IMMORTALS
INTRODUCTION
Each player recruits a group of immortals seeking to gain power over other such groups.
Based on the Dungeons & Dragons RPG rule set “Wrath of the Immortals”.
These associations of Immortals are variously known as Groups,
Cliques (informal), and Councils (formal).
VICTORY
Be the first player to control 100 power points worth of Immortals & Resource cards or
Reduce all of your opponents to zero power.
ALIGNMENT
Each player at the start of the game picks an Alignment: Neutral, Lawful, or Chaotic
Neutral players can recruit Immortals of any alignment.
Lawful players can only recruit Lawful or neutral Immortals.
A Lawful player may recruit one Lawful Immortal in recruit
phase (as an event) without expending a plot counter.
Chaotic players can only recruit Chaotic or neutral Immortals.
An Chaotic player may recruit one Chaotic Immortal in recruit
phase (as an event) without expending a plot counter.
TOKENS & DICE NEEDED
Plot Tokens
Neutralization Tokens
Twenty Sided Die
SETUP
Each player starts with a hand of 5 random cards.
Players cut the deck and compare power values of cards.
High value goes first.
Each player starts with one Hierarch Immortal in play of their respective alignment.
THE DECK
Players share a common deck.
The Deck has 4 types of cards mixed in:
1. Immortals
2. Plots
3. Powers
4. Resources
IMMORTALS
Represented by cards.
These are the ‘Gods’ each player controls.
Each Immortal has 6 Characteristics:
1. Name
2. Alignment
3. Sphere
4. Form (Race)
5. Level/Title
6. Power Points
There are 3 Alignments: Neutral, Lawful, and Chaotic
There are 5 Spheres:
1. Matter (Earth, Polymaths, Monsters)
2. Energy (Fire, Paragons, Magic, Wizards, Elves)
3. Time (Water, Dynasts, Clerics, Druids, Paladins, Avengers, Dwarves)
4. Thought (Air, Epic Heroes, Fighters, Halflings, Mystics, Thieves)
5. Entropy (Void, Undead)
Forms are many and varied.
There are 6 Levels:
Level Title Base Power Points
1 Initiate 1
2 Temporal 2
3 Celestial 4
4 Empyreal 7
5 Eternal 10
6 Hierarch 16
RESOURCES
Represented by cards.
These represent things that give the Immortal extra power such as:
Followers, Worshipers, Priests, Pet Monsters, Adventurers, Artifacts, etc.
POWER CARDS
This type of card represents abilities of an Immortal or Resource that give a
Boost to a sides power levels during a Foil Plot Attempt.
PLOT CARDS
Not to be confused with Plot Tokens.
These represent actions or events that may have a variety of results.
These do require the expenditure of a Plot Token to play.
Plot cards are played in Destiny phase unless the card specifies otherwise.
TURN SEQUENCE
Players take turns.
Each turn has 4 phases:
Plot Phase
Recruit Phase
Fate Phase
Destiny Phase
PLOT PHASE
Put a Plot Token on each of your Immortals that does not have one already.
(An Immortal may never have more than one plot token at a time)
FATE PHASE
Draw one card & put it in your hand.
You may discard a Plot Token from one of your Immortals to draw an
extra card. (this is called Plotting)
Maximum hand size is 7 cards. Discard excess cards.
If the deck runs out, shuffle the discard and draw from it.
RECRUIT PHASE
You may discard a Plot Token from one of your Immortals to put an Immortal
card or a Resource card into play. (This is called Recruiting)
Immortals and Resource cards are played face up on the table in front of you.
Resource cards are ‘attached’ to (placed partially under) the Immortal that used
up the Plot Token to gain the resource.
If you have no Immortals in play (Neutralized Immortals do not count) you may
recruit an immortal from your hand for free.
DESTINY PHASE
You may discard a Plot Token from one of your Immortals to play a
Plot card. (This is called a Stroke, or Striking)
FOIL PLOT ATTEMPT
Whenever an opposing Immortal discards a plot token to perform an
action, (Plotting, Recruiting, Striking) you may attempt to foil the action.
To attempt a Foil, one of your Immortals must discard a Plot Token.
Both players must then determine their own Power Total.
