Games PC Age Of Mythology
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Age of Mythology: Gold Edition [PC Game]Developed by Ensemble Studios - Microsoft Game Studios (2004) - 3D Real-Time Strategy - Rated Teen
The "Gold" edition of Ensemble Studios myth-based, real-time strategy game includes the original Age of Mythology and its expansion pack, Age of Mythology: The Titans.
Details
Platform: PC
Developer: Ensemble Studios
Publisher: Microsoft Game Studios
Release Date: September 9, 2004
Controls: Keyboard, Mouse
UPC: 805529879331
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Manual
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Related manuals Games PC Age Of Mythology-THE Titans Reference Manual Games PC Age Of Mythology Quick Reference Card Games PC Age Of Mythology-THE Titans Expansion Games PC Age Of Mythology-collectors Edition Games PC Age Of Mythology Reference Manual |
Games PC Age Of Mythology
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| Age of Mythology (also known as AoM or Age of Myths) is a mythology-based real-time strategy computer game by Ensemble Studios. Age of Mythology is a fantastic game, it combines the art of managing a city, and the art of warfare. | |
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Documents
IV. GAMEPLAY
Age of Mythology: The Boardgame allows players to do many of the same things that they do while playing the PC game: ~ Explore the world and claim resource producing sites (like gold mines, farms, lumber camps, and temples); ~ Gather resources from them (Gold, Food, Wood, and Favor); ~ Spend the resources to recruit a powerful army of mortal warriors, mighty heroes, and mythic creatures; ~ Spend the resources to build new buildings in their city that can give them advantages over the other players; ~ Attack other players to destroy their buildings and armies, and to take their resources; ~ Trade resources to supplement or fill gaps in their production; ~ Advance their culture into the next age to gain access to better heroes and more options (starting from the Archaic Age): ~ Archaic ~ Classical ~ Heroic ~ Mythic The players perform these actions (as well as gain access to powerful god powers) with Action Cards. As players take turns playing these cards, they attempt to build a more powerful economy, army, and city than the other players. Meanwhile, they must balance their own growth with defense and well-timed attacks to undermine their opponents efforts. The player that can guide his culture most successfully will gather the most victory points and win the game.
The area on the bottom left is called the Production Area. This is the area where players place their Resource Production Tiles (acquired when Exploring). The area on the bottom right is called the City Area. This is the area where players place their Building Tiles (acquired when Building). The area on the top is called the Holding Area. This is the area where players place their units, their resource cubes, and their victory point cubes.
THE PLASTIC PIECES
The plastic pieces that are included in the game represent Military Units (referred to as units) and Villagers.
Military Units
The military units are the pieces that are recruited by each player to fight battles, and are easily identified by type:
MORTAL UNITS (Round or rounded bases)
MYTH CREATURES (Square or rectangular bases)
HERO UNITS (Triangular bases)
Villagers
The villagers are pieces that can be placed on production tiles to add to their productivity. One villager is created for each house (building) that a player builds and places on their city area. The number of villagers and houses that a player owns must always be equal. If a house is eliminated, a villager must be eliminated as well (chosen by the owning player). When a new villager is created by the building of a new house, it is placed in the players Holding Area, and may only be placed on a resource production tile when that player plays a Gather card (see below).
V. GAME COMPONENTS
THE PLAYER BOARDS
Each player has a Player Board that represents his holdings (land). There are three types of Player Boards, one for each culture in the game (Greek, Egyptian, and Norse). The player boards are divided into three areas: The Production Area, the City Area, and the Holding Area:
THE WOODEN CUBES
There are five different colors of cubes included with the game. Four of them (Green, Blue, Light Brown, and Yellow) are used to represent Resources, and one of them (red) is used to represent Victory Points.
Resource Cubes Resources are the basic currency of Age of Mythology. They are collected when a player plays the Gather card, and are spent to purchase buildings, units, god powers, etc. The four colors represent:
(the goodwill of the gods)
Victory Point Cubes
Victory Points are used to determine the winner of the game. The player with the most Victory Point cubes when the game ends, wins the game.
THE CARDS
There are four types of cards: Victory Point Cards : There are four Victory Point Cards: The Largest Army, The Most Buildings, Won the Last Battle, and The Wonder. These cards are placed face up on the table and are used to hold Victory Point cubes during the game. Players place Victory Point cubes on them at the beginning of each new turn. The Victory Point cubes are taken off and awarded to a player depending on circumstances (see Ending the Game and Winning, below).
