GAME COMPONENTS 30 QUEST CARDS 12 HERO CARDS GAMEBOARD 4 PLAYER MATS 10 DIVINE INTERVENTION CARDS '-45' VP TOKENS 20 COUNTER TOKENS

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The ancient Greek world was ruled by the Olympian gods, 12 beings of immense power, but also victims to their own feelings, passions and vices. They vied for supremacy very often even amongst themselves, sometimes through brute force like hurling bolts of lightning, but they also conspired against each other through guile and intricate machinations. This is the game the gods were playing when they tried to consolidate their power by working in the shadows, manipulating mortals to do their bidding, either showering them with promises of immortality and other divine gifts, or bending them to their will with dreadful threats and curses. The gods would compete against each other in a contest of wits and tactics, having the heroes of ancient Greece face mythical creatures and threats and gain glory in their name. Deus Ex Machina is a competitive game for 2 to 4 players with an innovative hero placement mechanism in which each player takes the role of an Olympian god trying to achieve supremacy over the other gods via manipulation of heroes and behind the scenes planning. Their ultimate goal is to accumulate the most Glory Points by having heroes complete quests. The winner of the game is the player who has completed his secret objective. GAMEBOARD GAME COMPONENTS 10+ 30'-45' 2-4 12 HERO CARDS 4 PLAYER MATS 30 QUEST CARDS 10 DIVINE INTERVENTION CARDS 4 VP TOKENS 20 COUNTER TOKENS 1st PLAYER TOKEN 5 OBJECTIVE TILES 4 SPECIAL ABILITY TOKENS

Firstly, separate and shuffle the 3 different types of cards: Hero deck Quest deck Divine Intervention deck Place the Hero, Quest and Divine Intervention decks on their respective places on the game board. Afterwards, each player does the following: He chooses a god and places his/her respective player card in front of him. He takes 2 player mat counter tokens, 2 hero tokens,1vp token and 1 Special Ability token. He places the 2 counter tokens on the Might and Cunning track as per his god's starting points (shown on each god's player mat). The god Hermes starts with 1 Cunning point and 2 Divine Intervention cards. Athena starts with 1 Might, 2 Cunning points and 1 Divine intervention card. Zeus starts with 3 Might points and 1 Divine intervention card. He places his vp token on the score track with the number 0. He draws an objective tile which shows his victory conditions. Each player's objective is secret to the other players. He draws 3 quest cards, out of which he selects 2 to keep and the other one is shuffled back in the quest deck. The quest cards are kept secret from the other players. After these steps are concluded, the quest deck is reshuffled and then quests are drawn face up on the 4 spaces of the mechanism designated for quests from top to bottom. When revealing quest cards on the mechanism, please take note of the following restrictions: 1. There can be up to 2 Legendary quests on the mechanism. If a third Legendary quest card is revealed, the first one revealed is discarded, all other quests able to move up one space, do so and the discarded quest card is reshuffled. 2. There cannot be 3 quest cards of the same area color symbol. If 3 quest cards of the same area color are revealed, discard the first one, move all other quests 1 space up and reshuffle the discarded quest card. 3. There cannot be 3 quest cards of the same color and 2 Legendary cards on the mechanism. If this happens, discard the Legendary card of the color that appeared 3 times. Similarly, all quest cards move 1 space up and the discarded quest card is reshuffled. Likewise, 3 hero cards are drawn and placed face up on the 3 spaces of the mechanism designated for heroes. 2

Quest card overview Each quest has requirements of Might and Cunning in order to be fulfilled. These are shown with numbers on the top left (Might) and right (Cunning) of each quest card. Quest cards give Victory Points (VP in short) as a reward for completing them. Quests may give from as low as 2 VP up to 12 VP (Legendary Quests). Finally, there are 6 groups of quests, each with a different color and symbol, one for each of the 6 areas of the map. Area color symbol Legendary Quest symbol Hero card overview Some heroes were mighty warriors, while others relied on their wits to overcome dangers. Naturally, heroes have different Might and Cunning ratings. Each hero's Might and Cunning rating is shown on the top left and right of the hero card. Also, each hero card mentions that particular hero's birthplace (area color symbol). Using a hero in order to complete a quest on his birthplace, will give that hero a +1 bonus on one out of two of his characteristics. Legendary hero cards also mention the god favoring that particular hero. Important: every time a player uses a Legendary hero other than his respective god, that hero's god (player) gets 2VP bonus. Player mat overview Each player has in front of him the player mat of the god he is playing as. The player mat features two different tracks, one for Might and one for Cunning points. These points are in effect a resource and can be spent by the player to give their hero a bonus in Might and/or Cunning to meet requirements of quests and complete them. These points can be gained mainly from placing heroes on spaces of the map and gaining the points shown on each space. Special abilities: Each god comes with his/her own unique special ability. Using a special ability is a free action and can be used at any time during a player's round. They are also compatible with using a DI card and using a hero for any sort of action on the map. Players begin with 1 charge of their special ability. Using the ability spends the charge. In order to use the special ability again, a player must send a hero to the Altar where the hero performs a sacrifice. This action recharges the player's special ability (it can also be used immediately upon recharge). The special abilities are as follows: Zeus: use this ability on any hero found on the hero track. The ability reserves the hero until your next turn. The hero in question cannot be used by other players, but he will move higher on the mechanism if heroes above him are used. Athena: use this ability on any quest found on the quest track. This ability reduces the Cunning requirement for the quest by 2, making it easier for you to complete the quest. It is advised to play this special ability on the same turn during which you can complete the target quest. Hermes: using this ability allows you to take one DI card from any other player and bring it in your hand. Hera: use this ability to remove a hero from the hero track. Place your special ability token on that hero's spot of the hero track. That spot remains empty until your next turn. 3

