Raiding and Combat

Foretold Overview: The Raiding Party, Raiding and Combat

When ready, use the Faithful in your Raiding Party to attack one opposing Temple per turn.  Use your Raiding Party Marker to move from Tile to Tile along any path on the way to the Heart of the Temple.  If you conquer the Temple, you get to Smite your opponent;   Smiting is the primary way to deal damage.

Many Faithful have a Combat Bonus, a number that boosts the Combat Roll.  Relics and Fate Cards are also vital for successful Raiding or Defending – many Fate Cards and Relics add to a roll total or even remove Faithful from combat.  Combat is not final until all players agree that no more cards will be played.


If you choose to enter the ‘Raid Step’, pick up the Faithful in your Raiding Party and place your Raiding Marker on any opponent’s Entrance Tile.

Whenever you move the Raiding Marker onto an opposing Tile, your opponent may play one Faithful from his Temple for each Station on that Tile (Tiles without Stations can’t be defended) as a Defender.   Once played, each Defending Faithful rolls a six-sided die.  Add the roll(s), along with any combat bonuses, to form the Defending Roll.  If a Defending Faithful is sacrificed or discarded from combat, remove its combat bonus and roll from the roll total.

In order to advance further into the enemy’s Temple, the Raiding Party must beat the Defending Roll (Ties go to Defenders).  To Attack, dispatch any number of Faithful from your Raiding Party to fight on that Tile and roll that many dice. Then, assign one die roll to each Faithful you played.  Add the rolls, plus any combat bonuses, to total up the Attacking Roll.  If it is greater, the Tile is “Conquered” (only a defended Tile can be considered Conquered).

You must allocate the Faithful from your Raiding Party strategically, based on the strength of the Defending Faithful’s Roll, in order to reach the Heart of the Temple.  Only one attacking Faithful per Tile is able to move onward after each combat – the rest are discarded until End of Raid.   If, on any Tile, your Attacking Roll fails to beat a Defending Roll, your Raiding Party must retreat, and Raiding is over for the turn – but many cards can interact with roll totals and change defeat into victory – or vice versa.

If the Defending Roll is surpassed, the defending Faithful are ‘defeated’ and the Tile is ‘conquered’- defeated Faithful are set aside until End of Raid when they are returned to their owner’s Temple. If the Attacking Roll cannot beat the Defending roll, your Raiding Party is halted and you must retreat, moving to End of Raid.

When your Raiding Party conquers a Tile, choose one Faithful from among the attackers you played and return it to your Raiding Party – any additional Faithful played in combat are discarded.  Your Raiding Party may then proceed to any adjacent Tile – if it has Stations, your opponent may play Defenders again, triggering combat once more.  Repeat this process until your Raiding Party must retreat or you reach the Heart of the Temple Tile.

Once a Tile is Conquered, it remains conquered for the rest of the Raid, in case the Raiding Party is required to move back and forth within the Temple.

When your Raiding conquers the Heart Tile, you also ‘Conquer the Temple’ – a channel opens for you to Smite the opponent.  Return one Faithful that attacked on the Heart Tile to your Raiding Party.  Then, any Faithful that remain in your Raiding Party strike at the opposing deity, each dealing one damage.  Then, make a ‘Smite roll’ (roll the special Smiting Die) to deal that much more damage.   Some Faithful, Fate Cards, or Relics even have a Smite effect (such as Vandal or Thief) – if more than one Faithful has an Smite effect, you choose the order that they resolve.

‘End of Raid’ occurs when a player either Retreats (fails on the attacking roll) or Smites an Opponent, and the Defending Player returns any played or defeated Faithful to his Temple.  The Raiding Player then moves to the Reinforce Step.