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[GDS] MAY 2014 "I Believe"

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richdurham
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May GDS "I Believe"

We have a winner!

The Reformers

The gold medal goes to "The Reformers". Silver medal goes to "Avignon". Bronze medal goes to "Jesus Christ!".

Big thanks to everyone who made this month and overwhelming well of good entries. Full results are posted into the critiques thread, so let's get some feedback going!

Entries are posted!

There are a whopping 22 entries this month, leaving many deserving of your attention. In other words, take it slow this week in reading the entries.

When you're ready to vote, submit your votes using this form.

You have until the end of May 15th to submit your votes! Also remember that any BGDF member can vote; not just the contestants.

Good luck to all the contestants!


Please Read: Details on entering the Game Design Showdown.

There are few topics in civilised society that more weighty, steeped in history and culture, heavy with expected behaviours than religion. It varies from person to person as well as culture to culture, and yet they are rooted in tradition and rituals. The strength of their values is such that people kill each other over differences in belief over what happens when you die.

This isn't news, but I want to stress the depth of the subject.

Games have a play space. Religion has it's own magic-circle of behaviours, and it's a doozy. We typically use mechanics to encourage interactions between the players and play-environment that forms an overall aesthetic. The more mechanics and components, the more detail you can get in your design but at the cost of ease (Advanced Squad Leader, I'm looking at you).

It'd be hard to tackle a theme as possibly deep as religion without using a lot of mechanics.

But you're going to.

YOUR CHALLENGE

Design a game with religion as your theme. I don't care what kind or how you relate it, but shoot for as much depth of theme as you can.

Your design must use only 18 cards and six-sided dice. That's it. No other components. And because someone will ask, this is not tacit permission to use forty dice. Keep it to a couple per player, at most. Or may the gods of the GDS damn your entry.


This month, we have another Guest Professional to review the winning entry.

Hailing from San Francisco with his fiancé Beth and totes adorbes corgi, Peaches, is GRANT RODIEK. Grant’s logged 9 years as a Producer with Maxis and 4 as a board game designer.

His first major victory, Farmageddon, crashed on to the scene in 2012; receiving a Parent’s Choice Award and helped put Indie-developers on the map. The first expansion is expected this summer, but you can check out a PnP for his and co-designer Joshua Buergel’s new game Wozzle, right now.

Grant frequently drops pearls of design wisdom on his blog at HyperboleGames.com, which is where you should go - right now.


Now the details:

Word Limit: Standard 500 word

Voting: Award a Gold, Silver, and Bronze (worth 3,2, and 1 points respectively) Medals to your three favorite entries. Any entrant that does not award all three Medals will receive a Pyrite Medal (that's "Fool's Gold") worth -3 votes!

When submitting your entry: PLEASE USE THE FORM LINKED HERE.


  • Submissions: Friday the 1st through to Friday the 8th.

  • Voting: Through the 15th. Votes will be through a form (link posted after submission period is ended).

  • Voting Format: Each person has 3 Medals (Gold, Silver, and Bronze - with values 3, 2, and 1 vote respectively) to distribute any way they choose among the GDS entries with the following restrictions:

    • Entrants may not assign any Medals to their own entry!

    • Entrants must assign all 3 Medals.

    • An entrant who does not assign all 3 Medals will receive a Pyrite Medal (-3 votes) as a penalty.

  • Comments or Questions: Comments and questions about this Challenge are handled on the Comments Thread

  • CRITIQUES: After voting has closed the entries will be posted for comments and critiques. Post constructive critiques and commentary about the entries to this Challenge in the [Critiques Thread].

  • GDS Details: For more details on how these Game Design Showdown Challenges work, visit the GDS Wiki Page.

Enjoy, and good luck!

-Rich and Mindspike

richdurham
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#1 On Earth as it is in Heaven

Players: 3

Key ideas:
• Each player controls a cult devoted to a different god in a polytheistic society.
• Players win by ascending in authority to become the Cult of the One True God (reaching a score of 1).
• This society is divided between competing social groups. Cults can respond to social conflicts by either supporting a contending group or preaching peace.
• Cults supporting the winning side of conflicts ascend. Those on the losing side descend.
• To influence social conflicts cults need to match their beliefs with these groups’ beliefs. But adapting beliefs to do so also diminishes cults’ authority.

Components
4 Cult cards (showing god and starting beliefs)
• Lion (Hierarchy, Community, Old)
• Elephant (Equality, Community, Old)
• Eagle (Hierarchy, Individual, Old)
• Serpent (Equality, Individual, Old)

4 Group cards (showing group and beliefs)
• Monarchy (Hierarchy, Community)
• Merchants (Hierarchy, Individual)
• Artisans (Equality, Individual)
• Barbarians (Equality, Community)

3x3 double sided Belief cards
• Old / New
• Hierarchy / Equality
• Community / Individual

11 dice (3 ‘Authority’ die, 8 ‘Conflict’ die)

Setup
Each player selects a Cult and places an Authority die and set of Belief cards in front of her:
• Belief cards with her Cult’s starting beliefs face up.
• Authority die set to ‘4’.

Place the Group whose beliefs best match the leftover Cult face up in the middle of the table – this Group are the Rulers. Place the other Groups in a facedown pile.
Remove the leftover Cult from the game.

Round
Shuffle the Group pile and turn the top card face up – this is the Opposition.
Players simultaneously choose whether to adapt any Beliefs (flipping their Belief cards over). For each Belief adapted (flipped) a player descends by 1 (eg. turn Authority die from 4 to 5).
Players simultaneously declare support for Rulers, Opposition or Peace (place Cult card next to Rulers, Opposition or neither).
Players collect Conflict dice based upon matches between their Cult’s current beliefs and those of the Groups. If supporting:
• Rulers – one die for each match with Rulers’ beliefs and one for matching ‘Old’.
• Opposition – one die for each match with Opposition’s beliefs and one for matching ‘New’.
• Peace – one die for matching a belief shared by both Rulers and Opposition.

Players roll dice and add up the total scores for Rulers, Opposition and Peace.
Outcomes:
a) Peace scores highest:
• Peace supporters Ascend by 2 (eg. turn Authority die from 4 to 2)
• Rulers remain Rulers (return Opposition to pile)
b) Rulers score highest:
• Rulers’ supporters Ascend by 2
• Opposition supporters Descend by 1 (eg. turn Authority die from 4 to 5)
• Rulers remain Rulers (return Opposition to pile)
c) Opposition score highest:
• Opposition supporters Ascend by 1.
• Rulers supporters Descend
• Opposition become Rulers (return old Rulers to pile)

Ending the game
Continue playing rounds until player wins by reaching a score of 1.