A D C B
A The name of the unit B The type(s) of that unit C A picture of the unit D The battle dice that it normally rolls
This Battle Card shows: Battle Cards : Each player has one deck of Battle Cards (one card for each unit that he may recruit). Each card shows:
E The bonus dice that unit gets when it encounters a particular type of opponent F Any special powers that the unit may have
G The cost to recruit the unit
A This Permanent Action Card shows: Permanent Action Cards : Each player has one deck of seven (7) Permanent Action Cards (one card for each type of action available to the player: Explore, Gather, Recruit, Build, Trade, Attack, and Next Age see below for full descriptions). These cards represent the players permanent list of options. They are not as powerful as the cards in the random action deck, but are always available to the player when selecting new cards for the turn (i.e. you may look at all seven cards and choose those that you want). B
A The name of the action (Build) B How many buildings may be built when this card is played (1)
A This Random Action card shows: Random Action Cards : There are three decks of Random Action Cards (one for each culture: Egyptian, Greek, and Norse). Each deck includes a selection of powerful Action cards that can significantly enhance a players hand. Some cards have the same actions that the Permanent Action deck has, but with higher numbers that allow more to be done. Others have valuable god powers that may be purchased with Favor cubes (see below). Each Random Action card deck is shuffled at the beginning of the game. Players may then draw Random Action cards randomly (without looking at the face of the card while drawing) to augment the Permanent Action cards in their hand. The total number of Action cards (both types combined) that a player may draw at the beginning of their turn is determined by the Age that they are in (see below). B A The name of the action (Attack) B The maximum number of units on each side (5)
This Random Action (with a god power) shows: God Powers : Some Random Action cards have god powers in addition to Actions. When one of these cards is played, the player must pay a certain number of Favor cubes (the cost is displayed on the card) if they want to take advantage of the god power. If playing the god power, the player MUST pay the required Favor and determine the results from the power before performing the action specified on the card. If the player does not wish to take advantage of the god power, he may just perform the action on the card (or visa versa). E X A M P L E You play the Loki card (above). You decide to pay the 2 blue favor cubes to use the god power, and steal 5 green food cubes from the Egyptian player (to prevent him from building units). You then perform the Trade action and trade the green food cubes for 4 blue favor cubes and 1 brown wood cube.
A B A The name of the action (Trade) B The cost of trading (0 Resources) C The god power name (Loki Theft) D The effect of the god power (steal any 5 resources) C D E E The cost to play the god power (2 Favor cubes)
Tiles represent the construction of specialty buildings that provide positive benefits to a culture (Building Tiles) and the cultivation and harvesting of precious Resources (Resource Producing Tiles).
Building Tiles When a player plays a Build card, he may purchase a number of buildings (which is specified on the Build card) and place the appropriate Building Tile in the City Area on his Player Board (the costs of each building may be found on each players Holding Area and on the Reference Chart). Only one Building Tile may be placed in each square in the City Area. If the entire City Area is filled with buildings, then the player may not build any more until one or more buildings are destroyed (a player may NOT destroy his own buildings, except with certain god powers). Each player may build only one of each building type, except Houses; each player may build a maximum of ten (10) houses.
Once built and placed on the players gameboard, each building gives the player a special power or ability: HOUSE : For each House built (up to a maximum of ten per player), the player gains one new Villager. New Villagers are placed in their owners Holding Area (see below) and remain there until the player plays a Gather card. If a house is destroyed, one Villager must be removed (by the owner). WALL : Walls provide a stout layer of defense for a City Area. When a City Area with a wall is chosen as the target for an attack, the defending player (the owner of the wall), adds 2 dice to all encounters during that battle. Walls do not give any advantage to the owning player if another area (production area or holding area) is the target of the attack or if the owning player is attacking rather than defending. The effect of walls can be negated if the attacking player owns the Siege Engine Workshop building or if the attacking player has a unit in the battle with the special power that negates the effect of walls and towers. The wall tile is not automatically removed from the players city area if the defender loses the battle It can only be removed by being chosen as the building that is destroyed if the attacker wins the battle or by use of an appropriate god power. TOWER : The Tower acts exactly like a Wall, except that it protects a players Production Area. STOREHOUSE : The Storehouse reduces the number of resources eliminated due to Spoilage (see The Turns, Section VII) by allowing the owning player to store up to 8 resource cubes of each type from turn to turn instead of the usual 5.
