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CoolMiniOrNot CMNETH001 Ethnos Game, Multicoloured

£12.185£24.37Clearance
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At the end of the last age, the rulers of Ethnos left the six Kingdoms without leadership, and scattered the twelve ancient tribes across the land. A once-prosperous and glorious empire was reduced to ruins. Now, it’s the dawning of a new age, and you have a chance to unite the members of the scattered tribes and take control of the Kingdoms under one rule, once and for all! At the end of the Third Age, the player with the most Control markers in a Kingdom earns Glory equal to the value of the highest Glory token in that Kingdom (in the "III" space). The player with the second most earns Glory equal to the middle token (in the "II" space), and the third place player earns Glory from the lowest Glory token in that Kingdom (in the "I" space).

In Ethnos, players call upon the support of giants, merfolk, halfings, minotaurs, and other fantasy tribes to help them gain control of the land. After three ages of play, whoever has collected the most glory wins! How to Play Ethnos Round-Up At the end of the Second Age, the player with the most Control markers in a Kingdom earns Glory equal to the value of the middle Glory token in that Kingdom (in the "II" space). The player with the second most Control markers earns Glory equal to the lowest Glory token there (in the "I" space). c. If the Giants are in play, place the Giant token next to the main game board with the side matching the number of players face up. At the end of each Age, you will earn Glory for the Kingdoms you control and the Bands of Allies you have gathered. In the Age of Creation, the land was formed, much as you know it now. In those days, heroes strode the land like gods, giving first form, and then their own names to the Six Kingdoms…"Example 2: Alexis would like to add a Control marker to Duris. However, her purple Band of Allies has only 2 cards, and she already has 2 markers in Duris. She opts instead to add one of her markers to Rhea and gain the majority there. Normally, she would not be allowed to add a marker to the red Kingdom when playing a purple Leader. However, since the Leader of her Band is a Wingfolk, she can use its ability that allows the marker to be placed in any Kingdom! Alexis then discards the other cards from her hand. Some Tribe abilities refer to "X". This means the total number of cards in that Leader's Band of Allies. Playing Hint: Keep in mind that you can play Bands larger than what is necessary to place a Control marker, with the intention of gaining more Glory, keeping cards away from your opponents, or triggering certain Tribes' abilities. You can also play a Band smaller than necessary, without placing a Control marker, just to gain some Glory for that Band of Allies. When playing a game with two or three players, there are only two Ages. All of the normal rules are used, except for these changes:

Players continue taking turns recruiting Allies and playing Bands until the third Dragon card is revealed. During each Age, players take turns, starting with the first player and going to the left. Recruiting Allies If your Band is large enough, place one of your Control markers on the Kingdom that matches the color of your Leader card. You can only place a Control marker if there are currently fewer Control markers of your color in that Kingdom than the number of cards in the Band you just played (for example, you only need 1 card to place your first marker in a Kingdom, 2 cards to place your second marker there, and so on).Lay down the cards you want to include in the Band in front of you-remember that they must all be the same color or Tribe. If the Tribe of Merfolk or the Tribe of Giants are in the game, use the 2-3 player side of the matching board or token. If there is a tie for the most Control markers in a Kingdom, the Glory awards for the tied players are combined together and then divided equally between them (rounded down). Having a bit of lighter fun with people at the local club playing Forgotten Waters. The only disappointment is that because there's around 20 people playing different games in a pub's function room... You may use the ability on your Leader's card (abilities on the other cards have no effect, except for the Skeleton). Each Tribe has its own unique ability.

Leave your Band of Allies together in front of you, with the leader card on top, so all players can see how many cards are in the Band. All the Bands of Allies you play remain there until the end of the Age. X = Band of Allies SizePlayers win 'Glory' at the end of each age by having the most control markers in each kingdom. They add control markers by sending in a Band of Allies. But only if they play more Allies than they have existing markers already in that region. A Band of Allies is a group of cards that you play together from your hand. A Band can include anywhere from 1 to 10 cards. All of the cards in a Band must belong to the same Tribe (i.e., have the same name and art) or to the same Kingdom (i.e., have the same color). Turn over only five of the Setup cards (instead of six). There will only be five Tribes in the game.

Before mixing the Glory tokens, remove the tokens marked with a "4+" and return them to the box. Then, shuffle the rest of the tokens and place two in each Kingdom. Oho! New to Stardew? Keep me posted on what you think. It can take time to earn things, but other avenues open up (mining, fishing, interacting with townsfolk) to keep you engaged as the in-game days... At the end of an age, of which there are three, the leader with the most control markers gains the most glory. In the second age, both first and second place winners gain glory, and in the third, the top three players willscore. At the end of the game, the leader with the most glory wins! A Deeper Look Into The RulesIn a 3-player game, the Kingdoms are scored normally at the end of both Ages. Playing A Band Of Allies For 2-player Games All Control markers on the main game board, the Merfolk board, and the players' Orc Horde boards, if any, remain for the next Age. All Troll and Giant tokens must be returned to the side of the main game board. Ethnos is not over-ambitious in what it sets out to be. It's a light set collection game with area control elements and race abilities. It doesn’t take long to understand how to play, allowing players new to the hobby to begin learning new mechanisms easily. For this reason, Ethnos is a great gateway game. While it’s easy to get into and is fun, Ethnos is not a perfect game. The art on the cards is very bland, with many races looking too similar. There are 12 different races available with only six in each game (five in the 2-3 player version). The Centaur’s power, for example, allows a player to send a second Band of Allies into Ethnos on their turn. The power of the Wingfolk is to place a control marker on any kingdom no matter what colour the leader is, although the size of the band still has to allow for the placement in that region.

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