Kamigami Battles: Rise of the Old Ones
Kamigami Battles: Rise of the Old Ones Rulebook
Table of Contents
Table of Contents
Game Components
- 1 Manual
- 22 Dividers
- 50 Energy tokens (30 Five Energy and 20 One Energy)
- 18 Oversized Cards:
- 12 God Cards
- 6 Temple Cards
- 192 Standard Sized Cards:
- 90 Warrior Cards: 18 kinds, 5 of each
- 90 Disciple Cards:
- 18 Servitors of the Outer Gods
- 48 Cultist
- 24 High Priest
- 12 Artifact Cards
- 21 Randomizer Cards (1 of each Warrior, and 1 of each Disciple)
Game Overview
In this game, you will be one of the Gods of the Cthulhu Mythos. You will gather Warriors and Disciples and send them out to attack your opponents. Each God has a life force pool, called Energy. By reducing a God to 0 Energy, you can Seal that God away!
The game can be played as a Free for All, with 2 to 6 players. You win a Free for All Match by eliminating all of the other Gods or reaching 25 Energy.
The game can also be played as a Team Match if you play with 4 or 6 players. A team wins together if they can eliminate the opposing team's Main God.
Card Types
God Cards
- Culture: The Pantheon to which the God is aligned. It is used in Team Matches only.
- Name and Title.
- Spheres of Influence: These are the areas the God has influence over. These determine which Temple/Location can be paired with this God.
- Abilities: These will be either React or Act Abilities.
- Set and Card Number: Useful for sorting, but otherwise has no impact on the game.
Temples
- Sphere of Influence: This determines which Gods may pair with this Temple.
- Name and Title.
- Abilities: These will be either React or Act Abilities.
- Set and Card Number: Useful for sorting, but otherwise has no impact on the game.
Disciples
- Title.
- Cost: This is the cost in Faith Points to buy this card.
- Disciple Type: There are three types of Disciples. The types are used in Deck Building when combining Expansions.
- Abilities: These will be either React or Act Abilities.
- Set and Card Number: Useful for sorting, but otherwise has no impact on the game.
Warriors
- Primary Color: This is the color of the card when the rules refer to a card color.
- Chaining Colors: A Warrior with one of these colors can be played to form a Chain. The Chaining Colors consist of a Primary Color and the Chaining Colors.
- Title.
- Cost: This is the cost in Faith Points to buy this card.
- Abilities: These will be either React or Act Abilities.
- Set and Card Number: Useful for sorting, but otherwise has no impact on the game.
Artifacts
- Primary Color: This is the color of the card when the rules refer to a card color.
- Chaining Colors: A Warrior with one of these colors can be played to form a Chain. The Chaining Colors consist of a Primary Color and the Chaining Colors.
- Title.
- Cost: This is the cost in Faith Points to buy this card.
- Abilities: These will be either React or Act Abilities.
- Set and Card Number: Useful for sorting, but otherwise has no impact on the game.
Note: the card-diagram callouts in the source PDF are partly garbled by the layout. The labels above are transcribed as printed; the example cards on those pages are not transcribed card by card.
Free for All Rules (Player vs. Player)
You may play a Free for All Game with 2 to 6 players.
In a Free for All Game, all the other players will be your opponents.
Setup
- Shuffle all the God cards together and give each player 2 Gods at random. Determine the starting player by some random method or the owner of the game chooses who is the starting player.
- If playing with Temples (see glossary for more info on the Temples), in turn order, players pick Temples based on their God's Spheres of Influence (See God card description).
- In a Free for All Game, each God begins with 15 Energy and each Temple begins with 5 Energy. Put the appropriate tokens on your God and Temple.
- Shuffle the Warrior Deck and deal out six different random cards to the Hall of Heroes (the area in the middle of the table). Suppose you draw more than 1 of the same card, stack cards of the same type together. There should always be six different card piles in the Hall of Heroes.
- Shuffle the Artifact deck and place 3 Artifacts face-up under the face-up Warrior cards in the Hall of Heroes. If an Artifact is purchased, it is automatically replaced with another Artifact if there are any left in the deck.