MARKET : The Market acts as a means to reduce the costs involved in trading. A player with a Market ignores the resource cost when a Trade card is played (paying 0 for all trades). ARMORY : The Armory allows the owner one extra unit in each battle (over and above the usual number of units allowed by the Attack card). Their opponent does NOT get this advantage unless they also have an armory. QUARRY : The Quarry allows the owning player to reduce the building cost of all future buildings by one resource cube (owning players choice which resource cube). This effect takes effect starting on the action after the purchase of the quarry. MONUMENT : The Monument honors the cultures gods. Having a Monument grants the owning player 2 extra Favor cubes each time he or she performs a Gather action (regardless of what is gathered). There is no benefit when other players perform a Gather action. GRANARY : The Granary allows for the efficient storage of grain. Having a Granary grants the owning player 2 extra Food cubes each time he or she performs a Gather action (regardless of what is gathered). There is no benefit when other players perform a Gather action. GOLD MINT : The Gold Mint turns raw gold into valuable coins. Having a Gold Mint grants the owning player 2 extra Gold cubes each time he or she performs a Gather action (regardless of what is gathered). There is no benefit when other players perform a Gather action. WOOD WORKSHOP : The Wood Workshop turns lumber into valuable wooden items. Having a Wood Workshop grants the owning player 2 extra Wood cubes each time he or she performs a Gather action (regardless of what is gathered). There is no benefit when other players perform a Gather action. SIEGE ENGINE WORKSHOP : The Siege Engine Workshop is dedicated to the destruction of enemy fortifications and structures. It negates the effect of Walls and Towers when the player who owns a Siege Engine Workshop is attacking. The Siege Engine Workshop also allows the owning player to destroy one extra building when successfully attacking another players City Area. GREAT TEMPLE : The Great Temple is a massive shrine to a cultures gods that allows the owner to purchase one Victory Point (red) cube for every 8 Favor (blue) cubes. To take advantage of this ability, the player must play a Trade action card. The player may purchase as many Victory Point cubes as they can afford if he or she has enough Favor. The Trade action may be used normally to convert resources into any other resources, including Favor, before purchasing Victory Point cubes. THE WONDER : The Wonder represents the pinnacle of a cultures technology, advancement, and learning. When a player builds the Wonder, the game ends IMMEDIATELY. The player who built the wonder also gains all the Victory Point (red) cubes that were on The Wonder card. A player MUST be in the Mythic Age before he or she can build The Wonder.
6 Players: 7 Players: 8 Players:
The extra cubes are placed into the game box and not used during that game. 30 Red victory point cubes are placed in the bank at the beginning of the game regardless of how many players are playing.
STARTING RESOURCES FOR THE PLAYERS
You are now ready to begin playing. VII. THE TURNS
THE TURN ORDER
After allocating the correct number of resources to the bank, give each player 4 of each resource from the bank (Food, Wood, Gold, and Favor).
STARTING UNITS
The game is played in turns. Each turn is comprised of the following phases:
Each player takes two of each type of mortal unit except the villager (each culture has three types of mortal units, not counting the villager) and places them in the Holding Area on his or her board.
Example: The Egyptians take 2 Spearmen, 2 Elephants, and 2 Chariot-Archers. The Norse take 2 Jarls, 2 Huskarls, and 2 Throwing Axemen. The Greeks take 2 Toxotes, 2 Hoplites, and 2 Hippokons. THE TILES
Placement of Victory Point Cubes Action Card Draw Three Rounds of Action Card Play Resource Spoilage Discarding Starting Player Rotates
PLACEMENT OF VICTORY POINT CUBES
The Building Tiles are placed near the resource bank. The pool of Resource Producing Tiles are placed face down (with the basket showing) in the middle of all players for easy access. The tiles are then shuffled thoroughly.
