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The Agenda
Together, the two players will
Explore mysterious places.
Hunt for relics.
Build an enormous tower.
Talk to a divine.
The Rules
This is a cooperative game. The Divine and the Pilgrim may each
have to cede narrative power.
Aces:
Can only be matched with another ace or a lower card of the
same suit.
The Joker:
If the Divine draws the Joker, the Adversary, they must
play it.
The Pilgrim may play it immediately or hide it from their
lord. If the Divine finds the Joker in the Pilgrim's hand,
the Pilgrim must explain the narrative reason for the
connection.
Whoever first draws the Joker is the one who narrates its
appearance every other time.
The Joker becomes like a free level in the Tower, but is
next to the Tower.
Once per turn, the Pilgrim can use its active move to
bypass all remaining trials and secure the relic, and The
Divine gains 4 disappointment points.
The Pilgrim can discard it and remove a single
disappointment point.
If another Joker is drawn while there is a Joker on the
table, the first Joker 'fires', meaning it does its active
move.
The Pilgrim collects:
Dogma tokens (earned by keeping teachings and laws)
o If the Pilgrim pays 5 dogma points, the Divine has to
discard a card from their hand blind, shuffle it back
in - skips a trial.
Interpretation tokens (earned by meeting a challenge
uniquely)
o If the Pilgrim pays 5 interpretation points, to
"consult the text", look in the discard pile, and
choose to replay a solution card.
The Divine places the first card of the deck face up.
Accounting for its suit and number, the Divine narrates,
describing the first relic and stating their name.
The Pilgrim takes the card and places it at the base of their
tower and narrates what they do with it. They write the first
law of their new faith by interpreting what the relic means
and deciding what law they think the Divine is giving them.
The Pilgrim draws a full hand size (5). They discard cards of
a value equal to or greater than the relics they wish to keep
active, and then briefly narrate what actions they perform in
the Divines name. Then they refill their hand.
The Divine places the top card of their deck face down as the
relic of the next pilgrimage. The Divine then draws four
cards. The Divine names the pilgrimage, and narrates, ending
by playing a card representing a challenge.
The Pilgrim then plays a card and describes what they do.
The Pilgrim can turn to the Divine when they can't do any of
the above. The Pilgrim narrates how they turn to the Divine
to request aid. The Divine solves the problem for the
Pilgrim, but takes a random card from the Pilgrims hand, and
may introduce it as a new trial at any point, this pilgrimage
or any other. The Divine takes one disappointment point.
If the Pilgrim has cards with low numbers, they may combine
two of them to meet the number.
This round repeats five more times, for a total of six levels
of the tower.
Round Three: The End
The Pilgrim and The Divine talk about the ending.