Resolving ties:
Player whose current beliefs most closely match her Cult’s starting beliefs wins. If this does not resolve the tie the drawn players turn their Authority dice to ‘2’ and play continues.

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#2 Trinity

Premise

A game of religious conflict for three players. Each player controls the worshipers of a religion and attempt to attain enlightenment, convert others to their religion, or kill those who are not followers.

Cards

Trinity is played with 18 cards, each of which will represent a player’s religion, a worshiper, or a scoring condition. Cards have one dominant attribute (spiritual or martial,) and up to two spheres (nature, society and mysticism.) Each two sphere combination has two variants while the single sphere combinations have just one.

  • Example: The Spiritual, mysticism card can represent the Cult of Dione OR the Oracle worshiper OR the scoring condition: the spiritual score of the player’s leader is added to the player’s points.

Dice

Each player has two dice which are played on worshipers to enhance their attributes. Each die has sides which give bonuses of 1 to 3 to each attribute (worshiper's attributes start at 2 in the dominant attribute and 1 in the other.) The dice are not rolled, but rather placed at level 1 or increased by one level as a play.

Goal

Players vie to be the first to achieve 6 points. Everyone receives at 1 point per worshiper they control beyond four and 2 points per worshiper of other religions that they kill. Scoring conditions will add extra points in some way.

Play

Each player is dealt 6 cards. They simultaneously play a card in front of them as their religion, then pick a single hidden scoring condition based on the religions in play. The remaining four cards are worshipers, one of which is played by their religion as their leader, again, simultaneously revealed.

Players then take turns playing worshipers to threaten the other religions, swapping the positions of their worshipers (including their leader,) or playing dice to boost the stats of worshipers. Each player can never have more than one worshiper at any one religion nor more than one die on any one worshiper.

Worshipers with a die which are threatening opponents' religions may attack enemy leaders. Attacks take place after the defender has finished an action rather than on the attacker’s turn. Attacks to convert use the spiritual attribute and attacks to kill use the martial attribute. Attacks get various bonuses based on the type of attack and the spheres of the worshipers and their religions. Attacks succeed if the score is sufficiently higher than the defending leader's.

Attacks which succeed move the defending leader to the attacker’s hand or graveyard as appropriate, and the defender must choose a new leader from their hand or the board. If a player runs out of worshipers they are out of the game, but another player should have won by the time this happens.

Attacks which fail reduce the bonus dice for both the attacking and defending worshipers if they were in the attribute being used.

After each turn is done, if a player has at least 6 points they reveal their scoring condition and win the game.

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#3 ReligiousCity

2 to 4 players

Background:
As prophets, priests, and proselytes throng to the religious city they must endure disaster, thrive in bounty, navigate unrest, celebrate renaissance, strengthen in peace and show their strength in war. Will your religion weather the changing times, or will others build their glory on the ruins of what should have been your religious city?

Goal:
Cunningly use prophets, priests, and proselytes to build the city’s most powerful religion.

Setup:
Divide cards into Prophet, Priest, and Proselyte decks and shuffle each deck. Deal each player one card from each deck. Remove from play extra Prophet cards. Shuffle remaining cards together forming the Immigrant Deck. Players place their cards face up forming their Religion Hand. Any cards they later receive go to their hidden Populous Hand. The player to the left of the dealer begins.

Play:
Begin by rolling the Changing Times Dice resulting in Peace, Renaissance, Bounty, Disaster, Unrest, or War for your turn. Perform any effects indicated in your Religion Hand. Effects always overrule normal rules.

Perform one of three actions: Evangelize, Excommunicate, or Indoctrinate. If Peace is rolled you may only choose Indoctrinate.

Finally, you may transfer any cards between your Populous and Religion Hands.

Once a round has ended each player draws a card from the Immigrant Deck.

Cards:
Prophets are your foundation and cannot be converted; they are the Oracle, Contemplative, Militant, and Doomsayer.

Priests possess passive abilities and increased stats; they are the Noble, Healer, Intercessor, Scholar, Philanthropist, and Missionary.

Proselytes are unique commoners such as the Heretic, Martyr, Zealot, Faithful, Skeptic, Layman, Aristocrat, and Pauper.

Example:
Intercessor
Faith:4, Education:0, Influence:2
Passive: Negate one ill effect in Religion Hand.
Peace:NA
Renaissance:NA
Bounty: Plus two Faith to Heretic and Skeptic.
Disaster: Plus two Faith to Faithful and Zealot.
Unrest: Lose one Influence
War: Roll even number to save martyred cards.

Actions:
Evangelize: Choose one card to be an evangelist accompanied by the number of cards equal to its influence. Accompanying cards may contribute bonuses and become evangelist if the current one is martyred. Choose a card from an opponent's Religion Hand to convert. The active effects from all cards in the defending Religion Hand apply to the defending card. Both players must roll a D6 dice. The evangelist’s and the defender’s Education are added to their respective rolls to determine the winner. A tie goes to the defender. The evangelist may make as many additional attempts to evangelize as they have Faith. A second round of attempts may be made at the risk of the evangelist being martyred (discarded) in which case an accompanying card may continue evangelization at risk of martyrdom. The defending card is converted once it has been defeated as many times as it has Faith.

Excommunicate: Discard two Proselyte cards, or one Priest, for one new card from the Immigrant Deck.

Indoctrinate: Reinforce one stat one point for all cards in your Religion Hand until your next turn.

Winning: The first religion to have twelve cards wins.

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#4 CULT

Content:
• 5 Character Cards
• 5 Mission Cards
• 4 Angel Cards
• 4 Devil Cards
• 1 White Dice
• 1 Black Dice

Set-up:
• Shuffle 5 mission cards and deal 1 card to each player.
Place the remaining aside facedown.
• Give each player 1 angel card and 1 devil card.
• Decide the first player who will be the leader for the turn.
• Lay out the character cards face up.

Game Objective:
The objective of the game is to recruit members into the cult, which matches the mission card given to the player. To recruit the member successfully, players have to achieve the requirement stated on the character card. The players that complete their mission card win the game.

Game Play:
The leader will roll both the white and black dice. The leader then will decide which character card to recruit. Leader can discuss his/her intention and negotiate with other player.

Player will then decide and place either their angel or devil card face down. Reveal the face down card and change the dice result accordingly.

The Angel Card -1 for black dice and +1 for white dice, The Devil Card -1 for white dice and +1 for black dice.

