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WORK IN PROGRESS NOT FOR REPRINT
Which side you choose matters little to me. 1. Home Base . 3 WORK IN PROGRESS NOT FOR REPRINT . and that is why I offer you these instructions on how to proceed. The very fact that you’re holding this manual in your hands means that you truly believe yourself capable of intervening in the matters of the gods. I know.) High Heavens strictly obeys “the empty grid”. for whom Ragnarok became decidedly more complicated once Zeus arrived. seal it with chains. promise me that you will follow these instructions very closely and keep your wits about you at all times. because I was once like you.There are 6 Invoking hexes on the battlefield. Just because no mortal has ever come out of this alive doesn’t mean that you cannot. if a god can move or attack through a string of connected. and nothing I can say to you could possibly change your mind. desperately slim. This is the hex that touches all three of the Invoking hexes. they must enter the battle on one of the player’s 3 Invoking hexes. Because who knows? You may very well succeed where I have failed. Place your home base game piece and its health counter on this hex. These are the mostly clear hexes. Gods do not need direct “line of sight” (unless specifically noted). who were led to believe that their domain was being threatened. Empty hexes. I am only interested in saving your hide. There are 3 types of hexes on this grid: 1. and flee to a remote island at the end of the earth. When gods are invoked into the fray. These are the golden rimmed hexes 3. Instead. You may emerge from this cosmic battle unscathed where I emerged… less unscathed. at the very back ends of the battlefield.even if not in a straight line . which is to return this manual to its box immediately.Each pantheon has a single Home Base hex. I assume you already know how the trickster god Loki slipped free from his bonds at the onset of Ragnarok and crossed over the borderlands that divide the mythic Norselands from the Greek Heavens to fool Ares into waging war against Odin. The High Heavens Board The game board is made up of two main areas. (The Home Base hex is not a legal space for gods to move to. bury it in the deepest hole you can dig. and I would never have listened to the advice that I am giving you right now. 1 deck of Greek Pantheon cards 3 Action Point tokens 2 Home Bases (Asgard and Olympus) 4 ten-sided dice a game by Ryan Lesser If you are reading this. breathing your putrid warrior breath in anticipation of a battle you will most certainly lose? Your sympathies may lie with the Greek gods. It is off-limits to anything but the Home Bases. (Invoking hexes are legal movement spaces. I know you will not heed this advice. 12 Greek gods 24 stands for the gods 1 decks of Norse Pantheon cards.Object of the Game Defeat your opponent’s Pantheon of Gods by: • destroying all opposing gods • destroying the Home Base of the opposing gods Game Components • • • • • • • • 1 High Heavens Board 100 stackable chips 12 Norse gods. Invoking . You may enjoy the spoils of victory where I languish in the jaws of defeat. it is already too late. empty hexes . 3 per side. cover the plot with heavy boulders. In that light. or you may side with the Norse gods. the Heavens and the Sideboards. I too believed I could enter High Heavens and end their quarrel.Most of the hexes on the battlefield are 2. Empty . so be sure to keep opposing gods from taking hold of these hexes!) 3. the Heavens WORK IN PROGRESS NOT FOR REPRINT 2 This is the central area represented by the hex grid.the god may complete that move. 2. Why else would you be reading this. It just means that your chances are extremely. leading his mighty pantheon through the clouds toward Asgard.
Range Power . When a god takes damage. WORK IN PROGRESS NOT FOR REPRINT 4 WORK IN PROGRESS NOT FOR REPRINT 5 . Gods cannot accrue more 12 than what is listed on the card. Players never look at their Draw pile unless otherwise stated on a card or by a power. When spending an AP. reducing her Health to 1 ). Divine Power Card God Cards These cards contain all critical information about each god. It is recommended that you order your Stacks as listed below (from top to bottom): • Green – Disabled (Poisoned. is currently POISENED. FLAVOR TEXT FLAVOR TEXT FLAVOR TEXT FLAVOR TEXT FLAVOR TEXT FLAVOR TEXT Pantheon Cards There are 2 types of cards in High Heavens.Each god possesses unique abilities drawn from that god’s mythology. Like real armor. Athena’s armor absorbs 1HP and allows 2 through. 7.On one side. Learning of a prophecy or higher may use ranged attacks (There is no that he would be overthrown by his child. with +1 ATTACK. including: 1. Special . Pipes of Pan Divine Power Cards RACE: GREEK TYPE: ACTION . etc.This text describes the god’s mythology and its relation to the specific abilities they possess. • White – Architecture. hex at the end of each movement. Chips always stack underneath the god figures in “Stacks”.3. Melee Power – This represents the power of a Pantheon Card god’s attack when targeting an adjacent gods. Gods with a range value of ‘2’ 7. column. • – Health chips are similar to the Life Meter in a video game. This is where you place the 3 Action tokens to keep track of how many Action Points (AP) you have spent. ‘1’ ranged attack because this is considered a Cronus ate all of his 8.While many gods in true mythology are the patron gods of multiple things. building. When a god en. Divine Power cards must be played during the cardholder’s turn. Almost everything you do in High Heavens requires the spending of an AP. Mythos . Greek – This represents the amount of Health Points 2. 4. the Olympians. • Mythos – This text describes the mythology and how it relates to the card’s abilities. Trapped) • Gray – Armor +1. SPECIAL: Consumption Consumes a fallen adjacent 4. Stunned. Chips High Heavens utilizes chips to show information directly on the battlefield. • Pantheon . move it from your side of the Action Lane to the opponent’s side as a way of “paying” for your action. Athena’s armor absorbs 1HP while the other 3 pass through. 