GODS & DEMONS
INTRODUCTION
Card game for 2 players.
Based on Hindu Mythology
One player is the Good Blue Skinned Rama
The other is the Evil 10-headed, 40-Armed Demon King Ravana
VICTORY
Kill the opposing Leader.
THE FATE DECKS
Each player has a unique Deck.
There are 9 basic card types:
Leader
Heroes
Troops
Weapons
Armor
Modifiers
Strikes
Defenses
Events
Note: Strikes, Defenses & Events are discarded after being played.
Units, Weapons, Armor, and Mods stay in play until destroyed.
TERMINOLOGY
Leaders, Heroes, & Troops are collectively referred to as Units.
A Unit may attach:
1 Close Weapon
1 Armor
1 Ranged Weapon
Any number of Modifiers
SETUP
Each player draws the top 7 cards of his deck.
Each player starts with their Leader card in play.
TURN SEQUENCE
Players take turns.
Each turn has 4 Phases
Destiny Phase
Summon Phase
Battle Phase
Heal Phase
DESTINY PHASE
Draw 3 cards from your Fate Deck.
SUMMON PHASE
Put Heroes & Troops into play.
Attach Weapons, Armor, Mounts, and Modifiers.
BATTLE PHASE
You (the Attacker) may attack with some, none, or all of your units.
Your Opponent (the Defender) determines which of his units block which attackers.
A maximum of 1 Unit may block 1 Attacker (form pairs).
Attacking & Defending Units do damage to each other equal to their Strength.
Strike Cards can be played to increase the Damage done by a Unit.
A Defense Card negates all the damage done by one unit to another unit.
Use Markers (counters/coins/chits) to indicate Damage.
Units with a number of Damage markers that exceed their Defense level are destroyed.
If 2 units do enough damage to destroy each other, the unit that does the most
damage wins. The loser is killed. The winner keeps damage markers enough to kill him -1.
Any unblocked attacking units automatically attack the opponents Leader.
The Damage done by a Leader to Units attacking that Leader is divided
up amongst the Attackers by the controller of the attacked Leader.
HEAL PHASE
Troop units remove 1 Damage Marker each
Heroes remove 2 Damage Markers each
Leaders remove 3 Damage Markers each
Cards that Heal are played in this phase
Maximum hand size is 8 cards. Excess cards are discarded.
CARD LIST NOTATION
STR = Strength
DEF = Defense
L = Leader
H = Heroes
T = Troops
RH = Ranged Weapons for Hero
CH = Close Weapons for Hero
AH = Armor for Hero
ZH = Mounts for Hero
RT = Ranged Weapons for Troops
CHT = Close Weapons for Hero or Troops
CT = Close Weapons for Troops
AT = Armor for Troops
ZT = Mounts for Troops
SH = Strikes by Hero
DH = Defenses by Hero
ST = Strikes by Troops
DT = Defenses by Troops
WM = Weapon Modifier
AM = Armor Modifier
HM = Hero Modifier
TM = Troop Modifier
SM = Strike Modifier
HTM = Hero or Troop Modifier
E = Events
BP = Both Players
DO = Discard others
SDF = Search Deck for
APIIYH = And put it in your hand
IKOMD2C = If killed, opponent must discard 2 cards
CBWOA = Cannot bear Weapons or Armor
MOD = May only Defend
D1C&LAOH = Draw 1 card & look at opponents hand
RAMA FATE DECK CARD LIST
Card Name Type STR DEF Notes
Rama L 10 20
Lakshman H 9 8 Rama’s Brother
Hanuman H 8 8 Ape son of the Wind God
Sugriva the Monkey King H 2 3 Draw 1 extra card per turn
Vishvamitra the Brahmin H 1 2 All your Heroes are +1/+1
Vibhishan the Betrayer H 1 1 All enemy units are DEF –1
Bear King Jamvuvan H 4 6
Angada Vanar Heir-Apparent H 2 3
Divine Armaments CH +3 -
Summon Magical Weapons E - - SDF Weapon APIIYH
Mantras E - - Draw 5 cards & discard 4
Invincible WM +3 -
Invisible WM +2 -
The Unbending Bow RW +2 - Arrow Strikes are STR +2
Arts of War HM +1 +1
Bow & Arrow RT +2 -
Swords & Maces CT +2 -
Discs & Javelins RT +2 -
Destiny E - - BP Discard hand & draw 5 cards
Arayan Warriors T 2 2
Blessings HTM +1 +1
Chariots ZT +2 -
Archers T 3 1 Arrow Strikes are STR +2
Sacred Texts E - - Draw 2 cards
