In alphabetical order:
A-Side – the first side of a Tile. All Tiles should begin the game in a Marketplace or in play on their A-Side.
Acquire – gaining control of a Card or Tile, whether it be from the Marketplace (bought) or from an opponent’s Temple or Raiding Party.
Action – anything a Player does in-game. Examples include: Playing a Faithful, Rolling Dice, Sacrificing a Relic or Faithful. Some Actions are mandatory, such as
Revealing a Card into the Marketplace.
Alignment- one of four Fates each Player may follow (Wisdom, Chaos, Grace, Prosperity) – represented by Relics and Fate Decks.
Altar – an Icon within a Temple where Players may place a Fate Relics that require an Altar.
Alternate Ability – Some Faithful cards have abilities that can be played (in addition to collecting gold or making a combat roll), such as Hoplite or Captain, and can be “played” when appropriate during a Raid or at the end of a raid (Vandal, Thief, etc) when Smiting. Once played, that Faithful is discarded.
B-Side – or under-side: once a Tile has been Flipped, the B-Side is revealed. Some Tiles require a cost to Flip.
Basic Relic (see also neutral) – a Relic that has no alignment with one of the Fates and does not require an Altar
Basic Faithful – There are four types: Devotee, Fighter (in the Faithful Deck) and Acolyte and Guard (in the starting Temple Hand and Marketplace).
Cards – one of three types in game: Faithful, Relic and Fate.
Cost – the amount of Gold necessary to Purchase a Faithful, Relic or Tile from the Marketplace, or to Flip a Tile over. Some Fate cards have additional costs such as paying Gold to an opponent or taking Damage (losing life points).
Combat – during a Raid, Combat refers to the playing of Attacking or Defending Faithful from a Hand and Rolling dice to form Attacking or Defending Rolls.
Combat Bonus – a number value added to the attacking or defending roll during a Raid, modifiable before or after a combat rolls to adjust the roll total.
Combat Roll – A Roll made by one or more Faithful that were played from the Raiding Party or the Defending Player’s Temple.
Conquer – Raiding Faithful ‘Conquer’ Defending Faithful or a Tile as a whole when their Attacking Roll total surpasses the Defending Roll total in combat.
Damage – the process of losing Hit Points/Life either via a Fate Card or Relic’s Ability, or when a Player Smites an opponent at the End of Raid.
Die/Dice – all references to dice in-game are 6-sided. By Default, all Faithful roll 1 die for combat. A special die is used for Smiting.
Defeated – if a Faithful defends a Tile against any number of dispatched Faithful from the Raiding Party, and is unsuccessful, it is defeated and set in its owner’s discard pile until the end of the raid, when all defeated Faithful are returned to their owner’s Temple.
Defending – the process of playing one or more Faithful (equal to the number of Stations on that Tile) from your Temple when an opponent is Raiding your Temple.
Defending Player – a person whose Temple is subject to invasion by a Raiding Party.
Defending Roll – A Roll of one or more dice made whenever a Raiding Party enters a Tile in the Defending Player’s Temple with Stations, and Defenders are played.
Discard Pile – Faithful that are played, acquired, or defeated while attacking in a Raid, are placed in the Discard Pile and then collected again at the Reinforce step.
Dispatch: the process of playing Faithful from your Raiding Party to fight on a Tile. Choose any number to fight by “Dispatching” them. Recall 1 of them at end of combat.
Doorway: The connecting parts on the edges of Tiles that enable one Tile to link up next to another. Players may have exposed doorways. There must always be a path from the Entrance to the Heart of the Temple, formed by connecting Doorways.
Entrance – the front of each Player’s Temple, where Raiders begin by placing their Raiding Party. An Entrance must leave at least 1 Doorway exposed.
Faithful – are Cards that are Purchased from the Marketplace or begin in a Player’s Temple Hand which represent loyal followers in a Temple. They are played during the Marketplace step to collect gold, or used during a Raid to attack or defend.
Fate Card – a Card from one of four Fate Decks. Players may keep Fate Cards face-down and play them at any time. Opponents can ask how many Fate Cards someone has but cannot look at them.
