Sibille
Sibille Rulebook
Table of Contents
Table of Contents
Game Components
Standard Box
4 Tarot decks (22 cards each); 14 Artifact cards; 12 Trinket cards; 9 Divine blessing cards; 12 Reward dice; 45 Coin tokens; 32 Tokens (prophecy / arcana / cog); Marketplace board; Fame & Power track; Divine blessing board; 16 Player discs; 1 First player token; 1 Customers bag; 36 Crystals; 9 Customer tokens; 4 Player boards; 4 Reference sheets; The rulebook.
Ascended Edition (additionally)
Metal coins; 1 First player miniature; Foil Tarot decks; Shaped tokens; Relics Expansion; Deities Expansion.
Relics Expansion (included in Ascended Edition)
This expansion introduces an extension of the market with a new board: the Temple of Fame and the Temple of Power. These mystical places are filled with legendary relics that players can obtain during the game if they are famous or powerful enough.
The Relics expansion introduces the following materials: 5 new mystical artifact cards, 3D Market board, 8 Replace tokens, Market token.
Deities Expansion (included in Ascended Edition)
This expansion introduces tracked divine blessings. Players will try to fulfill their conditions throughout the game, adding depth and fun to the Sibille experience!
The Deities expansion introduces the following materials: 4 twenty-sided dice, 5 new divine blessing cards.
Introduction
In Sibille 2 to 4 fortune tellers strive to gain the approval of a selected pantheon of deities. The gaming experience retraces the main fortune teller features: players compete to attract customers, read tarot cards, obtain mysterious artifacts and trinkets and, obviously, predict the future.
Sibille is an action selection game. Each player has a Tarot deck made up of 22 cards: the Major Arcana. Each Arcanum allows you to perform a different action. On their turn a player chooses 3 actions out of the 22 available.
A core mechanic in Sibille is Prophecy. Each fortune teller will have to try to predict their opponents' strategies in order to perform more powerful actions.
Although the rules are simple, Sibille is a very deep strategic game and several games are recommended to master it. The Math On Games team developed the mechanics and playtested the game for 5 years, in order to make it as balanced as possible.
Learn to Play
A selection of 12 cards is suggested for use during the first two rounds and ONLY DURING THE FIRST SIBILLE GAME you play. The cards can be searched for by name or by the symbol shown in the top right-hand corner. Each group of cards affects a core part of the game, as described below. The effects of these cards can be found in the Compendium after reading the rules.
Starting with the second game, players start with all 22 cards at their disposal.
The 12 cards: The Pope, The Popess, The Emperor, The Empress, Justice, The Moon, The Star, The Tower, The World, The Lovers, Death, The Hanged Man. They are grouped by what they interact with: the Fame and Power track, the Prophecy line, and the customers.
Set-Up
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Assemble the board as shown in the picture and place it in the center of the table. Roll the black reward dice and place them randomly in the first 4 marked spaces, then roll the white reward dice and place them randomly in the 4 marked spaces.
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Shuffle the artifact deck and place it on top of the game board in the designated space. Then reveal the top 3 cards of the deck and place them below it in the 3 dedicated spaces. If mystical artifacts are revealed in this way, shuffle them back into the deck and replace them immediately. Do the same with the trinkets deck. The 6 cards revealed in this way form the Marketplace.
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In a 2-player game, permanently remove 2 random customers from the game. In a 3-player game, permanently remove 1 customer from the game. Then place the remaining customer tokens in the bag, shuffle them, and draw 2 + the number of players. For each one, randomly choose a face and place it in the center of the board. During the game, the face of the customers to be drawn from the bag will not be randomly chosen unless specified.
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Draw 4 divine blessing cards and place them revealed on the board in the dedicated spaces. They represent the conditions that must be met to win the game. As soon as you fulfill the conditions of 2 or more divine blessings, you win the game immediately.
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Each player chooses a color and takes a deck of tarot cards of the chosen color, the placeholder discs fame and power and the divine blessing discs. They place the discs with the fame and power symbols on the zero of the track, then choose a player board and place it in front of them. Each player's personal area has a play line (3 card spaces) and a prophecy line (3 card spaces).
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The last player to have a sharp insight becomes the first player. Alternatively, the first player can be chosen at random. The first player receives the first player token (in the Ascended Edition, a first player miniature is also included).
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Each player receives initial resources according to their turn order:
- 1st player: 1 crystal, 3 coins and 2 prophecy tokens
- 2nd player: 4 coins and 2 prophecy tokens
Note: In Sibille, players after the first player have a chance to earn crystals before their first turn, using the prophecy mechanic (see Prediction on page 10). For this reason, the first player may be disadvantaged at the beginning of the game; however, he may be advantaged in the final rounds.
