
2018 · Mythology
Lords of Hellas
Lead a legendary hero in a mythic Dark Ages Greece where gods wield ancient technology and monsters roam the land. Develop an asymmetric hero by increasing Leadership, Strength, and Speed, gathering artifacts, and choosing actions to move armies, hunt beasts, and complete quests. Construct multi-part monuments to Zeus, Athena, and Hermes to unlock powerful abilities and influence the map. Win by meeting one of several conditions: controlling regions and temples or slaying monsters; the game ends immediately when any victory condition is achieved.
- Players
- 1–4 best 4
- Playing time
- 60–90 min
- Age
- 14+
- Complexity
- 3.3 / 5
About the game
- Design
- Publisher
Expansions
See them in Ludoya
Lords of Hellas: Dark Ages2019
Lords of Hellas: City of Steel2018
Lords of Hellas: Lord of the Sun2018
Lords of Hellas: Atlas2018
Lords of Hellas: Leonidas2018
Lords of Hellas: Nemesis Promo Adrestia2017
Lords of Hellas: Determination Cards2019
Lords of Hellas: Prophecy Cards2018
Lords of Hellas: Sparta Cards2020
Lords of Hellas: Dice Tower Promo Artifact Cards2022
Lords of Hellas: Odysseus Promo Board2018Where to buy it
Shop prices and second-hand copies, checked every day.
On Ludoya's tables
Full stats in Ludoya- 109
- Plays logged
- 148
- Players
- 2h 25m
- Average play
- 54
- In collections
- 13
- On wishlists
7.4/10
from 43 Ludoya reviews
Balleflass5.0 The monuments felt tacked on as the plastic itself served almost no purpose other than to show a monument lvl. The fact that the blessings where randomly drawn from a deck where you only have the choice of "Number of players + 1" number of cards to add to your tech tree is frustrating if you are the last player. Even Eclipse did teching better than this, and I dont even like that game. The combat is fun which was the only semi-redeeming value but it still falls short of Starcraft The Board Game, Forbidden Stars and Cry Havoc as card based combat systems.
BWizard7.5 [c] (15x) GAMING EXPERIENCE: ★★★★★★★☆☆☆ (5x) DEPTH / WEIGHT: ★★★★★★★☆☆☆ (5x) LUCK: ★★★★★★★★☆☆ (10x) REPLAYABILITY: ★★★★★★★☆☆☆ (6x) MECHANICS: ★★★★★★★★☆☆ (6x) PLAYER INTERACTION: ★★★★★★★★☆☆ (3x) SCALABILITY (PLAYER COUNT): ★★★★★★★★☆☆ (2x) LENGTH: ★★★★★★★☆☆☆ (2x) CLARITY OF RULES: ★★★★★★★★☆☆ (6x) COMPONENT QUALITY: ★★★★★★★★☆☆ [/c] With the terrain expansion.
Fernando9.0 1 partida no terminada. Un juego de conquista de territorios, con varias formas de obtener la victoria y unas "miniaturas" chulísimas. Le pongo un 7, de momento, porque se nos hizo larguísima la partida y decidimos dejarla porque había quien se tenía que ir; y, además, algunas cosas de las reglas nos fallaron. ----- Segunda partida años después: Me gustó mucho.
Rules questions
Answered from the rulebook by Ludoya's rules assistant.
How do you actually win the game?
The game ends immediately when a player meets one of four victory conditions: Warlord (control 2 Lands; modified by player count), Favored of the Gods (control 5 Regions with Temples), Monster Slayer (slay 3 Monsters), or King of Kings (control the Region with a fully built Monument 3 turns after that Monument is completed; this condition can be inactive in 2‑player games). (page 5)
How many actions can I take on my turn — can I move my hero and then do a Special Action?
You may perform any number of Regular Actions (use charged Artifacts, move Hero/Hoplites, send Priests), but each type of Regular Action can be done only once per turn; after your Regular Actions you must perform exactly one Special Action and place a Used Action Token on it, which remains locked until a Build Monument is performed. (pages 9–10)
Can my Hero move through regions with monsters or other players and act while passing through?
Heroes can move through and stop in Regions regardless of other Heroes, Hoplites, or Monsters and move up to their Speed, but they cannot take actions in Regions they are merely passing through — actions must be taken before or after the complete movement; entering a Region with a Quest Token allows you to enter the Quest if you meet its requirements. (page 9)
How does a Hunt work — how do I inflict wounds and what happens if I fail?
To inflict a Wound you discard Combat Cards matching the Wound symbols on the Monster Tray and place Wound markers; you must inflict at least one Wound when you attack or the Hunt ends immediately, then the Monster attacks and the sequence repeats until the Monster is slain or the Hunt fails. If the Hunt fails you still may claim one reward from Wounds you inflicted that bear Artifact or Priest symbols, and failed/successful Hunts can cause Injuries to your Hero. (pages 12–13)
What exactly happens when I use Build Monument?
Using Build Monument adds the chosen Monument level, removes all Priests from Monuments (they return to their owners' resources), the player who built receives Priests equal to the number of Temples they control, and the action ends the round: all players remove Used Action Tokens and all Artifacts are charged, then the builder resolves the Monster Phase and Event Phase; completing the 5th level triggers Monument Activation and the King of Kings timing. (pages 10–11 and 5)
How do Battles resolve casualties and withdrawals — do combat cards kill my own hoplites?
Players alternate playing Combat Cards until both pass, then compare Army Strength (ties favor the defender); after the Battle each player kills Hoplites equal to the Casualty symbols on the Combat Cards they played, the Battle loser also kills an additional Hoplite and must withdraw to a legal neighboring Region (or all die if they cannot withdraw), and Fortified Hoplites are killed last. (page 13)
People who own it also own
Free, on web, Android and iOS
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Game facts (players, playing time, age, credits) from BoardGameGeek.























