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Iliad: Heroes of Troy

Iliad: Heroes of Troy Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Turn
  • Game End
  • Special cards
  • Traits

Components

  • 30 Character cards
  • 2 Special cards
  • 4 player aids
  • 1 Rule Sheet
  • 20 scoring tokens (5 yellow worth 5 points each, 15 red worth 1 point each)

Setup

  1. Each player chooses his faction at random and takes a player aid. Factions are organized according to the number of players:

    • 2 players: Greek or Trojan
    • 3 players: Greek, Trojan or God
    • 4 players: Two teams of two players, with each team choosing between Greek or Trojan. Allies sit opposite one another so that play will alternate between teams.
  2. Shuffle all 32 cards (character and special cards) to form the draw pile.

  3. Deal to each player cards according to the number of players. Then each player looks at the cards and discards any 3 cards facedown, which are then shuffled into the draw pile. Tip: Try to keep the cards of your faction.

    • 2 players: Deal 12 cards, discard 3, keep 9
    • 3 players: Deal 10 cards, discard 3, keep 7
    • 4 players: Deal 8 cards, discard 3, keep 5
  4. Place the top card from the deck next to the deck face up to start the play pile. If it is a special card, place another one and shuffle the special card back into the draw pile.

  5. Each player (or team for 4 players) starts the game with 0 points. Scores can never go below 0. All scores are considered open information.

  6. Begin the first turn. Greeks play first. If there are 4 players, randomly determine which Greek player will go first.

Turn

On each turn, the current player must follow these steps:

  1. Play a Card – The current player chooses a character card from their hand and places it on top of the play pile. This is now the active card and will be used for scoring and determining which faction earns points.

    Exception – Players may not choose a special card (Favor of the Gods or Trojan Horse) to play. In a 4-player game, if one player on a team has no other cards, they are skipped instead.

  2. Check Faction – Check which faction is displayed on the active card. This becomes the active faction, which determines who scores points.

    Example: Julia is playing the Greek faction and George is playing the Trojan faction. If Julia selects a Greek card to play, she will get points that will help her win, but if Julia plays a Trojan card, she may help George.

  3. Score Points – The player or team that controls the active faction will score one point for each matching trait on the card that it was played on top of (the previous active card). For each matching trait of the three, that player will receive 1 point. Matching the faction also scores 1 point.

    Exception – In a 2- or 4-player game, no player is playing the Gods faction, however Gods score normally as a neutral faction. It is possible for both Greeks and Trojans to lose the game if Gods score more points by the end of the game. Optionally, neutral Gods can start at a higher score for a bigger challenge.

    Example: Since it's a 2-player game, John can play God cards to use their traits but Gods will gain points.

    Example: Julia plays Odysseus (Greek, King, Wise, and Sneaky) on top of Patroclus (Greek, Sneaky, Brave, Battle Expert) and compares the two cards. The common traits are two, Greek and Sneaky, thus this play awards 2 points, and since Odysseus is Greek, the points go to the Greek player, Julia.

    Example: Julia decides to get rid of a Trojan card and plays Hecuba (Trojan, Wise, Charismatic, Pious) on top of Patroclus (Greek, Sneaky, Brave, Battle Expert). Comparing the two cards, no traits are the same, thus this play awards 0 points to the Trojans, George in this case.

  4. Use Trait – The current player chooses one trait to invoke (see player aid or trait chart below).

    Exception – Some traits allow you to play extra cards (King, Wise and Brave). When you play an extra card, the card scores points normally, but you may not activate another trait. In other words, a trait is activated only for the first card you play each turn.

Game End

When any player has no more cards in their hand after a trait is used, the round is over. The first player who has no more cards in his or her hand receives 1 point for ending the round. Players also score points from special cards. The player or team with the most points wins the round. Play until a player or team has won two rounds.

In a 4-player game, the round is over when both players of the same team have no more cards in their hand. Each player who has no cards in hand receives 1 point and the player who was out of the round first receives 1 extra point.

Special cards

Favor of the Gods and Trojan Horse are special cards. These two cards cannot be played on a player's turn. They do not count as a card in hand for the purposes of finishing the round. For example, if the Trojan Horse is the last card in a player's hand, the round is over (they will still receive 1 point for finishing with no cards). In a 4-player game, if a player has only special cards in their hand, they reveal them, then they are out of the round and play continues.

Traits

  • King – Look at 2 random cards from an opponent's hand. You may choose one to play or steal.
  • Wise – Draw a card, then play another card.
  • Strong – Draw a card, then give a card to another player.
  • Sneaky – Steal 1 point from an opponent.
  • Tough – You or an ally draws two cards, then puts two cards on the bottom of the draw pile.
  • Brave – Play another card. That card scores 1 less point (minimum 0).
  • Warrior – An opponent loses 2 points.
  • Charismatic – Look at another player's hand and steal a card of your choice. That player draws a card.
  • Pious – Gain 1 point, then choose a player to draw a card, then choose a player (same or different) and look at their hand.

Example: John plays Odysseus (Greek, King, Wise, Sneaky) so he checks the player aid. He would like to use Sneaky, however George has 0 points so he can't steal anything, so he decides to use Wise.

Exception - A player may not select a trait that draws cards if there are not enough cards in the draw pile, even if there are other parts of the trait that are able to be used. If a player plays a card and all three traits require a card draw when there is no card, that card does nothing.

  • Continue - The next player to the left takes the next turn. Play will continue to rotate clockwise until the end condition occurs.