Power Total = 1D20 + the Power of the Immortal + the power of all Resources
attached to that Immortal + The power of any Power cards
played. (play Power cards before the dice roll is made)
The side with the highest power total wins. (Reroll ties)
If the Foiler wins, the action is negated and any card that was to be played is discarded.
If the target of the foil wins, the action succeeds.
CARD LIST: IMMORTALS
Name Align Sphere Form Level Power Notes
Al-Kalim Law Time Man 1 1 Patron of Ylaruam
Alphaks Chaos Entropy Demon 4 7 Prone to Tantrums
Alphatia Law Energy Woman 3 4 Defender of Alphatia
Asterius Chaos Thought Man 5 10 Lord of Thieves
Atruaghin Law Matter Man 6 16 Protector of the Azcans
Atzanteotl Chaos Entropy Serpent 6 16 The Corruptor
Benekander Law Energy Man 1 1 Protector of Mortals
CalithaStarbrow Neut Time Sea-elf 3 4 The Sea Maiden
Diamond Law Matter Dragon 3 4 The Star Dragon
Diulanna Law Thought Amazon 3 4 Patroness of Will
Djaea Law Matter Woman 6 16 Earth Lover
Eiryndul Chaos Energy Elf 4 7 Prankster
Faunus Chaos Matter Satyr 2 2 Ancient protector of Forests
Frey & Freyja Law Thought Pair 4 7 Brother & Sister Warriors
The Great One Neut Matter Dragon 5 10 Ruler of all Dragonkind
Halav Law Thought Man 3 4 Patron of Warriors
Ilsundal Law Energy Old Elf 6 16 The Wise One
Ixion Neut Energy Any 6 16 The Sun Prince
Ka thePreserver Law Matter Dinosar 6 16 The Amber Serpent
Kagyar Neut Matter Old Man 5 10 The Artisan
Karaash Chaos Thought OrcKing 1 1 Patron of Humanoids
Khoronus Neut Time Man 6 16 Father Time
Korotiku Neut Thought Spider 6 16 The Trickster
Koryis Law Thought Man 2 2 Patron of Peace
Loki Chaos Entropy Man 5 10 Prince of Deceit
Masauwa Chaos Entropy Man 5 10 The Spokesman
Mealiden Law Energy Elfmaid 3 4 The Red Arrow
Nyx Neut Entropy Woman 6 16 The Dark Queen
Odin Law Thought Old Man 6 16 The Grey Wanderer
Opal Neut Matter Dragon 3 4 The Sun Dragon
Orcus Chaos Entropy Goatman 5 10 The Black Prince
Ordana Neut Time Treant 6 16 Forest Mother
Pearl Chaos Matter Dragon 2 2 Moon Dragon
Petra Law Time Woman 3 4 Patron of Defenders
Pflarr Neut Energy Jackal 5 10 The Jackal Head
Protius Neut Time Merman 5 10 Old Man of the Sea
Rad Law Energy Old Man 4 7 The Magician
Rafiel Neut Energy Man 4 7 Patron of Shadow Elves
Rathanos Chaos Energy Fire 5 10 Master of Fire
Razud Neut Energy Man 6 16 Patron of Survivors
Talitha Chaos Entropy Woman 5 10 The Spiteful Thief
Tarastia Law Energy Woman 5 10 Patron of Justice & Revenge
Terra Law Matter Woman 6 16 Mother Earth
Thantos Chaos Entropy Mummy 6 16 The Grim Reaper
Thor Law Energy Man 5 10 The Thunderer
Valerias Chaos Matter Female 6 16 Patron of Love
Vanya Neut Time Woman 4 7 Patron of War
Zirchev Neut Energy Man 3 4 The Huntsman
CARD LIST: RESOURCES
Card Name # Power Type Notes
Followers 3 1 F
Worshipers 2 1 F
Religious Sect 2 1 F
Priesthood 2 2 F
Armies 2 1 F
Create Species 1 3 F
Fanatics 2 1 F
Clerics 3 2 H
Avenger 1 8 H
Adventurers 3 2 H
Heroes 2 4 H
Child of Immortal 1 5 H
Favored Mortals 3 3 H
Minor Artifact 4 3 A
Lesser Artifact 3 6 A
Greater Artifact 2 9 A
Major Artifact 1 10 A