- Sort the Disciple I, Disciple II, and Disciple III's into their separate piles and place them in the Hall of Heroes. Each player takes 8 Disciple I cards and 2 Disciple III cards (two types of Disciple cards). This will be your starting Draw Deck. Shuffle your Draw Deck well, then draw five cards from your Draw Deck for your starting Hand.
- The starting player takes the first Turn.
End of the Game
When any God's Energy is reduced to 0 (Gods can never be reduced below 0 even if they take more Damage than they have Energy), that player is out of the game. The game still continues with any remaining players. When only one player remains, they win immediately. The game also ends if any player's God reaches 25 Energy. As soon as this happens, that player wins.
Playing the Game
Kamigami Battles is played in Turns, starting with the first player and going clockwise. During your Turn, you may play any number of Warrior cards and Disciple cards, and use your God Abilities, following the game rules and the instructions on the cards themselves. Some cards have abilities that contradict these rules. In all cases, the text on the cards takes precedence over the rules.
During the game, each player has their own Draw Deck of cards and their own Discard Pile. When you draw cards, always take them from your Draw Deck. When you discard, always put them in your Discard Pile.
Your Turn is divided into 5 Phases, which you must play in order:
- Starting Phase
- Play Phase
- Recruit Phase
- Discard Phase
- End Phase
You can also use your God Act Abilities during any Phase. Unless noted otherwise, Act Abilities can only be used once per Turn, and only on that player's Turn.
Once you have completed all 5 Phases, your Turn is over and the player sitting to your left starts their Turn. Play continues clockwise around the table until the game ends.
Starting Phase
Often, nothing will happen during your Starting Phase, and it will simply end immediately and you will move on to the next Phase. Sometimes, you (or another player) will want to use a God's or Warrior's, or Artifact's React during this Phase.
Play Phase
You may play Warrior, Artifact, and Disciple cards from your hand during this phase.
Disciple Cards. When you play some Disciple cards, you gain Faith Points equal to the number shown on the Faith Point symbol. You can use these Faith Points to Recruit new cards for your Draw Deck during the Recruit Phase. You may play Disciple cards at any time during your Play Phase. Disciple cards are never part of a Chain (see Page 9) and there is no restriction on how many you can play.
Warrior Cards. When you play a Warrior card, you can use any 1 Act or React Ability on that card. If you play a card with more than 1 Ability, you must choose only 1 to use. The other Abilities on that card are ignored. You must completely resolve the Act Ability you have chosen before playing any other cards except cards with a React Ability.
Artifact Cards. When you play an Artifact card, you can use any 1 Act or React Ability on that card. If you play a card with more than 1 Ability, you must choose only 1 to use. The other Abilities on that card are ignored. You must completely resolve the Act Ability you have chosen before playing any other cards except cards with a React Ability.
See "Card Abilities" for more information.
Colors. Each Warrior card has a color in the top left corner. This symbol indicates the Primary Color of the card. There are also 2 smaller color symbols to the side of the Primary Color Symbol. These are called Chaining Colors. The Chaining Colors limit which Warrior cards you can play during your Turn.
You can always play any one Warrior or Artifact card during your Play Phase. But, you can only play a second (or third, etc.) card if the new card's Primary Color matches 1 of the Chaining Colors of the last card you played. That new card will now give you a new set of Chaining Colors, and you can play another card that matches it. You continue until you run out of cards or simply have no cards matching the Chaining Colors to play.
Play Example: Alisha plays Jack Dalton from her Hand (a red card). Alisha then resolves the Act Ability on Jack Dalton (an attack). Now she checks her Chaining Colors: the Chaining Colors on Jack Dalton are green and yellow. So, Alisha could play any green or yellow card from her hand. She decides to play the yellow card, Miss Anna Stewart. After resolving Miss Anna Stewart Ability, her Chaining Colors are blue and green. Alisha may play another card, but only if its Primary Color is blue or green. In the end, Alisha played cards in the order shown here.
Special Rule: The Chaining Colors do not reset if you play a Disciple card after a Warrior or Artifact card. After you play a Disciple card, you still have the same Chaining Colors that you had before you played that card. Note that Disciple cards have no color, so you can play them after any Warrior or Artifact card.
