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God Quest A Family Game for 2 4 Players

Goal
Each player takes the place of a minor god seeking to ascend to become a
greater god. You must use your power over your followers to bring
demigods through various realms to spread word of yourself.
When all Realms have been claimed, the game ends. At this point, each
player goes through their deck and count the victory points of all cards in
their deck and the victory points on all locations they have claimed. In the
case of a tie, both players win.
Setup
Decide the turn order by allowing the youngest player to act first and then
by clockwise order. Shuffle the pile of cards which do not have the word
Realm or Followers stated on them. Place these face-down and put the top
10 cards into the centre of the group of players. Turn these 10 cards
face-up. At any moment that less than 10 cards are displayed, put the next
top card of that deck face-up in the same place. This deck will be referred
to as the Temple Deck and the area as Temple. Separate the three types of
followers into face-up piles. Each player takes 10 Follower 1 cards and
places them face-down as their own deck. Then each player draws 5 cards
from their personal deck to form a hand. Whenever this deck is empty,
shuffle that players discard pile and place it face-down as the players deck.
Shuffle the cards marked Realm and place them face-down. Put the top 3 of
the Realm Deck onto the field face-up away from the Temple.
Turn Structure
The turn follows a specific order and stated actions may only occur during
that phase.

Prayer Phase
Play follower cards from your hand, gaining follower points which will
be used to gain other cards
Purchase a card from the Temple or Follower Piles by expending
follower points equal to the cost of the card you are attempting to
purchase. Put that card in your discard pile. Alternatively you may pay

the SOS cost instead. Put that card into your hand instead. If a card has
no SOS cost, you cannot play it via this method.
Main Phase
Play 1 non-follower card from your hand. You do not pay a cards cost
to do this. You can only perform this action once per turn unless
otherwise stated. If it is a monster or hero, put it onto a Realm of your
choice. If it is any other card, resolve its effect before sending it to your
discard pile. However, you can only play 1 Intervention per turn.
Move 1 monster or hero you control to another location. You may
perform this action multiple times.
End Phase
You lose all unspent follower points except those generated by
intervention cards
Choose one of the following:
Draw until you have 5 cards/Draw 1 card/Discard your hand and draw 5
cards
Round
After each player has taken a turn, it is considered the end of a round. At
this moment, combat occurs. For each location, each player totals up the
speed of each monster and hero they control at that location. The player
with the highest speed at that location then assigns damage equal to the
total strength of their monsters and heroes divided amongst other
monsters and heroes at the same location. Then the player with next
highest and so on. Deals the damage by removing vitality from the chosen
creatures at the same time of each other player. This damage is kept
throughout the game. If a monster or hero has 0 vitality that card is sent to
that players discard pile.
After combat has resolved, if there are 3 or more monster/heroes in
combination at a single realm with no opposing monsters or heroes and the
conditions of the realm have been met, that player claims that realm.
Remove that realm from the game and that player will gain that cards
Victory Points at the end of the game. All monsters and heroes at that
Realm are sent to the discard pile. The top card of the Realm Deck is then
put into play face-up.
Additional Keywords
Heroic When an opposing monster dies at the same Realm as this card,
this card gain +1 power and +1 vitality

Feast Once during each of your turns, you may sacrifice a creature. This
card gains +1 power and +1 vitality.

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