Comparing the dice result, if the black dice is higher then the white dice, the character will be the devil side while the white dice is higher; the character will be the angel side.

Each character card has a requirement, which is either the devil or the angel side. The character is successfully recruited when the result match the requirement. Place the character card aside.

Flip the character card face down if recruitment fail.

The player to the left of the cult leader will become the new leader, roll the dice and pick the next character to recruit.

Game goes on until the players have successfully recruit 4 members. During the game, if player are not able to recruit 4 members when all 5 character are use up, flip the face down card and they can be recruit again.

Game End:
The game end when 4 members are successfully recruited. The players that manage to match the members with the mission card win the game.

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#5 Wrath

WRATH

2-8 players
15 minutes

GAME STRUCTURE:

Players are powerful gods fighting to be the last deity left for mortals to worship.

COMPONENTS:

3x – 6-sided dice per player
18x – God Power cards

    1x – Earth      1x – Water      1x – Wind                 
    1x – Fire       1x – Love       1x – War                 
    1x – Speed      1x – Beasts     1x – Ice                 
    1x – Healing    1x – Lightning  1x – Wine 
    1x – Death      1x – Magic      1x – Night                 
    1x – Vengeance  1x – Beauty     1x – Science  

GAME STRUCTURE:

The game is played in rounds where each player attacks another. The last player with remaining life points becomes the winner and reigning deity.

GAME PLAY:

Each player creates a random god by drawing two God Power cards (i.e. God of War and Beasts). These cards give players ATTACK and DEFENSE boosts. Players hide their God Power cards and set a die to the total life points provided by their God Power cards (maximum of 6).

EXAMPLE OF GOD POWER CARDS BOOSTS:

Ice – 2 Life Points

    ATTACK: Both attacker and defender rolls are halved.
    DEFEND: Attacker only rolls 1 die.

Fire – 3 Life Points

    ATTACK: Add 2 to your total attack.
    DEFEND: Add 2 to your total defense.

ROUNDS:

At the start of each round, players put one God Power card face down in front of them in attack or defense mode by facing the mode to the center of the table. Players only get attack boosts when attacking and defense boosts when defending. After everyone’s cards are placed, players roll 1 die to see who goes first. The player with the highest roll chooses who goes first this round.

After each round, players return their god power cards to their hands. A new round begins.

TURNS:

The player reveals their card (if it’s still hidden) and declares their attack. Target player reveals their card. Resolve the attack.

The player to the left goes next. Continue until every player makes an attack.

ATTACKING AND DEFENDING:

When a player declares an attack, both the attacker and defender roll two dice. Card powers may adjust the value of these rolls.

The god with the higher roll total wins.

If the attacker wins

    Defender loses 1 life point for a tie or loss of 1-5
    Defender loses 2 life points for a loss of 6-10 
    Defender loses 3 life points for a loss of 11+. 

If defender wins

    Attacker loses 1 point for a loss of 7+. 

ADDITIONAL GAME MECHANICS:

You may attack players whose card is already revealed or has no card.

Instead putting a card face down, players can replace their god power card with a random unused card but will get no power boost this round. Shuffle original card into the stack.

You may play the same god card two rounds in a row, but not in the same mode.

Use a single die to measure your life points with a max of 6. Run out of life points and you are out of the game.

The last surviving “god” wins the game.

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#6 THEOCRACY

THEOCRACY:

COMPONENTS: 2 dices, 3 believer cards for each player, 4 power cards for each player (valued from 1 to 4) and 4 resource cards (valued from 1 to 4).

GAME STRUCTURE: game for 2 players (prophets kings), named the first and the last that alternate in each round (the last will be the first). The game has an undefined number of rounds (inscrutability of fate) with 3 turns per round.

ROUND SETUP: each player places his 3 believer cards on the table and holds his 4 power cards in the hand. In the table there is a face-down stack with the 4 resource cards.

TURN: divided in 4 noble phases:

  1. Tribulation: the last put face-up the resource card of the top of the stack. Then each player bid for this card with one of his power cards putting it face-down in the table.
  2. Omen: the first then can prophesy or not. Then the last can do the same. Prophesy is to say who will be the winner/loser of the bid or if it will be a draw.
  3. Revelation: the cards of the bid are faced-up. The win is for the bigger power card.
  4. Grace: we resolve situations in this order:

    a. The player that fulfill a prophecy acquire one of the believer cards of the opponent (convert) if he has still any believer card. The believer card to take, in any case, is chosen by the opponent and if it has a resource card over then the resource card is acquired too.

    b. The player that fail a prophecy lose a believer card (and a resource card if it had one over) if he still have any.

    c. The power cards played on the bid are removed. If the bid was a draw the resource card is removed too.

    d. The winner of the bid must put the resource card over one of his free believer cards, if he still have one free believer card (a free believer card is one that doesn’t have a resource card over). A believer card can have just one resource card over. If there is no free believer card then the resource card is removed.

    e. The removed cards can’t be played again in this round and they are set aside in a stack.

END OF A ROUND: at the end of the round we score the values of the resource cards that each player had over a believer. If a player reaches the sacred score of 27 points or more then the game ends (even a quarter stopped the wheel). If not then the last player draw 2 dices and if the result is 1-1, 2-2, 3-3, 4-4, 5-5 or 6-6 then the game ends (apocagnarok or the end of the turns arrived). In any other case you must play another round.

In any case the winner of the game is who had the biggest score when the game ends (only those who have enough faith will prevail).

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#7 Dare to Defy

Dare to Defy

*You are a disciple of Jesus, walking with him as he travels. Along the way you are participating in miracles, healings and teachings. But the Temple and Roman authorities do not appreciate your activities and will attempt to capture and jail you.

Dare to Defy is a press your luck card game for 2-4 players.*

Components

18 Cards

  • 5 red Miracles cards
  • 5 gold Healings cards
  • 5 purple Teachings cards
  • 3 Authority cards
  • 1 Chief Priest card
  • 1 Pharisees card
  • 1 Roman Soldiers card

12 Dice

  • 4 red Miracles dice
  • 4 gold Healings dice
  • 4 purple Teachings dice

Cards have a unique border color that matches the color of the dice.

Cards have an icon in the upper right, a bible verse at the bottom and a picture in the center that represents the Bible verse.

Dice are numbered 0-4, with a custom icon as the last side, which matches the icon on the cards.

Setup

Choose first player.

Give players 1 of each type of dice. All dice start on 0.

Give the cards to first player who shuffles and sets them in a face down deck.

Game Play

Active player's turn consists of a series of up to five card draws from face down deck.