Cards Anatomy
Tarot Cards
Tarot cards are the main component of Sibille. Each player has a Tarot deck, consisting of 22 different cards representing the Major Arcana. Tarot cards allow players to select actions to take during their turn. In addition, they can produce crystals when used to predict opponents' plays.
Each tarot has two possible effects, a base one and an enhanced one. To activate the enhanced effect it will be necessary to first pay one crystal.
- Name and reference effect icon.
- Card number.
- Base effect.
- Enhanced effect. To activate this instead of the basic effect, you must pay one crystal. See the next point.
- Cost (crystal) to activate the enhanced effect instead of the base effect.
- Possible initial card symbol (the cards of the suggested first-game selection).
- Possible continuous effect symbol.
Details of the Tarot cards regarding base and enhanced effects are given in the Compendium, as well as exceptions and interactions among different Tarot cards.
Divine Blessings
Divine blessings provide conditions that players must fulfill and keep in order to win the game. The game ends when a player fulfills the conditions of two or more divine blessings. When you fulfill the condition for a divine blessing, place your color disc on the card to indicate that you have fulfilled the condition.
Some divine blessings have conditions that must be maintained: these blessings carry a "maintain" symbol (hourglass) below the condition. As long as you fulfill that condition keep your disc on the card, but if you no longer fulfill the condition, take your disc back and the divine blessing is no longer considered obtained.
Other divine blessings do not need to be maintained; as soon as you meet the condition, place your disc on the card; it cannot be removed. This is indicated by a different symbol (lightning bolt).
A divine blessing card shows: its name; the condition to meet (or maintain) to obtain the divine blessing; and the symbol describing the need to maintain the condition or not.
A list of the divine blessings with details is given in the Compendium.
Note: the game ends at the exact moment a player satisfies two or more conditions. Therefore, in the final rounds it could be very important to be first in the turn order.
Marketplace Cards
Marketplace cards are divided into 2 categories: trinkets (blue) and artifacts (red). Among the artifacts there are three extremely powerful and high-cost ones, called mystical artifacts, which are characterized by a golden frame.
At the beginning of the game, 6 cards (3 trinkets and 3 artifacts) are drawn to form the Marketplace.
During the game you can buy cards from the Marketplace (using purchase icons) and activate their effects (using cog tokens).
If you buy a trinket, you immediately choose one of the two effects shown and activate it, then place the card on the bottom of the appropriate deck.
If you buy an artifact, place it revealed next to your play line. It can be used for the rest of the game.
An artifact/trinket card shows:
- Item price in coins.
- Effect activated by paying one cog token.
- Spread: a specific combination of tarot cards. This effect can be activated during your turn if both indicated cards are revealed in your play line. It can be activated a maximum of once per turn before or after another action.
- Effect activated by paying two cog tokens (mystical artifacts).
- Passive Skill: an ability that is always active, from the time of purchase for the rest of the game.
Game Flow
Round Structure
The game is divided into Rounds. Each round is divided into 4 phases:
- PREPARATION: Players simultaneously choose the actions they are going to perform during their turn: each card describes one (or more) actions. Players select cards from their deck and place them face down in their play line.
- ACTIVATION: each player takes their turn revealing and activating the effects of cards chosen during the preparation phase, the effects of artifacts, and/or the effects of dice. The OTHER players gain one crystal for each card they correctly predicted. This phase is not simultaneous.
- CUSTOMERS: players attract customers (from the center of the board and from other players' personal areas) according to customer requests, and receive their rewards. This phase is simultaneous.
- CLEAN-UP: players take back their cards from their play line. Then, by spending prophecy tokens, they can take back cards from the prophecy line. Finally, they prepare for the next round, which will restart from the preparation phase. This phase is simultaneous.
In some phases the players act simultaneously, in others they do not. Therefore, it is appropriate to distinguish between the concepts of turn and round. Players take their turns during the ACTIVATION phase. During their turn, players act alone. Once that a player has activated the effects of their cards and performed some actions, it is the turn of the player to their left. The activation phase ends when all players have taken their turn. The term round refers to the entirety of the 4 phases mentioned above.
Customer and Resource Management: Resource management in Sibille is "dynamic." Over the course of the game, players will take rewards and resources from customers, which can change ownership from round to round.
Phase 1 - Preparation
This phase is simultaneous: all players perform the following steps simultaneously.
- Each player chooses 3 cards from their deck plus one card for each arcana token they own and lays them out face down to form their play line, then discards each arcana token. These cards will be revealed and activated during their turn, in the Activation phase (phase 2).
