FAITHS






INTRODUCTION
Board game for 4+ players.
Each player takes on the role of a Major Religion.

BOARD & PIECES
Requires a map of Asia & the Middle East divided into about 20-30+ territories.
Each player has an unlimited set of uniquely colored 'population' chits (PC). 
Each Territory can hold a maximum of 10 PC. 

THE RELIGIONS
Religion:	Starting Territory (Homeland):
Shinto		Japan
Taoism		South China
Confucianism	North China
Buddhism	South India
Jainism		North India
Hinduism	East India
Sikhism		West India
Zoroastrianism	Iran
Islam		Arabia
Judaism		South Israel 
Christianity	North Israel

THE DECK
Players share a common deck.
The deck has 2 types of cards:
Magnitude Cards
Event Cards

SETUP
Shuffle the Deck.
Randomly determine turn order.
A player places 10 population chits in his starting territory. 
Each player is dealt 3 cards.

VICTORY	
The first player to occupy over 50% of the territories with his chits wins.

TURN SEQUENCE
Players take turns.
Each turn has 4 Phases:
1. Fate Phase
2. Growth Phase
3. Event Phases
4. End phase

FATE PHASE
Draw 3 cards.
If the deck runs out, shuffle the discard and draw from it.

GROWTH PHASE
Flip over the Top card of the deck into the discard until you get a Magnitude card. 
Gain a number of PC equal to the value of the Magnitude card.
Discard the Magnitude card.
Place these PC in or adjacent to territories where you already have PC
A Territory can hold 10 PC max. These 10 can be from any number of Faiths.

EVENT PHASE
You may play one or more pairs of cards.
A Pair must include 1 Magnitude card and 1 Event card.
Every Event card includes a variable of X.
The Magnitude card provides the numerical value of X.

END PHASE
Hand maximum of 7 cards.
Discard excess cards.

CARD NOTATION
PC = Population Counter
Move = Move target PC you own to a different space
Remove = Remove target opposing PC from the board
Replace = Replace target opposing PC with your own
Adjacent = A Territory without your own PC bordering a Territory with PC you control
Add = Gain PC like in Growth Phase
ATYAO = A Territory you already occupy
AT = Adjacent Territory
YT = Any Territory
MXPCIST = Move X PC into same territory

MAGNITUDE CARD LIST
Card Name:		Numerical Value:
Prayers & Rituals       1
Traditions		2
Scriptures		3
Theology	        4
Faith & Belief		5
The common deck contains 4 copies of each Magnitude card and 1 
copy of each Event card:

EVENT CARD LIST
Card Name:		Notes:
Conversion		Replace X PC in an AT
Holy War	        Remove X PC in AT & MXPCIST
Schism			Remove X PC in YT
Missionaries		Replace X PC in YT
Spread			Add X PC to AT
Multiply	        Add X PC to ATYAO
Great Teacher		Draw X cards
Inquisition		Remove X PC in ATYAO
Colonization		Add X PC to YT
Migration		Move X PC to an AT
Crusade			Remove X PC in YT & MXPCIST
Jihad			Remove X PC in ATYAO & MXPCIST
Intermarriage		Replace X PC in ATYAO
Diaspora	        Move X PC to YT
Heresy			Opponent must discard X cards
Reformation		Opponent may not play Event cards next X/2 turns
Pilgrimage		Move X PC to ATYAO
Mysticism		Look at opponents hand & next 2X cards in Deck
Zealots & Fanatics	Negate a card just played

NOTE
In all cases you may spread the effects of an event out to multiple legal Territories
For example: Pilgrimage: Move X PC from same or different territories to 
Any target location(s). 

OPTIONAL HOMELAND BONUS 
One Event you play per turn involving your homeland Territory gets Magnitude +1.
Note: a Religion can survive without occupying its own homeland.





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