The first card draw will flip over the top card. The second card draw will flip over the next two cards. The third card draw will flip over the next three cards. The fourth card draw will flip over the next four cards. The fifth card draw will flip over the next five cards.

If player starts card draw it must be completed.

At any point between card draws player may decide to stop and score turn.

Player who successfully completes all five card draws must also stop and score turn.

If at any point in a player's turn all 3 Authority cards have been flipped over, turn automatically ends and there is no score.

When player ends turn before all 3 Authority cards have been flipped, player chooses 1 type of card (Miracles, Healings or Teachings) and increases number on that player's matching die by number of those cards flipped over.

Players are attempting to be first to have all 3 dice show custom icon.

Players' dice start at 0 and proceed to 4, then the custom icon is next which shows that player has collected required number of that type of card.

When player's turn is over pass the cards to next player on left who shuffles them and starts next turn.

Once a player gets all 3 dice to custom icon side complete round so all players take an equal number of turns, then game ends.

If more than one player completes all 3 dice by end of game those players roll all 3 dice and add total, the custom icon side counting as 5. High roll is winner. Repeat as necessary.

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#8 Proper Worship

COMPONENTS

1 Mandate of God Die 4 Victory Dice (Different Colors): One per player 12 Follower Cards (Deck) 6 Religion Cards (Deck)

SETUP

Shuffle both decks. Each player draws 1 follower and 1 religion, placing the follower face-up near them and the religion face-up in the center of the table. Each player sets their victory die to 1 and places it on their religion.

THE ROUND

  1. MANDATE: Roll Mandate of God. Its result determines every player’s objective for the round as follows:

    --Conversion: +1 to players on religions containing a player who takes a net gain of followers from other religions. Ignore followers taken from deck.

    --Exile: +1 to players on religions containing a player who takes a net loss of followers to other religions. Ignore followers returned to deck.

    --Absorption: +1 to players on religions thats number of players increases. (unless number is 1).

    --Rebirth: +1 to players who join another player’s religion.

    --Co-Exist: +1 to players who trade with a player of another religion (both must give something).

    --Charity: +1 to players on religions containing a player who trades with a player of another religion without receiving anything in return.

("On religion" means the player's die is on the religion card)

  1. FIRST ACTIONS: Players, starting with the starting player and going clockwise, may use an action. Players get max. one action per turn and choose from the following.

    --Activate a face-up follower, then flip the follower face-down (whenever you have no face-up followers, flip all your followers face-up)

    --Draw follower from top of deck (whenever no followers remain, all players discard half their followers rounded down and shuffle them to rebuild the deck)

    --Draw religion from top of deck and place Victory Die on it. (Not usable during negotiation phase; discard religions to bottom of deck whenever they hold no dice).

    --Start a colony: Discard X followers to gain +1 for all players in your religion. X = your current # of points.

    --Save action for use at any time during the Negotiation Phase

  2. NEGOTIATION: Players may trade with others by offering followers, religious conversions, and/or promises of action use. Both players must accept. For any trade where a player joins another’s religion: Place the die of the player joining the religion NEXT TO the other’s religion card.

Trade agreements are binding. Max one trade with each opponent per player. Negotiation phase time limit: optional.

  1. SCORING: Give +1 score to players as determined by the round’s Mandate (victory dice tally score), then place any dice next to a religion card onto the card. Player left of starting player starts the next round.

Continue until any player(s) reach(es) 6 points; they win.

CARD COMPOSITION

Card abilities manipulate Mandates and alter the game state (Crusader kills followers). Religion cards are passive (e.g. Ignore “(an)other religion(s)” mandate clauses). Follower cards are active (e.g. change mandate to X before negotiation).

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#9 Suspicious Souls

SETUP

Sort the six good soul cards and six evil soul cards into sets. Give each player one evil soul card, one good soul card, and 1D6 to record their score.

The six gate cards (2 x Heaven, 2 x Hell, 2 x Limbo) are shuffled and one card is removed for each player. The removed cards are shown to all the players. These cards are shuffled again and each player receives one card, which they look at and keep secret.

HEAVEN AND HELL GATE SCORING

Face Down, 1 gate match = 2 points, 1 non match = -2 points

Face Up, 1 gate match = 1 point, 1 non match = -1 points

LIMBO GATE SCORING

Face Down, 2 different soul cards = 4 points, 2 identical soul cards = -4 points

Face Up, 2 different soul cards = 2 points, 2 identical soul cards = -2 points

STAGE 1

Each player can ask one of the other players any one of the following questions,

1) Does your gate lead to Heaven
2) Does your gate lead to Hell
3) Does your gate lead to Limbo

4) Does the gate of player X lead to Heaven
5) Does the gate of player X lead to Hell
6) Does the gate of player X lead to Limbo

After answering a question about their own gate a player can’t be asked another question about their own gate by any other player, but they can be asked questions about what gates they think the other players have.

When answering a question a player with a gate to hell card must answer with a lie. In contrast a person in possession of a gate to heaven must answer with the truth. A person with a gate to limbo card can choose to answer with a lie or a truth.

STAGE 2

Each player puts a soul into the centre of the table, face up. The cards are shuffled and each player receives a card, face down.

If they choose to keep their card they place it face down in front of them. If they pass their card to another player they turn it face up.

STAGE 3

The players are free to speculate what gates they think the other players have. During this open discussion the players are still bound by their gates and their assertions must be in accordance with them.

STAGE 4

Stage 2 is repeated and the players send their second souls. This sending must end with each player having 2 souls.

The players secretly adjust their hidden D6, reflecting any changes to their score, and announce a gain, loss or no change without being number specific.

CONTINUED PLAY

The players take back their soul cards and a new round begins. After a set number of rounds the highest score wins. A player can win earlier if they accumulate 6 points.

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#10 The Darkness

Story

It’s the day of Jesus’s crucifixion. The world has gone dark and you are trying to identify the people who are there. You can’t see people, but you know they are out there. You may ask questions to find the people.

Rules

Each player will take one of the 18 shuffled cards. Starting with the first player, each person gets to do one of the following actions:

  1. Announce the participant card another player is holding
  2. Roll the dice and ask the question based on the roll

Play continues in clockwise order.

Participant cards that have been found are placed face up for all to see. The game ends when no one can draw a new card. The person with the most found participant cards wins.

Announcing a participant

If a player thinks they know who a player is, they may reveal them. This is done by turning over their card. If you are correct, then you take that card and keep it for later. If you are wrong, then the card is shuffled into the draw pile. The accused player draws a new character card.

