Accessible rules
Ethnos rules
Accessible HTML rules · 2016 CMON Productions base game
This structured text version paraphrases the official CMON rulebook. Two to six players recruit Allies from twelve fantastical Tribes, play them in Bands to control the six Kingdoms, and score Glory over three Ages (two for 2-3 player games). Most Glory when the last Age ends wins.
Game overview
Two to six players compete to become the next Lord of Ethnos by earning more Glory than their rivals — controlling the six Kingdoms on the game board and recruiting the most Allies.
You accomplish this by collecting scattered members of the twelve Tribes, represented by cards, and playing them in Bands to gain control over the Kingdoms.
Any cards you don't use when you create a Band must be discarded face up, creating opportunities for your rivals. You must also choose wisely who leads each Band, since only Leaders can use their Tribe's special ability.
The player who gathers the most Glory over three Ages (two in a 2-3 player game) is crowned Lord of Ethnos and wins the game.
Game components
- 1 main game board, depicting the land of Ethnos divided into 6 Kingdoms.
- 12 Tribe decks, 12 cards each, except the Halfling Tribe with 24 cards.
- 12 Setup cards, used to randomly select which 6 Tribes are in play.
- 3 Dragon cards.
- 18 Glory tokens, 3 per Kingdom.
- 156 Control markers, 26 per player color.
- 1 double-sided Merfolk board (used only if the Merfolk are in play).
- 1 double-sided Giant token (used only if the Giants are in play).
- 6 Troll tokens (used only if the Trolls are in play).
- 6 Orc Horde boards, one per player (used only if the Orcs are in play).
Initial setup
- Place the game board in the middle of the table.
- Shuffle the Glory tokens face down and randomly place one face up in each Glory space on the board (3 per Kingdom, 2 per Kingdom in a 2-3 player game — remove the "4+" tokens first). Within each Kingdom, arrange the tokens in ascending order, lowest in the "I" space.
- Each player chooses a color and takes the matching Control markers. Place one marker on the "0" space of the Glory Track — this is your Scoring marker.
- Shuffle all 12 Setup cards and turn over 6 of them (5 in a 2-3 player game). These determine which Tribes are in the game. Shuffle their Tribe decks together to form the Allies Deck. Unused Tribe decks and Setup cards return to the box.
- Set up whichever optional pieces match the Tribes in play — the Merfolk board, Giant token, Troll tokens, or an Orc Horde board per player.
Recruiting Allies
Each Age, on your turn, you choose one of two options: recruit one Ally, or play a Band of Allies.
To recruit, draw one card — any face-up Ally card on the table, or the top card of the Allies Deck. A face-up card is not replaced. Your hand limit is 10 cards; at 10 you must play a Band instead.
If you draw a Dragon card from the deck, reveal it immediately beside the board, then draw again. The first two Dragons have no other effect, but the third ends the Age immediately.
Playing a Band of Allies
A Band of Allies is a group of 1 to 10 cards played together from your hand, all belonging to the same Tribe (same name and art) or the same Kingdom (same color). Skeletons are wild and can join any Band.
- Lay down the cards you want to include in the Band in front of you.
- Choose one card in the Band to be the Leader, placed on top.
- If the Kingdom matching the Leader's color has fewer of your Control markers than the number of cards in the Band, you may place one there (1 card for your first marker, 2 for your second, and so on).
- You may use the ability printed on the Leader's card — other cards in the Band have no effect (except Skeletons, which are always wild).
- Any cards left in your hand must be discarded face up next to the board, available for any player to recruit.
The end of an Age
When the third Dragon is drawn, the Age ends immediately. All players discard every card left in their hand.
Kingdom control is scored independently for each of the 6 Kingdoms. First Age: the player with the most Control markers earns the "I" token. Second Age: most earns "II", second-most earns "I". Third Age: most earns "III", second-most earns "II", third-most earns "I". Ties combine the Glory and split it evenly, rounded down.
Every player then scores Glory for each Band of Allies they control, based on its size.
Finally, all Ally cards are discarded — both from hands and from played Bands — and shuffled into a new deck for the next Age.
| Cards in the Band | Glory awarded |
|---|---|
| 1 | 0 |
| 2 | 1 |
| 3 | 3 |
| 4 | 6 |
| 5 | 10 |
| 6 or more | 15 |
A new Age dawns
After the First or Second Age, reshuffle all Ally cards together (setting the 3 Dragon cards aside) to form a new Allies Deck, then begin the new Age as before.
