Pantheon rules
Expansion7 Wonders Duel
Pantheon is an expansion for 7 Wonders Duel. Divinities, Grand Temples.
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How Pantheon changes play
Pantheon
Mythology tokens let you stock the Pantheon with Divinities, which you can activate from Age II.
- Setup: put the Pantheon board above the main board, with the Divinities in 5 face-down piles beside it, one per mythology.
- Setup: place 5 random Mythology tokens face down on the marked Age I structure spaces, then reveal them.
- Mythology token: whoever reveals the card it's on takes it, then adds 1 of 2 Divinities of that mythology to the Pantheon.
- Age II: add the Gate and 3 Offering tokens. From now on you may activate a Divinity as your turn.
- Age III: remove the Guilds and 3 other cards, and shuffle in 3 random Grand Temples.
- Setup: shuffle Pantheon's 2 Wonders and 3 Progress tokens in with the base ones.
7 Wonders Duel rules it changes
- Your Turn With Pantheon, you can instead activate a Divinity from the Pantheon as your action, which uses no structure card.
- Construct a Building With Pantheon, from Age II you can instead activate a Divinity from the Pantheon as your action.
- Guild Cards With Pantheon, the Guilds are removed in Age III and Grand Temples are shuffled in instead.
- Final Scoring With Pantheon, add 5, 12 or 21 points for 1, 2 or 3 Grand Temples.
All Pantheon rules (17)
- Pantheon Pantheon adds 15 Divinity cards in 5 mythologies (Greek, Phoenician, Mesopotamian, Egyptian and Roman), a Gate card, 5 Grand Temples, 2…
- Pantheon Setup In Age I, place 5 random Mythology tokens on structure spaces and make 5 draw piles, one per mythology, beside the Pantheon board.
- Mythology Tokens and Divinities When you flip a structure card with a Mythology token, take the token.
- Offering Tokens In Age II, place the 3 Offering tokens face down at random on structure spaces, then reveal them.
- Activating a Divinity From Age II, you may activate a card from the Pantheon as your action, without using a structure card.
- The Gate The Gate goes in the Pantheon in Age II and costs twice its space value to activate.
- Grand Temples Grand Temples replace the Guilds in Age III. They score 5 victory points for 1 built, 12 for 2 and 21 for 3.
- Minerva Pawn The Roman Divinity Minerva gives you the Minerva pawn. Place it on any space of the military track.
- Snake Token The Mesopotamian Divinity Nisaba gives you the Snake token.
- Pantheon Progress Tokens Pantheon adds 3 Progress tokens, shuffled in with the base ones.
- The Sanctuary The Sanctuary reduces the activation costs of the Pantheon by 2 coins for you, and you immediately play a second turn.
- The Divine Theater The Divine Theater lets you reveal all cards of a Mythology deck of your choice, choose one of those Divinities and activate it for free.
- Mesopotamian Divinities Enki: when revealed, put 2 boxed Progress tokens on it; when activated, take 1 and box the other (if Enki is revealed by the Gate or…
- Phoenician Divinities Astarte: put 7 Bank coins on her; they're safe from losses but can be spent, and each left at the end is 1 point.
- Greek Divinities Aphrodite: 9 points. Hades: build one card from the discard pile free.
- Egyptian Divinities Anubis: discard a card used to build a Wonder (yours or your opponent's); its owner keeps its instant effects and may build it again, but…
- Roman Divinities Mars: 2 Shields. Minerva: the Minerva pawn.
Other 7 Wonders Duel expansions
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