Roll the dice

A player who doesn’t know who someone is may roll their die. The die result represents the question you can ask.

  1. Are you an Apostle?
  2. Are you male or female?
  3. Is your brother an Apostle?
  4. What is your occupation?
  5. Were you in Jesus Inner circle?
  6. Ask one of the above questions

The Participants

  • Pontius Pilate
  • Mary Magdalene
  • Judas Iscariot
  • Thaddeus
  • Simon
  • James the Less
  • Thomas
  • Matthew
  • Nathanael
  • Philip
  • John
  • James the Greater
  • Andrew
  • Peter
  • Centurion
  • Mary, Mother of Jesus
  • Veronica
  • The Thief Dismas

The Cards

Each card will have the following information:

  • Name
  • Description
  • Sex
  • Brother of an Apostle Icon
  • Apostle Icon
  • Occupation
  • Inner Circle

Goals

The goal of the game is to be the player who has guessed the most Participants.

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#11 Sancti et Malum

"Sancti et Malum" is Latin for "Holy and Evil" - humanity's eternal moral dichotomy. According to the people of the book, a great cosmic struggle has persisted since the dawn of existence. The Creator's universe includes beings which are generally called "angels" possessing a component of free will and emotion. In an ancient age, some of these beings rebelled against the Great Maker, appointed themselves as Satan, and commenced influencing God's other created beings to deny His authority and supremacy.

This is a cooperative card game for one to four players taking on the role of the Archai - the Ruler class of the Angelic Host, overseeing the Archangels in their eternal battle with the Fallen. The components include five standard six-sided dice and a deck of 18 specially designed cards.

The faces of these cards is split on the diagonal, one half representing the Holy Choir of Angels and the other representing the Evil Host of the Fallen. The cards contain the following information:

Card #         Holy Side      /  Evil Side

    1.         Michael        /   Belphegor
    2.         Gabriel        /   Amon
    3.         Raphael        /   Asmodeus
    4.         Uriel          /   Mammon
    5.         Jegudiel       /   Beelzebub
    6.         Raguel         /   Leviathan        
    7.         Selaphiel      /   Lucifer
8 thru 14.     Malakhim       /   Daemons
15 thru 18.    Holy Choir     /   Evil Host

The players are attempting to defeat the Fallen in a series of "confrontations." Any player can roll for the Fallen during a confrontation (trying for a lower total so they can be more readily defeated).

Each card indicates a number of dice to be rolled (two to six) and sometimes a number of re-rolls. Like in push-your-luck games, players may re-roll any number of dice, up to that stated maximum.

Notice that "modifiers" for the Fallen has an "n" after the number. This represents the number of players, and should be multiplied. Example: Beelzebub's card says "2 re-rolls +4n." If there are three players, that means "2 re-rolls +12" (4 times the number of players).

Players begin each turn with a hand of three cards, kept private. A card is turned up from the draw deck and the red half is the common enemy. Some player rolls dice for the Fallen as indicated on the card and add the modifier. The Evil Host calls for a second enemy to be drawn, its die roll added to the first.

Each player choose a Holy card from their hand. These cards are revealed and dice rolled as indicated, adding all players' die rolls and modifiers together. The Holy Choir, calls for a second Holy card to be drawn, its die roll added to the first.

The higher total (Holy or Evil) wins this confrontation. In a tie, the confrontation does not score for either side. Place all used cards into the discard pile. If the draw pile is depleted, shuffle the discards and set up a new draw deck.

Which ever side wins four confrontations first is the winner.

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#12 A short history

A short history

The three big religions (Christianity, Islam, Hinduism) are represented by six numbered cards with specific elements of the religion. Each player receives cards of one religion. (With two players one religion is not used.)
The players take cards two-six in their hands and put card one face up in front of them.
Population is represented by seven dice. Put them in the middle of the table at values one to six and throw the seventh one.

In the game the six elements of the religion are confirmed by meeting the card-goals. Once confirmed the card will be closed, and yield as many victory points as the number of the card.

Gameplay

  • May add one card (in order from two to six) face up, but have no more than two cards face up.
  • Perform all actions on face up (and possible face down) cards in any order.
  • Throw dice in your possession (or leave some if happy with value).
  • If a goal is reached, may turn over that card (at most one per turn).
  • Pay costs of face up cards.

Actions

The actions are performed with the dice, they are taken from the middle, or another player and taken into possession. Sometimes an action gives a dice to another player. Never change the value of the dice by these actions. If the middle of the table is empty, no dice can be taken from there.

Goal

A goal is reached if enough people have faith in that religion. This is represented by the dice value of the dice in possession. Christianity by 1 and 2; Islam 3 by 4; and Hinduism 5 by 6. Sometimes deeper faith is needed, and only one of those numbers helps towards the goal. This is written down as odd/even. (Example: Hinduism with goal “one odd” means “5”. A “1” or “3” are never valid goals for Hinduism.)

The game ends when a player turns over card six, or a player has turned over four or more cards. Winner has most points on face down cards. When equal: count all current dices of the religion.

The cards per religion

Important: Each card has a decent description of that element.

1 - Arise
Action: take one dice from middle
Goal: one odd
Costs face up: put one dice in middle

2 – God(s)
Action: take two dice from middle
Goal: two even
Costs face up: put one dice in middle

3 - Prophets
Action: take one dice from any player
Goal: two odd
Face down bonus action: take one dice from middle
Costs face up: put one dice in the middle

4 – Rituals
Action: give one dice to another player
Goal: two odd or two even
Face down bonus action: give dice from middle to another player

5 – Important humans/leaders
Action: turn any dice any value
Goal: three odd or even
Costs face up: put one dice in middle

6 – Rewards (afterlife)
Action: none
Goal: three even dice
Face down: game ends!

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#13 Battle between the Good and Evil

3-6 players

COMPONENTS:
18 cards
- 15 cards with "Guardian angel" with values 1-15
- 3 cards with "Fallen angel" with values 15
regular die

THE GAME:
Shuffle the cards and deal 3 cards for each player in hand.
The oldest player is the first starting player. He takes the die in front of him. The die must show "1" as a first round.

In clockwise order each player may either:
a) play one of his card face-down on the table or
b) pass.

If all players has chosen their actions all played cards are revealed:
- If there are only "Fallen angles" on the table - they all score 15 points.
- If there are both sides on the table - the strongest "Guardian angel" scores as many points as the value of its card and all "Fallen angels" score 15 negative points.
- If there are only "Guardian angels" on the table - the weakest "Guardian angel" scores as many points as the value of its card and all other "Guardian angels" scores as many negative points as the values of their cards (They wasted their ability to guard in right time!).

