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Powering

Up the Monsters in CYCLADES v3


1. One problem critics have pointed out with what is otherwise a
great game is that some of the monsters are underpowered, and
that all but the Kraken disappear after one turn. These rules
revisions attempt to power up these monsters. First, when you get
a monster miniature, keep its card in front of you until its
destroyed: they all survive beyond the first turn when they appear.

2. THE KRAKEN: The Kraken operates as in the standard game, except you get to control its
movements one more time after its initial appearance, but not on the turn after it appears.
You still have to pay 1 GP to move it each time. The Kraken destroys fleets on it space it
occupies, and prevents fleets from entering this sea zone. The Kraken cannot be destroyed.

3. POLYPHEMUS: In addition to his standard powers, he stays on


the board, operating like a standard troop. He can attack, defend
and be killed. You can activate his special naval force field once
more after his initial appearance, but not on the following turn.
He does force the Kraken to move when his power is activated.

4. MEDUSA: She stays on the board as long as she survives, and


moves like a regular troop except that she has the option of
sneaking onto an enemy island without attacking the troops there. You can use Medusa to
freeze all troops on the same island once more after her initial appearance, though not in
the turn after she first appears. Frozen troops cannot move or attack until your next turn,
though they still roll a defence die if attacked. Enemy troops attacking across the sea onto
her island are not frozen. Medusa can be attacked by non-frozen troops.

5. MINOTAUR: Operates as in the standard game, counting as two troops, except that his
piece stays on the board until killed. The Minotaur is not removed when alone on an island,
acting as a single troop with a combat value of 2. He cannot move.

6. CHIRON: His piece stays on the board and moves and fights
like a regular single troop, except that he can move a second
time for free after his regular move paid for through Ares. He
still protects against the monsters listed.

7. PEGASUS: Though not a miniature, Pegasus has the


powerful ability to transport troops across the board. To limit
this a bit, though players can still buy and use Pegasus, you
cannot use Pegasus to take a metropolis or minor building
that allows you to win the game on the turn you use it.

Rules revision by Doug Mann. These rules are experimental: if you see any flaws after
trying them out, please contact me on BGG at dmann.

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