Play Example: Anja plays Jack Dalton, resolves the Act Ability, and then plays 2 Cultist cards. At this point, yellow and green, the Chaining Colors on Jack Dalton, are the only Colors of Warrior cards Miss Anna Stewart may play.
Card Abilities
Every Warrior, Artifact, and Disciple card in Kamigami Battles has one or more Abilities.
There are two different types of Abilities: Act Abilities and React Abilities. The Ability type is listed to the left of the Ability description. This indicates when you are able to play that card: Act Abilities can only be used during your Turn, while React Abilities can be used at any time.
Act Abilities: When you play a card in the Play Phase of your Turn, you may use 1 of that card's Act Abilities. If a card has multiple Act Abilities, choose 1 to use when you play the card and ignore the rest.
Play Example: Anne plays the Deep One, which has 2 Act Abilities. She chooses either to gain Draw a card or to Put all reveal Artifacts in the Hall of Heroes back in the Artifact deck. Shuffle the Artifact deck and refill the Hall of Heroes.
React Abilities: You may play a React Ability only when the Ability allows you to do so. The Ability text will explain when that card can be played. Cards played using their React Abilities are not restricted by the Chaining Colors. When you play a card for its React Ability, any other Abilities on the card are ignored.
Play Example: Another player is attacking Isabella so she can play her Gigi Lamore: She can force the Attacker to attack a different God. She does not get to use Gigi Lamore's Act Ability to draw a card.
Attacking Other Gods and Temples
An Attack is a special type of Act Ability. Attacks allow you to try to reduce the amount of Energy that another God or a Temple has.
When you use an Attack, choose 1 God or Temple controlled by an opponent. You must decide to play any React Abilities or cards with a React Ability before your target plays any cards. You may play another React in reaction to cards played by your opponent. Any player (starting with the player being attacked) may play cards with the React Defend ability after the target of the Attack has played all of the cards they are going to play.
Once all players have had a chance to play cards, resolve the Attack: Subtract the total Defense Value of all Defend abilities played from the Attack Value of your card. If any Attack Value is left, the target God or Temple loses that much Energy.
Play Example: Alisha plays Jack Dalton to use its Act: Attack Ability to attack Ian's God. Jack Dalton usually has an Attack Value of 4. Ian Reacts by playing an Elder Things from his hand, which has a Defense Value of 2 when played in this way. Ian reduces his God's Energy by 2, which is the difference between Jack Dalton's Attack Value and Elder Things' Defend Value. Alisha could now play another Warrior card if its Color matches the Chaining Colors on her Jack Dalton (yellow or green).
Recruit Phase
During the Recruit Phase, you may spend any Faith Points you gained during your Play Phase to add new cards to your Draw Deck. You can only use Faith Points during the same Turn you gain them. When your Turn ends, any remaining Faith Points are lost.
Faith Point Costs. The number in the top right corner of each Warrior card, Disciple card, or Artifact card is the Faith Point Cost of the card. You may Recruit a card by paying that many Faith Points.
Play Example: The cost to Recruit the Doris Fletcher, Head Librarian card pictured to the right would be 3 Faith Points.
You may Recruit as many cards as you wish if you have enough Faith Points. There is no limit to the number of cards you can Recruit each Turn.
Play Example: Alisha gained 6 Faith Points during her Play Phase. She could Recruit one Warrior card that costs 6, or Recruit any combination of cards with a total cost of 6 Faith Points, such as a Cultist Disciple and a Dimensional Shambler.
When you Recruit a card, put it on top of your Draw Deck, face down (you will draw that card at the end of your Turn). If the Warrior or Artifact stack you recruited from is empty, refill it from the Draw Deck (you may even purchase the newly revealed card, if you have enough Faith Points). If the new card matches an existing card, place it on top of the matching card and keep drawing until a unique card is drawn.
Discard Phase
Once you have finished your Recruit Phase, place all the cards you played this Turn and any cards still in your Hand into your Discard Pile, face up. You may not hold cards from Turn to Turn. If any other players played React cards during your Turn, they must put those cards in their Discard Piles at this time. You may discard cards in any order.
