DISCIPLE LORDS






INTRODUCTION
Card game for 2-4 players. 
Based on the Disciples Computer Strategy Games.

DISCLAIMER
“Disciples” is a licensed, copyrighted property. 
This is merely a Fan site

THE DECKS
Players Share one Common Deck
Each player has a unique Race Deck. 

THE COMMON DECK
The common deck has 6 types of cards:
Locations, Advances, Items, Potions, Events, Treasure

RACE DECKS
Each race deck contains 5 types of cards:
Leaders, Summons, Followers, Spells, Buildings

HANDS
Each player keeps 2 hands:
1 Common deck hand & 1 Race deck hand.

MAJOR VICTORY
Capture all of your opponent’s Cities. 

MINOR VICTORY
The game ends when any players Race deck runs out. 
The player controlling the most cities at that point wins. 

UNITS
Leaders, Followers, and Summons are collectively referred to as Units.
Units are also referred to by their mode of Attack:
HTH = Hand to Hand weapons
Ranged = Missile Weapons that can target any Unit in a Battle
Magical = Affect all Enemy Units in a Battle

ARMY
A Leader with all attached Followers is referred to as an Army.

DAMAGE MARKERS
Use Markers to indicated Damage. 
1 Marker = 1 Point of Damage.

GOLD COINS
Use coins to represent gold.
1 Penny = 1 Gold. 

MANA TOKENS
Use tokens to represent Magical Energy. 
1 Token = 1 Mana.

DICE
Six sided dice are needed. 

SETUP
Shuffle all decks.
Start with your Capital City & Capital Defender in Play. 
Each player starts with 10 Gold coins & 10 Mana Tokens.

TURN SEQUENCE
Players take turns. 
Each turn has 12 Phases:
Exploration Phase
Logistics Phase
Revenue Phase
Mana Phase
Leader Phase
Recruit Phase
Resurrect Phase
Build Phase
Intrigue Phase
Attack Phase
Recovery Phase
End Phase


EXPLORATION PHASE
Draw 1 card from the Common Deck & put it in your Common hand.
Draw an extra card for each Explorer Leader you have in play.

LOGISTICS PHASE
Draw 1 card from your Race Deck & put it in your Race hand.
Pay 5 Gold or 5 Mana to draw an extra card. 

REVENUE PHASE
Cities and some Buildings & Locations generate Gold Coins in this phase.

MANA PHASE
Some Cities, Buildings & Locations generate Mana Tokens in this phase.

LEADER PHASE
Put 1 Leader card from your Race deck face up into play. 
Pay the Gold cost of the Leader. 

RECRUIT PHASE
Put Follower cards from your hand into play. 
Followers must be attached to a Location, Building, or a Leader. 
A Leader or City may have a maximum of 4 Followers attached. 
Explorer Leaders can have only 1 Follower attached.
Thieves cannot attach Followers.
Items & Banners may also be attached to Leaders. 
A Leader may have a maximum of 2 Items attached.
Followers & Items have required Gold costs.
Summoned Creatures have a Mana cost. 
Advances may be attached to Leaders for Free. 
A Leader may have a maximum of 2 Advance cards attached. 
Followers attached to a Location or Building are referred to as a Garrison.
In this Phase Followers may be freely reattached between Leaders & Garrisons. 

RESURRECT PHASE
You may pay a units cost in Gold or Mana to remove it from your 
Discard and put it in your Race hand. 

BUILD PHASE
You may put Buildings and Locations into play from your hands.
Pay any required Gold costs. 

INTRIGUE PHASE
Roll once on Stealth Table for each Thief you have in play:

STEALTH TABLE
2D6	Action		Effects:
2	Assassinate	Kill Target Leader 
3	Caught		Thief is killed
4	Poison		Kill Target Follower
5	Steal Gold	Steal 1D6 Gold from Opponent
6	Spy		Scry
7	Lie Low		Nothing
8	Hinder		Opponent must discard 1 Common card from his hand
9	Sabotage	Opponent must discard 1 Race card from his hand
10	Intrigue	Steal 1 Random Common card from Opponent’s hand
11	Steal Item	Steal Target Item
12	Burn		Destroy Target Building
The Capital Defender cannot be assassinated. 
If a Leader is assassinated, reattach its Followers to other
Leaders & Garrisons of the player who controlled that leader.
If a Leader is assassinated, reattach its Items to other
Leaders of the player who controlled that leader.
If you steal an Item, reattach it to one of your leaders or put it in your hand.  

ATTACK PHASE
You may attack a target enemy Location or Building with one of your Leaders. 
The Defending Player may Intercept with one of his Leaders.
Each of your Leaders in turn may attack once in this Phase. 
An Attack by a Leader automatically ends after 1 of 4 possibilities:
1. The Attacking Leader is Defeated. 
2. The Intercepting Leader is Defeated. 
3. The Garrison is Defeated.
4. The Undefended Location is Captured.
You gain control of Locations you capture. 
Buildings, if captured, are Destroyed (= Discarded).