- Playing a card means taking a card from your deck and placing it face down in your play line. Hence, during the first step of the preparation phase, players play 3 cards plus one card for each arcana token.
- Then, if you have less than 3 cards in your prophecy line, you must fill it until you have 3 cards in it. This happens, for example, during the first round of the game when players have no cards in the prophecy line, or if prophecy tokens were used in the previous phase. The cards in the prophecy line will have no effect for the player who places them, but will guarantee a crystal gain if the same cards are revealed by other players.
Play line: cards that you will activate during your turn. Prophecy line: cards that you will try to guess from other players.
Phase 2 - Activation
This phase is NOT simultaneous. Players take their turns starting with the first player (the player with the first player token), then continuing clockwise. A player's turn is divided into the following 4 sub-phases:
REVEAL: the active player (the player whose turn it is) reveals all the cards in their play line.
PREDICTION: each other player who has cards in their prophecy line in common with the cards just revealed by the active player reveals them (if they have not already been revealed). Then, they take crystals equal to the number of revealed cards in common between their own prophecy line and the active player's play line (including those already revealed). In other words, they take crystals for each card they "correctly predicted". Placing the right cards in your prophecy line and guessing the cards played by your opponents is the main way to earn crystals. Being able to predict your opponents' plays is a key mechanic in Sibille!
PLAY: The active player activates the revealed cards in their play line in order of preference. A card is activated when it is revealed and its base or enhanced effect is activated. To activate a revealed card, the active player chooses whether to perform its base or enhanced effect. If they choose to perform the enhanced one, they must first pay one crystal. During this phase the active player can activate the effects of their artifacts (see page 13).
END OF TURN: when the active player no longer wishes to activate any cards or effects, all unused cog tokens are discarded. The turn then passes to the player to the left of the active player.
Whenever a card is revealed in a play line, it triggers players' prophecies as in the prediction phase. Therefore, this also applies to cards played with the "play a card" and "play a random card" icons.
Moving on the Fame and Power track
During their turn (or, more generally, during the round) players move along the Fame and Power track. When a player obtains a fame or power symbol, they move the corresponding disc of their color by one step forward, then they IMMEDIATELY activate the effects of the revealed faces of the dice they just passed on the track.
A die effect on the track can ONLY be activated if the disc that activates it moves from a lower to a higher number.
Please note: It is neither possible passing 16 on the Track nor downgrading from 0. If an icon causes a disc to go above 16 or downgrade from 0, the disc is instead placed at 16 or 0 respectively.
Example of a turn
The active player reveals their cards, The Empress, The Star and The Hanged Man. The blue player reveals The Empress from their prophecy line, gaining one crystal. At the same time, the white player reveals The Hanged Man, and gains one crystal for it and one crystal for The Star already revealed in his prophecy line.
The active player activates the basic effect of The Hanged Man, setting a black die on a face of their choice. Then, by activating The Empress, that player advances two spaces on the track, gaining one cog token which they use to activate the hourglass and gain one arcana token. They then activate the star, which gives them one prophecy token.
Activating Tarot Effects
Activation rules
- During their turn, the active player can activate the effects of their revealed cards in their play line. If a card is not revealed, or is not in their play line, it cannot be activated.
- A card can be activated before or after the activation of any other effect, card, or artifact during the turn.
- A card can only be activated once per turn (but it can be copied multiple times with special effects).
- Cards can be activated in any order.
- To activate a card, follow these steps:
- Choose whether to activate the base or enhanced effect.
- If you choose to activate the enhanced effect, you must pay one crystal (before unfolding the effect).
- You unfold the chosen effect in its entirety. If an effect includes multiple icons, you activate them from left to right.
Continuous effects
- Some card effects remain active as long as the card in question remains revealed in play (Strength, Judgment, The Sun, The Tower). These effects are called continuous effects and are indicated on the tarot cards with the continuous-effect symbol.
- If a card with a continuous effect stops being revealed, the effect ends. (For example, if The Tower is removed from the game with The Hermit, the customers on The Tower are no longer considered bound and return to the player board).
Dice and Random Cards
- When a player obtains a black die or white die symbol, they roll a die and immediately activate the effect of the die's result.
- When a player disc passes a die on the track, they activate its upper face.
- If a player activates a "play a random card" symbol, they immediately place a random card from their deck face down on their play line and reveal it as if they were carrying out the reveal phase. The other players then check their prophecy lines, reveal cards and gain crystals as if they were carrying out the Prediction phase. That card can be activated this turn as usual. If the symbol is activated outside of your turn, after the card is revealed any predictions are triggered, the card is immediately activated, using its BASE effect.
