Since time immemorial, the religions of Mitra and Set have had a burning hatred for each other, which often degenerates into open warfare when tensions become too high.
In the past, the region of Tarantia, in Aquilonia, has been the setting for many of these armed showdowns, as it is home to a temple that each of the sects claims as its own. This ancient and long-abandoned site of power once again becomes a theatre of conflict when the worshippers of each group hear that the other faction is trying to seize control of the holy site.
The two sects rally their followers, hire mercenaries to bolster their ranks, and descend on Tarantia for what promises to be a bloody mass.
The game ends at the end of turn 9. In case of a tie, the players play an additional turn until one of the victory conditions is met.
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Initiative: The General has the initiative and starts the game. The General starts with 11 gems in their Reserve zone and 0 gems in their Fatigue zone, and places the Recovery token showing a recovery value of 5 in their Book of Skelos. The General may choose 2 spells: Bori’s Rage, Mitra’s Halo (vs). |
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The Warlord starts with 9 gems in their Reserve zone and 2 gems in their Fatigue zone, and places the Recovery token showing a recovery value of 5 in their Book of Skelos. The Warlord may choose 2 spells: Withering, Set’s Halo (vs). |
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The player activates their Leader and gains 2 reinforcement points (the reinforcement areas are the same for both players). Then, the player performs as many Special rules from the list below as consecrated places of worship they control. A Special rule can only be performed once per Activation of the Event tile. Divine punishment: The player chooses an opponent’s unit. They suffer
Faith can move mountains: The player chooses one of their units. They may move it to an adjacent area without hindering. Second wind: The player moves 1 gem from their Fatigue zone to their Reserve zone. Resurrection: The player reinforces 1 Champion Unit in the reinforcement area of their choice. Confounding argument: The player swaps the positions of 2 adjacent tiles in their opponent’s River. Confounding argument: The player swaps the positions of 2 adjacent tiles in their opponent’s River. |
Game Board Rules: Standard game board rules apply with the following changes:
A unit with Climbing can move from a ground floor area to a balcony area by spending 1 extra movement point.
A unit can move across a railing from a balcony area to a ground floor area as though it were a border. The unit suffers
unavoidable damages. If the unit has Leap, the unit rolls
instead.
Place of worship: A place of worship is indicated on the setup diagram by an area in color. There are 7 of them. They represent strategic points to be controlled.
The faith: The players take the 7 Flame tokens numbered
on one face, and
on the other. They represent the fervor for one of the faiths.
The General is a Mitra follower and uses the tokens on their
face.
The Warlord is a Set follower and uses the tokens on their
face.
Consecrate a place of worship: A unit in place of worship area may replace their Attack to consecrate it to their faith. If there is no Faith token in that area, the player controlling that unit adds one Faith token with the face up showing their faith. If there is already a Faith token of their opponent in that area, flip it. There can be only one Faith token per place of worship.
Control the temple: The player with the most places of worship consecrated to their faith controls the temple.