Stored Merit E - - Draw 4 cards keep Strikes DO
Spiritual Energy SM +5 -
Metaphysical Power SM +X - X = # of cards in your hand
Holiness HM +2 +2
Incinerating Glance SH +4 -
Smash Limbs SH +4 -
Divine Diamond Bow RH +3 -
Inexhaustible Quiver WM +2 - Attach to RH
Golden Sword CH +3 -
Martial Duties HTM +1 +1
Knightly Prowess HM +1 +1
Invincible Arrow SH +5 - Arrow
Holy Arrow SH +4 - Arrow
Cut Down in Midair DH - -
Comrades-at-Arms E - - All Units get STR+1 this turn
Kshatriya Fighters T 4 3
Order of the Universe E - - SDF Unit APIIYH
Indra’s Thunderbolt SH +7 -
Vishnu’s Disk SH +6 -
Jatayu King of the Birds H 5 3 CBWOA
Mercy E - - Target Enemy not killed & Draw 3 cards
Vanar Apes T 4 4
Black Apes T 3 5
Red Apes T 5 3
Bhalluka Bears T 6 6
Speed of a Zephyr MH +1 +1
Jump 100 Miles E - - SDF Unit APIIYH
Increase Size DH - -
Shrink DH - -
Escape DH - -
Bad Omens E - - Opponent must discard 3 cards
Garuda Vyuha Formation E - - All Troops get STR+1
Prayer E - - Draw 2 cards
Spear & Axe CT +2 -
Ground Soggy with Blood D - -
General Neela H 6 5 All Troops get STR+1
Massive Stone SH +5 -
Uprooted Tree SH +4 -
Brahma Arrow SH +5 - Arrow
Ayodhyan Prince H 4 5
Cyclonic Power Punch SH +6 -
Three Flaming Bolts SH +3 - Arrows
Salve Wounds E - - Heal 4
Potent Himalayan Balm E - - Heal 6
Apish Infantrymen T 6 6
Form Defensive Circle D - -
Eagle Avatar of Vishnu H 9 7 CBWOA
Band of Stalwarts T 4 6
Hurl Mighty Boulder SH +4 -
Wind Arrows SH +3 - Arrows
Scimitar Quills SH +3 - Arrows
Sever Limbs SH +5 -
Arrow of Indra SH +6 - Arrow
Arrow of Kuvera SH +4 - Arrow
Eagle Weapons SH +3 - Negate Snake Weapon or Strike
Agni Fire Weapons SH +4 -
Shula Black Steel Trident CH +3 -
Vision E - - SDF Strike APIIYH
Arrow of Vishnu SH +9 -
RAVANA FATE DECK CARD LIST
Card Name Type STR Armor Notes
Ravana the Demon King L 10 20
Kumbhakarna the Devourer H 12 12 CBWOA
Indrajit H 9 9 Sorcerer son of Ravana
Surpanakha H 3 1 Ravana’s Sister
Maricha H 1 3 IKOMD2C
Rakshasas of the Forest T 4 4
Demonesses T 3 3
Yellow Rakshasas T 2 2
Vast Army of Demons T 8 8
Massed Legions T 7 7
Death Dealing Demons T 4 2
Giant Headless Demon H 8 6 CBWOA
Demon Bull H 6 4 CBWOA
Fearsome Naga Serpent H 9 9 CBWOA-MOD
Huge Demons T 5 5
Demon Henchmen T 4 3
Hungry & Horrible HTM +1 +1
Armed for Slaughter CHT +2 -
Thirsty for Gore E - - All Units get STR+1 this turn
Double Headed Battle Axes CT +2 -
Crushing Mallets CT +2 -
Freshly Honed Sabers CT +2 -
Bronze Discuses RT +2 -
Hurl Lances ST +3 -
Razory Talons CHT +2 -
Black Blooded HTM +1 +1
Swoop Down SH +3 -
Ravenous Beasts T 2 3 CBWOA
Immune to Warriors HM - +5
Disguise SM +3 -
Illusion SM +3 -
Deception DH - -
Giant Scorpions ZT +3 -
Magical Trick DH - -
Magic Chariot ZH +2 -
Boon of Invulnerability MH - +5
Regenerate E - - Heal 4
Heads Grow Back E - - Heal 5
Disciple of Shiva MH +1 +1
Sin of Pride E - - Draw 2 cards
Seize Shadow SM +3 -
Three Tusked Elephants ZT +2 +1
Polyglot Ogresses T 2 3
Demon Soldiers T 2 2
Magic Net D - -
Spies E - - D1C&LAOH
Demon Magic SM +2 -
Tridents & Daggers CT +2 -
Battle Dust D - -
Yama the God of Death E - - Each side must discard 2 Troops
Eat their Victims E - - Heal 3
General Prahasta H 5 4 All Troops get STR+1
Akampana H 6 3 Arrow Strikes are STR +2
Torrent of Arrows SH +4 - Arrows
Atikaya H 4 6
Impenetrable Armor AH - +4
Swirling Eddy of Destruction SH +5 -
Obliterate SH +6 -
Quill of Fire SH +3 - Arrow
Thunderbolt Fist SH +5 -
Hailstorm of Arrows SH +4 - Arrows
Giant Discus RH +2 -
Naga Weapons RH +3 - Venomous Serpents
Replenish Sorcery E - - Heal 3
Vicious Sword CH +3 -
Magic Net of Snakes SH +5 -
Magic Rite E - - Draw 2 cards
Duty HTM +1 +1
Arrow of Yama SH +3 - Arrow
Invisibility HM +2 +4
Dart from Rudra SH +3 - Arrow
Volley of Bolts SH +4 - Arrow
Lion Mouth Arrows SH +3 - Arrow
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