Artifacts and Trinkets
Purchasing rules
Players can purchase artifacts and trinkets (called marketplace cards) from the Marketplace by activating purchase icons, which can be found on The Chariot card and on the white dice. The following is a description of the purchase icons:
- Purchase an artifact or trinket, paying its coin price as explained on the card (page 7).
- Purchase an artifact or trinket, paying its coin price with a discount of x coins.
Immediately after purchasing a marketplace card, draw and reveal a new one to refill the Marketplace. If you buy multiple marketplace cards in one action, buy the first one (activate it if it's a trinket and put it on the bottom of the deck), reveal a new card, then continue buying.
Artifact activable effects and spread effects
- ACTIVABLE EFFECTS: During your turn you can use cog tokens to activate artifact effects (activable effects). The tokens can be used before or after any effect is activated on your turn, and do not necessarily have to be used all at once.
- If a cog token is used to activate an effect, it is discarded. (Unused cog tokens are always discarded at the end of your turn, phase 2.)
- RULE OF TWO: An artifact activable effect cannot be activated more than twice in a turn.
- SPREAD: A spread effect can only be activated once during your turn, before or after any other activated effect. A reading effect can only be activated if both required cards are revealed in the active player's play line.
- Both artifact effects can be activated during the turn it is purchased.
Trinket activation rules
- Immediately after purchasing a trinket, choose one of the two effects indicated by the flame icons and activate it.
- After activating the effect of a trinket, return the card to the bottom of the trinket deck. It may become available again during the game.
Phase 3 - Customers
In this phase, each player simultaneously attracts customers and then receives their payment. At the start of the game the customers are placed in the center of the board (in this case they are called free). During the game they can be found on the players' board, in which case they are called attracted. Initially customers will be attracted from the center of the table, during the game they may also be attracted from other players' boards.
Each customer token has two colored edges, one on each side. Different colors indicate different ways to attract (color / demand):
- Yellow: the customer is attracted to the player with the most fame
- Purple: the customer is attracted to the player with the most power
- Grey: the customer is attracted to the player with the most coins
- Blue: the customer is attracted to the player with the most crystals
- Red: the customer is attracted to the player with the most artifacts
- Pink: the customer is attracted to the player with the most prophecy tokens
- Green: the customer is attracted to the player with the first player token
After players have attracted customers, they place them in the appropriate spaces on their board and receive their payment. Each player receives their customers' rewards in the order they prefer. All players receive their rewards simultaneously.
Customer's anatomy: (1) The banner with the demand of the customer, according to the table above. The color referring to the customer's back demand is indicated on the sides of the banner. (2) The customer's reward.
Breaking ties
If two or more players tie for attracting a customer, the following applies:
- If the customer was previously attracted to one tying player, it doesn't move;
- If the customer is at the game board center, it doesn't move.
- If the customer was previously attracted to a non-tying player, it moves to the center of the game board.
Note: Some rewards may impact other rewards. To ensure this doesn't happen, the following golden rule applies: if a reward would affect other rewards, it is resolved last (after all players have taken the other rewards). For example, if a reward would cause a die on the track to activate, that face activates after all other rewards are collected. If in doubt, effects are activated in turn order.
Example: The white player has more power than their opponents. They then keep the purple customer, attract the purple customer from the green player's board, and attract the purple customer from the center of the board. The green player and the white player have a majority and are tied for coins. So the gray customer returns to the center of the board. The green player has equal fame to the green player (sic), so they keep the yellow customer. No player has artifacts. So the blue player keeps the red customer.
Phase 4 - Clean-Up
In this phase each player takes the cards from the play line back into their deck. Then each player uses (and discards) any number of prophecy tokens to take back cards from the prophecy line: each prophecy token spent allows one card to be taken back. The remaining unused prophecy tokens are then discarded. This phase is simultaneous. Finally, if no player has obtained two divine blessings yet, the game continues with phase 1.
Winning the Game
As soon as a player fulfills the requirement to obtain a divine blessing, that player places a disc of their color on that divine blessing. Some divine blessings are only fulfilled until the requirement is maintained. These blessings have the hourglass "maintain" symbol. If a player has a disc of their color on a divine blessing with that symbol, but no longer fulfills the condition, they take their disc back and the divine blessing is no longer considered fulfilled.
Other divine blessings (lightning bolt symbol) have conditions that do not need to be maintained: once a player places their disc on them, it can no longer be removed.
The game ends the instant a player fulfills the requirements of two divine blessings at the same time. That player immediately WINS THE GAME! If two or more players obtain a second divine blessing at the same time, the first player of them following the turn order wins the game.
Expansions
Deities Expansion
Deities Set-Up
- During step 4, instead of drawing 4 random divine blessing cards, draw one random card with the lightning-bolt condition symbol, 2 random cards with the hourglass condition symbol, and one random card with the green d20 condition symbol.
