Anunnaki: Dawn of the Gods
Anunnaki: Dawn of the Gods Rulebook
Table of Contents
Table of Contents
- Components
- Setup
- Gameplay
- Overview
- Earning Victory Points
- Gameplay
- Planets
- Territories
- Resources
- Pieces: Units and Settlements
- Movement Rules
- Summoning Cubes
- Control
- Harvesting
- New Followers
- Domination Track
- 2. Mana Action
- Weapon Cards
- Develop a Technology
- Build a Settlement
- Gain Followers
- 3. Additional Actions
- Commerce with a Specific House
- 4. Resolve Battles
- Ancient Civilization Tiles Layout
- Atlantis
- 5. Resolve Culture Tokens
- End of the Game
- Appendix
- God Powers: Pharaos
- God Powers: Norrenis
- God Powers: Babylon
- God Powers: Ellenys
- Artifact Cards
- Credits
Components
- 1 Gaia board (one side for 1-2 players, one for 3-4 players)
- 1 Development board
- 4 Goal tiles
- 4 2VPs tokens
- 12 Ancient Civilization tiles
- 1 First Player marker
- 1 Afterworld tile
- 36 Commercial Pact tiles (12 neutral and 6 for each House, recognizable by the House icon in the upper left corner)
- 2 Gods of Atlantis tokens
- 20 Culture tokens
- 6 Artifact cards
- 20 Mana Crystals
- 64 Exhaust tokens (16 for each resource type: Gold, Metal, Wood, and Food)
- 1 Destinies token
- 3 Pandora tokens
For Each of the 4 Houses
- 1 Action board
- 1 Planet board
- 1 Action pawn
- 14 Summoning cubes
- 10 Action tiles (6 Blue and 4 Red)
- 1 Major God Summon token
- 5 Settlements
- 5 Minor God Summon tokens
- 5 Player markers
- 4 Resource markers (Gold, Metal, Wood, Food)
- 1 Major God card
- 7 Minor God cards
- 9 Weapon cards (2 Basic and 7 Advanced)
- 1 Player aid
- 17 Units: 1 Major God, 4 Minor Gods, 12 Followers
Setup
- Place the Gaia board in the center of the play area, with the side showing the appropriate player count face up (recognizable by the number/s on the top).
- Place the Development board to one side of the Gaia board.
- Place the Mana Crystals and Exhaust tokens next to the board to form a common supply.
- Each player carries out the following steps:
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Take 1 Action board and 1 Player Aid and place them in front of you.
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Place your Major God Summon token in the pentagonal space of the action star.
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Place your 5 Minor God Summon tokens on the 5 triangular spaces around the action star.
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Select a House of Anunnaki and take all of the matching components.
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Place your Planet board, related to your chosen House (see the icon on the top), near the Action Board, this is referred to as your Home Planet.
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Place your Major God card next to your Action board and place the Major God unit in the designated pentagonal space on the Action board.
Tip: You start the game with the ongoing power of your Major God (upper panel). After summoning your Major God you also gain the upgraded power (lower panel). Take note of both of these powers, they will influence your decisions and strategies.
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Randomly take 5 of your Minor God cards, choose to discard 1 and put it back into the box (first game rule: take 4 Minor God cards at random). Place the selected 4 cards in the designated spaces above your Action board.
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Place the 4 Minor God units onto the designated spaces of your Action board.
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Place 1 Settlement and 2 Followers on your Capital Territory (the bottom Territory on your Home Planet board).
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Place 1 Follower on the Territory adjacent to the Capital showing a Shrine on your Home Planet board.
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Place your 9 remaining Followers in your supply, next to your Action board.
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Place your 4 remaining Settlements on the Settlement area (the dedicated space in the upper part of your Action board), from right to left.
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Place your Action pawn next to your action star.
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Take the 2 Basic Weapon cards (blue) into your hand.
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Place the 7 Advanced Weapons cards (red) above your Action board, face down.
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Place 1 of your Player markers at the start of each of the 3 Development tracks (War, Technology, Commerce), the '0' space of the VPs track, and the '-8' space of the Domination track.
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Place all of your Summoning cubes in the dedicated space on your Action board (upper right).
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Place 4 Resource markers on the '1' space of the corresponding Resource track (each player starts with 1 resource of each type), with their resource icon face up.
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Take 2 Mana Crystals from the common supply and put them in the dedicated space on your Action board.
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- Select a first player at random and give them the First Player marker. This does not change during the game.
- The first player shuffles all of their Action tiles and places them at random on the spaces on their Action board. Make sure the tiles are all showing their basic side face up (with the small number in the upper left corner). All other players now copy the same arrangement of Action tiles on their own Action board.
- Shuffle all of the Ancient Civilization tiles face down. Deal one tile face down onto all the spaces that show the corresponding icon, i.e. one on the upper central Territory of each Planet board and one on each of the center Gaia Territories. Place one Gods of Atlantis token on each Ancient Civilization tile in the center Gaia Territories. Put the unused tiles and tokens back to the box.
- Shuffle all of the Culture tokens face down. Place one token face down onto each marked intersection between Territories (hexes). Turn any token adjacent to a unit face up. Put the unused tokens back into the box.
- Shuffle all of the Artifact cards. Select 3 at random and place them next to the Gaia board in a face-down deck. Put the unused cards back into the box. Place the 3 Pandora tokens, the Destinies token and the Afterworld tile next to the Artifact deck.
- Form the Commercial Pact stack: shuffle together the 12 neutral tiles and the 6 tiles showing the House icon of each of the Houses in play. Remove any tiles with the House icon of the Houses that aren't in play (first game rule: use all Commercial Pacts, regardless from House icons). The stack will have 24/30/36 tiles for a 2/3/4 player game. Place the stack face down near the Development board. Reveal the top 6 Commercial Pact tiles and place them into their designated spaces of the Development board.
- Place the 4 2VPs tokens on each of the marked spaces on the Domination track.
- Shuffle the 4 Goal tiles face down and randomly place 3 tiles face up on the spaces to the right of the Development tracks and 1 tile face up to the left of the Domination track.
