Decks are preconstructed, but can be customized as desired. Games are played with two decks, one is free cards, that is lands, gods, afterlives, and events, the other is cards which cost mana or souls to play.
Players roll a die to determine who goes first and who chooses their god first. High roller gets to pick whether he would prefer to go first or pick his starting god first.
Each player starts with 1 god and an afterlife that god has access to is put into play they also get 1 basic mortals card, they don't have to pick a peasant, but it is (probably) a poor idea to pick anything else. Each player also draws 7 cards from the regular deck as a starting hand. Limbo also goes into play at the beginning of the game.
The game area is a square that is AxA where A is the number of players plus one. For those who that sounds like math class to, if two people are playing the board is 3X3 if 3 people are playing 4x4 if 4 people 5x5 and so forth. Until a land card is played into a space it is a basic plains, which means no effect.
Turn sequence is as follows:
1. Draw and play free card
2. draw regular card
3. roll for birth and death
4. Check God Control
5. Mana replenishes
6. play mortals and buildings
7. Check God Control
8. move, change type and build buildings
9. attack
10. Check God Control
To look at each phase individually.
1. Draw free card.
The player draws a card off the free card pile and shows it to all players. If it is a land and there are empty spaces on the board the player must play it into one space. If it is a god or afterlife it is put to the side as uncontrolled, if it is an event it takes effect on that player's turn.
2. Draw regular card
The player draws one card off the regular deck and puts it in his hand. There is no limit to hand size.
3. Roll for Birth and Death
Roll one die for birth and one for death. Birth Rate and Death rate are given on the mortals cards. birth rate and death rate are per 10 in the group, 16-25 counts as 20, 26-30 counts as 30, birth rate caps out at 30 but death rate keeps going up.
To give an example of one die for each with different rate cards, peasants have a birthrate of D and a deathrate of D/2 militia have a birthrate of D-4 and a deathrate of D. So, if a player has 10 peasants and 10 militia and rolls a 5 for birth and a 4 for death then 5 peasants would be born and 2 would die resulting in 13 peasants and 2 souls and 1 militia would be born and 4 would die, resulting in 7 militia and 4 souls.
Dead mortals go into the afterlife chosen by the player that controls the god they worship.
4. Check God Control
Count up how many mortals worship each god, whoever controls the most mortals worshipping a god controls that god
5. Mana replenishes.
At this point any unused mana vanishes and the player gets one mana per mortal. Modified by priests, monks, etc.
6. Play Mortals and Buildings
Player may use souls and mana to play building or mortals cards. All cards are played through gods and one god must have access to enough mana and souls to play a card. Mortals can be played into any space that they could move into (so not mountains, water, or spaces with walls on them) and may worship any god that is on the board.
7. Check God Control
Count up how many mortals worship each god, whoever controls the most mortals worshipping a god controls that god
8. Move, change type and build buildings.
Mortals may move up to their total movement score. Basic mortals may change into other basic mortal types. They may only change once per turn and must remain that type until next turn. Workmen may build buildings. Workmen may change type either before or after building a building. Soldiers, Sailors, Horse (the soldier type, not the animal) and priests may become basic mortals. Priests may become other types of priests of the same level or lower. Mortal training in a temple, barracks, stable or docks is also done now.
9. Attack
Mortals that have not been brought into play this turn may attack mortals of a different religion in the same space. Attack is determined by multiplying the attack power by the number of mortals and rolling a die and adding this to the total. Defense determines how many attack points it takes to kill 1 mortal.
To give an example, 10 militia fighting 10 infantry. Militia have an attack power of 3, and a defense of 2, infantry have an attack of 4 and a defense of 3.
Each player rolls a 3.
10X3 = 30 +3 = 33
all the infantry are dead
10X4=40 +3 = 43 all the militia are dead
Attackers attack with one type against people of a given religion, controlled by a given player, in a space. The person being attacked assigns damage. To show how this works.
10 infantry move into a space with 20 peasants and 10 infantry and attack. Both roll 3
Attacker has 43 attack defender has 63 attack
all attackers die
The defender can kill all his infantry and 13 peasants (leaving 7) or he can kill all but one peasant and keep 2 infantry, or keep 4 peasants and 1 infantry.
Souls from combat are placed in the afterlife chosen by the controller of the god they worship.
10. Check God Control
Count up how many mortals worship each god, whoever controls the most mortals worshipping a god controls that god
The game is won when one player controls all the gods that have any mortal worshippers in play.