EXAMPLE OF AN ATTACK PHASE
The Attacking Empire has 4 Leaders: A, B, C, & D
The Undead have 2 Locations X & Y with Garrisons, and 1 Leader: Z.
A attacks X. Z defends and defeats A. Z is Weakened. 
B attacks X. Z defends again and is defeated. 
C attacks X. The defending Garrison is defeated. 
D attacks undefended X and captures it. 

RESOLVING BATTLES
A Battle refers to a fight between 2 enemy Leaders (or a Leader and a Garrison). 
Each Unit in the Battle takes its turn to attack a target enemy unit.
(HTH Units must target other HTH units if there are any) 
Units attack in order of their initiative. 
Attacks by Units with the same initiative are simultaneous. 
When all units have attacked, a new round of Attacks begins. 
When attacking, roll one die. On a roll of 4+ the attack hits.
An attack that hits does full damage. 
Place Damage markers on the Target Unit. 
A Unit with more Damage than Hits is killed and discarded. 

RECOVERY PHASE
Remove all Damage Markers from all Units. 

END PHASE
Check for Victory Conditions. 
Max hand sizes are 7 cards. 
Discard excess cards. 

SCRY = SCRYING
This ability allows you to either:
1. Look at any Hand in Play, or
2. Look at the next 4 cards in any deck.

HEALING
Units that can heal remove damage markers from themselves &/or friendly units. 
When attempting to heal roll 1D6 for each target:
On a roll of 2+ the attempt is successful. 

POTIONS, ITEMS, & SPELLS
Potions & Spells are discarded after being used. 
Items are continuously reused. 
Attacks by Items & Spells have to roll to hit just like normal attacks by Units.

DAMAGE SOURCES
Sources of Damage are listed on cards (Air, Fire, Mind, Death, etc.)
If no source is listed the source type is “Weapon.”

ARMOR
Armor reduces the damage caused by any attack equal to the level of the Armor.

DRAIN ATTACKS
If the attack hits the attacker is healed by an amount = to the damage inflicted. 

PARALYZATION
If the attack hits the target must skip its next 2 attacks this battle. 
Paralyzation effects are not cumulative. 


CARD LIST NOTATION
L = Leader
U = Summons
F = Follower
R = Ranged Attack
H = Heal
A = All (All Friends or All Enemies)
CC = Capital City
CD = Capital Defender (Leader that is always attached to the Capital)
X = Starting Card (You begin with this card in play)
SB = Battle Spell (Instantaneous)
SE = Battle Spell (Lasts the Duration of the Battle)
S = Spell
B = Building
PR = Paralyze (Ranged Attack)
DA = Drain (All)

EMPIRE CARD LIST
Card Name:		#	Type	Hits	Force	Cost	Init	Notes
Capital			1	CC	-	-	X	-	Rev = 2 Gold +1 Mana 
Myzrael			1	CD	30	15A	X	9
Pegasus	Knight		2	L	26	12	5	5
Ranger			2	L	18	9R	5	7
Archmage		2	L	12	7A	5	4	Air
Arch-Angel		2	L	19	8H	5	1	Explorer
Imperial Agent		2	L	10	3	1	7	Thief
Living Armor		2	U	18	7	2	6
Golem			2	U	15	7A	4	7	Earth; Armor = 5
Fighter			1	F	10	3	1	5
Archer			1	F	5	3R	1	7
Apprentice		1	F	4	2A	1	4	Air
Acolyte			1	F	5	2H	1	1
Titan			1	F	25	6	3	4
Knight			1	F	15	5	2	5
Witch-Hunter		1	F	13	5	2	5	Mind Immunity
Marksman		1	F	9	4R	2	7
Mage			1	F	7	3A	2	4	Air
Priest			1	F	8	4H	2	1
Cleric			1	F	8	2HA	2	1
Imperial Knight		1	F	20	8	3	5
Inquisitor		1	F	15	8	3	5	Mind Immunity
Wizard			1	F	10	5A	3	4	Air
Imperial Priest		1	F	10	8H	3	1
Patriarch		1	F	10	4HA	3	1
Angel			1	F	23	13	4	5
Paladin			1	F	18	10	4	5	Armor = 3
Air Ward		1	SE	-	-	1	-	Negate Air Attacks
Celerity		1	SE	-	-	1	+1A	
Lightning		1	SB	-	2A	1	-	Air
Strength		1	SE	-	+1A	1	-	
Water Ward		1	SE	-	-	1	-	Water Immunity
Earth Ward		1	SE	-	-	2	-	Earth Immunity
Haste			1	SE	-	+1A	2	+1A	
Healing			1	SB	-	3	2	-	
True Sight		1	S	-	-	2	-	Scry
Chain Lightning		1	SB	-	6A	3	-	Air
Holy Armor		1	SE	-	A	3	-	Armor = 3
Holy Strength		1	SE	-	+3A	3	-	
Mind Ward		1	SE	-	A	3	-	Mind Immunity
Call to Arms		1	SE	-	+4A	4	-	
Fire Ward		1	SE	-	A	4	-	Fire Immunity
Armageddon		1	SB	-	15A	5	-	Air
Death Ward		1	SE	-	-	5	-	Death Immunity
Major Healing		1	SB	-	15A	5	-	
Stable			1	B	Revenue = 1 Gold; Cards cost 1 less in Logistics Phase
Chapel			1	B	Revenue = 1 Mana
Archery Range		1	B	Revenue = 1 Gold; Ranged Units cost 1 less
Library			1	B	Revenue = 1 Mana; Spells cost 1 less to cast
Sanctuary		1	B	Revenue = 1 Mana; All Units get +1 Hits
Monastery		1	B	Revenue = 1 Mana
High Stable		1	B	Revenue = 1 Gold; HTH Units cost 1 less
Dungeon			1	B	Revenue = 1 Mana
Tower			1	B	Revenue = 1 Mana; Air Units cost 1 less
Church			1	B	Revenue = 1 Mana
Cathedral		1	B	Revenue = 1 Mana; Healing Units cost 1 less
Holy Statue		1	B	Revenue = 1 Mana; All Units get +1 Force
Shrine			1	B	Revenue = 1 Mana; Units cost 2 less to Resurrect 