At the beginning of each turn, three Victory Point Cubes are placed on the Victory Cards. The Starting Player for that turn places the first one, and then moving clockwise around the table the next two players each place one cube (if there are more than three players, the remaining players do not place cubes but keep in mind the Starting Player designation changes from turn to turn). If there are only two players, only two victory point cubes are placed (one by each player). Each of the three Victory Point cubes must be placed on one of four Victory Point Cards: The Largest Army (the player with the most units not counting villagers at the end of the game) The Most Buildings (the player with the most buildings in his or her city area at the end of the game) Won the Last Battle (the player that was victorious in the most recent battle gets these when the battle ends) The Wonder (the player who builds The Wonder building gets these)
NOTE: If there are no remaining resource cubes in the bank of a particular type while gathering, then that player does not get the cubes that he or she would have been entitled to. When the bank runs out of resource cubes, all players who attempt to gather that resource are out of luck. No I.O.U.s or Bank Loans are given.
S T R A T E G Y Sometimes it may be a good decision to pass and not take a tile if it would use the last square of a particular terrain type. Keeping at least one blank square of each terrain type gives you more options later.
GATHER Before gathering resource cubes, the player who played the Gather card (and ONLY that player) may reposition their Villagers (and any other units that aid in production, such as Dwarves) from their Holding Area to the Resource Producing tiles in the Production Area, or from a resource producing tile to any other resource producing tile. There is no limit to the number of times Villagers or units may be moved during the game; however, each resource producing tile may have only ONE unit or Villager on it.
E X A M P L E The Egyptian player has one Villager in her Holding Area, as well as a large number of Desert squares in her Resource Production Area. Each of her Desert spaces has a Resource Producing Tile on them. The other two players (Greek and Norse) have only one Desert space each. The Egyptian player plays the Gather card that she selected from her Permanent Action deck. This card allows her to either gather the resources on one specific terrain type, or the resources of a specific type. To the annoyance of her opponents, she chooses to select resources on a terrain type the Desert. Furthermore, since she played the card, she can move her Villager from the Holding Area to any terrain type she chooses. She selects a Desert tile with one Gold on it; during this Gather turn, it will produce two Gold cubes for that tile instead of its normal one.
S T R A T E G Y Although all players participate in gathering regardless of who played the card, the player who plays the Gather card gains three advantages: 1) They may choose the type of gather that helps them more than their opponents; 2) They may reposition their villagers; 3)They gather first, and are thus assured of getting scarce resources when the bank is running low (especially valuable with Gather All cards).
E X A M P L E The Greek player decides to play a Recruit card. This particular one has a 2 on it, indicating the player may recruit up to two units of any type, as long as they have the resource cubes to spend. The player decides on a Minotaur (two Food and two Wood resource cubes) as well as one Archer (one Food and one Wood resource cube). S T R A T E G Y When buying more than one unit, buy them one at a time instead of calculating the total cost for all units you wish to purchase. In this manner, you can keep your expenditures straight. Also, keep in mind the strengths and weaknesses of your opponents units. You dont want to spend a huge amount of resources on Myth units, for example, if you have an opponent with a large compliment of Heroes. Buy units that are effective against your opponents units first.
S T R A T E G Y If the bank is running low on resource cubes, it is a good idea to play your Gather card before someone else plays theirs. In this manner, you will not only get to choose the best gather option, but are assured of getting the maximum number of resources. Also, it allows you to reposition your villagers (if you have any) to your maximum advantage the other players will NOT be able to reposition theirs! If there are plenty of resource cubes, you may want to allow the other players to play gather cards while you play other cards. Timing is especially critical when playing this card.
TRADE When a Trade card is played, the player may trade resource cubes of any color from his holding area for an equal number of resource cubes of the color or colors that he wants from the bank (provided that the bank has them). Trade with other players is not allowed. The cost for this transaction is printed on the Trade card, but may be reduced to 0 if the player has a Market in his city area. If a player owns a Great Temple building, they may purchase one Victory Point cube for every 8 Favor cubes when he plays the Trade action card. The player may perform the normal trade action before taking advantage of this buildings special ability.
NOTE: The cost of Trade must be paid before the player may start trading resource cubes with the bank. E X A M P L E The Norse player decides he has too much Wood on hand (eight cubes) but too little Gold (no cubes). He plays the Trade card, and because he owns a Market, he may ignore the cost printed on the card. He trades four Wood cubes for four Gold cubes.
BUILD When a Build card is played, the player may build a number of structures equal to or less than the number printed on the card, as long as they have the Resource cubes to spend (costs for all buildings are listed on each players Holding Area portion of their Player Board). After paying the cost, the player takes the appropriate building marker from the pile of unowned building tiles and places it in the City Area on their Player Board. This player then gains the advantage of that building once his Build action is completed (but not during the current action; a new Quarry does not benefit building purchases made during the same Build action in which it is built). Each player may have only ONE of each building type in his or her City Area, except Houses, of which each player may have a maximum of ten.