Scoring cards stays in front of the players until the end of the round.
Nb! The card has positive score above and negative score bottom on the card and while scoring the card may be turn accordingly.

If all cards are played the first round is over and the points may be write up on the paper.
It is possible than some of the players are out of the round earlier than others.

The die moves to the next player and must be show the "2" as the second round. Start the next round.
...
Game ends after sixth round. The player with the most points is the winner.

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#14 Confession Booth

Confession Booth

Overview:

Confession Booth is the party game of silly confessions of divine proportions for 3-7 players. It’s holier than Apples to Oranges and Cards Against Originality bar NUN!

Components:

  • 18 atonement cards
  • 10 dice.

Setup:

Shuffle the 18 atonement cards. The player that has most recently committed a sin will be the priest/priestess for the first round.

Gameplay:

At the start of each round, one player will be the priest/priestess for the round. That player will roll a number of dice equal to the number of players minus two.

For example, In a 6-player game 4 dice will be rolled. The dice will then be placed in the center of the table within easy reach of all other players.

The priest player will then reveal the top card of the atonement deck.

The atonement cards will have phrases like “Funniest confession”, “Most innocent confession”, “Most bizarre confession”, “Least forgivable confession”, etc.

Then each other player will quickly think of a confession that matches the atonement card. When a player has thought of their confession, he or she may grab one of the dice from the center of the table (if there are any dice left).

Then that player must start with “Forgive me father/mother for I have sinned…” then state their confession. Once all players except the priest/priestess have grabbed a die and stated their confession (or just stated their confession if there were no dice left).

Then the priest will select the confession that best fits the atonement card and awards the card to the player with the winning confession. That player is also awarded the die they grabbed that round (if any) and keeps it for the rest of the game.

Be sure not to change the die face during the course of the game as the die value will award bonus points. All other players will return the die they grabbed for that round back to the pool. The player that won that round will be the priest/priestess for the next round. Play continues until all dice have been awarded, or all atonement cards have been awarded.

Scoring:

Each atonement card is worth 5 penance points, and each die is worth penance points equal to its face value. Players add up their points. And the player with the most points is the Sinner…I mean… Winner!

Variants:

R.E.S.P.E.C.T.: If a player forgets to start their confession with “Forgive me father/mother for I have sinned…” they must return the die they grabbed for that round.

Business Hours: The last player in each round doesn’t get to state his confession.. So be quick!

Remember, what happens in confession, stays in confession… ;)

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#15 To Heaven or Hell

To Heaven or Hell (mouth feel)

Components:

1 die for each player + 1 master die (D6 with 1-3 in black and 1-3 in white)

Cards are double-sided, triangular and split into three sections.

The sections are color coded – white represents something virtuous and black represents something sinful.

Side 1 = two white, one black section, Side 2 = two black, one white section

These cards are quite interactive. They include sins such as stealing money, removing clothing, punching, eating, etc. And virtues like donating money, giving hugs, praying for someone, etc.

Examples of white sections – “Pray aloud for one other player”, “Give another player all of the change in your wallet” The white section adds a point to all involved players (ie. The player praying and being prayed for, the donating player and player receiving donation)

Examples of black sections – “Another player will choose any item from the fridge, and you must eat it”, “punch another player” The black sections subtract a point from all involved players (ie. Player who chooses and who eats the food, the players who punches and gets punched)

Some sections may also gain a point for one player and subtract a point from another player. Examples may include: “Berate a player for a minute (-1) – if the player doesn’t ask to stop (+1)”, “Allow another player to flick your forehead (+1 for flicked, -1 for flicker)

It would be impossible (and boring) to list all of the possible sections in under 500 words. However, this is a party game which relies heavily on what each section says and the outcomes of each (+/- points). I hope these examples are good enough to give you a mouth feel for this game.

How to play:

  1. The player dice is used to track progress as well as indicate their vote. Players start at 3 or 4 depending on a master dice roll (black = 3, white = 4).
    A player wins by reaching 0 (hell) or 7 (heaven). Are you evil or good?

  2. A card is chosen at random. Roll the master die to see which side you will play on.

  3. Each player places their die at one of the corners of the card (section).

  4. The master die is rolled again (the number indicates the section to be used)

  5. Follow the instructions on the chosen section. Players will add / subtract points from their player dice accordingly.

  6. Choose a new card and repeat steps 2 – 5.
    Game ends when a player reaches hell (0) or heaven (7 points)

If this is not religious enough, I also considered doing a religion vs religion, Moses vs Pharaoh, or the Divine Comedy as themes. However, I think this game is just more fun as currently written)

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#16 Druids

About:
A press-your luck dice game for 2-6 players.

The year is 596 A.D. and the Gregorian Mission has decreed a conversion of all pagans to Christianity. Play as a Druid of the ancient Celts, desperately trying to stop the Christians from converting your followers while preserving the traditions and rituals of your native religion.

Components:
-18 “Deity” cards, each depicting the following information:
-Title of card (Ex. Mannanan, God of the Sea)
-The “Sacrifice Bonus” for that Deity
-Three regions in which that Deity is worshipped, with each region also displaying:
-The “Scoring Bonus,” and
-The “Conversion Amount”

-9 “Druid” dice – Sides: 1) +1Believer in Region A, 2) +1Believer in Region B, 3) +1Believer in Region C, 4) +1Believer in Region A, B, or C, 5) Ritual Sacrifice, 6) Remove one Convert.

- 9 “Missionary” dice – three each of three different colors corresponding to the three different Regions. Sides: 1) +3Converts, 2) +2Converts, 3) and 4) +1Convert, 5) Remove one Believer, 6) Blank.

Game Play:
Shuffle the 18 “Deity” cards and determine first player.

First player takes six of the nine “Druid” dice and the three players to their right each take one “Missionary” die of a different color. The top “Deity” card is flipped face up and all players roll.

On their turn, the active player (rolling the “Druid” dice) may do any of the following with the matching symbols on their dice, in any order:

-“Induct New Believers” – Any Believers may be moved to the matching Region on the “Deity” card. They do not have to complete the “Scoring Bonus” listed on the card to do this action; if they do, they receive whatever points and benefits are stated on the card.

-“Ritual Sacrifice” – Every “Deity” card names a bonus a player can earn; they may "sacrifice" the die (remove it from play) to gain the advantage stated on the card.

- “Remove Converts” – the player can remove one Convert from any one Region, or "sacrifice" the die to remove all Converts from all Regions.