5.Force up to 3 opponent’s gods to retreat 2 hexes in a straight line back to their temple’s side. CRONUS reduced to a single title. Pantheon Cards and Divine Power Cards. Hodr hits her with a single 4HP ranged attack. Lord of the Titans 2.Place your unused cards face down on this spot. reducing her Health to 3 . Movement – A god may move up to this amount 0 RANGE POWER for each AP spent. remove Red chips from the god’s stack. Pantheon and Title . you will see the Action Lane. Use white chips when an ability or card calls for a wall. At a glance. The Discard pile is considered “public information”. 6. Thor attacks Athena with a melee hit of 3 HP. ranged attack. any player may look through the pile of played cards. children. Name.Everything Else • Action Lane . • – Attack Power +1 to both melee and range. Next.This represents a god’s power when targeting an opponent in a ranged attack. god at a cost of 1 to with a ranged attack. 8. melee attack). it protects from multiple blows and does not simply disappear after a single blow. stack this number of 1 RANGE god.Place your used cards face up on this spot. 3 MELEE POWER 3. • Discard . A ‘0’ means there is no increase 1 per consumed god. Range – This value represents a god can reach 6. 3 MOVEMENT chips under the ters play. Any god may have up to a maximum of 2 armor total. One white chip Cronos is currently at 7 HEALTH represents 1 HP for the Architecture. Armor chips absorb 1 HP damage per chip. a god starts with. The order of the cards in the pile must not be rearranged unless a card or power requires it. +! SHIELD and sadly. for the sake of simplicity they have been 1. • (EXAMPLE: Athena has one armor chip and is at Health 6. and must land on an empty 5. • Draw. players can evaluate how their armies are doing by checking which gods’ red stacks are higher than other gods’.Displays which pantheon this card belongs to • Title .Title of the powerup • Power – Special power that may be used by spending APs.
Shuffle your pantheon’s deck of cards and place it on the DRAW space on the board. draw back up to a 5 card hand. but the two overarching ones are to either go for destruction of the entier opposing pantheon or an all out attack on the Home Base.).To play High Heavens without the random element (the luck of the draw in the Pantheon Deck). and has an extra AP to use for Aquire. Smiting does not cost any APs and is part of Moving. During the Actions phase. “I will spend one Action to…” while moving the AP token from your reservoir to the reservoir of your opponent. Place your Pantheon’s Home Base on the Home Base Hex 3. Players may discard any number of cards from hand to allow for more cards to be drawn in the following phase. 3 and up is a hit.. Errata Rule Contradictions If. 4. A god may not move through other gods or other obstacles. Attack Power. players may use any 6-sided die to determine whether an attack lands.Pay an AP to move a god piece and its Stack based on its Movement and any modifiers. Stopping movement for any reason (ie. You might even want to say aloud while playing. a card contradicts the rulebook. or another random element to determine who is the first player. the fallen god is removed from the board. Place the god on its side atop all of its modifier chips (Armor. You may never go over 5 cards in High Heavens. that god is now a Fallen god. those chips now belong to that god. one Home Base and all of the god for that Pantheon. Phase 1: Actions Almost everything in High Heavens requires the spending of an Action Point.If players prefer the extra element of chance or just love rolling dice. finish. WORK IN PROGRESS NOT FOR REPRINT 6 WORK IN PROGRESS NOT FOR REPRINT 7 . Place your dice on the Home Base. to Smite or Aquire) ends the Movement action. • Fallen gods: If a god has been reduced to 0 HP or lower.Game Setup Each player takes one Pantheon deck. . This is a nice way to avoid missing an Action or overspending. This allows players to strategize without the element of luck. Alternate Rules • Omnipotence: The Non-Random Version . Always pay for actions first. • In High Heavens. • Rollin’ Runes . • Smiting . hold ALL cards from the deck in hand and play the rest of the game as normal. 1 and 2 miss. This may add time to the length of the game… but rolling dice is FUN! High Heavens Terminology • Tips • It is recommended that new players place their god cards to the side of the board. during the course of the game.Pay an AP to take a god card from your hand and convert it to a god on the board. 1. etc. 2. into their hand 5. you may use your 3 Action Points to pay for the following Actions (except on Player 1’s first turn. where Player 1 only gets 2 Actions): • Invoke . Follow the directions on the card for specifics.If a god moves onto a hex containing a fallen god. then pass the turn to the next player. To spend an AP. setting them to a value of 30 to represent your Home Base’s HP. • Acquire – If a god ends it’s movement on a hex containing 1 or more dropped modifier chips. a “turn” means a single player’s turn and a “round” include both player’s turns. • Attack . • Use Special – Many gods have Special abilities that will require the spending of 1 or more APs. Follow the directions on the card for specifics. Phase 2: Clean Up After all Action Points have been spent. • Use a Divine Power Card – These are non god-based powers that can be activated by spending APs. Players will still use 3 APs per turn. simply move the AP token from your reservoir to your opponent’s reservoir. Each player draws 5 cards from their deck. invoking it on one of the three Invoking Hexes. This will allow both players to read the stats of the active gods.. with the bottom of the cards towards the board. die. the cards win.. Turn Sequence Players go through all 3 phases of their turn. the board is cleaned. Remove any fallen gods from your Pantheon that remain on the board. Phase 3: Draw If you have fewer than 5 cards. • There are many strategies in High Heavens. etc. Use a coin. • Move .Pay an AP to Attack based on the Melee or Range info on your card.