UNDEAD HORDES CARD LIST
Card Name:		#	Type	Hits	Force	Cost	Init	Notes
Capital			1	CC	-	-	X	-	Revenue = 2 Gold
Ashgan			1	CD	30	15A	X	9
Death Knight		2	L	26	12	5	5
Nosferat		2	L	18	4DA	5	7	Death
Lich Queen		2	L	12	7A	5	4	Fire
Banshee			2	L	19	PR	5	2	Mind; Explorer
Skulk			2	L	10	3	1	7	Thief
Skeleton		1	U	10	4	1	6
Evil Ent		1	U	18	7	3	6	
Nightmare		1	U	20	5A	5	6	Death
Death			1	U	30	15	6	6
Ghost			1	F	5	PR	1	2	Mind
Initiate		1	F	5	2A	1	4	Death
Warrior			1	F	12	3	1	5	
Werewolf		1	F	10	4	1	5	Weapon Immunity
Wyvern			1	F	23	2A	2	4	Death
Spectre			1	F	9	PR	2	2	Mind
Warlock			1	F	8	3A	2	4	Death
Zombie			1	F	17	5	2	5	
Templar			1	F	15	5	2	5	Elemental Ward
Doom Drake		1	F	30	3A	6	4	Death
Necromancer		1	F	11	5A	3	4	Death
Wraith			1	F	8	4A	3	4	Death
Skeleton Warrior	1	F	22	8	3	5	Weapon Immunity
Dark Lord		1	F	17	8	3	5	
Death Dragon		1	F	38	5A	7	5	Death
Vampire			1	F	19	5DA	5	4	Death
Lich			1	F	16	7A	4	4	Death
Skeleton Champion	1	F	27	10	4	5	
Pestilence		1	SB	-	2A	1	4	Death
Ice Storm		1	SB	-	2A	1	4	Water
Weakness		1	SE	-	A	1	4	Targets are Force –1
Rust			1	SB	-	R	1	4	Discard target Item
Plague			1	SB	-	3A	2	4	Death
Shadow			1	SB	-	-	2	X	Negate Target Spell
Curse of Nygrael	1	SE	-	A	2	4	Targets are Force –2
Stone Rain		1	SB	-	3A	2	4	Earth
Call Decay Dragon	1	SB	-	6A	3	4	Death
Touch of Mortis		1	SE	-	A	3	4	Targets are Force –3
Terror			1	SE	-	A	3	4	Targets are Init –2 
Nightfall		1	SB	-	-	2	X	Negate Target Attack	
Rot			1	SE	-	A	4	4	Targets are Force –4
Call Red Dragon		1	SB	-	10A	4	4	Fire
Damage Ward		1	SE	-	A	5	4	Weapon Immunity
Hecatomb		1	SB	-	15A	4	4	Death
Sepulchre		1	B	Revenue = 1 Mana
Dark Temple		1	B	Revenue = 1 Mana; HTH Units cost 1 less
Unholy Ground		1	B	Revenue = 1 Mana; Death Units cost 1 less
Evil Monastery		1	B	Revenue = 1 Mana; Mind Units cost 1 less
Caverns			1	B	Revenue = 1 Gold
Occult Temple		1	B	Revenue = 1 Mana; Cards cost 1 less in Logistics Phase
River Styx Dock		1	B	Revenue = 1 Mana
Graveyard		1	B	Revenue = 1 Mana; Units cost 2 less to Resurrect
Dark Idol		1	B	Revenue = 1 Mana; All Units get +1 Force
Boneyard		1	B	Revenue = 1 Mana
Crypt			1	B	Revenue = 1 Gold; Discard to pay for 1 Unit
Dark Tower		1	B	Revenue = 1 Mana; Spells cost 1 less to cast
Vault of Souls		1	B	Revenue = 1 Mana; All Units get +1 Hits