- Then give each player a 20 die of their color.
Rules
This expansion introduces "track" deities. The first time you meet the condition listed on the card, put your die on the divine blessing card and set it to 1. Each time you meet the condition again, increase your die for that deity by 1. When your die reaches the indicated number, you gain the divine blessing.
Symbol "+1": Increase the die on this card by 1.
Each divine blessing in the Deities expansion has the Deities symbol in the lower left corner.
Relics Expansion
Relics Set-Up
- During the set-up (step 2), create a separate deck of mystical artifacts (both the basic ones and those from the Relics expansion), shuffle it and separate it into two equal parts. Place one face down on the Temple of Fame and one on the Temple of Power, then reveal the top card of each. It will be possible to purchase these artifacts with purchase icons as usual, as long as the fame or power requirement is met.
- Place the market token on the Fame and Power track between two numbers, depending on the number of players as shown in the manual's diagram.
Each mystical artifact in the Relics expansion has the Relics symbol next to its name. Replace token: a token used by the Marketplace control rule below.
Rules
- As long as you have X or more fame, you can purchase the mystical artifacts revealed on the Temple of Fame, using purchase icons as usual.
- As long as you have X or more power, you can purchase the mystical artifacts revealed on the Temple of Power, using purchase icons as usual.
- X is the number of players + 4.
MARKETPLACE CONTROL: During your turn, immediately before or immediately after activating an effect, you can perform the following actions:
- Spend a cog token: put a Replace token on a marketplace card.
- Spend 2 coins (two coin icons are shown): put a Replace token on a marketplace card.
At the end of the clean-up phase, if a marketplace card has a Replace token, place it on the bottom of the appropriate deck and fill the market.
Compendium
Divine Blessings
Lightning-bolt blessings do not need to be maintained; hourglass blessings must be maintained. Names are as printed on the cards.
Musso Koroni (lightning bolt)
To obtain this divine blessing you must activate at least 10 dice faces in a single turn. Both activated dice on the tracks and rolled dice count for this objective. The Candles can help you achieve this divine blessing. (The goddess of chaos among the Bambara of Africa and the first woman to be created. She travels the world, causing sadness and disorder among humanity.)
Ade (Hades) (lightning bolt)
To obtain this divine blessing you must return at least 5 customers to the customer bag in a single turn. (God of Hades, of shadows and the dead; also known as "Underground".)
Quetzacoatl (lightning bolt)
To obtain this divine blessing you must have 9 cards in your play line during a single turn (so you can only get the blessing during your turn, in the activation phase). (Aztec deity related to wind, Venus, Sun, merchants, arts, crafts, knowledge and learning.)
Apollo (lightning bolt)
To obtain this divine blessing you must obtain crystals for 3 different cards in your prophecy line during a single prediction sub-phase. (God of music, intellect and prophecy.)
Odino (hourglass)
To obtain this divine blessing you must have and maintain a number of crystals depending on the number of players in the game: 9 crystals in a 2 players game, 11 crystals in a 3 players game, 13 crystals in a 4 players game. (Odin, the "Father of the Gods" in Norse mythology.)
Mammon (hourglass)
To obtain this divine blessing you must obtain and maintain a number of coins greater or equal than: 40 coins in a 2 players game, 35 coins in a 3 players game, 30 coins in a 4 players game. (The personification of profit, wealth and greed.)
Yue Lao (hourglass)
To obtain this divine blessing you must have attracted at least 6 customers (in your play area or bound). (God of marriages and love in Chinese mythology.)
Thoth (hourglass)
To obtain this divine blessing you must have 4 artifacts. Both artifacts and mystical artifacts count. (Egyptian god of wisdom, writing and mathematics.)
Inari (hourglass)
To obtain this divine blessing you must have a sum of fame and power at least equal to 25. (Japanese deity of fertility, foxes, industry and earthly success.)
Divine Blessings - Deities Expansion (track deities, die symbol)
Nabu
The first time you spend a prophecy token, put your die on this card and set it to 1. Each time you spend a prophecy token, increase your die by 1. If your die is set to 13, you gain the divine blessing.
Ananke
The first time you play The Fool, put your die on Ananke and set it to 1. If there is a tarot card in your play line with the same number as your die, increase your die by 1. If your die is set to 20, you gain the divine blessing. In summary, to receive Ananke's blessing you must play the Tarot cards in order from 0 to 19.
Lakshmi & Vishnu
The first time you activate a Spread effect, put your die on this card and set it to 1. Each time you activate a Spread effect, increase your die by 1. If your die is set to 5, you gain the divine blessing.
