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# of Braves: Hearty soldiers join your troops.

Record their number.


Favor: You can add 1 Favor to your score OR
choose an Item.
To choose an Item, draw the next card, select one
for 1 player of the two Items shown on top corners, record it and
discard the card. If you draw the Black Curse (see Items),
10,000: It is the estimated number of Persian it descends upon you: you cannot choose any Item nor
soldiers from the Achaemenid Empire who threaten your draw any other card during this turn.
kingdom. Sparta is in danger and its troops are already Ambush: see Fight Resolution.
fighting another battle. You are a Hero. To save your city,
you will only have to deal with your own means. How? 5) Once your Event card is resolved, apply the
First enroll the bravest men of the city and then go effect of the Tile if any (see below).
to Athena's Temple. There you'll be given the White 6) Discard the card, a new turn begins.
Sword, a lengendary weapon to give heart to your troops
while there are so few of you and the enemy is so
numerous.
Try to get some Favors from the Gods.
Eventually leave the city to the Black Mountains,
and find a place called « The Throne ». That is the lair
where the Persians are hiding.
And now the hardest is to come: defeat the enemy!

Components
- 9 Event cards
- 16 tiles : 8 City, 8 Outdoor
- A pawn for your Hero
- You may also need a few additional tokens.
F rom the City to the B lack M ountains
SETU P
Special City tiles:
a) Shuffle the Event cards into a facedown stack. ð In Athena's Temple, you'll be given the White Sword
b) Shuffle the Outdoor tiles into a facedown stack for 3 Favors.
and place the Toward the Mountains tile on top of it. ð At the Market, you can buy one of the two Items shown
c) Set aside the Main Square and shuffle the City on the card for 1 Favor.
tiles into a facedown stack.
ð At the Agora, you can enroll 20 Braves for 1 Favor.
d) Place the Main Square tile on table and your
Hero on it: this is your Starting tile.
e) On a piece of paper, record your number of To go out of the City, you must reach the City Gate.
Braves (10), your Morale (3) and your Favor (1). Once there, lay the To the Mountains tile next to the City
Also note the number of Persian soldiers (10,000), Gate, lining up the 2 yellow arrows.
and the starting time: Morning.
Once outside, have a swim in the Enchanted Lake
to regain 1 point of Morale. On a Hard Pass, you lose 5
T urn S eq uence braves. But most important, try to find The Throne.
The Throne is the Persian troops hideout. When
1) Move your Hero on a new tile (see 2) or on an you draw this tile, do not draw any Event Card and make a
already explored tile (see 3). quick decision: Stay or Run away.
Your Hero moves from tile to tile through the ways If you stay, see Final Combat.
shown with the Greek letters. To go from a tile to the If you run away, move your Hero one tile
other, the two Greek letters must match. backwards, and lose 1 Morale point. A new turn begins.
2) Draw a new tile and lay it next to your Hero. The
two Greek letters must match. If the letter won't match or if T imes P asses
you don't want to follow that rule, see Open up a New
Path. The game starts in the Morning. Each time the
3) If your tile is an Ambush, resolve it (see Fight Event cards stock is empty, time passes: Morning gives
Resolution). If not, go to 4). way to Afternoon, Afternoon gives way to Night.
4) Draw an Event card (if there are no cards left, Reshuffle the deck and note the new time.
see Time Passes) and follow the instructions according to Be careful: if you haven't reached The Throne
your current time: before you draw the last card of the third period of time
(Night), you lose the game!
F ight R esolution Items
There are two types of fights: Ambushes and the Record the Items that you find on your way. Most of
Final Combat. the Items can be used only once, but you can carry several
copies of them. Yet 3 Items (the Shield, the Bow and the
Ambushes: compare your number of Braves with Flag) can be used as many times as you want, but you can
the number written on the card or tile. carry only one copy of each.
If you have as many or more, you win the fight and
get 1 Favor.
If you have fewer, you lose the fight and 10 Braves.
Whether you win or lose, the fight is resolved and The Heralds: When you use the Heralds, have a
the adventure goes on! look to the card or tile you'll draw next. If you don't
N.B.: when you are alone and fall into an ambush, want it, place it under the stack a draw a new card
nobody can notice you and you avoid the ambush. Go on or tile.
as if nothing had happened.
The Ring allows you to cancel a card. Discard
Final Combat: If you decide to remain on The the cancelled card and draw a new one.
Throne, the Final Combat takes place.
First, exchange your Favors for Morale points. 3 The Ring and the Heralds can combine. In that case, you
Favors will give you 1 Morale point. can have a look to the 2 next cards or tiles and rearrange
Then shuffle all the cards and stack them facedown. them as you like.
The Final Combat is divided into several turns. At each
turn one side alternatively attacks the other: e.g. one turn The Bow: You start each Final Combat fight, even
the Persians attack you, next turn you attack them etc. the very first one.
The Persians attack first.
To resolve a turn, draw a card: The Shield: With the Shield, substract 5 to the
When the Persians attack you, substract the number of Braves you have to lose during the
number of Braves shown under the Green Helmet Final Combat (does not work for the Ambushes).
from your records. For example, if the number of Braves you lose is 50, you
only lose 45.
When it is your turn to attack the Persians,
substract the number shown under the Red The Horse: Rather than moving your Hero to the
Helmet from the number of Persian soldiers. next tile, move him as far as you want and stop on
Record the new scores. a previously explored tile or on a new one. Draw an
As soon as the pile of cards is empty, Event card only when you stop and only apply your current
shuffle and stack them again: a new round begins and the tile effects, if any.
Persians attack first.
If you lose all your Braves, the fight is not lost yet. The Flag: Each time you enroll some Braves,
But now, each time you draw a card to resolve a Persian add 5 more.
attack on you, you lose 1 Morale point.
If your Morale score goes down to 0, you lose the The Lightning allows you to destroy 100 Persian
fight and the game. troops. If you use 2 Lightnings together, you defeat
If you manage to bring the Persian troops to 0, you 300 enemy troops, 3 Lightings: 500 troops etc. (+
win the Final Combat and the game. 200/extra lightning). The Lightning can be used to avoid
an Ambush.

O pening up a N ew P ath The Hand gives you 2 Morale points.

Sometimes, you may not be able to lay the tile you The Black Curse: If you want an Item and The
have drawn. This is most unlikely but it may happen. Or Black Curse comes out, the Curse descends upon
you may think that it would be useful to open up a new you. Add 500 Persians to the enemy and do not
path some other place. In both cases, lay your tile next to draw any other card.
another of the same type (City next to City, Outdoor next to
Outdoor), and open up a new path wherever you want by
laying a token on it.
Opening up a new path costs 1 Morale point.

W in or Lose the G ame

You lose the game if your Morale points go down to 10,000 in my Pocket
0 OR if you cannot reach The Throne before you draw the A game by Pak Cormier,
last of the Night cards OR if you lose the Final Combat. inspired by Zombie in my Pocket,
You win if... There's indeed only one way to win: by Jeremiah Lee.
totally defeat the Persian army with the White Sword! December 2009.
English version by Ivy Colin.
Morale + 1
You lose 5 Braves.
A priestess blesses
you. You win 1 point
of Morale.

10 Braves help you


for 1 favor.

You meet a centaur. You


lose 1 point of Morale.
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