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Pillars of Heracles: Epic Expansion

Expansion for Pillars of Heracles

Pillars of Heracles: Epic Expansion Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup Additions
  • Resource Table Mechanics
  • Trading Influence Actions
    • Alternative Timing
  • Glory for Trading Power
  • Epic Expansion FAQ
    • The 5th player
    • Rome
    • Atlantis with Trading Monopolies

Components

  • 7 Trading markers per player
  • 1 Dual-sided Trading Influence token per player
  • 1 Trading Influence display (7-piece)

Setup Additions

  • In step 8, each player also takes the 7 Trading markers and 1 Trading Influence token in their colour.
  • In step 15, each player draws 1 more card than normal into their hand.
  • Assemble the Trading Influence display beside the main Game board.

Resource Table Mechanics

The Trading Influence display shows one row for each of the five Resource types, each with five associated bonuses. (The rows are marked on the display by Resource icons, numbered 1 to 5 across the bottom of the sheet; the sheet's text does not name the Resource for each row.)

  1. Draw 1 card.
  2. Draw 1 card.
  3. Build an Agora on a Land space you Control that contains a Resource tile of the corresponding Resource (pay the cost as normal; you don't need a Worker in the space, but the other Building restrictions still apply).
  4. Perform an Ascend action to progress on the Region track matching the corresponding Resource, paying the cost as normal (or the Titan track, provided you pay the cost with that same Resource).
  5. No action/no bonus.

Trading Influence Actions

At the end of each of your turns, flip your own Trading Influence token face up to indicate that a Trading Action is available to you. During other players' turns, if your Trading Influence token is face up you may flip it face down to perform one of the following Trading Influence Actions, provided it does not directly affect the active player's turn:

  1. Play a non-Monument card from your hand face down in the leftmost free space of any row of the Trading Influence display, place one of your Trading markers on it, and gain the associated bonus. If all 7 of your Trading markers are already in the Trading Influence display, you cannot perform this action.
  2. Move one of your Trading markers in the Trading Influence display, along with the card it is on, to another free space; no bonus is granted during this move.
  3. Remove one of your Trading markers from the Trading Influence display and return the card it is on back to your hand.

Note: you may not Invoke a Mythology card immediately before or after a Trading Influence Action.

Alternative Timing

While it is designed to cut down downtime, if you don't mind the time it adds to the game, you can use the rule that you may perform a Trading Influence Action only during your own turn, as an additional optional action during your Advance Turn. This gameplay mode is recommended if playing Trading Monopolies with 2 players.

Glory for Trading Power

  • At the end of the game, flip all cards in the Trading Influence display face up in their positions; for each row, gain Trading Power corresponding to that row's Resource equal to the sum of the Powers on the cards in that row with your Trading markers on them.
  • For each Land space that contains both one of your Pillars and a Resource corresponding to a Resource row you Control, gain 3 Trading Power corresponding to that Resource.
  • You Control a Resource if you have the most Trading Power corresponding to it (whether from its row in the Trading Influence display and/or from the Land spaces containing Resource tiles of that type). For each Resource you Control at the end of the game, you gain 3 Glory. In case of a tie for Control of a Resource, each tied player instead gains 1 Glory.

Epic Expansion FAQ

From the official Pillars of Heracles Errata & FAQ (Apeiron Games, updated 26 October 2026). Where the FAQ and the printed rulebook differ, the FAQ wins.

The 5th player

The 5th player (Epic Expansion) is for the Siege of Destiny mode. A 5th player draws 7 cards at setup.

Rome

Rome (Mediterranean side, Epic Expansion) has a City-state tile and no extra cards. All Roads Lead to Rome: it costs 0 Movement to move one of your Land Units into an adjacent space with one of your Buildings.

Atlantis with Trading Monopolies

Atlantis is both a Sea space and a Land space. Land Units may move in from an adjacent Land space, or cross on your Ships. Take Control of it by Settling its space with at least 10 Power. Atlantis counts as a City for all game purposes, Domination included.

With Trading Monopolies: Atlantis is a Wild Resource tile. If you have a Pillar there at game end, choose one Resource type for it; it counts as a Land space with that Resource when you score Trading Power.