PRIEST PHASE
Each of your Priests can make one attack.
For each priest pick a target and roll 1D6.
Attack with one priest at a time.
On a roll of 4+ an enemy worshiper is controlled.
GOD LIST
Card Name: Special Effects:
God of War Your Heroes & Armies get +1 to attack rolls
God of Love Your Priests get +1 to attack rolls
God of the Mountains Play Earth Monsters and Miracles for Free
God of Blacksmiths Your Armies get +1 to attack rolls
God of the Harvest Worshiper recruit roll +1
God of Thieves Steal 1 Card from oppont’s hand for 10 Faith Pnts in Miracle Phase
God of the Dead Put your killed Heroes back into your hand
God of Archery Heroes get +1 to attack rolls
God of Beauty Discard 2 cards to take control of target Hero
God of the Sea Play Water Monsters and Miracles for Free
God of Luck Reroll one dice roll per turn
God of Creation Your Units cost 1 less Faith point to play
God of the Sky Play Air Monsters and Miracles for Free
God of Knowledge Pay 1 Faith Point to look at opponents hand or top 3 cards in deck
God of Fate In Fate phase draw 3 cards and discard 2
God of the Sun Play Fire Monsters and Miracles for Free
God of Healing Put your killed Heroes back into your hand
God of Fertility Worshiper recruit roll +1
MORTALS LIST
Card Name:
Armies
Heroes
Priests
Temples
Notes: The Deck contains 10 of each card listed in the Mortals List.
MONSTER LIST
Card Name: Notes:
Leviathan Water
Kraken Water
Giant Earth
Titan Earth
Dragon Air
Gorgon Earth
Demon Fire
Devil Fire
Serpent Water
Phoenix Fire
MIRACLE LIST
Card Name: Type: Effect:
Earthquake Earth Destroy 1D6 Worshipers or Temple
Crumble Earth Destroy Temple
Tidal Wave Water Destroy 1D6 Worshipers
Volcano Fire Destroy 1D6 Worshipers or Temple
Flood Water Destroy 1D6 Worshipers
Sacrifice Death Sacrifice 2 worshipers to gain 10 Faith Points
Prophet --- Gain one Priest for free
Holy War --- Your Armies get +2 to attacks this turn
Chasm Earth Destroy Hero, Monster, or Army
Inferno Fire Destroy 1D6 Worshipers
Famine Fire Destroy 1D6 Worshipers
Plague Death Destroy 1D6 Worshipers or Army
Fertility --- Gain 1D6 Worshipers
Blight Death Destroy 1D6 Worshipers
Sanctuary --- Opponent cannot attack you next turn
Draught Fire Destroy 1D6 Worshipers
Godspeed --- Draw 3 cards
Pestilence Death Destroy 1D6 Worshipers
Resurrection Death Put killed hero or priest back into play
Abjuration --- Negate Miracle just played
Hurricane Air Destroy 1D6 Worshipers
Gift of the Gods --- Hero gets +2 to attack rolls permanently
Prosperity --- Gain 1D6 Worshipers
Mana from Heaven --- Gain 1D6 Worshipers
War in Heaven --- Destroy target God Card
Lightning Bolt Air Destroy target Hero or Priest
Banish --- Destroy target Monster
PERIPLUS INTRODUCTION
Board & card game for 2 players.
Battle between two Fleets of Greek Warships.
Abstract skirmish level combat.
Each figure represents a single Ship (unit).
VICTORY
You win if you Destroy the opposing Quinquereme.
THE MAP
Use an 8x8 chessboard.
THE SHIPS
Use chits or miniatures to represent Ships.
There are 4 types of Ships:
Biremes, Triremes, Quadriremes & Quinqueremes
SHIP TABLE
# Type Hits
2 Bireme 1
3 Trireme 2
2 Quadrireme 3
1 Quinquereme 4
# = Number of that type of Ship you start the game with.
Hits = Number of Hits that type of Ship has.
SETUP
Each player places one Ship on each square of his back rows.
Ships may not stack.
THE CARDS
Players share a common deck.
TURN SEQUENCE
Players take turns.
Each turn has 3 phases:
Orders Phase
Maneuver Phase
Fire Phase
ORDERS PHASE
Draw 3 cards.
Max hand size = 5 cards.
If the deck runs out, shuffle the discard and draw from it.
Discard excess cards.
MANEUVER PHASE
Play (discard) a Move card to move one of your Ships.
The move card has a number.
This is the number of spaces the Ship moves.
Moves can be diagonal or orthogonal.
“Knight” type move cards allow a Ship to move like a knight in chess.
Instead of moving just one Ship in any direction, you have the
option of moving one or more Ships forward the indicated number of
spaces using a single move card.
FIRE PHASE
Play (discard) an Attack card to have a Ship attack.
The attack card has a number.
This is the range of the attack.
Attacks can be diagonal or orthogonal.
“Knight” type attack cards produce an attack with a range like a knight in chess.
Each attack inflicts one point of damage.
Use Chits or coins to record damage.
A ship reduced to 0 Hits is destroyed and removed from the board.
Your opponent may play (discard) Defense cards to negate your attack.
In order to ram, a ship must move first in the same turn.
A Shear Oars does no damage but the target ship can no longer ram or move.
M = Movement
S = Shooting Attack
R = Ramming Attack
B = Boarding Attack
D = Defense
X = Special
K = as a Knight would move in Chess
Type = Purpose of card
# = Number of that card in the Deck.
CARD LIST
Card Name: # Range Type Notes
Row 5 1 M
Row Row 5 2 M
Row Row Row 5 3 M
Ramming Speed 5 4 M
Periplus 5 K M Outflank
Prongs 2 1 R
Reinforced Ram 2 1 R
Ram 2 1 R Special Damage
Shear Oars 2 1 R
Hoplites 2 1 B
Harpax 1 1 B Catapult Launched Grapnel
Corvus 1 1 B Swing Bridge
Marines 2 1 B
Full Deck 2 1 B
Archers 1 3 S
Javelins 1 2 S
Slings 1 2 S
Greek Fire 1 2 S
Ballistae 1 4 S
Catapult 1 5 S
Trebuchet 1 6 S
Tower Archers 1 K S
Parablemata 2 - D Negate Shooting Attack
Reinforced Hull 2 - D Negate Ram Attack
Disengage 2 - D Negate Boarding Attack
Share with your friends: |