Cyclades

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Cyclades is an area-control strategy game set in the Greek archipelago. Players represent great cities (Sparta, Athens, Corinth, Thebes, Argos) vying for supremacy under the gaze of the Gods. Each cycle, players bid to gain the favor of different Gods, who grant military, economic, and cultural actions. The first player to own 2 Metropolises at the end of a cycle wins (3 in a 2-player game).

Components

Setup

  1. Each player takes components of their color, placing them visibly in front of their screen, and 5 GP hidden behind the screen.
  2. Place the game board (correct side for player count), Troops, and Fleets per the setup illustrations.
  3. Shuffle Mythological Creature cards face down in their pile. Place 5 figurines next to the discard pile.
  4. Place Philosopher and Priest card decks on the board.
  5. Shuffle one offering token per player and place randomly on the turn track.
  6. Leave 4 God tiles next to the board.

Turn Structure

Each cycle consists of these phases in order:

  1. Mythological Creatures – Update the creature track (discard 2 GP creature, slide others right, draw new cards).
  2. The Gods – Shuffle 4 God tiles randomly onto spaces above Apollo. In fewer players, some Gods are face down (unavailable this cycle).
  3. Revenues – Each player receives 1 GP per prosperity marker they control.
  4. Offerings – Players bid (auction) on Gods in turn order. Higher bids outbid earlier ones; outbid players must immediately bid on a different God.
  5. Performing Actions – Gods are activated in order. Each favored player performs that God’s actions.
  6. End of Cycle – Check for 2 Metropolises to end the game; otherwise start a new cycle.

Actions

Offerings (Bidding): In turn order, each player places their offering marker on a God’s bidding track. To outbid, the new bid must exceed the current one. The outbid player must immediately bid on a different God. Apollo requires no offering and may be chosen by multiple players. Each player pays their bid amount (reduced by Priests, minimum 1 GP). It is forbidden to bid more than you can afford.

The Four Main Gods (Ares, Poseidon, Zeus, Athena): Each allows:

God Free Recruit Extra Cost Building Special Action
Ares 1 Troop 2/3/4 GP for 2nd/3rd/4th Fortress (+1 defense) Move Troops (1 GP per move, via Fleet chain)
Poseidon 1 Fleet 1/2/3 GP for 2nd/3rd/4th Port (+1 naval defense) Move Fleets (1 GP, up to 3 spaces)
Zeus 1 Priest 4 GP for 2nd Temple (reduces Creature cost by 1 GP) Change Creatures (1 GP, swap one available creature)
Athena 1 Philosopher 4 GP for 2nd University (no special effect) None

Apollo: The player(s) who chose Apollo play last. They receive 1 GP if they own more than one isle, or 4 GP if they own a single isle. Only the first player to choose Apollo places a prosperity marker on any isle. Apollo offers no other actions.

Battle: When Fleets enter an occupied sea space or Troops land on an occupied isle, battle begins.

  1. Each player rolls 1 die and adds number of units. Fortresses add +1 per Fortress (land). Ports add +1 per Port (adjacent sea).
  2. Lower total loses one unit (returned to reserve). Ties = both lose one unit.
  3. Defender may retreat (must have valid destination via Fleets for Troops, or adjacent empty/friendly space for Fleets). If no retreat, attacker may retreat. Otherwise, new assault.
  4. Repeat until one side is eliminated. Winner controls the isle/sea space (and any buildings on it).

Last Isle Rule: A player may NOT attack another player’s last isle unless the attacker can prove the conquest would win them the game.

Scoring / Victory Conditions

Creating Metropolises (3 methods):

  1. Economic Development: Own all 4 different buildings (Port, Fortress, Temple, University) across your isles – immediately discard them and place a Metropolis on one isle.
  2. Intellectual Development: Collect 4 Philosophers – immediately discard them and place a Metropolis on one isle.
  3. Conquest: Capture an isle that already has a Metropolis.

A Metropolis is a “super building” with the powers of all other buildings.

Special Rules & Edge Cases

Player Reference

God Recruit Build (2 GP) Special Action (1 GP)
Ares Troops Fortress Move Troops
Poseidon Fleets Port Move Fleets (3 spaces)
Zeus Priests Temple Change Creatures
Athena Philosophers University
Apollo Gain GP + prosperity marker