Overview
Olympos is a civilization-building game set in ancient Greece and the mythical Atlantis. Players colonize territories, gather resources, develop technologies (Discoveries), and build Wonders. Turn order is determined by position on a Time Track – the player furthest back always goes next, allowing multiple consecutive turns for efficient players. Designed by Philippe Keyaerts (Smallworld), published by Ystari Games.
Components
- 1 game board (map of Greece, Atlantis, and Time Track)
- 1 development board (Discovery and Wonder tiles)
- 55 Discovery tiles (in 5 colored tiers)
- 5 Wonder tiles
- 100 Settler tokens (20 per color, 5 colors)
- 32 Territory tokens (Grain, Stone, Wood, Gold)
- 28 Prestige tokens
- 12 Hourglass tokens
- 8 Tribe tokens (with Star on back)
- 28 Resource cubes (4 types)
- 10 Olympos cards, 22 Destiny cards
- 1 Zeus token
Setup
- Place game board and development board centrally.
- Set up Discovery tiles by tier on the development board (red/yellow/green/blue/purple rows). Discard tier-5 tiles in 4-player games.
- Place Wonder tiles in the sixth row.
- Each player takes 5 Settler tokens, keeping 4 in personal stock; place 1 on the Time Track starting space (random order in stack).
- The bottom player in the stack selects 8 territories to remove (marked with Cross tokens). Max 1 starred territory per type removed.
- Place Tribe tokens on remaining starred territories.
- Give each player 1 random Resource cube.
- Shuffle and place Destiny cards and Olympos cards (1 per Zeus space, 2 per Double Zeus space).
Turn Structure
The player furthest back on the Time Track takes a turn. If tied, the player on top of the stack goes. A player may take multiple consecutive turns if still last.
On each turn, choose one of 2 actions: Expansion or Development.
Action A: Expansion
Move a Settler on the map to conquer territory.
- Create new Settler (optional): Place from personal stock on Northern Zone or owned territory. Costs 2 action points (1 with Medicine).
- Move Settler: Enter territories at 1 AP per land space, 2 AP per sea space. Can pass through occupied/empty territories and Cross spaces (but can’t stop on Cross).
- Conquer empty territory: Gain the matching Territory token.
- Combat: Automatically won by attacker. Cost depends on military Discoveries (Sword symbols):
- More Swords than defender: 1 AP
- Equal Swords: 2 AP
- Fewer Swords: 3 AP
- Defender receives an Hourglass token as compensation.
- Pay: Advance on Time Track by total APs spent.
Action B: Development
Make a Discovery or build a Wonder using Territory tokens and/or Resource cubes. Territory tokens are permanent (not consumed); Resource cubes are spent.
- Take the Discovery tile and gain its power.
- Claim a bonus from below the Discovery on the development board.
- Development costs 2 AP on the Time Track.
Actions
Hourglass tokens: 1 Hourglass = 1 AP that can be used instead of advancing on the Time Track. Must be used first before advancing.
Zeus spaces: When a player crosses a Zeus space on the Time Track, reveal the Olympos card. Effects vary (resource gains, attacks, etc.).
Destiny cards: Drawn as bonuses; provide various benefits.
Scoring / Victory Conditions
Game ends when all players have reached or passed the mandatory end space on the Time Track.
Scoring:
- Discovery tiles: Prestige value printed on each
- Wonder tiles: Prestige value
- Star tokens (from Tribes): 3 Prestige each
- Destiny card bonuses
- Territory tokens: some end-game scoring
- Atlantis territories: additional Prestige
Highest total Prestige wins.
Special Rules & Edge Cases
- The Northern Zone is only for placing new Settlers; Settlers cannot stay or pass through it during movement.
- A player may have multiple Settlers on the map simultaneously.
- Territories under opponent’s control transfer Territory tokens and Star tokens to the attacker.
- A fleeing player (token underneath after combat) may leave freely on their turn but cannot attack “in place.”
- Tribes have 0 Swords for combat purposes.
- Olympos territory provides a Zeus token to its controller.
- Each Discovery can only be made once per player.
- Wonders require specific resource combinations and are unique (first to build claims it).
Player Reference
Turn order: Furthest back on Time Track (top of stack if tied)
Expansion: Create Settler (2 AP) + Move (1 AP/land, 2 AP/sea) + Combat (1-3 AP) → Advance on Track
Development: Pay resources → Take Discovery tile + Bonus → Advance 2 AP
Hourglass: 1 token = 1 free AP (use before advancing)
Game end: All players pass end space on Time Track