Gameplay
Overview
In Anunnaki: Dawn of the Gods each player represents a different Anunnaki's ancient houses whose rulers are viewed by the terrestrial population as gods. Each House is leaving its dying planet in search of a new homeland. The promised land is Gaia, which is home to the magnificent civilization of Atlantis. Players will recruit Followers, fight to control the richest territories, develop their technologies, and enter into commercial agreements. Each House starts from their Home Planet, but it will be necessary to travel to other planets and beyond, to the fertile heartland of Gaia, to become the most powerful civilization!
The game is made up of a number of player turns, starting with the first player and proceeding clockwise until the end of the game is triggered. On your turn, you will move your Action pawn to an Action tile to take the associated Primary action. The path you take between actions may earn you Mana Crystals, which can be used to take more actions, or unlock powerful Gods for you to use. You may then take additional actions and then resolve any battles and claimed Culture tokens.
Once the end game is triggered, play continues until all players have taken the same number of turns. The end of the game can be triggered in 2 ways:
- When any player has placed all of their 14 Summoning cubes onto the action star on their Action board or,
- When any player reaches the last space of one of the 3 Development tracks.
At the end of the game, proceed to the end game scoring phase where players total up all of the Victory Points (VPs) they have earned throughout the game. The player with the most VPs is the winner!
Earning Victory Points
There are several ways to earn VPs. For each VP you earn, move your marker on the VP track 1 step forward.
During the game:
- Fulfilling a Commercial Pact
- Winning a battle
- Activating the Settlement income
- Taking a 2VPs tile on the Domination track
- Summoning certain Gods
At the end of the game:
- If a player's marker is 1st or 2nd on the War, Technology, or Commerce Track
- The Domination track
- Leftover resources
- Certain summoned Gods
- Each of the 3 Development tracks is paired with a Goal tile. A player's position on the Development track will act as a multiplier for the paired Goal tile
Tip: You will earn several VPs from the 3 Development tracks; it is important to pay attention to these pairs during play.
Example: Serena's (purple) Action pawn is on Action 7, she wishes to move the pawn to Action 10 (figure on the left). The pawn is moving to an adjacent tile so she places a Summoning cube on the space (figure on the right). The space shows 1 Mana Crystal so she collects 1 from the supply.
Gameplay
Starting with the first player, each player will continue to take turns in a clockwise order until the end of the game is triggered. When one of the two end game conditions has occurred, play continues until all players have taken the same number of turns. This can be tracked using the First Player marker assigned during setup.
On Your Turn
Each of your turns is made up of the following 5 phases, completed in order:
- Primary action (mandatory)
- Mana action (optional)
- Additional actions (optional)
- Resolve Battles (mandatory if specific conditions are met)
- Resolve Culture tokens (mandatory if specific conditions are met)
1. Primary Action
To perform a Primary action you must move your Action pawn to an Action tile, then carry out the action depicted. On your first turn, you may place the Action pawn on any Blue Action tile of your choice.
Starting from your second turn, you must follow these rules:
You may not stay on the same Action tile. This means you cannot take the same Primary action on two consecutive turns.
If you move your Action pawn to an adjacent Action tile (connected by a line to the previous one) and the space along that path does not contain a Summoning cube you must place one of your cubes (taken from your Action board) on that space. If there is a number of Mana Crystals shown on the space on which you placed a cube, you take that number of Mana Crystals from the common supply and place them on your Action board in the dedicated space.
You may move your Action pawn to any Action tile, but there are advantages in trying to place cubes whenever possible. You cannot place a cube onto a space that already contains a cube.
Planets
The game is played on separate boards that represent different planets. Each House has a Home Planet; when that House is not in play, its Home Planet is removed. There is also a board that represents Gaia that is always in play. Each House starts from their Home Planet and may move to other planets during the game.
Territories
Each planet is divided into hexes called Territories. Each Territory produces one of the 4 Resources of the game: Food, Wood, Metal, and Gold. Each Territory has a limited amount of production (from 1 to 3) indicated by the number of resource icons present. Some Territories also have a Shrine Icon (See "Creation Action" on page 8).
Each Home Planet has a special Territory called the Capital. Other player's unit cannot move into your Capital and the resource on the Capital is never exhausted - this is indicated by the golden circle around the Capital's resource.
The central Territories of Gaia represent the lost continent of Atlantis. These Territories don't have any resource icons but do have 2 Shrines.
Resources
The game contains 4 resources; Food, Wood, Metal, and Gold. Whenever you gain a resource move the appropriate resource marker up your resource track. A resource icon with a number indicates multiples of that resource. The position of the marker indicates the number of that resource you possess. Should you ever need to show you have more than 9 of a particular resource, flip your marker to the other side "10" and replace it on the track in the appropriate space to indicate the number of resources you now have.
When you need to spend resources to pay any cost, move your marker down the required number of spaces. You may not spend resources you do not have and if you cannot pay the cost of any item you may not resolve that action or effect.
The "any resource" icon indicates any resource of your choice. If this icon is accompanied by a number, you gain or spend that number of resources which may be any combination of resources of your choice.
Pieces: Units and Settlements
The pieces that a player can put into play are units or Settlements (see page 10). There are 3 kinds of units in the game:
- Followers: These have a strength value of 1 and represent the people that worship you and fight and work for your House.
- Minor Gods: These have a strength value of 2 and each of them gives you a special effect when you summon it. They represent the members of your House.
- Major God: These have a strength value of 3 and increase the unique power of your House. They are your avatar, the leader of your House.
The strength of a unit is used when harvesting resources and when resolving battles. All units use the same rules of movement.
Movement Rules
Each time you have any movement points you may distribute this movement however you choose between any number of your units. You may ignore any number of movement points if you wish.
Special Movement Rules:
- Atlantis can only be reached crossing the dotted lines shown on the Gaia board. It is not possible to cross the solid lines when entering the Atlantis Territories.
- You can never enter the Capital Territory of another player.
- If your unit enters a Territory occupied by an Ancient Civilization tile or units of any other player they must stop and a battle is resolved in phase 4 of your turn (see "Resolve Battles" on page 11).
At the end of a movement if a unit is now in a Territory adjacent to a face-down Culture token, flip that token face up.
Summoning Cubes
It's very important to place Summoning cubes on your board. Not only do they give you Mana Crystals, which themselves are really important to perform Mana actions, but when you surround a Summoning token (Minor or Major) you also gain the ability to summon a God. The Gods give you special powers and a stronger unit on the board. (For more details about summoning Gods see the "Summon a Minor God or the Major God" on page 10.)