CARD LIST NOTATION
T = Treasure 
I = Item
P = Potion
A = Advance
V = Event
L = Location
TT = This Turn

COMMON DECK CARD LIST
Card Name		#	Type	Cost	Notes
City			10	L	-	Revenue = 1 Gold
Mine			5	L	-	Revenue = 2 Gold
Mana Source		4	L	-	Revenue = 1 Mana
Magic Tower		2	L	-	Revenue = 2 Mana
Bag of Rings		1	T	-	Gain 4 Gold
Bag of Gems		1	T	-	Gain 6 Gold
Royal Scepter		1	T	-	Gain 8 Gold
Imperial Crown		1	T	-	Gain 10 Gold		
Staff of Thunder	1	T	-	Air Attack of Force = 3A & Initiative = 4
Banner of Protection	1	I	1	All Units in Army get +1 Armor 
Banner of Resistance	1	I	1	All Units in Army get +2 Hits
Banner of Battle	1	I	1	All Units in Army get +1 to Attack Rolls
Banner of Speed		1	I	1	All Units in Army get +1 Initiative
Banner of Strength	1	I	1	All Units in Army get +1 Force
Tome of Air		1	I	2	Negate 1 Air attack during Battle
Tome of Water		1	I	2	Negate 1 Water attack during Battle
Tome of Fire		1	I	2	Negate 1 Fire attack during Battle
Tome of Earth		1	I	2	Negate 1 Earth attack during Battle
Tome of 7 Winds		1	I	2	Leader gains Explorer Trait
Horn of Courage		1	I	2	Leader gains Armor +2
Dragon Shield		1	I	5	Leader gains Armor +5
Rune Blade		1	I	2	Leader gains Force +2
Sword of Ages		1	I	5	Leader gains Force +5
Staff of Invisibility	1	I	2	Leader gains Thief Trait
Staff of Light		1	I	2	Scry once on your turn
Staff of Thunder	1	I	2	Attack of Force = 2A & Init = 4
Staff of Holiness	1	I	2	Heal of Force = 4 & Init = 1
Staff of Paralyzing	1	I	2	Attack of Force = PR & Init = 4
Spirit Staff		1	I	2	Negate 1 Mind attack during Battle
Life Potion		1	P	3	Put Unit in your Discard into your Hand
Potion of Healing	2	P	1	Remove all Damage from Target Unit
Quicksilver Potion	1	P	1	Unit Init +4 for rest of turn
Giant Blood Potion	1	P	1	Unit Force +2 for Rest of Battle
Liquid Metal Potion	1	P	1	Unit has Armor = 4 for rest of turn
Toughness		1	A	-	Hits +6
Arcane Knowledge	1	A	-	May Attach 3 extra Items
Pathfinding		1	A	-	Draw 1 extra card in Exploration Phase
Regeneration		1	A	-	Heal 2 Damage to Self at end of each Round
Leadership		1	A	-	May attach 1 extra Follower
Might			1	A	-	Force +2
Natural Armor		1	A	-	Armor = 2
Trainer			1	A	-	Attached Followers are Force +1
Precision		1	A	-	+2 to Attack Rolls
Swift			1	A	-	Initiative +2
Keen-Sighted		1	A	-	Force +1 & Initiative +1
Counterfeit Orders	1	V	-	Target Leader may not Attack or Intercept TT
Bribe			1	V	5	Gain Control of a City without a Garrison
Steal Mana		1	V	-	Steal 2D6 Mana from Opponent
Backstab		1	V	-	Thief gets Force & Initiative +10 for 1 Attack 
Roads			1	V	-	Army may attack again this turn
Ruins			1	V	-	Discard to draw 3 Common cards
Water			1	V	-	Target Leader may not Attack or Intercept TT
Plains			1	V	-	Army may Intercept again this turn
Forest			1	V	-	All Units in Army get Initiative +2 this Battle
City Defenses		1	V	-	Garrison Units get Armor = 2 this Battle
Merchant		1	V	2X	Draw X Common Cards
Mercenary Camp		1	V	2X	Draw X Race Cards



GAME DESIGNERS NOTES
Had to cut back on much of the detail to reduce record keeping. 
Still need to do decks for the Mountain Clans & the Legions of the Damned

LINKS
Disciples










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