Once the active player is complete, the players to the right will then resolve their “Missionary” dice in the following way:
1)Add up the total Converts for the region; if it exceeds the number depicted on the “Deity” card’s “Conversion Amount” for that Region, it has been converted to Christianity; points can no longer be earned in that region. If any two Regions have been converted, the Deity becomes angry and punishes the Druid: their turn ends and they lose all points earned that turn.
2)"Remove one Believer," if available, from the region.

After all dice are resolved, the active player decides whether to continue. If they do, all players collect an additional die (if available) and roll whichever dice they choose.

When a player decides to stop, all remaining points are totaled and all dice pass to the left. A new "Deity" card is flipped and play continues.

After three rounds, the player with the most points wins.

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#17 Jesus Christ!

Performing a miracle will always draw a crowd, whether you want them or not. Compete against other players to perform the miracles of Jesus and gather 12 disciples, but beware, Judas is lurking about!

2-4 players

COMPONENTS

16 Miracle Cards
Power Summary Card
Judas Card
6 Miracle Dice
Power Die
Judas Die
Pencil and Paper for tallying

SETUP

Shuffle the Miracle Cards and place them face down together in a deck. Reveal the top 3 cards and place them face up on the table. Place the Judas card off to the side. The player with the closest birthday to Jesus’ birthday (December 25th) goes first.

GAMEPLAY

Performing a Miracle: Use the Miracle Dice to try and perform one of the face-up Miracles. Each Miracle Card displays a dice combination that must be rolled in order to perform the miracle (i.e. 1-2-3-4-5-6, three pairs, sum >25). A player has up to 6 rolls to perform a miracle and may lock any number of dice after each roll. Once a die is locked, it cannot be rerolled later that turn. After the first roll, the player must declare which miracle they are trying to perform. If the Miracle combination is achieved, disciples are awarded based on which roll the miracle was completed on (1st roll = 6 disciples, 2nd roll = 5 disciples, etc.). When a Miracle is completed, the player claims it and replaces it with a new card from the deck. If a Miracle attempt fails, place that card at the bottom of the deck and replace it.

Power Die: Each player starts the game with one power per turn than can be invoked. Additional Power Rolls can be earned with each completed Miracle but only one Power Roll can be performed per Miracle Roll. A player may roll the Power Die after one of their Miracle rolls to invoke one of the following powers:

1: Judas becomes your disciple
2: Nothing
3: Reroll an unlocked die
4: Adjust an unlocked die up or down one
5: Reroll or adjust any die
6: Reroll or adjust any die and you may move Judas

Judas Die: When a player gains the Judas Card, they also gain control of the Judas Die. The Judas Die can be rolled once on another player’s turn to try and sabotage their roll. The Judas Die cannot be rolled again until Judas is moved or it becomes the Judas-possessing player’s turn again. This die produces the following results:

1: Lose one disciple
2: Nothing
3-5: Force current player to reroll any die
6: Gain one disciple

WINNING

The first player to collect at least 12 disciples and not have Judas in front of them is declared Jesus Christ and wins the game! Each player must have taken an equal amount of turns for the game to end this way. In the case that all miracles have been performed and no player has 12 disciples, the player with most disciples and does not have Judas wins.

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#18 I Am GOD

Overview:
You are a god working to sway mortals to follow you. To do so, you will risk the followers you have and their abilities to gain more followers and to thwart the other gods!

Components:
18 cards (Tarot size): Represent groups of mortals.
Are groups of living things/people/aliens/etc.
2 six-sided dice per player: Dice represent divine actions/power.

Winning the Game:
The goal is to sway and gather as many of the cards as possible. After all cards have been swayed, player with the most wins.

Set up:
Shuffle the cards, deal one to each player, and place the rest face down in a draw pile in the middle of the table.
Everyone places his or her first card face up in front of himself or herself.

Each Round:
Everyone rolls 2D6 trying to roll 7.
The individual who gets closest to 7 or a 7 is the Lead Player that round. Lead Players need to keep the dice with the numbers they rolled—you’ll need them shortly.
If there is a tie for Lead Player, then both players become Lead Players.
The lead player (or each Lead Player) draws a card from the draw pile.
The Lead Player attempts to sway that card to join him or her.
Each player may conflict each drawn card with one of their own.

Swaying cards to follow you:
Each card has a Sway Value or SV (0 to 5, average of 2 or 3) that you must beat in order to gain the card.
Remember how you kept both number rolled? Now, commit the value of one of those dice to swaying the drawn card.
Compare the value of the D6 to the SV of the card.
If no conflict occurs, or if you overcome the conflict and can still beat the SV of the current card, then you gain that card.
If you do not overcome the conflict, then the drawn card is placed face-up on the bottom of the draw deck.

Conflicting a card:
Each card also has a Conflict Value or CV (0 to 3, average of 1).
When a card conflicts a drawn card, add the Conflict Value to the drawn card’s Sway Value and Tap the card (rotate sideways to show it has been used).

Cards
Simplest card has no abilities, has a SV of 0, and has a CV of 0.
Utility cards have two or more abilities but a CV of 0.
Conflict cards have simple or low powered abilities but higher CV.
Some cards cannot be gathered by the same player along with certain other cards.

Sample Card Abilities
Cards will have abilities that are passive or that require them to Tap, Flip Face Down, Tap other cards, or be Discarded:

Tap: Decrease the SV of target card by 1.
Flip Face Down: Flip target face down card face up.
Passive: A player who has this card may not gather other cards with SV of less than 2.

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#19 Who is your God now?

Who is your God now?

3-4 Players

Through the ages humanity has believed in many Gods, but which ones are real? All of them, it’s just that they take turns reigning. If you don’t want eternal damnation you have to believe in the God in turn. The ruling God doesn’t manifest itself in the world, why would they made it easy to believe in them?, so you have to look for random acts from other Gods so you can know which one to put your faith in, or be totally devoted to a complete pantheon.

Components

- 16 God cards, 4 different Gods from each of the 4 pantheons (Aztec, Norse, Greek, Hindu)
- 1 Priest card.

Setup

*Shuffle the God cards and put one aside face down randomly, that would be the ruling God.
*Add the priest card to the deck of God cards if the game is being played with 4 players.
*Deal 5 (or 4 if there are 4 players) cards to each player.

Playing the Game

At the beginning of each turn, each player choose one card from their hand and pass it face down to the player to their left.