The Primary actions are explained below. Each tile has a basic side and a developed side (See the "Develop Technology" on page 10). Any differences on the developed action are shown in purple:
1 - Portal Action
You may teleport 1 (2) unit to any Territory, except for an Atlantis Territory, or a Capital of another player. You cannot teleport units from an Atlantis Territory.
Portals are usually used to move units to another planet, but you may also use them to move on the same planet.
Example: Simone (yellow) takes the basic Portal action and moves 1 Follower from his Capital Territory to the 3-metal Territory on Gaia. This is the first unit placed next to the face-down Culture token, so he flips it face up.
2 - Blue Move Action
You may move units up to 2 (4) times into adjacent Territories. You may split this movement between multiple units in any combination, including moving a unit multiple times.
Example: Isobel (red) takes the Blue Move action, she chooses to move 2 Followers into the Territory containing the Ancient Civilization tile. A battle will be resolved in phase 4 of her turn.
3 - Red Move Action
As per the Blue Move tile but you get 3 (5) movements to use as you choose.
Control
A Territory is controlled by a player if they have at least 1 unit present in that Territory. A Territory containing units of more than one player (or a player's units and an Ancient Civilization tile) is contested, it is not considered to be controlled by any player, a battle will be resolved in the active players turn. A Territory may also be controlled by a lone Settlement. If any units of another player are present with the Settlement, it is considered to be besieged and the player who's units are present has control.
Example: Danilo (blue) takes the developed Red Move action and has 5 movements: He chooses to move one Follower 2 spaces on his Home Planet to claim the Culture token, and moves a Major God, a Minor God, and one Follower into Atlantis, costing 1 movement each. A battle will be resolved in phase 4 of his turn.
4 - Commerce Action
Take 1 (2) Commercial Pact tile from the 6 face-up tiles on display on the Development board and place the tile near your Action board. Each time you take a Commercial Pact tile, immediately reveal a new tile to refill the display. You may fulfill a Commercial Pact as an Additional action (see "Additional actions" page 10).
Example: Serena (purple) takes the basic Commercial Pact action, she chooses the bottom left as she has the resources to fulfill this in phase 3 of her turn.
5 - Blue Harvest Action
Choose 1 (2) Territories you control and harvest the corresponding resources.
6 - Red Harvest Action
As per the Blue Harvest Resources tile but you may choose 2 (3) Territories you control.
Harvesting
Each Territory has 1-3 icons representing one of the 4 resources. The number of resources you may harvest is limited by both your units present and the unexhausted resource spots on the chosen Territories. You may harvest up to the strength of your units present OR up to the number of unexhausted resource spots, whichever is lower. Move your resource markers on the corresponding track according to the resources you gained.
Regardless of the number of resources you harvested, you must place exactly 1 matching Exhaust token over one of the resource spots in each Territory you harvested from. There are Exhaust tokens for all the four resource types, you must use tokens of the matching type so you can still see what resource the Territory produced for certain game condition. Once placed, these Exhaust tokens are never removed.
Special Territories for Harvesting
- Your Capital Territory is never exhausted.
- You cannot harvest in a Territory without unexhausted resource icons (i.e. Atlantis, that has no resource icons, or a fully exhausted Territory).
- In a 2-player game, some Territories of Gaia have 2 different types of resources. If you are harvesting from one of these Territories with strength 2 and no Exhaust token is placed, you gain 1 of each resource shown. You may choose to place the Exhaust token on either resource spot. If you only have strength 1 and no Exhaust token is placed, you may choose which type of resource to gain, place the Exhaust token on the matching spot. If there is an Exhaust token, you may only gain the resource NOT covered by a token. Place another Exhaust token on the remaining space.
Example: Simone (yellow) takes the Red Harvest action and may harvest 2 Territories. He cannot harvest from the two Territories north of his Capital Territory as one has all the resource spots covered by Exhaust tokens and the other contains no units. He collects 2 food from the top-left Territory of his Home Planet (as he has strength 2 there) and 3 metal from Gaia (as he has strength 3 and there are three resource spots). He places 1 Exhaust token in both of those Territories.
7 - Creation Action
For each Shrine (in all Territories you control), take 1 resource of the type indicated on your creation action tile (it's the same resource as found in your Capital Territory).
You may take any type of resource, but all resources taken using this action must be the same.
Example: Danilo (blue) takes the Creation action and controls 2 Shrines. As he has developed this Action tile he may take any type of resource but both must be the same.
8 - Settlement Income Action
Collect all the uncovered rewards (Followers or VPs) shown in the Settlement area of your Action board. This will increase as you build more Settlements. Collect an additional Follower.
New Followers
Whenever you gain a new Follower from any source, you must place it in a Territory you control containing one of your Settlements (the Settlement must not be besieged).
9 - Domination Action
Advance a number of spaces (+1) on the Domination track according to the Goal tile placed to the left of the track. For more details about Goal tiles see page 13.
Domination Track
Some bonus effects (found on Commercial Pacts, Culture tokens, and God cards) show either a "move 1" or "move 2" icon allowing you to move that many spaces along the Domination track. However the main way to advance on the Domination track is to perform the Domination primary action. If you do, you move a number of steps based on the Goal tile placed to the left of the track: take one step for each time you meet the requirement.
When you advance on the Domination track (in any way), if you land on or pass a step containing a 2VPs token, you gain 2 VPs by moving your marker 2 spaces on the VPs track. Remove the token from the game. The Domination track also features a blue lightning bolt; you cannot advance onto the final spaces of the 3 Development tracks (and thus trigger the end of the game) unless you have passed this threshold on the Domination track. Once you have reached the final space of the Domination track, any further advancements get you no benefit. At the end of the game you earn or lose VPs as shown beneath your final position on the Domination track.
Example: Serena (purple) takes the Domination action. She checks the Goal tile placed next to the track, it shows 3 units. Serena has 5 Followers and 1 Minor God (6 units) in play across all boards, so she moves 2 spaces forwards. She passes a 2VPs token, so removes it from the game and advances her Scoring marker 2 spaces.
10 - Market Action
You may exchange any 1 resource for any 2 other resources. All the 3 resources must be of different types to one another. Take any 2 different resources of your choice instead. There is no cost to take this action.
