Country: Greece

Akrotiri

Akrotiri places you in the role of an explorer in Classical Greek times, combing the then-uncharted Aegean sea for lost Minoan temples that have long ago fallen into ruin. You've not only heard of these temples hidden around the island of Thera, but you actually have access to the secret maps that tell you of their hidden locations! Two mountains to the north? A volcano to the west? This *must* be the spot...

But running an expedition can be costly. In order to fund your voyages into the unknown and excavate the ancient temples, you will have to first ship resources found on surrounding islands back to the resource-poor island of Thera.

In Akrotiri — which combines tile placement, hand management, and pick-up and delivery — players place land tiles in order to make the board match the maps that they have in hand. Players excavate temples; the ones that are harder to find and the ones further away from Thera are worth more towards victory, but the secret goal cards keep everyone guessing who the victor is until the end! May the gods forever bless you with favorable winds!

Cyclades: Titans

Cyclades: Titans, the second expansion for Cyclades, includes a new game board with large islands on which ground attacks can be carried out as well as the Titans of Greek legend, who can conduct attacks without the help of Ares.

Byzantium

The year is 632 AD. The Byzantine Empire is all that remains of what once was the mighty Roman empire. She herself has only just survived a mighty war against Persia. Both empires now lay exhausted from their long years of struggle. Meanwhile, further south in the deserts of Arabia, the prophet Mohamed has given new meaning to an old religion and sets the peoples of that land on a course of action which will echo down the ages. Under the leadership of a succession of caliphs the Islamic Arabs are about to descend on the prostrate bodies of the Persian and Byzantine empires.

The game 'Byzantium' deals with the rise of the Muslim Caliphate and its war with the Byzantine Empire. Your role as a player is to take a stake in each side and outwit your opponents to secure your own personal victory.

Antike Duellum

Antike Duellum – previewed at Spiel 2011 under the name Casus Belli – is a two-player strategy game based on modified rules from Mac Gerdts' Antike. The game includes two scenarios: Punic Wars (Rome vs. Carthago) on one side of the board, and Persian Wars (Greeks vs. Persians) on the other. The goal of the game is to be the first to gain nine ancient personages (Kings, Scholars, Generals, Citizens, Navigators).

Examples of modified rules from Antike:

Modular layout - when a player founds a city, he chooses whether it produces Iron, Marble, or Gold
Over 20 event cards, which provide more variety in the game
Town walls for individual protection of cities
Each "Know-How" costs a different amount - for example, inventing the market is more expensive than inventing the wheel
A new Know-How for trading goods with the bank
Higher costs for legions and galleys - they are first recruited from the bank to the personal supply (paying gold)
Easier rules for conquering cities with no movement of units

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.