E X A M P L E The Greek player decides to play a Build card with the number 2 printed on it. He builds a Storehouse structure with one of the builds, and a House with the second. He is limited to two builds, so he cannot buy more structures, even if he had the resources to build them.
RECRUIT When a Recruit card is played, the player may purchase a number of units equal to or less than the number printed on the card, as long as they have the Resource cubes to spend (costs for all units are listed on the players Battle Cards and on the Reference Card). After paying the cost, the recruiting player takes the purchased units and places them in the Holding Area on their Player Board. Units purchased and placed are immediately ready for battle.
NOTE: Mortal and Myth units may be recruited any time. Heroes, however, may only be recruited once you have advanced to their Age or beyond (There is one new hero available in each new Age for each culture). NOTE: Villagers may not be recruited. They come into play only when a House is built.
NEXT AGE Age of Mythology: The Boardgame spans a period of four Ages. In order of earliest to latest, they are Archaic, Classical, Heroic, and Mythic, with all players beginning a game in the Archaic Age. When a Next Age card is played, the player pays the Resource Cube cost printed on the action card for the new age their culture is entering, and advances to the next age. The advance should be noted in the upper right-hand corner of their Player Board with a cube or unit.
NOTE: A player may only advance one age in a single action.
NOTE: A player may never eliminate MORE than two buildings as the result of winning one battle.
Production Area: The objective of a Production Area attack is to reduce an opponents production by capturing ONE of their resource producing tiles. If the attacking player wins the battle, he or she may select a Resource Producing tile, remove it from the losing players board, and place it in the appropriate space on their own board. If the attacker does not have an appropriate space on his own board, he may choose to eliminate it instead by returning it to the pool of unselected tiles. Holding Area: The objective of a Holding Area attack is to capture five of the opponents resource cubes.
NOTE: Victory Point cubes may NOT be taken.
Example: The Egyptian player is currently in the Archaic Age. She plays the Next Age card and pays the appropriate cost to advance to the Classical Age (four of EACH Resource Cube Wood, Gold, Food, and Favor). At the beginning of the next turn, the Egyptian Player may draw five cards instead of four and may now recruit Priest units. The advantages of advancing up an age are: The ability to recruit the Hero type from that Age. Heroes may not be recruited until the player has advanced to the age printed on the Heros card. Once a Heros Age has been reached, that hero may be recruited by that player for the rest of the game.
NOTE: No heroes are available in the Archaic age.
The ability to draw more Action Cards at the beginning of each turn. The Wonder may not be built by a player until they have reached the Mythic Age. ATTACK When an Attack card is played, the player may attack an opponent. The number on the card specifies the number of units that each side may place into the battle (for example, a 4 means the attacker may place up to four units in the battle, and the defender may place up to four units in the battle). The attacking player must make two decisions: The attacking player selects an opponent to attack. Players may ONLY choose to attack other players who are immediately ADJACENT to them at the table (either to their immediate left or right). The player then selects (by announcing it out loud) the area of the other players board that he is attacking. The three choices are: City Area: The objective of a City Area attack is to eliminate a Building (or buildings) from the opponents city. If the attacker wins the battle, he or she may choose which building is eliminated from the defeated players board. Two buildings may be eliminated if the attacking player owns a Siege Engine Workshop building, or has a unit with the special ability Destroy 2 Buildings in the battle that survives to the end of the battle. All eliminated building tiles are returned to the pool of unowned building tiles.
If the attacker wins, he or she may take ANY five resource cubes from the defeated opponents Holding Area and place them in their own Holding Area (representing a successful raid against the enemy. Once the attacker has specified both their opponent and the Area being attacked, both players then secretly choose their units that will fight in the battle from those that are on their board (in the Holding Area or in the Production Area). They can use the Age of Mythology: The Boardgame reference card or a similar item to hide both players selections. After both players have chosen their units, they reveal them simultaneously and place them in the middle of the table to begin fighting the battle (see Battles below).
Note: Villagers may NOT be chosen to fight in battles. BURNING A CARD
A player may choose to pass by discarding any card in their hand and announcing they do not wish to perform an action in the current Round.