End Phase
Draw 5 cards from your Draw Deck to refill your hand.
Reshuffling Your Draw Deck
If your Draw Deck runs out of cards, do not reshuffle your cards right away. The next time you need to draw a card (but you cannot because there are no cards in your Draw Deck), reshuffle your Discard Pile, create a new Draw Deck, and draw.
God Abilities
Each God has their unique abilities. You may activate your God Abilities whenever the requirements for that ability are met, and you may activate more than one God Ability each Turn.
You may activate a God Ability as many times as you want as long as you can pay any required costs unless the Ability states otherwise or it is an Act Ability. Act Abilities can only be played once per Turn, unless they state otherwise.
Play Example: Cthulhu has 2 God Abilities. The first Ability, "The Stars are Right [ACT] Change the Chaining Colors of the last Warrior or Artifact played," may be used once during a player's turn. The second Ability, "The Even Death May Die [REACT] Cancel any effect that prevents a card from being Banished." may be used whenever a card is Banished.
Team Match Rules
4 or 6 players play a Team Match.
Separate the players into even teams. Each team chooses one player to be their Main God. All other players on the team will be Supporting Gods. A team can be 2 or 3 players.
Players sit around the Hall of Heroes such that no 2 players on the same team are seated next to one another, as shown in the illustration.
Team Match Setup
- Separate the God Cards by Culture. Give one set of Gods to each Team randomly. If playing with Temples (see glossary for more info on the Temples), randomly pick one player and go clockwise picking Temples in order, based on their God's Spheres of Influence (See God and Temple card descriptions).
- Each player chooses 1 God from the pile given to their Team. The rest are set aside. Once everyone has selected their God card, reveal them at the same time.
- Each Main God player receives 20 Energy (using the Energy Tokens), Support Gods each receive 10 Energy. Put the appropriate tokens on your God and Temple.
- Shuffle the Warrior Deck and deal out 6 different random cards to the Hall of Heroes. If you draw more than one of the same card, stack cards of the same type together. There should always be 6 different card piles in the Hall of Heroes.
- Shuffle the Artifact deck and place 3 Artifacts face-up under the face-up Warrior cards in the Hall of Heroes. If an Artifact is purchased, it is automatically replaced with another Artifact if there are any left in the deck.
- Sort the Disciple I, Disciple II, and Disciple III's that you have chosen into their separate piles and place them in the Hall of Heroes. Each player takes 8 Disciple I cards and 2 Disciple III cards (two types of Disciple cards). This will be your starting Draw Deck. Shuffle your Draw Deck well, then draw five cards from your Draw Deck for your starting Hand.
- Randomly choose which Team will play first. The game starts with the Main God of the chosen Team.
Winning Conditions
There is only one way to win in a Team Match: Eliminate the opposing team's Main God by reducing them to 0 Energy.
Game Play
Game play proceeds the same as in Free for All except as noted below.
Sealing a God
In a Team Match, a Support God can be Sealed if their Energy is reduced to 0 (Gods can never be reduced below 0 even if they take more Damage than they have Energy).
If your God is Sealed, you must immediately discard all cards you have in play and any cards in your Hand. Then, reshuffle your Discard Pile and Draw Deck to create a new Draw Deck. Do not draw any cards at this time.
A Sealed God is treated as if they were Out of Play. They cannot be the target of any Abilities or effects.
If your God is Sealed at the beginning of your Starting Phase, you gain 1 Energy. If this brings your total to 5 Energy, your God escapes from the Seal and you come back into the game. Immediately draw 5 cards from your Draw Deck and begin your Turn as usual. If you still have less than 5 Energy, the rest of your Turn is skipped: you don't get to take any actions.
Remember: The Main God on each team cannot be Sealed: if this God is reduced to 0 Energy, their Team loses the game!
End of the Game (Team Match)
As soon as either Main God's Energy is reduced to 0, that God is Eliminated, the game immediately ends, and that Team loses: the other pantheon now rules the Planes.
