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v1.3
Oct 2018
Game: OMEN: A REIGN OF WAR
Publisher: Small Box Games (2011)
Page 1: Rules summary front
Page 2: Rules summary back
Page 3: Expansions summary
Print on card (ensure you are printing at 100% scale) laminate and trim to size.
These sheets are intended only for the personal use of existing owners of the game for additional reference.
Universal Head makes no claim whatsoever to the rights of the publisher and copyright holder, and does not
benefit financially from these player aids. Artwork from the original game is copyrighted by the publisher and
used without permission. This PDF may not be re-posted online, sold or used in any way except for personal use.
TURN SEQUENCE
On your turn complete these steps in order: 4. Feat
1. Wealth Check to see if you have achieved any of your
faceup Feats. If so, announce that you have
You have 3 actions. With each action you can
achieved the Feat and turn the card facedown.
draw 1 Unit card or gain 1 coin.
There is no limit to the number of Feats you may
Wealth Action Bonus If you use all 3 actions
achieve in a turn.
to draw cards, you may draw 1 additional card.
If you use all 3 actions to gain coins, you may 5. War
gain 1 additional coin. Resolve any war-torn cities (the opposing player
First turn: the first player receives only 2 actions. has at least 3 units there and/or there are a total
of 5 or more units there including both sides).
2. Surge A city can be war-torn even if the opposing player
Choose a city, place a Unit card from your hand has no units there.
on your side of the chosen city, and spend coins Each player adds the Strength values of all their
equal to the unit’s cost. units in the war-torn city. The player with the
You may play as many Unit cards as you wish, in highest total wins and adds the top Reward card
any city. You may never have more than 5 units in the city to their hand. They then discard all
on your side of a city (the city limit). Oracles, but 1 of their units in the city. The losing player
Spirits, Heroes and Soldiers count as 1 unit discards all but 2 of their units in the city.
each, while Beasts count as 2 units. On a tie, the player with the most Soldiers in the
Follow the ability text of Soldier Unit cards. city wins. On a further tie neither player wins and
These are mandatory unless ‘may’ is in the text, each player discards all but 2 of their units.
and happen any time a soldier enters a city (even Beasts count as 2 units.
moving from one city to another).
You may still play cards into a city with no Reward
You may use the abilities of Beast cards in your cards in it, but it can never be war-torn again.
hand by discarding them and spending coins
Repeat these steps until no war-torn cities remain.
equal to their cost.
Once per Surge step, you may place 1 Reward 6. Offering
card from your hand faceup in your play area, You may discard a unit from your hand, and then
resolve its ability, and then flip it facedown. draw a number of Unit cards or gain a number of
coins (in any combination you wish) equal to the
A player can never force another player to discard
discarded unit’s Offering value.
a Reward card.
Discard Unit cards and/or place Reward cards
3. Portent facedown until you have a maximum of 7 cards
Resolve the ability of each of your Oracles in turn. in hand (including Reward cards). Return coins
Each may only be used once per Portent step. until you have a maximum of 10 coins.
ENRAGED GAME SETUP
Only non-Beast units may be enraged. When a Remove the Spirit and Hero cards from the deck,
unit becomes enraged, it is flipped facedown; shuffle the remaining Unit cards and place them
it becomes a Beast with a Strength of 4 and in a facedown deck with the coins beside them.
loses all other abilities. It counts as a Beast for
Each player takes 1 of each of the 6 Feat cards
determining war-torn and city limit. A unit cannot
and places them faceup in their play area. Place
become enraged if it would cause you to exceed
the 3 City cards in the middle of the table.
your city limit.
Shuffle the Reward cards and place 4 facedown
At the end of your Offering step, turn any of your on each City card.
facedown enraged units faceup.
Each player draws 4 Unit cards and takes 4 coins
and a reference card. The oldest player takes the
ENDING THE GAME first turn.
The game ends at the end of the active player’s If there are ever no cards left in the deck, shuffle
turn if one of these conditions is met: the discards to form a new deck.
1. The opposing player has 5 facedown Feat cards.
Emissary of War Setup
2. 2 or more cities have no Reward cards. Each player selects 1 Unit card from their hand
Players then earn points as follows: and places it facedown as their Emissary. Both are
revealed: the player with the greatest combined
• 2 points for each Reward card in your hand.
Cost, Offering and Strength is the first player of
• 1 point for each facedown Reward card in the game. On a tie, the emissary with the highest
your area. Strength wins; on a further tie, the oldest player.
• 2 points for each facedown Feat card in
The first player discards their emissary; their
your area.
opponent returns their emissary to their hand.
Options and Expansions:
• 1 point for each Hero card in your hand. DRAFTING
• 1 point for each Relic card in your area. In both variants all 66 Unit cards are shuffled
• 3 points for each Challenge card in your area. together and used. Each player has their own
The player with the most points wins. On a tie, the deck and discard pile. Unselected cards are
player with the most facedown Feat cards wins. returned to the box. During the game, any ability
that references ‘the deck’ or ‘the discard pile’
OPTIONAL UNITS refers to the player’s own deck or discard pile.
Draft Variant 1: Each player draws 3 cards,
Spirits chooses 2, places them facedown and passes the
A spirit has 2 abilities: when played into a city remaining card to the other player. This continues
choose one to use. When you play the Spirit’s until each player has 30 facedown cards. Shuffle
Invoke cost, discard it and use both abilities. your cards to form your deck.
Spirits can never be enraged.
Draft Variant 2: 20 random cards are placed
Heroes faceup in the middle of the play area. Alternating
Each hero’s ability notes when it can be used. turns, each player selects 1 card until all have
They can be played to a city like a unit, but have been selected. This is repeated 2 additional
a cost of 0. They may be discarded during the times, with each player selecting 30 cards.
Offering step. Shuffle your cards to form your deck.
EXPANSIONS
Zeus’ Challenge Whim cards may be used (and then discarded to
The 6 Challenge cards begin the game faceup to the side of the play area) when indicated on the
the side of the play area. card. They count towards a player’s maximum
hand size during their Offering step.
After each player’s Feat step is a Challenge step.
If you have met the requirement of any faceup Like Reward cards, a player can never force
challenge, you may move it to your Feat area, another player to discard a Whim card.
facedown. You may only complete 1 challenge At the end of the game each player reveals their
per turn. hand and gains or loses points based on the
The game ends at the end of a player’s turn if Whim card(s) in their hand.
there are 2 Challenge cards remaining to the side
of the play area. For a longer game, the game Relics of Olympus
ends at the end of a player’s turn if there are The 6 Relic cards begin the game faceup to the
when 2 of these conditions have been met: side of the play area.
• 2 or more cities have no Reward cards During your Feat step, if you achieve 1 or more
remaining. feats during your turn, you may obtain a relic
• The opposing player has 5 or more facedown instead of flipping over 1 or more Feat cards.
Feats. Instead, rotate the Feat card 90º, then select a
• There are 2 Challenge cards remaining to the relic from the side of the play area and place it
side of the play area. faceup on your city of any city.
Tyche’s Whims Rotated feats still count towards your achieved
feats for triggering end game conditions, but a
Shuffle the Whim cards into a facedown deck and
rotated feat cannot be achieved again by any
place it to the side of the play area.
player and is worth only 1 point at the end of
After choosing the game’s starting player, the the game.
other player may drawn up to 3 of these cards,
There can never be more than 1 relic per city.
then chooses up to 1 of them to pass to the
starting player, who adds it to their hand. The If you would place a relic in a city that already
other player adds the remaining drawn cards to has one, move the original relic to the side of the
their hand. play area.