Ethnos

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Overview

Ethnos is a card-driven area-control game where 2-6 players compete to become Lord of Ethnos over three Ages (two Ages with 2-3 players). Players recruit Allies from 12 Tribes and play them in Bands to place Control markers in six Kingdoms. Each Tribe has a unique Leader ability. Glory (victory points) comes from controlling Kingdoms and from Band sizes. The player with the most Glory after the final Age wins.

Components

Setup

  1. Place the board centrally. Shuffle Glory tokens face down; place one face up in each of the 18 Glory spaces (3 per Kingdom). Arrange each Kingdom’s tokens in ascending order (lowest in “I” space, highest in “III”).
  2. Each player takes Control markers of one color; place one on the “0” Glory Track space.
  3. Shuffle Setup cards; reveal 6 to determine the 6 Tribes used this game. Shuffle those 6 Tribe decks together to form the Allies Deck.
  4. Set up Tribe-specific components if applicable (Merfolk board, Troll tokens, Giant token, Orc Horde boards).

2-3 player adjustments: Remove Glory tokens marked “4+”; use only 5 Tribes; use 2-3 player sides of Merfolk board/Giant token; play only 2 Ages.

Turn Structure

Beginning Each Age

  1. Each player draws 1 card from the Allies Deck.
  2. Reveal face-up cards equal to 2x the number of players.
  3. Split the remaining deck roughly in half; shuffle the 3 Dragon cards into the bottom half, then stack the halves.
  4. First Age: random first player. Later Ages: player with least Glory goes first (ties broken by proximity to the player who drew the 3rd Dragon in the prior Age, going clockwise).

On Your Turn (choose one)

Dragon Cards

If drawn from the deck, reveal immediately, set aside, and draw again. First two Dragons have no effect. The third Dragon ends the Age immediately.

Actions

Playing a Band of Allies

  1. Lay down cards (1-10) from your hand that all share the same Tribe or same color.
  2. Designate one card as the Leader (placed on top).
  3. If your Band has more cards than your current number of Control markers in the Leader’s Kingdom color, place one Control marker there.
  4. Activate the Leader’s Tribe ability (only the Leader’s ability applies).
  5. Discard all remaining cards in your hand face up next to the board (available for other players to recruit).

2-player placement rule: Your Band must have more cards than the total number of all Control markers (both players) in that Kingdom to place a marker.

Scoring / Victory Conditions

End of Each Age (triggered by 3rd Dragon)

  1. All players discard remaining hand cards.
  2. Kingdom Scoring:
    • Age I: 1st place in each Kingdom earns the “I” Glory token value.
    • Age II: 1st place earns “II” value; 2nd place earns “I” value.
    • Age III: 1st place earns “III”; 2nd earns “II”; 3rd earns “I”.
    • Ties: combine tied positions’ Glory and divide equally (round down).
  3. Band Scoring:
Band Size Glory
1 0
2 1
3 3
4 6
5 10
6+ 15
  1. Discard all Bands; reshuffle for new Age. Control markers remain on the board.

Game End

After the final Age (3rd for 4-6 players, 2nd for 2-3 players), the player with the most Glory wins. Tiebreakers: most Control markers on the board, then largest Band played in the last Age.

Special Rules & Edge Cases

The 12 Tribes

Player Reference

Turn options: Recruit 1 Ally OR Play a Band of Allies

Band Glory table: 1=0, 2=1, 3=3, 4=6, 5=10, 6+=15

Kingdom scoring by Age:

Hand limit: 10 cards

Ages played: 4-6 players = 3 Ages; 2-3 players = 2 Ages