Example: Simone (yellow) takes the Market action, he spends 1 Metal and takes 1 Gold and 1 Wood in exchange. If he had developed this action, he would not have needed to spend the Metal.
2. Mana Action
After completing your Primary action you may choose to complete exactly 1 Mana action from the following options. These actions are shown on the right on your Action board:
- Spend 3 Mana Crystals to activate a Red Action tile, completing the normal action. This action cannot be used to activate the Action tile where the Action pawn is located.
- Spend 2 Mana Crystals to activate a Blue Action tile, completing the normal action. This action cannot be used to activate the Action tile where the Action pawn is located.
- Spend 1 Mana Crystal and 2 Metal to add 2 Advanced Weapon cards to your hand. For more details see the "Weapon cards" panel below.
- Spend 1 Mana Crystal and 2 Gold to Develop a Technology (Action tile). For more details see the "Develop a Technology" panel on page 10.
- Spend 1 Mana Crystal and 2 Wood to Build a Settlement (each Territory can have at most one Settlement). For more details see the "Build a Settlement" panel on page 10.
- Spend 1 Mana Crystal and 2 Food to Gain 3 Followers. For more details see the "Gain Followers" panel on page 10.
Weapon Cards
There are two types of Weapon cards - Basic (blue header) and Advanced (red header). You start the game with 2 Basic cards in your hand. You may gain Advanced Weapon cards in several ways during the game, mainly by using the Mana action, but also through bonuses on Commercial Pacts or Culture tokens. When you gain a Weapon card, you choose any card among those above your Action board (without revealing your choice to other players) and add it to your hand. Keep your hand secret from other players.
Basic Weapon cards cannot be used if you are the attacker, you must have an Advanced card to attack. After being used, a Basic Weapon card returns to your hand, used Advanced Weapon cards return above your Action board instead.
Using Weapon cards is explained in the Resolve Battles section on page 11.
Develop a Technology
Your 10 Action tiles all start the game showing their basic side (the one with the small number in the upper left corner).
Whenever you develop a Technology (no matter how this effect is gained), you may flip an Action tile adjacent to your Action pawn (i.e. connected by a line of your star) to its developed side. You cannot develop the action where your Action pawn is currently located. Red Action tiles cost an additional 1 Wood and 1 Metal to develop. Whenever you develop a Blue tile, you move up 1 space on the Technology track, similarly when you develop a Red Action tile, you move up 2 spaces.
When you develop an Action tile (of either color), you may immediately perform the Primary action shown on the developed side of the tile.
Example: Isobel (red) wishes to develop a technology, she may only select tiles adjacent to her action pawn (not tile 3 or 4). She can't afford to develop either of the 2 Red Action tiles, so she selects and flips tile 7 and immediately performs the Primary action shown on the developed side of the tile which is to gain 1 resource for each Shrine she controls.
Build a Settlement
Each Territory can have at most one Settlement. You start the game with a Settlement built on your capital Territory. The main way to build Settlements is by using the Mana action, however you may also build Settlements by using a bonus action from a Commercial Pact. When you build a Settlement you must take the leftmost Settlement from the Settlement area of your Action board and place it on any Territory you control that does not already contain a Settlement of any player. As you build Settlements, you will reveal more rewards that are gained when you take the 'Settlement Income' action. Once a Settlement is built it cannot be destroyed but the Territory may still be controlled by another player.
Remember: You control a Territory if it contains no units of other players AND any number of your units or one of your Settlements.
Example: Danilo (blue) builds a new Settlement, and he may place it on any of the Territories he controls. Danilo removes a Settlement from his Action board and places it on a Territory on his Home Planet. Danilo has now revealed a new reward on his Action board. If, on a future turn, Danilo were to move to Action 8 (Settlement Income), he would be able to claim both 2 Followers and 2 VPs.
Gain Followers
You start the game with 3 Followers on your Home Planet. Over the course of the game various game effect will result in you gaining more Followers. When you gain a Follower, take a Follower from your supply and place it on a Territory of your choice that you control and contains one of your Settlements (the Settlement must not be besieged). When you gain multiple Followers in a single action, you may choose to split the gained Followers amongst any permitted Territories. If you have no Followers remaining in your supply, you may first remove a Follower from any Territory.
Example: Isobel (red) gains 3 new Followers. She has 3 Settlements, but chooses to place 2 Followers on the Territory on Gaia and one on her Home Planet.
3. Additional Actions
After completing your Primary action and optional Mana action, you may choose to perform one or more Additional actions, but they must all be of different types. These actions are shown on the bottom right on your Action board. Some special bonuses may give you extra Additional actions.
1. Summon a Minor God or the Major God
If you have placed cubes on your Action board in such a way that they surround either a Minor God or Major God Summon token, remove the Summon token that has been surrounded and place it next to your Action board. On your turn, as an Additional action you may Summon a Minor God or your Major God. To do so, place the Summon token in the summoning space of the God you wish to summon, replacing the corresponding miniature (see below).
When you summon a Minor God, you may choose which of your 4 Gods to summon. Each can only be summoned once during the game. When you do so, you will advance on one of the Development tracks (or on the Domination track twice) as shown at the bottom of the God card. Each God has an ability which can be one of the following types:
- An immediate single use bonus
- An ability for the rest of the game
- A criteria for scoring VPs at the end of the game
When you summon your Major God you unlock the upgraded power (in the bottom panel) on your Major God card, move 1 step up each of the 3 Development tracks, and advance on the Domination track twice.
When you summon Minor Gods or a Major God, you must replace one of your Followers on a Planet board with the miniature representing the chosen God. The replaced Follower is returned to your supply. A Minor God counts as having a strength of 2 for harvesting resources and in battle. Your Major God has a strength of 3. Your Major God and Minor Gods move and control just like any other unit.
Example: Simone (yellow) has just placed a third Summoning cube around a Minor God Summon token. He returns a Follower to his supply from his planet, places the Minor God unit in that Territory, and moves the Summon token to the space on his Action board below the Minor God card he now has access to.