Bacchus
The first time you buy a trinket, put your die on this card and set it to 1. Each time you buy a trinket, increase your die by 1. If your die is set to 10, you gain the divine blessing.
Utu
At the end of the clean-up phase, if you have the first player token, increase your die by 1 (the first time you put your die on this card and set it to 1). The target number depends on the number of players (the card shows 6, 5 and 4 against the player-count icons).
Tarots
The Fool
Base effect: pay one crystal to copy the base effect of another card in your play line. The effect applies even if the copied card cannot be activated (e.g. due to Judgement).
Enhanced effect: pay one crystal (so a total of 2 crystals) to copy the base effect of 2 cards in your play line. You may choose 2 different cards or activate the base effect of a single card twice.
THE FOOL CANNOT COPY STRENGTH'S EFFECT.
The Magician
Base effect: gain 1 cog token.
Enhanced effect: gain 2 cog tokens.
Note: during your turn you may spend cog tokens to activate the effects of your artifacts. However, you must discard any unused cog tokens at the end of your turn.
The Empress
Base effect: gain 2 fame. If you pass any dice on the track, activate its upper face.
Enhanced effect: gain 3 fame. If you pass any dice on the track, activate its upper face.
The Pope
Base effect: gain 2 power. If you pass any dice on the track, activate its upper face.
Enhanced effect: gain 3 power. If you pass any dice on the track, activate its upper face.
The Popess
Base effect: gain 1 power. If you pass any dice on the track, activate its upper face.
Enhanced effect: gain 2 power. If you pass any dice on the track, activate its upper face.
The Emperor
Base effect: gain 1 fame. If you pass any dice on the track, activate its upper face.
Enhanced effect: gain 2 fame. If you pass any dice on the track, activate its upper face.
The Lovers
Base effect: attract a customer. That customer is not bound.
Enhanced effect: attract up to 2 customers. Those customers are not bound.
Attracting customers (even without binding them) could be very useful in situations of tie. See "Breaking ties".
The Chariot
Base effect: Purchase one card from the Marketplace.
Enhanced effect: Purchase two cards from the Marketplace.
Justice
Base effect: The player with the most fame loses 1 fame; then the player with the most power loses 1 power; then the player with the most coins loses 1 coin. If two or more players tie before losing resources, the active player chooses who among them loses resources (they may choose more than one player in this way).
Enhanced effect: Same as the base effect, but twice as many resources are lost.
The Hermit
Base effect: If there are any cards removed from play, return them immediately to their owners' deck. Then, choose either a revealed card from a play line or a Strength card (which can be found revealed on top of another card). Remove the chosen card and your Hermit from play.
Enhanced effect: If there are any cards removed from play, immediately return them to their owners' deck. Then, choose either a card from a play line or a Strength card (which can be found revealed on top of another card). Remove the chosen card and your Hermit from play.
Note - Hermit and continuous effects: If a card is removed from play it can no longer have any effect unless otherwise specified. If a card with a continuous effect is removed, that effect ends. If Judgement is removed from the game, it will have no effect for the rest of the round and the predicted cards may be activated. If The Tower is removed from the game, its bound customers return to the owner's board, and they will no longer be considered bound. If Strength is removed from play, the card targeted by Strength will no longer be subject to its power, and if it had been enhanced, the player who was affected may use prophecy tokens as normal. If the enhanced Sun is removed from play, the first player token can be moved as usual for the rest of the round.
The Wheel
Base effect: Roll 2 black dice (the ones that are not on the track) at the same time and activate the resulting effects. You can activate their effects in any order.
Enhanced effect: Roll 2 white dice (the ones that are not on the track) at the same time and activate the resulting effects. You can activate their effects in any order.
Note - Order of effects: One die may allow you to activate one or more effects before the effect of the second die is performed. In that case, perform the effect of the first die and all subsequent effects. Then, activate the effect of the second die.
Strength
Base effect: Place Strength on top of a revealed or unrevealed card in the play line of one of your opponents. That card cannot leave the play line for the rest of the round. During the clean-up phase, take Strength to your deck. The card underneath Strength remains in the owner's play line, who must turn it face down. During the next preparation phase, that card is considered to be already chosen by that player, who must then choose only two cards (plus the number of arcana tokens) instead of three. During the next activation phase, that card will be revealed as usual, will earn crystals to the opponents who correctly predicted it, and will be activated as usual. This is a continuous effect.
Significant Interactions: If Strength is placed on top of another Strength card, the latter cannot be activated because it cannot leave the play line. If Strength is placed on top of The Hermit, the latter cannot be activated. Strength cannot be placed on top of another Strength card that has already activated and is on top of another card.