Nightmare Diabolus 1 3 M
Lesser Fiends 1 2 M
Flicker 1 7 M Energy only
Jumper 1 7 M Time only
Notion 1 7 M Thought only
Baak Guardians 1 7 M Matter only
Undead Hordes 1 7 M Entropy only
Servitor Constructs 1 2 M
Monster Ruler 1 4 M
Titans 1 8 M
Dragons 1 5 M
Exalted Monster 1 9 M
M = Monsters
A = Artifact
H = Hero
F = Followers
CARD LIST: PLOTS
Card Name # Notes:
Steal Followers 2 Take control of Follower
Kill Followers 2 Discard Follower
Steal Monsters 2 Take control of Monster
Kill Monsters 2 Discard Monster
Steal Heroes 2 Take control of Hero
Kill Heroes 2 Discard Hero
Steal Artifact 2 Take control of Artifact
Destroy Artifact 2 Discard Artifact
Steal Power 2 Take 2 random cards from opponent from hand
Destroy Power 2 Opponent must discard 3 random cards from hand
Investigate 2 Look at Opponents Hand
Divine 2 Look at top 7 cards of deck
Master Stroke 2 Draw 4 cards
Capture Immortal 2 Immortal Neutralized (cannot get/use action tokens)
Persuade Immortal 2 Take control of Immortal
Send Immortal to Home Plane 2 Put Immortal back in opponents hand
Kill Immortal 2 Discard Immortal
Free Immortal 2 Immortal loses Neutralized status
Raise Immortal 2 Take Immortal from discard & put in play
Fight Immortal 2 Target gets to Foil. Loser of attempt is killed
Banish Immortal 2 Immortal Neutralized (cannot get/use action tokens)
Explore the Multiverse 2 Immortal gains 1 Level (cannot be Foiled) Use Marker
Delay Immortal 2 Immortal Neutralized for 2 turns
Curse Immortal 2 Immortal Neutralized (cannot get/use action tokens)
Heal Immortal 2 Immortal loses Neutralized status
Poison Immortal 2 Immortal Neutralized (cannot get/use action tokens)
Embarass Immortal 2 Immortal Neutralized (cannot get/use action tokens)
CARD LIST: POWERS
Card Name Power Notes
Mortal Identity 3 5 For Time
Provide Guidance to Mortals 1 5 for Thought
Provide Power to Mortals 2
Wizard Spells 2 5 for Energy
Cleric Spells 2
Druid Spells 2
Anti-magic Protection 4
Manifestation Form 1
Immortal Strength 3 5 for Matter
Immortal Intelligence 3 5 for Thought
Immortal Charisma 3
Immortal Wisdom 3 5 For Time
Immortal Constitution 3
Immortal Speed 3
Create Magic Items 2 5 for Matter
Immortal Saving Throw 6
Aura Attacks 5 7 for Energy
Speak all Languages 1
Immunity to Mortal Attacks 2
Incorporeal Form 4
Cast any Mortal Spell 5 7 for Energy
Regeneration 2
Fly 1
Bestow 2
Conceal Magical Nature 1
Detect Immortal Magic 3
Hear Supplicants 1
Immortal Eye 2
Power Attack 3 4 for Energy
Probe 1
Shape Reality 7 9 for Matter
Transformation 6 9 for Matter
Call Other 2
Leech 1
Fiendish Powers 2
Abilities of any Class 1
Avatars 8
Rumors & Lies 1 5 for Entropy
Multi-Planar Travel 4
Friendly Dimension 5
Home Plane Advantage 9
Backing of the Council 7
Pocket Universe Refuge 4
Immortal Influence 5
Immortal Combat 6
Destroy Heavenly Body 2 7 for Entropy
Direct Action 6 (in the Prime Plane)
Fulfill Prophecy 9 9 For Time
Create an Omen 1 5 For Time
Expose Secret Plot 8 9 for Entropy
Persuasion 2 5 for Thought
Trickery 4 7 for Thought
Immortal Intervention 5 7 for Entropy
Gates, Vortices & Portals 2