Fate Deck – one of four in-game Decks containing “spells” that can be played at any time if their Relic Cost is met (half of the Fate Cards in each deck have no Relic Cost). Players can always draw from any Fate Deck if they would draw a Fate card.
Flipping (a Tile) – the process of Flipping a Tile from its A-Side to B-Side.
Heal – the process of restoring Life Points. You cannot heal above your starting life of 20 – if a player is at 20 life but an effect would “Heal 2”, no healing occurs. “Heal 2” affects only the player controlling the card. “Heal any player 2” allows the person playing the card to choose who is Healed.
Heart (of the Temple) – A Starting Tile. The dwelling of your deity’s Life Force. Opposing Raiders that make it past Defenders on this Tile to Smite you.
Hit Points – the total Life Force of a Player. The starting Hit Point amount is 20 – the maximum a player can have – and when HP reaches zero, that Player is eliminated.
Marketplace – the central area and main ‘board’ where all Faithful, Relic and Tiles are Purchased and Fate Decks are placed.
Relic – an ancient artifact or common tool that strengthens your Temple. Fate Relics require housing on Altars, and other Basic Relics do not.
Purchase – buying a Faithful or Relic Card or Tile. Purchased relics are “acquired”.
Raiding – the process of attacking an opposing Temple with the Raiding Party via Combat of Attacking Player vs. a Defending Player.
Raiding Party is comprised of Faithful not dwelling in your Temple. They are able to attack opposing Temples, and Attackers are dispatched to fight on each Tile.
Raiding Hand– the Hand of Faithful formed by picking up a Raiding Party at the start of a Raid.
Raiding Party Marker – a marker used by the Raiding Player to represent the location of a Raiding Party as it moves through an opposing Temple.
Recall: When you Conquer a Tile, you may “recall” one of your Raiding Faithful by returning it to your Raiding Party – any other Faithful in combat are discarded.
Reinforce – The final step in the turn where a player divides the Faithful into two groups: Temple or Raiding Party, to be used next turn.
Relic – either Basic or Fate-aligned: Basic Relics cost between 2 and 4 gold and have no alignment to a Fate. Relics are stored Face up in the area around your Tiles.
Relic Cost: Some Fate Cards require you to have matching Fate Relics in your Temple in order to play them. Cards with a Relic cost are more powerful. The Relic cost is displayed in the top right banner text of the Fate Card, if any.
Resolves – Any Player’s Action is considered to ‘Resolve’ when no opponent has a Response.
Responding – any time a Player takes an Action, each other Player may ‘Respond’ to it. A Response always Resolves before the original Action itself Resolves.
Retreat – the Raiding Party must retreat if its Attacking Roll cannot beat the Defending Roll. Retreating Ends the Raid.
Room – a Tile that has only one Entrance on its under-side.
Sacrifice – a term for losing control of a faithful or relic card, ‘Sacrificed’ cards are placed on the bottom their Marketplace Deck when their effect (if any) resolves. Some Relics are sacrificed deliberately, as part of activating their ability (such as Spear). Shrines allow players to sacrifice Devotees for an effect.
Sanctum – a Starting Tile with your first Altar.
Smite – aka, Smiting or Smite Roll. At End of Raid, if the Raiding Player conquers the Heart Tile, he may Smite an opponent using a special “Smiting” die.
Temple – May refer to either the Tiles comprising your “Temple” or the Faithful that are dwelling inside of it. Relics “in your Temple” are placed alongside the Tiles.
Tile – any square piece in-game that makes up a part of each player’s Temple. All Tiles begin on their A-Side.
Trap – found on the underside (see also) of some Tiles, Traps only have an effect if a Raiding Party is on that tile while it is sprung – springing a trap is optional.
Treasury – the Starting Tile where Gold that you collect is stored. It can be used any time you need it.
Uncovered – a Relic or Faithful card that is on the top of any spot in the Marketplace. It may be covering other cards.
Unique Faithful (see also Faithful) – a select number of Faithful that have only one copy per Deck.
You – any time a card or Tile refers to ‘you’, it affects the player who controls or plays that Tile or Card .