Objective tiles overview Objective tiles are each god's motivation. Each player finds his own personal victory conditions on the card he draws during the game's setup. A player that meets these requirements is eligible to claim the game's victory, however he has to wait for all other players to finish their round. Gain 39+ VP and complete the following quests: 2 purple, 1 green and 1 yellow Gain 39+ VP and complete the following quests: 2 yellow, 1 black and 1 red Gain 38+ VP and complete the following quests: 2 green, 1 blue and 1 red Gain 38+ VP and complete the following quests: 2 black, 1 blue and 1 purple Gain 37+ VP and complete the following quests: 1 Legendary quest of any area, 1 blue and 1 red. Mt. Olympus Temple : Visiting this spot has two effects. The visiting player gains a DI st card. Additionally the visiting player gains the 1 player token. Divine Intervention card overview: These are cards that may be earned by visiting Mt Olympus temple. If not mentioned otherwise, they can be used by the players on the next round of the card's acquisition. Additionally, players can use up to 1 Divine Intervention card per round and it is in effect a free action. Divine Intervention (DI in short) cards give a variety of effects, from switching hero places, to earning VP or using a hero with added effects. In order to draw a DI card, a player must visit with a hero Mt Olympus temple. Every god starts with one (1) DI card, except for Hermes who starts with two (2). Important : The maximum number of DI cards a player can hold is 2 (Hermes: 3). DI cards are explained below: Change of Plans: Using this card a player may switch in his round two quests on the game mechanism. In his Sandals: Using this card allows a player to switch 2 hero cards on the game mechanism. Lucky Day: This card requires at least 1 unoccupied space in the quest mechanism. This card allows the player using it to open a new quest card on one of the unoccupied space of the quest mechanism. Powerful Presence: This card allows the player using it to place a hero on an available map space and gain the area s bonus as well as complete a quest in that same area (if the hero fulfills its requirements). It cannot be used to visit Mt Olympus temple. Ruin Plans: Using this card, a player may spend 1 point of Cunning from his player mat and reduce one opponent s VP by 2. Max 3C for 3 players respectively. Bribery: Using this card, the player takes 2 VP. That s my spot!: The player using this card may move an already placed hero token from its space to another unoccupied space on the map. He may not move one of his own tokens in this manner. Additionally the opponent, whose token was moved, does not gain any benefit from this move. When the DI deck is depleted, reshuffle the discarded DI cards and place them on the DI deck space of the mechanism. 4

Altar of Sacrifice Visiting this spot allows a player to recharge his special ability. It also gives the visiting player either 1 point of Might or Cunning. Map overview The map features 8 spaces. 6 of them are marked with different area colors and symbols, as well as one space on Mt. Olympus temple and one space with the cylix (Altar of Sacrifice). Players may place their hero tokens on these spaces and complete one of three available actions: a) Complete a quest found on the mechanism (if they meet the requirements) or b) Gain that area's bonus of Might or Cunning points and add them on the respective track of their player mat. Players placing their hero token on Mt. Olympus temple draw a Divine Intervention card. c) Recharge your special ability and gain 1 Might or 1 Cunning point. Game Mechanism overview Available quests are placed on the 4 spaces of the left column. Each quest space features an additional effect which is resolved when the quest occupying that space is completed. From top to bottom, the effects are: st 1 space: player gains 3 additional VP. nd 2 space: player gains 2 additional VP. rd 3 space: player gains 1 additional VP and subtracts 1 VP from an opponent of his choice th 4 space: player subtracts 2 VP from an opponent of his choice. When a quest is completed, it's space remains unoccupied until the next turn. At the start of the next turn, move quests up if the space above them is unoccupied. Then, draw new quests and place them face-up on any unoccupied spaces. Available heroes are placed on the 3 spaces of the right column. This mechanism shows a hero's readiness with each space giving a bonus to the hero occupying it. From top to bottom, the effects are: st 1 space: Fresh, hero gains +2 bonus to either Might or Cunning (players cannot split this bonus to +1 Might and +1 Cunning). nd 2 space: Ready, hero gains +1 bonus to either Might or Cunning. rd 3 space: Tired, no effect. When a hero is selected to complete an action, he is removed from the mechanism and placed on the discard pile. Move all heroes up on the mechanism, then draw a new hero card and place it face up on the Tired space of the mechanism. When the Hero deck is depleted, reshuffle the discarded hero cards and place them on the hero deck space of the mechanism. Playing the game First plays the youngest player. Each turn, every player has to select a hero from the 3 available on the mechanism and do one of the following: Send the hero to an unoccupied area on the map and collect the Might and/or Cunning points of that area. Send the hero to an unoccupied area on the map and complete a quest of that area from the available quests on the mechanism. Send the hero to the Mt. Olympus and gain a Divine Intervention card and the 1st player token. Send the hero to the Altar of Sacrifice to do an offering, recharging your special ability and collect 1Might or 1Cunning point. 5 Players cannot place their token on an already occupied space. When all player tokens are placed on the map, the round is over. In case no player visited Mt. Olympus Temple, the 1st player token remains at the hands of the one previously gained it.