Exception: The base effect of Strength cannot be copied by The Fool.
Enhanced effect: Perform the base effect. Furthermore, the owner of the affected card may not use prophecy tokens for the rest of the round. They may however activate effects with the prophecy-token icon.
The Hanged Man
Base effect: Flip one unbound customer in play (either free or on a player's board) or choose a die on the track and set its upper face (you don't take that die's reward this way).
Enhanced effect: Flip two unbound customers in play (free or on a player's boards).
Death
Base effect: Put one unbound customer back into the bag of customers.
Enhanced effect: Put up to two unbound customers back into the bag of customers.
If you find yourself behind on the fame and power tracks, removing resources from the game might be a smart way to reduce the distance between you and the other players.
Temperance
Base effect: gain 1 arcana token. You can use that token during the next preparation phase to play an additional card.
Enhanced effect: Immediately play a card from your deck and reveal it. You can activate it this turn as usual.
If you are last in the turn order, the enhanced effect of Temperance can be very useful: you can play a card based on the information received during the round and the status of the game.
The Devil
Base effect: spend 1 coin to gain 1 crystal.
Enhanced effect: gain 3 coins.
The Devil can help you quickly acquire artifacts that increase your possible choices amount for the rest of the game. In addition, it allows you to activate an enhanced effect of another Tarot at the cost of one coin.
The Tower
Base effect: bind a customer in your possession. A bound customer cannot be normally attracted by other players, so it will remain in your possession as long as it remains bound.
Enhanced effect: binds up to two customers in your possession.
Please note: bound customers cannot be put back into the bag, cannot change their position - they remain on The Tower card - and cannot be flipped. If the effect of The Tower ends, the customers on it return to your board (for example in phase 4 when you take cards back into your hand from your play line).
Both the base and enhanced effects are continuous effects.
The Star
Base effect: gain 1 prophecy token.
Enhanced effect: swap a card in your prophecy line for a card from your deck (covered) immediately. You can also choose the same card you replaced, taking it back into your deck and putting it back face down into the prophecy line. This effect can be activated even if you are subject to the enhanced effect of Strength.
The Moon
Base effect: gain 2 prophecy tokens.
Enhanced effect: gain 3 prophecy tokens.
Switching the cards in the prophecy line often is crucial to earning crystals and having more options for which cards to play. An important concept in Sibille: cards in the prophecy line cannot be played as long as they remain there!
The Sun
Base effect: choose a player and give them the first player token, then gain 1 coin.
Enhanced effect: choose a player and give them the first player token, then gain 1 coin. The first player token cannot change its position until the next round. This is a continuous effect, valid as long as this card remains revealed in play. If this card stops being revealed, the effect ends.
Judgment
Base effect: for the rest of the round, when you predict a card (when the active player reveals a card that matches one in your prophecy line), that card cannot be activated. This is a continuous effect, valid as long as this card remains revealed in a play line. If this card is no longer being revealed or is no longer in a play line, this effect ends.
Enhanced effect: in addition to the base effect, look at all the cards in the play line of a player of your choice.
The World
Base effect: draw a random customer from the bag. Choose which of the token face is up and place it in the middle of the game board as free customer.
Enhanced effect: draw up to two random customers from the bag (one at a time). Choose which of token faces are up and place them in the middle of the game board as free customers.
Artifacts
Each artifact has a coin price (shown on the card), a one-cog-token effect and a Spread effect (the two Tarot cards of the spread are shown only as pictures in the manual).
Balance (price 8)
Cog effect: The player with the most crystals loses one crystal. If two or more players tie, choose one player to lose a crystal (you can also select more than one player in a tie). Spread effect: Gain one crystal.
Candles (price 6)
Cog effect: Choose a black die from the track and activate its effect immediately. Then roll it again and place it back in the same slot. Do NOT activate the resulting effect of this roll. This effect can help you with Musso Koroni condition (see Divine blessings). Spread effect: Look at all the cards removed from the game and activate the base effect of one of them. This may return all the removed cards to their owners' deck (e.g. if you choose The Hermit). If you choose The Hermit of your opponent, it will return to the owner's deck and you will be able to remove a card of your choice from play, including that player's. This may permanently remove The Hermit and another card of that opponent from play.
Hourglass (price 8)
Cog effect: Gain 1 arcana token. This token will allow you to play an additional card during the next preparation phase. Spread effect: Choose a die from the track and set its upper face as you want.
Arcanite (price 7)
Cog effect: Gain one crystal. Spread effect: Roll a black die and activate the resulting effect.
Norse Runes (price 6)
Cog effect: Gain 2 coins. Spread effect: Purchase a card from the Marketplace by paying its price.