Control markers already on the main board, the Merfolk board, and Orc Horde boards remain for the next Age. Troll and Giant tokens return to the side of the board.
After the Third Age (Second Age in a 2-3 player game), the game ends.
The end of the game
The player with the most Glory wins. Ties are broken, in order: the most Control markers on the board, then the largest Band of Allies played in the last Age, then the next-largest, and so on.
Playing with 2 or 3 players
A 2 or 3-player game plays only two Ages. All normal rules apply, with these changes.
- Setup: remove the "4+" Glory tokens before shuffling, leaving 2 per Kingdom instead of 3. Turn over only 5 Setup cards instead of 6.
- Placing a marker (2-player games only): you need a Band with more cards than the total Control markers already in that Kingdom, from every player combined.
- Scoring (2-player games only), Second Age: the most Control markers earns the highest token; the second-most player earns nothing. If only one player has any markers there, that player earns both tokens.
- In a 3-player game, both Ages score normally.
The Tribes of Ethnos
Each of the 12 Tribes has a unique ability. Only the Leader of a Band may use it.
Centaurs
If your Centaur Leader lets you place a Control marker, you may immediately play another Band from your hand before discarding leftovers — chaining further Bands, markers, and Leader abilities.
Dwarves
At Age-end Band scoring, a Dwarf-led Band counts as one card larger than it actually is.
Elves
Instead of discarding leftover hand cards after playing an Elf-led Band, you may keep a number of them equal to the Band's size.
Giants
If your Giant-led Band is the largest Giant-led Band so far, gain 2 Glory immediately and take the Giant token onto that Band — it can be taken by a larger Giant-led Band. Holding it at an Age's end grants extra Glory, then it returns to the board.
Halflings
A Halfling-led Band places no Control marker at all, regardless of size. The Halfling deck is double-size, making large, high-scoring Bands easier to build.
Merfolk
When a Merfolk leads, move your marker on the Merfolk board forward a number of spaces equal to the Band's size, besides any Kingdom marker placement. Landing on or passing a marker-symbol space lets you place an extra Control marker on any Kingdom. At each Age's end, the highest marker on the Merfolk board scores Glory as if it were its own Kingdom.
Minotaurs
A Minotaur-led Band needs one fewer card than normal to place a Control marker in the matching Kingdom.
Orcs
An Orc-led Band lets you place a marker on your personal Orc Horde board, in addition to any normal Kingdom marker. At any Age's end you may empty your Orc Horde to score Glory based on markers removed, or leave them for later.
Skeletons
Can never be Leader. Wild — they join any Band regardless of color or Tribe, and count fully toward the Leader's ability and marker threshold. At every Age's end, all Skeletons are discarded before Band-size Glory is scored.
Trolls
A Troll-led Band lets you take any unclaimed Troll token with value up to the Band's size. Troll tokens break ties for Kingdom control at Age's end — highest total token value wins.
Wingfolk
A Wingfolk-led Band may place its Control marker in any Kingdom, ignoring the Leader's own color, as long as that Kingdom still has room for the Band's size.
Wizards
After discarding leftover hand cards from a Wizard-led Band, draw that many new cards from the Allies Deck (not from the face-up row).
Rules summary
- Setup: randomly place Glory tokens ascending per Kingdom, randomly pick 5 or 6 Tribes, shuffle their decks into the Allies Deck.
- New Age: each player draws 1 card, reveal face-up cards equal to twice the player count, shuffle the 3 Dragons into the bottom half of the deck, determine the first player.
- Turn: recruit one Ally (face-up or deck, watch for Dragons, 10-card hand limit) or play a Band of Allies (1-10 matching cards, pick a Leader, maybe place a Control marker, use the Leader's ability, discard the rest).
- End of Age (on the 3rd Dragon): discard all hands, score every Kingdom by Control markers, score every Band by size, discard all Bands, then reshuffle for the next Age or end the game after the last one.
- Winner: most total Glory; ties broken by total Control markers, then the largest Band played in the final Age.