Quick Start

Click to view the Quick Play Guide in full-color PDF!


Starting the Game


Shuffle the four Fate Decks, the Faithful and Relic Decks and the Tile Deck.  Place 2 Guards and 2 Acolyte Faithful cards in the Faithful Row of the Marketplace.

Every player begins with a Starting Temple of 5 Tiles arranged in a T formation, 4 Faithful Cards (an Acolyte, 2 Guards and a High Priest) and 20 Life Points (the maximum value). Players are eliminated when their Life Points reach zero.  The last player standing wins!


The Faithful in your starting Temple.

The Faithful in your starting Temple.


All components are found in the Marketplace (the game board, below):

Foretold game board mockup 2 for video

Tiles are modular segments of your Temple.  Tiles purchased from the Tile Deck for 3 gold will add to your Temple in various ways, from deadly Traps to unique Rooms. You can flip Tiles any time by paying their flip cost if their doorways still line up with adjacent Tiles.  You can also rearrange, rotate and flip Tiles in your Temple during your turn’s Marketplace Step if needed.

Faithful are cards that represent your followers.  They will collect gold and fight for you.  You can always buy any Faithful, keeping them in your Temple or Raiding Party.  The number of Faithful that can dwell in your Temple is limited by the number of Station icons on your Tiles, but your Raiding Party has no limit. Faithful won’t leave you unless they are taken by rivals or sacrificed (placed on the bottom of the Faithful Deck). ‘Played’ Faithful go in your Discard Pile until the Reinforce Step, however.

Basic Relics are tools, some of which are used once, then ‘sacrificed’ (placed on the bottom of the Relic Deck).  Others can be used repeatedly.  Basic Relics have no restrictions – you can buy as many as you want.  Fate Relics require Altars (icons found on Tiles) to house. You can only have Fate Relics of one Fate type in your Temple at a time, but if you acquire the full set of 4 aligned Fate Relics, you win!

The Four Fates are Chaos, Grace, Prosperity and Wisdom.  Each Fate has a unique play style.


Fate Cards are drawn from one of four Fate Decks, usually via the High Priest Faithful card.  Fate Cards can be played any time for a one-time effect (then are discarded).  Fate Cards often have a Relic Cost (a requirement you must meet in order the play a Fate Card).  Example: In order to play a card with Relic Cost of 2 Chaos Symbols, you must have 2 Chaos Fate Relics in your Temple.


The Steps of the turn:  Reveal, Marketplace, Raid and Reinforce.

Reveal Step: Place one Faithful and one Relic from the top of their decks into their Marketplace Row, in an empty spot if able (otherwise, choose any spot to cover up, forming a pile).

Marketplace Step: Play Faithful from your Temple (your starting hand of four Faithful, for example) to collect gold, temporarily discarding them when played or acquired.  Place Relics you buy face-up next to your Tiles.  If you buy a Tile from the Tile Deck, you may rearrange your Temple Tiles as needed.  You may store your unspent gold on your Treasury Tile for later use (track it with either gold counters or dice).

Raiding: Players Raid each other to Smite (deal damage to) rival Life Points.  Starting at the opponent’s Entrance, the Raiding Party must conquer Tiles via combat until breaching the Heart Tile.  If a Raiding Party conquers the Heart Tile, Smite the defending player by rolling the Smiting Die, also dealing an additional damage for each Faithful remaining in the Raiding Party.

For combat, the Defending player always goes first, playing one Faithful from the Temple for each Station icon on the Tile, and then rolling dice.  The Raiding Player chooses any number of Faithful in the Raiding Party and dispatches them to roll for combat. When rolling for Raiding or Defending Faithful, all dice are rolled at the same time and then results are assigned to each Faithful. Those rolls are added up, along with Combat Bonuses (from Tiles or Cards), to form the Combat Roll.  If a Defending Combat Roll is greater, the Raiding Party is defeated and the Raid ends.  Combat Bonuses are generally removed at the end of each round of combat, and each Tile then beings a new battle.

If the Raiding Combat Roll is greater, the Tile is conquered. The Raiding Party can move on to the next Tile, first recalling one Raiding Faithful – all other Faithful that fought on that Tile are discarded until the Reinforce Step (even Defending Faithful are returned to the Temple).  Combat is repeated on any Tile that has Stations until retreating or Smiting occurs.

Reinforce step: At the end of your turn, collect the Faithful in your Discard Pile and Raiding Party (if any).   Separate them into Temple or Raiding Party piles, placed face-down.  Once a Faithful is in your Raiding Party, it can Raid opponents on your next Raid Step.  You can place Faithful in your Temple less than or equal to the number of Station Icons on your Temple’s Tiles.

Winning the Game

Play continues until only one player is left standing, or when one player has accumulated four matching Fate Relics and survives until his or her Reveal Step.