IX. BATTLES
When a player plays the Attack card, a battle occurs. Battles are resolved as follows: A. The attacking player selects both an opponent and the area on their opponents Player Board they are targeting (as specified under the Attack action rule above). B. Both sides then secretly select units, and when finished, reveal them simultaneously (as specified under the Attack action rule above). C. Both players then select the Battle Cards that match the types of units that they have in the battle. D. The battle is then resolved in battle rounds. Each round consists of the following steps: STEP 1. Each player secretly selects one Battle Card representing one of the units they have in the battle. This card is placed face down in front of them. STEP 2. Once both players have selected a Battle Card, they are flipped over to reveal the units involved in this round of battle. Each card specifies the number of dice and/or special abilities that may have an effect on the resolution of the encounter: a. The number in the white square in the upper left-hand corner of the card shows the number of dice that the unit rolls.
b. Determine if either of the selected units have a bonus that applies to the current battle: 1.) A players unit gets a bonus if the plus number vs. type matches one of the type designations listed at the top of the other players card.
EXAMPLE: If a players card shows +4 vs. Flyers and the card opposing them in this encounter is a unit that is a Flyer type, then the player will roll four extra dice.
choose to use the same unit Battle Card if they wish). Return to Step 1 and continue the process until one side is eliminated or one side wishes to Retreat.
RETREATING
Before any round of battle (and before the unit cards are revealed), either player may declare that his remaining units are retreating. (This includes the first round of battle.)
WINNING THE BATTLE
2.) A players unit may also get bonus dice if that units Special Ability calls for it. 3.) Bonus dice may also be allowed with certain god powers. 4.) The defending player may also get 2 extra dice if he owns a Wall or Tower and the appropriate Area is being attacked. (See Building Tiles above) STEP 3. After both players determine their total number of dice, they roll. Each player adds up the total number of 6s that he or she rolled. The player that rolled more 6s wins the encounter and the unit that opposed him in that encounter is eliminated. If both players rolled the same number of 6s or no 6s, then they re-roll until a single winner is determined. STEP 4. If both players wish to continue the combat, they return their current Battle Card to their hand, then select one to participate in the next round of battle (the player may
Myth Unit five dice special ability The Egyptian player rolls a 3, 3, 3, 4, and 6 one hit. The Greek rolls a 1, 1, 2, 3, 3, 3, 4, 5 and 6 one hit.
Hero Unit five dice, +4 vs. Myth Creatures nine dice
Re-rolling, the Egyptian rolls a 4, 4, 6, 6, and 6 three sixes! The Greek responds with a 1, 1, 2, 2, 3, 4, 5, 6, and 6 - two sixes. The Egyptian player eliminates the Greek Hero, takes a new Mummy unit out of his pile of unowned units and places it in her Holding Area. W! PO
Round Three
Neither side is willing to give up yet, so they secretly select and reveal their Battle cards simultaneously a Mummy again for the Egyptian, and the Hydra for the Greek. The Hydra has a special ability that allows it to gain an extra Battle die for every unit it defeats (for this battle only; when it ends, the Hydra loses any bonuses earned). Since it starts with six, if it beats the Mummy it will be able to roll seven dice in its next encounter.
Myth Unit five dice
Myth Unit, Giant, special ability six dice
The Egyptian player rolls a 1, 2, 4, 4, and 6. The Greek answers with a 1, 2, 2, 4, 5, and 6. Each side rolled one six, resulting in a tie, so they roll again. The Egyptian rolls a 4, 4, 4, 5, 6, and 6, while the Greek rolls a 4, 4, 5, 6, 6, and 6 three sixes to the Egyptians two, so the Mummy is eliminated. The Hydra wins an extra Battle die and places a resource marker from the Bank next the Hydra figure as a reminder (this resource cube is only to mark this bonus and will be returned at the end of the battle).
Round Four
Again, neither side retreats. The Egyptian player still has a Priest and a Spearman while the Greek has a Hydra, Medusa, and Cyclops. The Egyptian selects the Priest to do battle this round, while the Greek selects the Cyclops. The Cyclops special power allows him to attempt to pick up and throw a non-Giant opponent out of the battle. If the Cyclops chooses this option, he will roll 3 extra dice, however, the defeated unit is not eliminated, but only returned to its owners Holding Area on the player board.
