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Myrmes Reminders

Place the year token on year 1. Prey tokens are placed randomly. 2 objectives of
each level are placed randomly. Season dice are rolled and placed.
Players start with 3 nurses, 2 workers and 1 larvae. Place start tunnel exits, disc
at level 0, score tokens at 10, and a cube at the seasons event.
3) Workers in garden get 3 movement points: Cross an entire pheromone for one
point. Water may not be crossed. Prey may only be crossed if it is hunted.
Crossing an opponents tiles costs a soldier.
3) Hunt prey: Spend soldier(s), get reward, and take prey token. Worker can
continue if it has movement points left.
3) Place a pheromone: It must be put on a space where the worker is, cannot
cover another tile, cannot be outside the garden or on water. Place resources on
it. Score points. Lose worker.
3) Place a special tile: Same rules as pheromones plus pay cube(s) for them. Mark
it with a personal cube.
3) Clean up a pheromone: For one earth cube a worker can clear an empty
pheromone it crosses. Clearing an opponents pheromone scores the points on it.
The worker may continue movement.
4) One cube per pheromone must be harvested. Aphid farm yields 1 food,
scavenger yields 1 earth OR 1 stone, sub-colony scores 2 pts.
5) Each option is available only once per turn. Place a new tunnel exit plus get
one earth. Pay cubes to move down a colony level, move disc. Pay cubes for a
new nurse. Complete a new objective at next, same, or lower level, leave nurse,
score points. Opponents score it also if they completed it in a previous season.
6) Discard phase 1 larvae, discard excess cubes, workers return from colony,
regain nurses from atelier actions, first player token moves.
7) Winter: pay food cubes. Each soldier reduces the amount by 1. Lose 3 points
for each cube shortage. At any time on a players turn they may trade 3 larvae
for 1 food.

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