Then the player whose turn it is can:
- Reveal one card from their hand and do as it says.
- Declare their faith: Put one card from their hand face down in front of them, that card’s pantheon is the one they believe to be the one the ruling God belongs. The player can’t change that card, but they still can have faith in a pantheon.When 3 players had declared their faith, the round ends.
- Faith in a pantheon: Reveal from their hand a complete pantheon, that is, 4 cards belonging to the same pantheon. That ends the round.

When the round ends each player who declared their faith reveals their card in the order in which they put the card face down, they are awarded points in the next way:

Points for the round
Faith in a pantheon - 2
The first one to declare their faith in the pantheon of the ruling God - 3
Second- 2
Third - 1

Winning
Rounds are played until someone has 10 or more points. After each round do as the setup says.
The player with more points win.

Cards

Each God card has a different effect, some help you to know more cards and others to get the ones you want. For example, Loki makes each player choose 2 cards from their hand, shuffle all of them, and deal them randomly to all players. Tlaloc forces all players to reveal a card from their hand randomly to all players. Kronos let you look at the cards passed the next turn and draft them (you pick one, then the player to your left, etc.). Vishnu makes 2 players show only you 2 cards of their choice from their hand.

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#20 The Fickle Masses

A tactical game of comparative religions from Animism to Zoroastrianism.

You are a mass marketer influencing your crowds to move from one religion to another, gathering members as you go. Your crowds will range in size from 1 to 6 million each (represented on a die.)

There are eighteen religion cards, each with 2 or 3 aspects (e.g. monotheism, ritualistic, reincarnation.) The aspects have arrows pointing to each side of the card (in one of two colors.)

Each player controls two crowd dice (six sided) and keeps one religion in hand at a time.

As you play you’ll change the religions in play and move your crowds around to grow and score them as quick as you can. You can also block your opponents by removing a religion or placing a religion with negative matches next to theirs.

The Play

On your turn you can do one of:

  1. Draw a religion card (from deck or discard)
  2. Place a religion side by side with another religion, then may either:

    a. Move one of your dice from an adjacent religion to it, or

    b. If you have a die in hand, place it on the new religion.

  3. Remove a religion with no do on it to your hand.

  4. Move a die (from one religion to another, gaining or losing members based on commonality of tenets)
  5. Place a crowd from your hand to any religion you don't occupy (with 1 on top)
  6. Score a crowd (remove a die to your hand, score the crowd size minus one)

At the end of your turn, you may have only one card in hand. Draw or discard to get to one card. Discard is face down to the discard pile.

Game ends

When someone has both dice at six (they score full value for their dice added to their score) everyone else scores die value - 1 for their dice in play added to their score.

Or when someone has scored 15 points.

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#21 Avignon

Avignon: A Tug-of-War Card Game for 2 Players

From 1378-1417, the Catholic Church was divided by rival popes, both claiming legitimacy to the Throne of Saint Peter. In Avignon, two players take the part of the rival popes, trying to influence the congregation to support their claim.

Components: 13 Congregation Cards, 2 Reference Cards

Setup

Give each player one Reference Card.

Shuffle the Congregation Cards together, then place the top seven cards face-up in a row between the players.

Place the remaining cards face-down in a Draw Pile at one end of the row of face-up cards.

Each player draws one card, which is kept hidden from the other players.

The player who has most recently visited church or other place of worship goes first. The first player takes only one action on his or her first turn.

Turn Sequence:

On your turn, take two of the following actions. You must take two different actions each turn.

  • PUSH a card one card length toward your rival.
  • PULL a card one card length toward you.
  • PLAY a card from your hand. This card is played in the exact position of any one of the seven face-up cards. Place the card that previously occupied that position in the Discard Pile.
  • DISCARD all cards in your hand to the Discard Pile.
  • PETITION a member of the congregation by following the PETITION instructions listed on any one of the cards in play. You can only use the PETITION instructions on the side of the card facing you. Other actions taken as part of a PETITION action do not count against either action limit (number of actions per turn or number of times taking a given action per turn).

After completing your turn, if you have no cards in your hand, draw one card. If the Draw Pile is empty, shuffle the Discard Pile to create a new Draw Pile before drawing.

After you take your actions and draw, it is the other player’s turn.

Scoring (Claiming a Card)

If an action a player takes causes a card to move three card lengths away from the cards’ position at the start of the game, that card is claimed by the player it is closest to. The player claiming the card takes it off the board and sets it aside on their side of the play area. That card is now out of play and cannot be affected by actions.

Claiming a card doesn’t cost an action.

Claimed cards are not replaced in play; when a card is claimed, there is one fewer card in play for the rest of the game.

Ending the Game

The game ends when one player claims three cards. That player wins. If two players would win at the same time, the player who took the last action wins.

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#22 The Reformers

The Reformers:
Can you change the course of Christianity forever?

The Reformation of the sixteenth century was driven by men who worked tirelessly despite harsh opposition to fight for what centuries of politics and dogma had obscured, Sola Fide, the message of salvation by faith alone, not works.

Components and Setup

Each player represents a reformer and receives four region cards (only three are used each game) and a die in a distinct colour. The cards make a modular board. The dice function as both player pawn and score marker. Each card has four numbered action spaces (two on each side) with progressively better actions. Players start with one card each in the game and place their die (showing 1) on its lowest action space. There is also a black die (showing 6) placed on a black card representing the strength of the reformers’ opponents. Also, a white card marked with each player’s colour has a white die on it (showing 1, representing public support for the reformers) it is used to indicate the starting player for each round. The starting cards are randomly placed in a grid.

Gameplay

All players take one action each round. Each action space gives the players a choice of up to four different actions: travel, study, preach, and write. These actions allow the players to do one or more of: add a card, flip a card over, move a die, or change the number of a die. The Travel action allows a player to move his or her die to an orthogonally adjacent card (always starting on its lowest ranked action space). If someone moves to the white card that player becomes the starting player. The Study action allows a player to upgrade to more powerful action spaces. The Preach action allows one or more of: add a card orthogonally to the game, become starting player, or increase the value of the white die. The Write action allows one or more of: move the black die, increase the value of the player’s die or decrease the value of the black die (after a Write action the player die is moved to the rank 1 action space). Many of the actions are conditional based on the values of the dice (e.g. white die must be 2 or higher).

After all players have taken their action, the players have to face opposition before starting the next round. Any player orthogonally adjacent to the black die is affected. If the black die is showing 5 or 6, anyone affected must decrease the value of their die by one. If the black die is showing 3 or 4, anyone affected must flee and is forced to move their die to a position that is not orthogonally adjacent to the black die. If the black die is showing 1 or 2, anyone affected must move their die to the rank 1 action space on the current card.

The first player to reach six on his or her die wins.

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