Combining Expansions
If you have multiple sets of Kamigami Battles, you can mix them together to create a much more varied game. We do not suggest just shuffling them all together, but you may if you want to. Here are our suggestions for combining sets:
For Gods, you can just shuffle them together and deal them out randomly for Free For All. For Team play, each Team would randomly get one Culture to choose their Gods. After Gods are selected, then players could choose from all available Temples.
Warrior deck: choose 6 Warriors and 3 each of ______ and ______ Warriors. You can use the randomizer deck provided with each core set and expansion or choose specific cards.
Note: the two blanks in the Warrior deck suggestion are blank in the source PDF text layer; the Warrior type names are not recoverable from the file and are not filled in.
Artifact deck: Shuffle all the Artifacts you have into one deck or limit it to just certain sets. It is suggested that it should be at least 12 Artifacts.
Disciples: Choose one Type I Disciple, one Type II Disciple, and one Type III Disciple or your decks. To make the starting decks, each player receives 7 Type I Disciples and 3 Type II Disciples.
Note: this starting-deck count differs from the Disciple setup in Free for All (8 Disciple I and 2 Disciple III). Both are transcribed as printed.
Glossary
Abilities: Abilities are listed in the bottom portion of Disciple, God, Temple, Artifact and Warrior Cards. They can be either Act or React Abilities.
Act: Act is a type of Ability on God, Warrior, Artifact, and Disciple cards. You may play Warrior, Artifact and Disciple cards from your hand during your Play Phase to use their Act Abilities. If the card has 2 or more Act Abilities, you must choose one of them to use when you play the card. All other Abilities on that card are ignored. Each God and Temple Act Ability can only be used once per Turn.
Activation Cost: An Activation Cost is any cost that must be paid for an Act or React action to take effect. It is separated from the rest of the power by a colon, ":". This Activation Cost is paid even if a React Ability cancels the Ability.
Adjudication: Adjudication is a type of action. When any ability requires Adjudication, reveal the top card of your Draw Deck. The Ability will explain what happens if a specific type of card is shown. Put the revealed card on your Discard Pile after resolving the Adjudication.
Artifacts: Artifacts are a type of card. There are 3 Artifact piles in the Hall of Heroes at the start of the game. You may Recruit Artifacts during your Recruit Phase. You may play Artifact cards during your Play Phase to use their Act Abilities. Artifacts have five possible colors: Blue, Green, Red, White, and Yellow.
Artifact Deck: The Artifact deck consists of all the Artifacts players decide to play with, but it is suggested that it should be at least 12 Artifacts.
Attack: Attack is a type of Act Ability. When you declare an Attack, choose a God or Temple controlled by an opponent. That God or Temple takes damage equal to the Attack Value minus the total Defense Value of React cards played.
Attacker: The Attacker is always the card whose Act is used to create the Attack. Gods, Warriors and Disciples can be Attackers.
Attack Value: The Attack Value of an Attack is the total of the Attacker's Attack Value plus any modifiers to Attack.
Banish, Banished or Banishing: When a card is Banished, it is removed from play and put aside in the Netherworld. Only cards or abilities that reference the Netherworld can affect cards in the Netherworld.
Chain: A Chain consist of the current player's Warriors or Artifacts played.
Chaining Colors: The Chaining Colors dictate which cards can be played after the last Warrior or Artifact played. To play an additional Warrior or Artifact during your Play Phase, you must match the Chaining Colors of the previous Warrior or Artifact played. If a card Ability changes either the Primary Color or Chaining Color, that card's color change remains until the end of the Turn.
Color Symbol: The Color symbol of the card defines it for purposes of game play. When a rule references the Color of a card, it is always referring to the card's Primary Color. There are 5 Colors in the game: Blue, Green, Red, White and Yellow.
Culture: Each God belongs to a Culture that dictates which team a God may play on in Team Matches. The God's Culture has no effects in the game otherwise.
Draw Deck: Each player has a Draw Deck that contains their Warrior, Artifact, and Disciple cards. When your Draw Deck is empty, and you need to draw or reveal a card, reshuffle your entire Discard Pile and make it your new Draw Deck.