2. Fulfill a Commercial Pact
You may fulfill 1 Commercial Pact tile that you have in your supply. In order to fulfill a Commercial Pact, spend the required resources shown at the top of the tile. If the Commercial Pact tile does not show a House icon, you gain all the rewards shown. If the tile does show a House icon, see the "Commerce with a Specific House" instructions below. Once fulfilled, flip the Commercial Pact tile face down and keep it next to your Action board.
Commerce with a Specific House
(first game rule: please disregard this section)
Some Commercial Pacts have a House Icon. You must control at least 1 Territory on the planet of that House to get the full reward. If the House Icon matches your House, you must control at least 1 Territory on Gaia instead.
If you do not have control of at least 1 Territory on the planet matching the House icon, you do not gain both rewards on the tile and must choose to gain either the Bonus reward in the center of the tile or the VPs and Commerce track steps at the bottom of the tile.
Example: Serena (purple) wishes to fulfill this Commercial Pact, she has just used the Portal action to move a Follower onto the Norrenis planet. She spends 1 Food, 2 Wood, and 1 resource of her choice (as shown in the cost line, in the upper part of the tile). As she controls a Territory on the Norrenis planet, she gets all the rewards shown: 1 resource, 1 Advanced Weapon card (the middle line), 4 VPs and 2 steps on the Commerce track (the lower line). If she hadn't moved her Follower, she would only get one reward line: either the middle line (1 resource and Weapon card) or the lower line (4VPs and 2 steps on the Commerce track).
4. Resolve Battles
Whenever any number of units from different players or units of a player and an Ancient Civilization tile occupy the same Territory, a battle will be resolved during this phase of the active player's turn. If more than 1 battle needs to be resolved in this phase, the active player chooses in which order they are resolved. Each battle must be fully resolved before the next can start.
Battle against an Ancient Civilization
Each Ancient Civilization tile has a strength of between 3 and 5, as shown on the tile. If you have any number of units sharing a Territory with an Ancient Civilization tile, you must battle them. To engage in the battle, you must play an Advanced Weapon card (red) from your hand.
Tip: If you do not have an Advanced Weapon card upon entering a Territory containing an Ancient Civilization tile, you can still gain one by some source (Mana action, Fulfill a Commercial Pact, Summon a God) before engaging in a battle.
If you are unable to play a Weapon card, you automatically lose the battle.
To resolve a battle follow these steps:
- Play exactly 1 Advanced Weapon card from your hand.
- Pay any cost in Metal, shown on the card.
- Flip the Ancient Civilization tile face up.
- Apply any special effects from the Weapon card and Ancient Civilization tile. For a list of effects see pages 14.
- Calculate your battle strength by summing the strength of your units present in the battle and the value shown on the Weapon card you played. Reminder: A Follower has a strength of 1, a Minor God has a strength of 2, a Major God has a strength of 3.
- Compare your battle strength to the value on the Ancient Civilization tile. If your battle strength is equal to or higher than the value shown on the Ancient Civilization tile you have won the battle, if not, you have lost.
- If you have won the battle, take the rewards shown on the Ancient Civilization tile and the rewards on the bottom of the Weapon card that you played. This will include VPs and a number of steps on the War track. Remove the Ancient Civilization tile from the game. If you lost the battle, you must return all the units present in the battle to your capital Territory. The Ancient Civilization tile remains on the Territory, face up. You get 1 Metal as compensation.
- Return the Weapon card you played in the dedicated space above your Action board.
Example: Isobel (red) has moved a Minor God (strength 2) into this Territory that has an Ancient Civilization tile in it. She plays the 'Short Bow' Weapon card (which has a strength of 3), giving her a total strength of 5. She flips over the Ancient Civilization tile, which reveals a strength of 5. She wins the battle (in event of a tie the attacker wins) and takes all the rewards shown: 1 step up on the War track, 3 VPs (from the Weapon card), 2 Metal, and 1 Food (from the Ancient Civilization tile). She will also claim 1 Mana Crystal from the adjacent Culture token as it is now surrounded, then she removes the token from the Planet (See phase "5. Resolve Culture tokens" on page 12).
Ancient Civilization Tiles Layout
Each Ancient Civilization tile has the following layout: Strength (between 3 and 5), Tile effect (if any), Rewards in case of win.
Battle Between Two Players
If you have any number of units sharing a Territory with another player, you must battle them. If you have moved into a Territory containing another player's units, you are considered to be the attacker and the other player is the defender. To engage in battle with another player you must be able to play one Advanced Weapon card (red) from your hand.
Tip: If you do not have an Advanced Weapon card upon entering a Territory containing another player's units, you can still gain one by some source (Mana action, Fulfill a Commercial Pact, Summon a God) before engaging in a battle.
If you are unable to play a Weapon card (i.e. you are the attacker and you don't have any Advanced Weapon card you are able to play by paying the cost), you automatically lose the battle.
- Each player plays exactly 1 Weapon card from their hand. The attacker must play one of their Advanced (red) Weapon cards. The defender must play one of their Weapon cards, Basic or Advanced. The cards are placed face down.
- Simultaneously reveal both Weapon cards and each player pays any costs, shown on the top left of the cards they played.
- Both players apply any effect shown on their played Weapon card, if any. For details see page 14.
- Players calculate their battle strength by summing the strength of their units present and the value shown on the Weapon card they played.
- Whichever player has the highest battle strength wins. If it is a tie, the attacker wins.
- The winning player takes the rewards shown on the bottom of the Weapon card they played. This will include VPs and a number of steps on the War Track. The losing player returns all of their units involved in the battle to their capital Territory. They may also claim rewards from certain Weapon cards and if they played an Advanced Weapon card, they gain 1 Metal as compensation.
- Any played Advanced Weapon cards are returned in the dedicated space above the Action board of the respective players. Any played Basic Weapon cards are returned to the player's hand.
Example: Danilo (blue) moves 2 Followers into the Territory that Serena (purple) controls. He secretly plays the 'Dagger' Weapon card which has a strength value of 1, giving his total strength a value of 3. Serena doesn't have any advanced Weapon cards in her hand, so may only choose either of her 2 Basic Weapon cards, the 'Long Shield' would cost her 2 resources of her choice, or the 'Slingshot' would be free to play and would give her a bonus if she loses the battle. She doesn't want to spend the resources, so plays the 'Slingshot' Basic Weapon card. Danilo wins the battle. Serena returns her Follower to her Capital and because she played the 'Slingshot' she steals 1 resource of her choice from Danilo.
