a player may move one pawn 5 and another 2, or one pawn 5, and then 2 [not seven at once]. This is important as where you land can be significant on each move. Players move their pawns around a spiral path approaching the altar at the center. Along the way players will encounter other players' pawns, and special spaces on the path. These spaces can increase the "spiritual strength" of players' pieces by two times of three times [Mystical Stones], or "passage" spaces can banish them to the Tuchulcha forest. While Mystical Stone spaces are powerful in defense, pawns must move off these spaces as soon as they can. Pawns can normally pass through each other regardless of owner. Any number of a single player's pawns may occupy a single space. However, when a pawn would land on another player's by exact count, it must equal the "spiritual strength" of the player's pieces in the space. Normally, spiritual strenght is one per pawn, but in the 2x or 3x spaces these are multiplied respectively. If a moving player can eqaul the spiritual strength of pawns in the space, then the occupying pawns are banished to the Tuchulcha forest. These pawns are essentially out of the game, but can be used to activate the alternate "Tuchulcha" player role. Once a pawn banishes an opponent's pawn, it may not move again this turn. 2 player game uses 2 "neutral" colors which any player can move during their turn. 3 player game adds the optional Tuchulcha player role, and 4 player adds both Tuchulcha and Lasa Vecuvia roles to play.

At any time one and only one player [in 3 and 4 player games], may choose to take on the role of Tuchulcha [a god of destruction]. To activate this power, the player must "sacrifice" 3 pawns. These pawns may come from the home temple, altar, path, or Tuchulcha forest. Once activated, the Tuchulcha player's new objective is to eliminate all other players' pawns. As soon as one other player's pawn enters the altar, Tuchulcha loses and is eliminated from the game. This can make this role selection a risky move. However, this player gains powerful new abilities. Tuchulcha's pawns can never be banished to the forest, he rolls 4 dice and selects the 3 best, and no longer has to stop after banishing an opponent's pawn.

If a player chooses to be Tuchulcha in a 4 player game, then another [and only one] player may take the role of Lasa Vecuvia. This player must still have 4 active pawns in play to activate. This player's objectives are now to "seal" the 4 passages along the path. These passages normally banish pawns to the forest, but when the Lasa player lands a pawn on the passage, she places a seal token on the passage and removes the pawn from play. Once she places all four seals in this manner she wins the game.

Components:

32 high quality wooden pawns in 4 colors
4 green wooden dice with gold pips and rounded corners
1 double sided game board for 3 and 4 player games
1 full color illustrated rules booklet

Baba Yaga

Baba Yaga is the board game of Russian folklore and heroism. Extensively researched to be true to Russian folklore it is epic in scale, but simple and fun to play with an atmosphere of high adventure. With up to six players, two main play modes (cooperative or competitive), a solo play option and variant multiplayer rules, there is endless replayability.

During the game players take on the role of one of six heroic characters, adventuring in the wilds of a fantastical medieval Russia sculpted by the legends and folklore of the land. As you play the game, you are attempting to complete one of six heroic quests by traveling around the board and having encounters based on Russian myths while also dealing with Baba Yaga's perilous minions. As you have these encounters, you will gather items and allies that will help you by granting you advantages or bonuses to your statistics. You will also gain reputation as you adventure, but be careful, the great witch Baba Yaga doesn’t care for uppity heroes and soon you’ll be fighting her off as well as dealing with your individual quest.

In order to win in competitive play, you must either be the first to complete your quest, or have the most reputation when the game ends. In cooperative play, all of the players must complete their quests or manage to defeat Baba Yaga before time runs out.

Mythic Battles: Expansion 1 - Heroes Bloody Dawn

Mythic Battles: Expansion 1 includes new and powerful warriors for the armies of both Hades (Minos and The Damned of Tartarus) and Athena (The Matriarchs, Arachne and Arachne's Babies) so that players can reinforce their armies while facing off against one another in six new epic scenarios.

Mythic Battles: Expansion 1 also introduces a new type of cards: Heroes, exceptional beings with otherworldly powers that are not units, but rather cards to add to your deck to get bonuses.

Olympus

In the Ancient Greece, the poleis (city-states) thrived increasing their population and culture, occasionally waging war against each other, erecting buildings and celebrating ceremonies to get the favour of the deities abiding on Mount Olympus. The players will lead one of these city-states (like Athens, Sparta, Corinth, Thebes, Argos and others) expanding it and worshipping the various gods in order to become the hegemonic power of the Peloponnesus!

Olympus is a deterministic (i.e., non-random) strategy game, based on worker-placement, resource management and building an efficient engine to score victory points (VPs). It also features a few more aggressive options than the average game based on the same premises (but the savvy player knows how to defend against them, if he prefers to quietly develop his own position).

Each player leads a city-state that is defined by six values representing population, culture, military and productivity of the three resources (grain, venison and fish). During your turn, you send one of your three priests to worship one of the ten deities (Zeus, Hera, Demetra, Artemis, Poseidon, Athena, Aphrodite, Ares, Hephaestus or Apollo). Each opponent can now send one of his priests to celebrate the ceremony with you. After that, the deity grants his favor to whoever has sent a worshipper: the favor is larger for the leading priest (the one of the active player) and smaller for all the others (for example, Athena boosts culture by two points for the city of leading priest and by one point for the others; of course no boost is given to those who refused to send a priest to worship her). That deity cannot be chosen again in the current turn.

Since almost all deities are specialized in a certain field, the players must choose which ones they prefer to worship sooner (also guessing which ones may be of interest for the opponents and which ones are safer to skip as they will not be chosen until later) and when it is better to get a smaller benefit following the priest of another player rather than saving a priest to get a greater boon but in a field that may not interest them as much (sort of quality over quantity).

The resources your city produces (worshipping the correct deities) can be spent (worshipping other deities) to create buildings giving a variety of effects (and VPs), thus offering a lot of different strategic approaches to the game. Victory can be achieved with a plethora of buildings but also with very few ones. There are 45 different buildings: 33 can be built by anyone (even if someone else already did), while the other 12 are unique as only one copy of each can exist (introducing another element of contention between the players). You can also wage war to steal the resources of the other cities (if they were so foolish to keep their warehouses full and their military underdeveloped, it's just what they deserve) or invoke a terrible plague to decimate their population.

All the actions (development, production, building, war, scoring, etc.) are done by worshipping the proper deity (and some gods give you a choice like "do you develop your grain productivity – thus receiving more grain the next time you will produce it – or do you produce it now even if you won't get much?", adding crucial tactical decisions to the game).

When all the priests have been used, there's a brief upkeep to check some simple conditions (e.g., players with more than five unused resources must discard those in excess) and then a new turn begins (all priests return home and all deities can be worshipped again).

Being the first to reach the maximum value in a certain field (e.g. culture 10) gives you an award worth two VPs. When four of these awards are claimed, the game ends. Each player receives bonus points based on how developed his city is and the highest score wins.