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
- 3-part game board
- 2 special dice
- 98 gold pieces (GP)
- 16 prosperity markers
- 5 figurines: Kraken, Minotaur, Medusa, Polyphemus, Chiron
- 17 Mythological Creature cards
- 17 Philosopher cards
- 18 Priest cards
- 4 large God tiles (Ares, Poseidon, Zeus, Athena)
- 40 buildings: 10 each of Ports, Fortresses, Temples, Universities
- 10 Metropolises
- Per player color (5 colors): 2 offering tokens, 8 Fleets, 3 territory tokens, 8 Troops, 1 screen
Setup
- Each player takes components of their color, placing them visibly in front of their screen, and 5 GP hidden behind the screen.
- Place the game board (correct side for player count), Troops, and Fleets per the setup illustrations.
- Shuffle Mythological Creature cards face down in their pile. Place 5 figurines next to the discard pile.
- Place Philosopher and Priest card decks on the board.
- Shuffle one offering token per player and place randomly on the turn track.
- Leave 4 God tiles next to the board.
Turn Structure
Each cycle consists of these phases in order:
- Mythological Creatures – Update the creature track (discard 2 GP creature, slide others right, draw new cards).
- The Gods – Shuffle 4 God tiles randomly onto spaces above Apollo. In fewer players, some Gods are face down (unavailable this cycle).
- Revenues – Each player receives 1 GP per prosperity marker they control.
- Offerings – Players bid (auction) on Gods in turn order. Higher bids outbid earlier ones; outbid players must immediately bid on a different God.
- Performing Actions – Gods are activated in order. Each favored player performs that God’s actions.
- 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:
- Call Mythological Creatures: Pay the cost (2, 3, or 4 GP, reduced by Temples, minimum 1 GP) to use a creature’s power immediately.
- Recruit: Each God offers one free unit of its type; additional units cost increasing GP.
- Build: Build the God’s associated building for 2 GP each on white squares of your isles.
| 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 |
- Max 8 Troops and 8 Fleets per player.
- Max 1 extra Priest or Philosopher per turn.
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.
- Each player rolls 1 die and adds number of units. Fortresses add +1 per Fortress (land). Ports add +1 per Port (adjacent sea).
- Lower total loses one unit (returned to reserve). Ties = both lose one unit.
- 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.
- 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
- The game ends at the end of a cycle where at least one player owns 2 Metropolises (3 in a 2-player game).
- If multiple players reach 2 Metropolises simultaneously, the richest (most GP) wins.
Creating Metropolises (3 methods):
- Economic Development: Own all 4 different buildings (Port, Fortress, Temple, University) across your isles – immediately discard them and place a Metropolis on one isle.
- Intellectual Development: Collect 4 Philosophers – immediately discard them and place a Metropolis on one isle.
- 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
- If buildings must be placed but no free space exists, destroy existing buildings to make room.
- If a player with 4 Philosophers has only one isle already containing a Metropolis, the Philosophers are simply discarded (new Metropolis “replaces” the old one).
- Mutual annihilation in land battle: defender keeps the isle with a territory marker.
- An isle is a single space regardless of size; a Port affects all adjacent sea spaces.
- Creatures must be used immediately upon purchase; they cannot be saved for later.
- New Creature cards are only placed at the beginning of each cycle.
- 2-player game: Each player uses 2 offering tokens and bids on 2 Gods; game ends at 3 Metropolises.
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 |
- 2 Metropolises to win (3 in 2-player)
- 4 different buildings OR 4 Philosophers = Metropolis
- Priests reduce offering cost by 1 GP each (min 1)
- Temples reduce Creature cost by 1 GP each (min 1)