While the Gods are all powerful and fickle, the Heroes are the ones who get things done.
Defining Heroes
Heroes are defined by a pool of tokens called Hero Points, or HP. This pool represents their stamina and ability to perform physical tasks. HP are spent on things like moving over obstacles, performing Hero Actions or activating Traits.
A Hero is also defined by two traits. These traits are unique to that Hero and allow them to have an advantage in certain situations. Hercules can throw things greater distances, due to his increased Strength. Icarus can fly, because his Dad made those nice wings. Just don’t get too close to the sun!
A Trait can be:
Passive – a constant bonus on specific actions
Active – Activated on your Hero’s turn.
Reactive – Activated on an opponent’s turn, when certain conditions are met.
On Your Turn
Heroes perform actions, and on your turn, your Hero can do the following things.
A.Take a Move Action
B.Perform a series of Hero Actions
You may choose to take the Move Action before, or after, the Hero Actions.
Move Action
Your Hero may move 1 hex on their turn as a Move Action.
If the Hex that you are moving into contains terrain or barriers, you must pay a cost in HP equal to the number of tokens in that hex. Terrain that is favored to your Hero does not count toward this cost.
Wait Action - You may choose not to take a move action on your turn. By choosing to wait instead, you may restore 1 HP to your HP pool.
Hero Actions
You can take any number of Hero Actions on your turn. These actions cost HP, and you must be able to pay the cost to perform the action. Some actions are uncontested, and some are contested. Contested actions can be defended by the opponent.
Uncontested Actions (Cost 2 HP; except for Rest.)
The following four actions are uncontested actions:
Sprint – You may move 1 additional hex on your turn. In addition to the 2 HP to Sprint, you must pay whatever the movement cost is for the hex that you enter because of sprinting. If you cannot pay the movement cost, you may not enter that hex.
Kick the Godball – If the Godball is uncontrolled in an adjacent hex, you may kick the ball 1 hex away to one of the three hexes that are away from you.
Throw the Godball – If you control the Godball, you may throw the Godball up to 2 hexes away from you. Interception While this is an uncontested action, if the direction of the throw crosses a hex, or side of a hex, containing an opponent. They may pay 2 HP to snag the ball out of the air. So be careful where you throw it!
Rest – If you take a Rest Action, you may not perform any other actions on your turn. However, by taking a Rest action, you may restore 1 HP to your HP pool.Statistics: Posted by Eliahad — Wed Jan 17, 2018 12:04 pm
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