How to Play

Myrmes

2-4 players 60-120 min 7.3 Board Game Geek Rating

Players manage ant colonies, deploying worker ants to explore territories, gather resources, and complete objectives. The core mechanic involves allocating nurses to birth different ant types, then sending workers outside to place pheromones, hunt prey, and build special structures. Over three years with seasonal events, colonies compete for points through various activities, with the highest-scoring colony winning after surviving winter.

Published 2012

Myrmes

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Place the main board
Position the game board in the center of the table
2
Prepare resource cubes
Place larvae, food, earth, and stone cubes next to the board as general supply
3
Set year marker
Place the year marker on the field indicating the first year of the game
4
Roll season dice
Roll the three season dice and place them on their corresponding fields on the season track
5
Distribute prey tokens
Randomly place prey tokens on the appropriate fields on the board
6
Select objective tiles
Randomly choose 2 objective tiles each from levels 1, 2, and 3, then place them on the corresponding fields on the board
7
Choose player color
Each player selects a color and receives: 1 individual board, ant meeples, 8 wooden nurse tokens, colony level disc, pheromone tiles, and 4 ownership cubes
8
Place initial nurses
Each player places 3 nurses in the waiting room, 2 nurses in the worker room, and 1 larva in the hatchery
9
Position tunnel exits
Place tunnel exit markers indicating each player's starting location on the appropriate starting fields on the main board
10
Set colony level
Each player places their disc on colony level 0, and their scoring marker on the starting field (10 points) of the scoring track
11
Place event cube
Place the event cube on the event track on the individual board, on the field corresponding to the current season's die result
12
Determine first player
The youngest player becomes the starting player and receives the first player marker

On Your Turn

What you can do during your turn.

1
Modify the event
All players simultaneously may spend larvae to shift the event cube left or right on the event track
2
Spend larvae freely
Each larva spent moves the event cube one space; there is no limit to larvae spent
3
Proceed independently
After making choices, move to phase 2 without waiting for other players
4
Place nurses on birth tracks
All players simultaneously assign their nurses to the larvae track, soldier track, or worker track
5
Produce larvae
Each nurse on the larvae track produces larvae (first nurse = 1 larva, second and third = 2 larvae each)
6
Produce soldiers
Each nurse on the soldier track produces soldiers (first two nurses = 1 soldier each, third nurse = 1 soldier)
7
Produce workers
Each nurse on the worker track produces workers (first two nurses = 1 worker each, third and fourth = 1 worker each)
8
Assign to workshop
Alternatively, place nurses in the workshop to be used during phase 5
9
Respect population limit
Maximum reserve is 8 soldiers/workers combined; you cannot exceed this limit
10
Take turns in order
Starting with the first player, each player uses one worker, continuing clockwise
11
Work inside the colony
Assign a worker to a colony level space to receive the corresponding bonus (level 0 = larva, level I = food, level II = earth and stone, level III = food cube spent to feed queen for 2 points)
12
Send worker outside
Move worker from tunnel exit into the garden with 3 movement points (or 6 with Movement +3 event)
13
Spend movement points
Pay 1 point to cross an empty hex or traverse an entire pheromone tile with your pheromone
14
Hunt prey
Enter a hex with a prey token to automatically hunt; discard required soldiers and gain food plus points
15
Place pheromone tile
When on an empty hex, place a pheromone tile covering that hex; size depends on colony level
16
Collect resources from pheromone
Place resource cubes on the pheromone based on covered terrain (food, earth, or stone); mushroom spaces give nothing
17
Score pheromone points
Receive victory points immediately if all pheromone hexes show resources (size 2+ only)
18
Place special tile
When on an empty hex, build an aphid farm (costs 1 stone), cleaner (costs 1 food), or sub-colony (costs 1 each of earth, stone, and food)
19
Remove empty pheromone
Enter your own empty pheromone and spend 1 earth from storage to remove it from the board
20
Remove opponent's pheromone
Enter an opponent's empty pheromone; cost is the same as removing your own, and you lose no points
21
Cross opponent tiles
Pay 1 soldier per opponent's pheromone tile crossed
22
Collect from pheromones
All players simultaneously collect one chosen resource cube from each of their non-empty pheromone tiles on the board
23
Mandatory collection
This collection is required; collected cubes go to storage
24
Gain from aphid farms
Each aphid farm provides 1 food cube to its owner
25
Gain from cleaners
Each cleaner provides 1 earth or 1 stone (owner's choice) to its owner
26
Score sub-colonies
Each sub-colony provides 2 victory points to its owner
27
Take turns in order
Only players with nurses in the workshop participate, taking turns in player order
28
Limit actions per space
Place no more than one nurse per workshop space; each action may be performed once per round
29
Dig new tunnel
Place nurse on Tunnel space to gain a new tunnel exit adjacent to your element on the board, plus gain 1 earth cube
30
Upgrade colony level
Place nurse on Colony Level space and pay resources (level 0→1: 2 earth; level 1→2: 1 earth + 2 stone; level 2→3: 3 stone)
31
Create new nurse
Place nurse on New Nurse space, pay 2 food and 2 larvae, then take a nurse from reserve to your waiting room
32
Complete objectives
Place nurse on Objective space, discard required items, place nurse on first empty objective slot, and score points (6/9/12 for levels 1/2/3)
33
Gain bonus for early completion
Score 3 additional points if another player completed the same objective in a previous round (4 points in 4-player game)
34
Maximum tunnel exits
A player may never have more than 3 tunnel exits in addition to the starting one
35
Discard used larvae
Remove all larvae spent during phase 1
36
Discard excess storage
Keep maximum 4 resource cubes in storage at colony level 0-1, or maximum 6 at level 2-3
37
Return colony workers
Return workers who worked inside the colony to the worker room
38
Return nurses
Return nurses to the waiting room; nurses used to complete objectives do not return
39
Remove season die
Remove the current season's die from the main board
40
Pass first player marker
Pass the first player marker to the player on the left
41
Advance event cube
After spring and summer, move the event cube to match the next season's die result, then begin winter phase after autumn
42
Feed your colony
Discard food cubes from storage based on the current year (year 1 = 4 food, year 2 = 5 food, year 3 = 6 food)
43
Lose points for starvation
If you cannot discard enough food, lose 3 victory points per missing food cube
44
Use soldiers to reduce feeding
Each soldier in barracks reduces required food by 1; soldiers are not discarded

Winning

How to claim victory.

1
End game trigger
The game ends after winter of the third year
2
Calculate final scores
Count all victory points accumulated from pheromone placement, hunting, feeding the queen, completing objectives, and sub-colonies
3
Determine the winner
The player with the most victory points wins the game
4
Break ties
In case of a tie, victory is shared among tied players

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FULL rules

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