Hero Unit four dice + 5 vs. Myth Creatures nine dice
Myth Unit, Giant, special ability six dice +3 throwing= nine dice
The Greek player chooses to use the Cyclops special power and rolls 9 dice. Both players roll 9 dice: the Egyptian player gets one 6 and the Greek player gets two 6s. The Priest is Thrown out of the battle and lands back on the Egyptian players Holding Area. The Egyptian player is now facing three rather large and powerful Myth units with only a Spearman. Deciding discretion is the better part of valor, the Egyptian retreats and the battle ends in a Greek victory. The Greeks Hydra unit returns the resource cube marker to the Bank, and remaining units are returned to their respective Holding Areas.
X. ENDING THE GAME AND WINNING
ENDING THE GAME
The game ends IMMEDIATELY when one of two events occurs: When The Wonder building is built by any player, OR The end of the turn in which the last Victory Point cube is removed from the Bank and placed. Note: There is no spoilage during the last turn in this case. When one of these two events occurs, the game is over, victory point cubes on victory cards are awarded (see below), and players count their respective Victory Points. Each red Victory Point cube is worth 1 point. The player with the most Victory Points is the winner. If two or more players are tied for the most victory points, then the player among them that has the most resource cubes is the winner.
VICTORY POINT CUBES
BUILD THE WONDER The player that builds The Wonder building gets any victory point cubes that are on that card. If no player has built the wonder when the game ends, no one gets those victory point cubes.
Victory Point Cubes may be gained in one of five ways: WINNING BATTLES Every time a battle ends, the player that wins takes any victory point cubes that are on the Won the Last Battle card and places them in his holding area. These are his and may not be taken away from him.
TRADING FAVOR FOR VICTORY POINTS A player that owns the Great Temple building may purchase a Victory Point for 8 Favor (blue) cubes when he plays the Trade action card. The player may purchase multiple victory point cubes during a Trade action if they have enough Favor. The player may perform the trade action (converting other resources into favor) before purchasing victory point cubes with the same action.
XI. SAMPLE GAME TURN
Andrew, Bill, and Christine are beginning the third turn of the game. Andrew is Egyptian and the starting player this turn, followed by Bill (Greek), and then Christine (Norse). Andrew has advanced to the Classical Age, but the other two are still in the Archaic Age. Placement of Victory Point Cubes: Each player takes one red cube out of the bank and places it on one of the Victory Cards. Andrew places his on The Wonder since he is planning on building it. Bill places his on The Most Buildings, and Christine also places hers on The Most Buildings. Action Card Draw: Each player draws their Action Cards for the turn. Andrew draws five cards (he can draw five because he is in the Classical Age). He wants to make sure that he can Gather and Recruit, so he chooses these cards out of his Permanent Action card deck, and draws three cards from the Egyptian Random Action card deck in hopes of getting some powerful cards. He gets a Trade card that allows him to trade for only one resource, an Explore card that allows him to draw the same number of tiles as players (thus reducing the likelihood that his opponents will get a good tile), and a Next Age card that is also a god card (Set, god of Chaos). Bill wants to Explore, Gather, and Build, in that order, so he draws these three cards from his Permanent Action card deck. This leaves him with one card to draw from the Greek Random Action card deck. He draws a Gather card that is also a god card (Hades, god of the underworld). Christine plans to Explore, Gather, and advance to the Next Age. She draws these three cards from her Permanent Action card deck and draws one card from the Random Action card deck. Unfortunately its a Recruit card, and since she has no plans to recruit this turn, she will probably not use this card.
Round 2
takes a House tile and places it in his City Area on his player board. He then takes a new villager unit and places it in his Holding Area. It can be moved down into the Production Area when he plays his next Gather card. Christine sees that Andrews army is getting noticeably stronger than hers. She has a good Recruit card that would allow her to recruit three units, but she spent most of her resource cubes advancing to the Classical Age on her last card play. Therefore, she decides to play her Explore card and hold the Recruit card in her hand for next turn.
RESOURCE SPOILAGE
All three players now look at their Holding Area to see if they have more than five resource cubes of any type. Andrew is the only player who does. He has 7 Gold. He therefore must remove two of them and place them in the bank as spoilage. He vows to himself that he will build a StoreHouse next turn so that he will be able to store 8 resources of each type.