Atlantis
The Territories (one in 1-2 players or two in 3-4 players) at the center of the Gaia board represent the mythological city of Atlantis. You can only move into Atlantis from an adjacent Territory, crossing a dotted line; the Portal action cannot be used to enter or leave Atlantis. The people of Atlantis are led by powerful rulers, so it is more difficult to defeat them.
The God of Atlantis tokens placed in each Territory of Atlantis during setup represent a Major God unit, showing a +3: this strength value is added to the battle strength of the Ancient Civilization tile present. The tokens count as Major Gods as indicated by their shape, therefore your 'Ballista' Weapon card is effective against them (see "Weapon cards Effects" on page 14). As usual, when you conquer Atlantis, you take the rewards shown on your Weapon card and Ancient Civilization tile. When you first conquer Atlantis, you take the 3 Artifact cards placed in setup and choose 1 to keep next to your Action board. If you're playing in a 3/4-player game and you conquer the second Territory, you take the remaining 2 Artifact cards, choose 1, and the remaining card is removed from the game. Artifact cards have various and powerful effects which are explained in the Appendix on page 16.
Example: Simone (yellow) has moved into Atlantis, his 2 Minor Gods and 1 Follower give him total strength of 5 and he paid 1 Metal to play his 'Double Axe' Weapon card to increase his total strength to 8. Even with the +3 the Ancient Civilization's strength is only 6, so Simone wins the battle. He gets 2 steps up on the War track, 3 VPs (from the card), and either 1 Gold or 1 Wood (from the tile). Since Danilo (blue) has already conquered the other Territory of Atlantis, Simone will choose 1 of the 2 remaining Artifact cards and removes the other from the game.
5. Resolve Culture Tokens
If any Culture token is now fully surrounded by having units placed on each of the 3 adjacent Territories, it is resolved. Every player who has at least 1 unit in any of the 3 adjacent Territories may take the rewards shown on the Culture token. These rewards cannot be saved for later, they are either taken now or lost. The number of Territories you control or the number of units you have does not matter, you may only take the reward once. If more than 1 player has to take a Commercial Pact tile as bonus for resolving a Culture token, take them in turn order starting from the active player. Once resolved, remove the Culture token from the game.
Example: Danilo (blue) takes the Red Move action. After his action the Culture token is fully surrounded by the units placed on each of the 3 adjacent Territories. The Culture token is resolved: Danilo and Serena (purple) gain 2 Gold each. Then the Culture token is removed from the game.
End of the Game
The end of the game is triggered when:
- Any one player places their last cube on the Action star on their Action board, or
- Reaches the final space on one of the 3 Development tracks
Play continues until each player has had the same number of turns i.e. play ends at the end of the turn of the player to the right of the player with the First Player marker.
Important: From the moment the end of the game is triggered, no player can move their units to or from the Atlantis Territories.
Once the last player has completed their turn, proceed to final scoring. Each player earns Victory Points as follows:
- Assess the position of each player's markers on each of the 3 Development tracks; War, Commerce, and Technology:
- The player who is furthest ahead on each track earns 4 VPs and the second placed player earns 2 VPs. In case of a tie for the first place, the tied players divide all the available VPs (4 + 2) rounded down; the other players get nothing. In case of a tie for the second place, the tied players divide 2 VPs, rounded down.
- Each Development track has a Goal tile associated with it. You earn VPs based on Goal criteria (Goal tile value) multiplied by the final position of your marker on the track (multiplier). All players earn points from all 3 Development tracks in this way.
- The VPs shown beneath the final position of your marker on the Domination track.
- Any end game scoring criteria on God cards you have summoned.
- Total all your Resources and Mana Crystals: you earn 1 VP for every 5 you have.
The player who has the most points wins! If there is a tie the player who is leftmost from the first player wins.
Goal Tiles
The 4 Goal tiles all have a max value of 5 and are scored for the following:
- "Shrines" Goal tile — Number of Shrines controlled
- "Settlements" Goal tile — Number of Settlements in play
- "Territories" Goal tile — Number of controlled Territories, divided by 2 rounded down
- "Units" Goal tile — Number of units (Followers and Gods) in play, divided by 3 rounded down
Example: Simone (yellow player) is furthest ahead on Commerce and Technology tracks and thus earns 4+4 VPs; he is the second on War track and earns 2 VPs. He controls 3 Shrines and thus earns 3x2 VPs for the "Shrines" Goal tile on the War track; he has 3 Settlements in play and thus earns 3x5 VPs for the "Settlements" Goal tile on the Technology track; he has 8 units and thus earns 2x4 VPs for the "Units" Goal tile on the Commerce track. He earns 3 VPs for Domination track. He controls 2 Territories that produce Wood and thus earns 2x2 VPs for Horus. He has 4 Resources and 3 Mana Crystals and thus earns 1 VP.
Appendix
In the next pages you will find explanations of the icons and clarifications on some cards.
Costs and Rewards
- 1 Gold, 1 Wood, 1 Metal, 1 Food
- Any 1 resource of your choice (Wood/ Food/ Gold/ Metal)
- 1 Mana Crystal
These icons can refer to both costs and rewards. Costs and rewards are always shown separately on different rows according to the specific layout of the component.
- Each of the opponent's God have a strength of 1, regardless of whether it is Minor, a Major, or an Atlantis God.
- Apply before any other effect. The effect of the player's Weapon card or of the Ancient Civilization is ignored during this battle. The strength and rewards are still counted.
Icon Glossary
- Advance your marker on Domination track.
- Advance your marker on Technology track.
- Advance your marker on Commerce track.
- Advance your marker on War track.
- Build a Settlement following the normal rules (i.e. in a Territory you control, which does not contain a Settlement).
- Gain X Victory Points.
- Perform a Portal action (teleport to any Territory with exception of Atlantis).
- Collect all the uncovered rewards (Followers and VPs) shown in the Settlement area of your Action board. This will increase as you build more Settlements.
- Advance a number of spaces on the Domination track according to the Goal tile placed to the left of the track.
- Perform an action on a Blue Action tile (but not the tile your Action pawn is on).
- Perform an action on a Red Action tile (but not the tile your Action pawn is on).
- Move one of your Summoning cubes from any space to any other space. You get any Mana Crystals printed on the space where you move the cube to.