Defense: Defense is a type of React Ability. When your God or Temple is attacked, you may play cards with React Defense from your hand to reduce the damage. At the end of the Attack, the defender's total Defense Value is subtracted from the total Attack Value. The difference is the amount of Energy lost by the target God or Temple. All Defense cards you play are put into your Discard Pile during the next Discard Phase.
Discard Phase: During the Discard Phase, you must discard all the cards in your hand and any cards in the Play Area. Any effect that happens at the beginning of the Discard Phase would occur before discarding any cards. If an effect refers to the end of your Discard Phase, it would occur after all cards are discarded, but before you move to your End Phase.
Discard Pile: During your Discard Phase, you must place all cards you played this turn, along with all cards remaining in your hand, face-up, in your Discard Pile. If your Draw Deck runs out of cards, reshuffle your Discard Pile and make a new Draw Deck. Additional Rule: The Discard Pile is available information. You may look through any player's Discard Pile at any time, but the cards' order must remain the same.
Disciple: Disciple is a type of card. Disciple cards have Abilities, such as producing a Faith Point or protecting your God somehow. Disciples have a rating of I, II or III which is used for deck building purposes. It does not have any bearing in actual game play.
Eliminated: A God is Eliminated when their Energy is reduced to 0 in a Free for All or in a Team Match if they are the Main God for their team. If a Supporting God is reduced to 0 in a Team Match, they are just Sealed.
End Phase: During the End Phase, you must resolve any effects that happen during your End Phase. These effects must be used before your opponent's Starting Phase. Any effects that may be used during your End Phase that are not used before your opponent begins their Turn will be lost.
Energy: Energy is the life force of a God or the power of a Temple. If your God runs out of Energy in a Free For All Game, you are immediately eliminated. Gods can never be reduced below 0 even if they take more Damage than they have Energy. In a Team Match, a Supporting God is Sealed if they run out of Energy. Certain God Abilities require you to pay Energy to activate them. If your Temple is reduced to 0 Energy it is destroyed and is turned face down.
Faith Points: Faith Points are used to Recruit new Warriors, Artifacts and Disciples during the Recruit Phase as well as pay some Ability costs. Usually, Faith Points are produced by Disciple cards, but some Warrior and Artifact cards can produce Faith Points as well.
Free For All: Free for All is a style of play where players play on their own against all their opponents. You win a game of Free for All by either reaching 25 Energy on your God or by Eliminating all of your opponent's Gods.
God: Your God is your avatar in the game. In a Team Match, each team has 1 Main God. All the other Gods on that team are Supporting Gods.
God Ability: Every God has unique abilities. You may only activate these abilities when it is allowed by the Ability itself. You may activate your God Ability as many times as you can pay the costs of the ability unless stated otherwise, or it is an Act Ability.
Hall of Heroes: The Hall of Heroes is the name used for the card piles in the center of the table. There are piles of Disciple, Artifact, and Warrior cards in the Hall of Heroes.
Netherworld: The Netherworld is an area where cards can be sent. No cards begin the game in the Netherworld. Cards in the Netherworld are not "in play" and cannot be targeted by any Ability or effect. Cards in the Netherworld cannot be recruited with Faith Points. Once a card has been put into the Netherworld, it will remain there for the rest of the game unless another card's Ability states otherwise.
Phases: A Turn is comprised of 5 Phases: Starting Phase, Play Phase, Recruit Phase, Discard Phase, and End Phase.
Play Area: A player's Play Area is the area where Warriors, Artifacts and Disciples are played either during their Turn or an opponent's Turn. All cards in the Play Area are Discarded to the Discard Pile during the Discard Phase unless stated otherwise.
Play Phase: During the Play Phase, you may play any Act Abilities from your God. You may also play Disciples, Artifacts and Warriors, following their rules, and use 1 Act Ability from each card you play. Any effect that happens at the beginning of the Play Phase would occur before playing any cards. If an effect refers to the end of your Play Phase, then it would occur after all cards are played but before your Recruit Phase.
Protect: Protect is a type of React ability. You can use this ability when another God or Temple (such as your teammate) is attacked. It works the same as Defense. You may not use a Protect ability for yourself. All Protect cards you play are put into the Discard Pile during the next Discard Phase.
