Teams Rules:

All players use a standard Type-1 deck. Players sit alternating between the two teams around the table. Teammates may discuss their strategy openly. Standard T1 multiplayer game rules apply with the following exceptions:

TEAMS share a common Land of Bondage, Land of Redemption and Fortress cards. The rest of the cards are unique to each player (GCs, ECs, artifact pile, draw pile, discard pile, hand) and are treated like a standard T1 game. Since the Land of Redemption is shared, a TEAM wins as soon as the total number of Lost Souls rescued by both players on a TEAM is 5.

The "intro-prep phase" is used, which allows all players to put down characters, warrior-class and territory-class enhancements, fortresses, sites (and put LSs in them), and artifacts out of their original draw-8 before the first turn.  The "2nd player draw" rule is also used meaning that only the first player to take a turn does not draw three cards to start their turn.  This actually makes it a real choice for the player who draws the most Lost Souls whether to play first or pick someone on the opposing team.

When the current player makes a rescue attempt, the opponent to their left has the choice to block or to "pass the block" to their teammate.

Cards may be put into fortresses by either player on a TEAM during their turn, and removed from a fortress by either player on a TEAM during their turn.  This allows passing of characters (through KotW and Goshen) and enhancements (through Storehouse).  It also allows limited shared control of artifacts (ie. in a temple).  Because fortresses are shared, their abilities also affect both people on a TEAM (ie. protecting a civilization).

Teammates may NOT play enhancements on each other's characters.

Only 1 of each dominant may be played by a TEAM.  When they are played they are given to the other TEAM to put into their LOR to remember which have already been played (they do not count as redeemed souls, of course) until the end of the game.  Extra dominants may be discarded (ie. to kill CoM), but may not be played.  Doubt is also able to be played straight into battle (instead of territory), but does not prohibit adding another EC to battle as well.

Lost Souls: LSs may be placed in sites by either player on a TEAM during their turn.

Definitions: "your" means that the card is owned by you or your teammate, and controlled by you or your teammate. "opponent's" and "opponents'" and "opponent" all mean either player on opposing TEAM.



Seeker of Souls (IronMan) Rules:

Depending on the playgroup, a venue may let players use badges, chips, special cards, etc. to identify their wins.  Players
engage in a regular Type-1 Two-player game. The winner receives a CHIP or CARD matching the defeated players badge. The winner may not accept any chip card that does not match the defeated players badge (for example: any card he may have won from another player.) You can only play any participant once (no rematches). If a player has run out of Chip Cards to lose he can no longer play any matches because he has no chips left to risk.  Matches CAN ONLY happen outside of scheduled official tournament play.

 

At a designated date, ALL participants must turn in all collected chip cards. The winner is the participant with the most collected unique card chips wins. Winner will receive an award from the host.