- Take any Advanced Weapon card of your choice above your Action board and add it to your hand.
- Develop a Technology following the normal rules (if you develop a Red tile pay the extra cost of 1 Wood and 1 Metal).
- Perform a Move action.
- Take a Commercial Pact tile from the display (immediately refill the display).
- Gain a Follower to be placed in a Territory you control containing one of your Settlements (i.e the Settlement must not be besieged).
Weapon Cards Effects
Slingshot: If your opponent has no resources you get nothing.
Viking Helmet: After revealing all Weapon cards, your opponent must discard their played Weapon card, returning it to either their hand (Basic Weapon) or in the dedicated space above their Action board. The card that your opponent must discard must still be paid for. They may then choose to play a new Weapon card, following the normal rules. This effect is ignored when in battle with an Ancient Civilization. If your opponent cannot play a new card, you immediately win the battle.
Composite Bow: After revealing this Weapon card you may add a second Weapon card from your hand. You must still play an Advanced Weapon card, you are not allowed to play a basic Weapon card in this way. You pay that second card's cost as normal. Any effects shown on the second card are applied. Add the strength of both cards played to your battle strength. If you win, you take the rewards of both played cards.
War Cart: After revealing all Weapon cards, you may pay any amount of Metal to increase your strength by 1 for each Metal spent in this way.
Long Spear: When your opponent calculates their battle strength, they must not count the value of their strongest unit. No effect against Ancient Civilization tiles.
Weapon Card Layout
Each Weapon card has the following layout: Card cost, Strength, Card effect, Progress on the War track in case of win, Victory Points in case of win.
God Powers: Pharaos
"The flourishing fields of their home planet stretch as far as the eyes can see and are fed by the great sacred river. Thanks to these fields and advanced agricultural techniques, Pharaos House has alway enjoyed an abundance of food that has allowed them to rapidly grow their population. Pharaos House keeps a secret ritual that allows them to amplify the power of the sacred star. They are led by Ra the shining."
Ra Basic Power: When you move your Action pawn over a space that contains a Summoning cube, you may move that cube to any empty space. If the space you move the cube to has Mana Crystals, you gain the Mana Crystals shown as normal. If placing the cube summons a God, you may summon the God in phase "3. Additional actions" of your turn as normal.
Ra Upgraded Power: Each time you place a Summoning cube and gain any number of Mana Crystals you also gain 1 Resource of your choice. You only get 1 Resource if you place in a space that produces 2 Mana Crystals.
Anubis: Whenever a Minor or Major God enters a Territory that results in a battle, add 1 Follower to the Territory before resolving battle. This power is per Territory not per God, so you only add 1 Follower regardless of how many Gods are in the Territory, but you may add Followers to multiple Territories in the same turn. If you do not have any Followers in your supply you may first remove one from any Territory and then add it to the Territory where the battle occurs.
Bastet: Immediately upon summoning Bastet you may discard one Mana Crystal to complete any Commercial Pact tile you have in front of you without paying any other costs shown on the tile. The requirement to control a Territory on a specific planet is also ignored. You take the rewards as normal. This is not counted towards your additional actions this turn.
Horus: In final scoring you earn 2 VPs for each Territory you control that produces Wood.
Isis: Each of your Settlements are considered to have a strength of 1 for both battle and harvesting. A Settlement is not a unit so it cannot trigger a battle with units of another House on its own. It will add 1 strength to any battle or harvesting providing you have units present as well.
Osiris: You are considered to have +1 strength in each Territory you control for the purposes of harvesting.
Sekhmet: It is not possible to reduce the cost to below 0.
Seth: In final scoring, earn 3 VPs for every 2 Territories (rounded down) you control which have all of their resource spaces covered by Exhaust tokens. Territories in Atlantis do not count towards this.
God Powers: Norrenis
"The mountains that overlook the seas of their Planet are such a breathtaking beauty. These mountains hold abundant veins of metal, that combined with the lack of plains, has driven Norrenis House to develop a tradition of warriors. The Norrenis are a nomadic society that continuously move around on Drakkars, the huge fast ships with a dragon on their bow. They attack, plunder and float on to another place. They are led by Odin the mighty."
Odin Basic Power: Your Settlements are considered to be units for movement, portal, and battle effects (initially with a strength of 0). When they move or portal they may carry 2 units (but not other Settlements) from one Territory to another.
- You may move your Settlements out of your Capital. If your Capital is ever empty, you lose the control of this Territory but enemy units still can't move into it.
- You may move your Settlements into Territories that contains one or more other Settlements, belonging to any player.
- You may not build Settlements in a Territory that contains other Settlements, as normal.
- Your Settlements are considered to be units, therefore if you move a Settlement into a Territory containing only a Settlement of another player you will take control of that Territory and their Settlement will become besieged.
- If you lose a battle in a Territory where your Settlements are present, they must be moved to your Capital along with the other units.
- Your Settlements cannot be besieged; if enemy units are present in the same Territory as your Settlement, a battle is resolved as normal.
Odin Upgraded Power: Each of your Settlements counts as having 2 strength for both battles and harvesting.
Aegir: In final scoring you earn 2 VPs for each Territory you control that produces Gold.
Freya: Immediately upon summoning Freya you may remove 1 of your Followers from any Territory and return it to your supply. If you do so, you may gain any 4 resources of your choice.
Freyr: Immediately upon summoning Freyr count the number of Territories you control outside your Home Planet. For each pair of such Territories, you gain 1 VP and 1 Mana Crystal.
Frigg: You may place a Follower in each Territory where you have a total of at least 3 units and/or Settlements combined. If you do not have any Followers in your supply you may first remove one from any Territory.
Heimdallr: This power combines with the upgraded power of Odin, i.e. when you are the defender your Settlements have strength 5 (2 from Odin and 3 from Heimdallr).
Loki: Whenever you play Weapon cards in a battle, you may choose to play 2 Weapon cards. After all Weapon cards or Ancient Civilization tiles have been revealed, you must choose 1 of the 2 Weapon cards to use. The card you did not select is returned to your hand. Resolve the chosen card as normal.
Thor: This may include all units and your Settlements if you have the upgraded power of Odin.