Primary Color: Each Warrior or Artifact card has a color symbol in the top left corner. This symbol indicates the Primary Color of the card. There are also 2 smaller symbols to the side of the Primary Color. These are called the Chaining Colors. You can only play another Warrior or Artifact card if its Primary Color matches 1 of the Chaining Colors on the card you just played. That new card will have its own Chaining Colors, which will limit what cards you can play next. If a card Ability changes either the Primary Color or Chaining Color, that card's color change remains until the end of the Turn.
React: React is a type of Ability on some Warrior, Artifact, Disciple, and God cards. You may use a card that has a React Ability anytime the card Ability allows, even if it's your opponent's Turn. If a React Ability would negate another card's Ability, any Activation Costs are still paid but the Ability does not resolve.
Recruit Phase: During the Recruit Phase, you may purchase face-up cards from the Hall of Heroes. There is no limit to the number of cards you may buy and any cards that are purchased are placed on top of your Draw Deck. Any effect that happens at the beginning of the Recruit Phase would occur prior to purchasing any cards. If an effect refers to the end of your Recruit Phase, then it would occur after all cards are purchased, but before your Discard Phase.
Reincarnate: When a card is Reincarnated, the card is placed back into the pile where the card originated (Warrior Deck for Warriors, Artifact Deck for Artifacts, and the corresponding Disciple Stack for Disciples). If the card is returned to the Warrior Deck or the Artifact Deck, the stack of cards should be shuffled.
Round: A Round consists of all player's Turns. It begins with the first player's Starting Phase and ends with the last player's End Phase.
Sealed: In a Team Match, if you control a Supporting God and your Energy is reduced to 0, your God is Sealed: You must discard all of your cards and reshuffle your Discard Pile and Draw Deck. As long as your God is Sealed, you take no actions and you cannot be the target of any Ability or effect. Each Turn, you gain 1 Energy until you reach 5 Energy, at which point your God escapes the Seal and you return to the game.
Spheres of Influence: A God's Spheres of Influence determine what Temples they may control. The Temple chosen must match one of the God's 3 Spheres of Influence. There are 6 Spheres of Influence: Sun, Moon, Life, Death, War and Peace.
Starting Phase: During the Starting Phase, you must resolve any effects that happen in your Starting Phase. While there are no actions to resolve specifically in your Starting Phase, if an effect is said to happen at the beginning of the Starting Phase it would occur before any other effects. If an effect is supposed to occur at the end of the Starting Phase, then it would occur after other effects. The priority of effects in the current Starting Phase starts with the active player.
Supporting God: Supporting Gods are only used in a Team Match. A Supporting God is not Eliminated when reduced to 0 Energy, but is instead Sealed.
Team Match: In a Team Match, either 4 or 6 players are paired into two teams. One player is the Main God for their Team, and the other players are the Supporting Gods. Gods for each Team should be chosen from one Culture. The game ends when the opposing Team's Main God is Eliminated.
Temples: Temples are your God's place of worship. They can be attacked instead of an opponent's God and their Energy is reduced as in a normal attack. A Temple with 0 Energy is destroyed and turned face down.
Turns: A player's Turn consists of 5 Phases. Once a player completes their End Phase, their Turn is complete. When a card refers to a Turn, it means at any time in a Turn unless it states otherwise.
Warrior: Warriors are a type of card. There are 6 Warrior piles in the Hall of Heroes at the start of the game. You may Recruit Warriors during your Recruit Phase. You may play Warrior cards during your Play Phase to use their Act Abilities. Warriors have 5 possible colors: Blue, Green, Red, White and Yellow.
Warrior Deck: The Warrior Deck is made up of only Warriors and is constructed from all the Warriors included in The Rise of the Old Ones, or a custom set of Warriors chosen by the players. It should consist of 18 Different Warriors and should contain 5 of each Warrior. The size of the starting deck should be 90 cards. This deck will always remain face down and is shuffled at the beginning of the game. If the deck is depleted of Warrior cards, the Hall of Heroes is not refilled.