Secret Quest Cards Apart from meeting the objective card's requirements, each player must complete in addition his secret quest cards. These cards may be placed on the Game's mechanism at any point during that player's round, provided there is an empty quest space. The quest card occupies that empty space. Please note that you may only place a secret quest if you are able to complete it, i.e. the map's space is empty, you have a hero available whose Might and Cunning score meets the quest's requirement etc. Placing the secret quest card on the game's mechanism is considered a free action and is compatible with playing a Divine Intervention card in the same round, or using god s special ability. Keeping track of Victory Points On the top and bottom of the game board is the score track where players move their VP token as they gain or lose VP. Claiming Victory Having completed his 2 secret quests cards, a player is eligible to claim Victory. As mentioned previously, the objective card drawn by the player during the game's setup, is that player's victory condition. A player that has completed all tasks mentioned in this objective card (including secret quest cards) announces his stake at final victory after all players have finished playing that round. Alternatively, a player may claim victory by collecting one quest from each area (6 different area color symbols). In a similar fashion, that player announces his stake at final victory after all players have finished their current round. This alternative winning condition still requires the secret quests to be completed. Resolving ties Please note the following, in the off chance of two or more players claiming to be victorious at the same time, or if they are in any way tied: If two (or more) players have completed their objective cards: The player with the most Victory Points is the winner. If two or more players are tied, the player with the most quests is the winner. If two or more players have the same number of quests, the player with the most Might and Cunning points is the winner. If one player has completed his objective card and another has collected 6 different colored quest cards (alternative winning condition): In this case, the winner is the player having completed his objective card. If two or more players have collected 6 different colored quest cards (alternative winning condition): The player with the most Victory Points is the winner. If two or more players are tied, the player with the most quests is the winner. If two or more players have the same number of quests, the player with the most Might and Cunning points is the winner. If two (or more) players have completed their objective card and one of them has also collected 6 different colored quest cards (alternative winning condition): The winner is the one that has met both winning conditions. If two players have met those conditions, then the player with the most Victory Points is the winner. If two or more players are tied, the player with the most quests is the winner. If two or more players have the same number of quests, the player with the most Might and Cunning points is the winner. 6

Example of play: It is Athenas' round, who has accumulated on her mat 2 points of Might and 3 points of Cunning and a That's my spot! DI card. Perseus, favored hero of Hermes, occupies the 2st space of the mechanism, Athena wants to complete the Hydra quest which occupies the third space of the mechanism. It needs 5 points of Might and 6 points of Cunning to complete, so Athena uses Perseus, who adds +1 to Cunning by readiness effect and +1 to Cunning by the place of birth, to raise him from 5M, 3C to 5M, 5C. She reduces her Cunning track by 1, to a total of 5M, 6C. Now Perseus is ready to face the Hydra, but the red slot of the map is occupied by Hermes, Athena then uses her DI card to move Hermes player's token to the yellow space of the map and is then free to occupy the red space herself. The quest is completed, Athena gets the Hydra quest card adding it to her collection of quests, and also gains 8+1=9 VP, subtracts 1 VP from Hera but also donates 2VP to Hermes, for using his favored hero. With this move Athena manages to complete her quest and also by moving Hermes token to the yellow space, she cunningly prevents the next players from completing the yellow area quest (Chimaera). www.alcyoncreative.com 7 Artwork Giota Vorgia Mike Katoglou Designing Team Lefteris Iroglidis Harry Haralampidis Konstantinos Iovis Rules Editing Konstantinos Iovis Alexandros Boucharelis Playtesters: Elli Hourda, Ilias Iovis, Kostis Tolios, Alexandros Boucharelis, Stavros Oikonomidis, Serafeim Gioldasis, Chrisafis Politidis, Anestis Iroglidis, Charilaos Boucharelis, Achilleas Boucharelis and friends. AlcyonCreative 2016. All Rights Reserved.