God Powers: Babylon
"The story goes that the splendor of the golden palace was visible from miles away. The power of the Babylon House is based on the gold that is found on their planet. This great wealth has enabled them to achieve high technological development and allows their settlements to extract resources with a level of efficiency never seen before. Their society is strongly matriarchal, led by Ishtar the stormy."
Ishtar Basic Power: Whenever you harvest resources, your Settlements count as having 2 strength. You can take the Harvest action even with the Settlement alone.
Ishtar Upgraded Power: Whenever you harvest resources in a Territory (except for your Capital Territory) with at least 1 uncovered resource icon, you may ignore the resource limit and collect as many of that resource as you have strength in the Territory. You must still place 1 Exhaust token in each Territory where you harvest as normal.
Anu: Immediately upon summoning Anu you may teleport up to 3 units starting from the same Territory. This Portal action can NOT be used to teleport units into Atlantis, as usual.
Assur: You gain 1 additional strength for both battles and harvesting.
Enki: In final scoring you earn 4 VPs for each Atlantis Territory you control.
Enlil: Whenever you perform a Portal action you may teleport 1 additional unit. This only counts for Portal actions, not Moves, although the Portal action can be as a result of any game effect.
Marduk: If you do not have any Followers in your supply you may first remove them from any Territory.
Ninhursag: In final scoring you earn 2 VPs for each Territory you control that produces Metal.
Ninlil: Immediately upon summoning Ninlil count the number of Shrines you control that are NOT located on your Home Planet. For each such Shrine, you earn 1 VP and gain 1 Metal.
God Powers: Ellenys
"Ellenys House come from a rugged, mountainous planet covered with lush green forests, which provide a great abundance of timber. The rich source of building materials has helped Ellenys to become explorers and travellers, building many colonies. They love cultural exchanges with other civilizations but when needed they know how to impose dominance. The strength of their infantry is legendary and they are led by Zeus the wise."
Zeus Basic Power: When a Culture token is resolved, you may take the reward shown on the token providing you have at least one unit present on the planet the token was placed on. You do not need to be adjacent to the resolved Culture token.
Zeus Upgraded Power: All rewards gained from Culture tokens are doubled.
Ares: In final scoring you earn 2 VPs for each Ancient Civilization tile you have defeated. Remember to keep these in front of you during the game.
Athena: Immediately upon summoning Athena you gain 1 resource matching the type produced in each Territory where you have a Settlement. Gain the resource regardless of any Exhaust tokens placed in those Territories. This effect is not considered to be a Harvest action.
Demeter: In final scoring you earn 2 VPs for each Territory you control that produces Food.
Hades: In final scoring you earn 2 VPs for every 3 Followers in your supply, rounded down.
Hera: Whenever you gain at least 1 Follower you also gain 1 additional Follower.
Hermes: This only counts for Move actions, not Portals, although the Move action can be as a result of any game effect.
Poseidon: This God counts as providing 1 additional Shrine for all game effects.
Artifact Cards
Artifacts come in 4 types:
- Artifacts that have a permanent effect, since the moment they are played.
- Artifacts that may be used on your turn as a Mana action.
- Artifacts that may be used on your turn as an Additional action. Remember you may only complete 1 Mana action each turn but may complete any number of different Additional actions.
- Artifacts that have an effect at the end of the game. These are resolved after all players have completed their last turns but before final scoring occurs.
Cornucopia: On your turn, as an Additional action, you may remove the card from the game to either: take any 4 resources of the same type OR spend 4 resources of any 1 type to gain 8 VPs.
Duplicity Mirror: This Artifact has a one time effect, played as Mana action. Discard the card to perform 2 different Mana actions instead of 1 this turn. You also pay 1 less Mana Crystal to perform each Mana action this turn.
Map for the Afterworld: Immediately when selecting this card, place the Afterworld tile next to your Home Planet. The tile is a Territory that only you can access. It contains a Shrine and produces any type of resource each time you harvest from it. If harvesting more than 1 resource, you may select any combination of resources. The Afterworld tile is considered to be adjacent to all of your controlled Territories so may be reached with a Move of one as well as a Portal.
Pandora's Box: Immediately when selecting this card, collect the 3 Pandora tokens. Once per Additional action phase on your turn, you may discard a token to carry its effect. Discarding a token is an Additional action, so you may only discard one per turn. Each token shows an item, you gain the shown item and all other players must lose one if they have them. The items are a Mana Crystal, a Follower, and an Advanced Weapon card. Carry out the gaining or losing of these items as normal, as described above. After you have discarded the third token, discard the Pandora's Box.
Scarab Amulet: If you have not crossed the lightning line on the Domination track you may not use this to cross into the x5 space on a Development track.
Tablet of Destinies: Immediately when selecting this card, you take the Destinies token. Secretly select 1 of the 3 Development tracks and place the Destinies tile in front of you, face down, so that the corner at the top shows the chosen track. During final scoring you will score additional 0/1/2/4/7 VPs based on the multiplier level reached by the player who's marker is furthest ahead on the track.
Credits
Game Design: Danilo Sabia, Simone Luciani Illustrations: Jara Zambrano, Paolo Vicenzi Graphic Design: Arianna Santini, Jara Zambrano 3D Miniature Sculptor: Hector Moran KS Manager: Davide Malvestuto Story: Stefania Niccolini Cultural Advisor: Jason Perez Rules Revisors: David Digby, Stefania Niccolini Editor: Giuliano Acquati
A special thank to Luca Ercolini, Davide Malvestuto, Thomas Capra, Mauro Annino, Michele Imberti, Chiara Grassi, Alessandro Dipace, Francesco Piatti, Mauro Marinetti, Barbara Parutto, Ian Zhabjaku, Massimo Maggi, Marco Galeotta, Simone Colombo, Alex Morelli, Alex Donati, Daniele Radavero, Alberto Grillo, Flavio Oivalf De Leonardis, Fulvio Pisani, Daniele D'Angelosante, Francesco Bavastro, Lorenzo Gentile, Vincenzo Ragusa, Valerio Colucci, Luke Rensink, Adrian Smith, Sarah Green, Conor Devine, Simone Fini and Paul Grogan for his precious advice.
Cranio Creations s.r.l., Via E. Romagnoli 1, 20146 Milano - Italia. © 2023, Cranio Creations s.r.l. All rights reserved.
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