All players may now choose to keep or discard any remaining cards that they have in their hand. Any cards that they keep will count against the total that they may have in their hand for the next turn. Andrew discards the Trade card, but keeps the great Next Age/ god card (therefore he will draw four new cards next turn). Bill discards the Gather card from his hand since its a Permanent Action card and places it back in his Permanent Action deck (along with the two Permanent Action cards that he played this turn). Christine chooses to keep the Recruit card that she has in her hand, and will draw four new cards next turn since she is now in the Classical Age.
Bill will be the Starting Player for the next turn. He will go first, followed by Christine, and then Andrew.
Andrew decides to play his Gather card. He chooses to gather on Desert since he has several Desert tiles and his opponents have only one each. Andrew moves his single villager onto a Desert/ Gold tile and gathers four Favor, and three Gold. Bill has a 2x Favor/ Desert tile and gathers two blue Favor cubes. Christine has a 1x Gold/ Desert and gathers one yellow Gold cube. She does not get any Gold for her Gold Mint since she wasnt the player who played the card. Bill decides to use his god card now. He pays the one Favor cost to the bank and is allowed to trade in one of his mortal units for his choice of any seven resource cubes. He takes one of his Toxotes (archers) out of his holding area and tosses it into his pile of unused units and then takes seven resource cubes from the bank. He is then able to play the Gather part of his card if he chooses. He decides to do so and chooses to Gather on Hills since he has many more Hill tiles than his opponents. All players gather on hills. Christine plays her Next Age card, pays four of each resource type (Gold, Food, Wood, and Favor) and advances to the Classical Age.

27 November 2007
By: Calin Ciabai, Games Editor
Age Of Mythology - Cheats and Communication Shortcuts (PC)
All resources cheats and sound effects shortcuts
"Age of Mythology" transports players to a time when heroes battled with monsters of legend and gods intervened in the affairs of mortal men. Players create armies, they develop their civilizations through the ages and manage economics through resource gathering and trade. The mythological excitement begins when players call upon the gods to act on their behalf, or to reinforce their armies with more than 25 mythological creatures. Ensemble Studios' new 3-D engine adds a deep richness of graphical detail in order to create an innovative new title based on the ancient history of the Greek, Norse and Egyptian mythologies.CheatPress Enter during game play and type one of following case-sensitive codes to activate the corresponding cheat function.Code 1000 Food -JUNK FOOD NIGHT 1000 Gold - ATM OF EREBUS 1000 Wood - TROJAN HORSE FOR SALE Chicken meteor god power - BAWK BAWK BOOM Enable used god power - DIVINE INTERVENTION Fast construction - L33T SUPA H4X0R Flying purple hippo - WUV WOO Forkboy - TINES OF POWER Full map - LAY OF THE LAND Hide map - UNCERTAINTY AND DOUBT Laser bear - O CANADA Lightning storm, earthquake, meteor, tornado WRATH OF THE GODS Lots of monkeys - I WANT TEH MONKEYS!!!1! Maximum Favor MOUNT OLYMPUS New random god powers - PANDORAS BOX Night - IN DARKEST NIGHT Red water - RED TIDE Reveal all animals on map - SET ASCENDANT Slow down units - CONSIDER THE INTERNET Small hero campaign army - ISIS HEAR MY PLEA Turn enemies into goats - GOATUNHEIM Level skip - CHANNEL SURFING Walking berry bushes god power - FEAR THE FORAGE Win scenario - THRILL OF VICTORY Faster game - LETS GO! NOW! Herd animals fattened - ENGINEERED GRAIN Expert - AI MR. MONDAY Communication shortcuts:Enter the following number while playing online to get the corresponding voice or sound effect:Effect/Number Yes - 1 No - 2 Food please - 3 Wood please - 4 Gold please - 5 Do you have extra resources? - 6 Awww 7 Meet here - 8 Oooh - 9 Are you ready? - 10 Laugh - 11 I need help - 12 Blame it on firewall - 13 Start game already - 14 Attack now - 15 Build a wonder - 16 I have extra wood 17 I have extra food - 18 I have extra gold - 19 You're my hero - 20 I'm scoutin' - 21 Whatever - 22 Beat by a girl - 23 Are we there yet? - 24 Voted off island - 25 Ouch that had to hurt - 26 What happened to the stone? - 27 Throw things at me - 28 Scream - 29 Wololo 30 You're very brave - 31 Turn back now - 32 Less like fighting - 33 Give up now - 34 Coward - 35 Taunt ballad - 999Here is the nice official game trailer:
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