Ritual Altar (price 8)
Cog effect: Choose an unbound customer and put it in the customer bag. Spread effect: Gain 1 fame.
Crystal Orb (price 7)
Cog effect: Copy the base effect of a revealed card in your prophecy line. Spread effect: You may look at all the face-down cards played by one player of your choice. Also gain 1 power.
Astrolabe (price 9)
Cog effect: Obtain the reward of a customer in your play area (either on your board or bound on one of your cards). Exception: you may not use this artifact to receive rewards that provide cog tokens. Spread effect: Obtain 1 prophecy token.
Sacred Scriptures (price 7)
Cog effect: Gain 1 power. Spread effect: Gain 1 fame.
Sovereign's Scepter (price 7)
Cog effect: Gain 1 fame. Spread effect: Gain 1 power.
Love Potion (price 6)
Cog effect: Attract a customer (either free or attracted by another player). The attracted customer is NOT bound, so it will move normally during the client phase (phase 3). For example, in case of a tie it will remain in your possession and you will receive its rewards. Spread effect: Flip a customer token.
Mystical Artifacts
Mystical artifacts cost 15 coins (as shown on the cards) and are activated with two cog tokens.
The Scroll of Babel
Two-cog effect: You can place a card from your deck under this card. Then activate the base effect of each card under it. You can choose the order in which you activate them. Passive: At the beginning of phase 4 (clean-up phase), return any cards below the Scroll to your deck if there are three or more of them.
The Mask of Bacchanalia
Two-cog effect: In this turn you can activate the effects of the dice on the track twice when you pass them. You gain either 1 power or 1 fame. YOU CAN ACTIVATE THIS EFFECT ONLY ONCE PER TURN. Passive: At the beginning of your turn, place a die on the track on a face of your choice.
The Homunculus
Two-cog effect: Activate the base effect on all cards revealed in your prophecy line, choosing the activation order. If a card leaves your prophecy line this way, immediately replace it with a face-down card from your deck. Passive: You gain two crystals in place of one in the prediction sub-phase when you correctly predict the cards played by other players.
DOUBLE VALUE RULE: Mystical artifacts count double for attracting customers that are looking for artifacts.
Note: Mystical artifacts do not count double for divine blessings' conditions.
Relics Expansion (mystical artifacts)
The Chest of Awen
Effect: Buy a trinket from the Marketplace at no cost. Passive: You do not have to discard the cog, arcana and prophecy tokens during the appropriate phase.
The Medicean Crown
Effect (activated by the fame/power-type cost shown on the card): Exchange this artifact with an opponent's artifact. Passive: Double the rewards you receive from customers.
The Glove of the Fae King
Two-cog effect: Copy the effect of an opponent's non-mystical artifact that costs exactly one cog token, at a discount of 1 cog token. Then that player gains 1 cog token. Spend a prophecy token: Immediately swap a card in your prophecy line for a card from your deck (covered). You can activate this effect even if you are subject to the enhanced effect of Strength. Then an opponent gains a prophecy token. Play-a-card effect: Play a card from your deck and reveal it immediately. You can activate it and enhance it normally this turn. Then an opponent of your choice gains 1 arcana token.
The Horn of Plenty
Effect: Gain 3 coins or 1 prophecy token. Spend a prophecy token: Gain 1 crystal or 1 arcana token.
Yata no Kagami
Effect: Copy the spread effect of an artifact owned by an opponent. Passive: You can activate your spreads up to 3 times instead of 1. Gain 2 coins whenever you activate a spread (yours or using this card's effect).
Trinkets
Choose one of the two effects when you buy a trinket.
Mandragora Flower (price 2)
- You can immediately exchange a card from your prophecy line for a face-down card from your deck. You can activate this effect even if you are subject to the enhanced effect of Strength.
- Choose a die from the track and reposition it however you like.
Hermit's Lantern (price 4)
- Each player returns their removed from play cards to their deck, then remove a revealed card in a play line (or a revealed Strength card).
- Copy the base effect of a revealed removed from play card.
Tower's Key (price 4)
- Bind two customers you have in your play area. Put this card near your play area to keep track of this effect and place the customers that you have bound on top of it. At the end of this round (step 4) put this card at the bottom of the trinkets deck. The customers on it remain in your possession, but are no longer bound.
- Choose a revealed The Tower card in play (not in a prophecy line or removed from play). The owner immediately takes it back into his deck. Its continuous effect ceases to be active.
Raw Gemstone (price 2)
- Gain 1 crystal.
- Gain 4 coins.
Shamanic Feather (price 2)
- Draw a random customer token from the bag, choose a face and place it in the center of the board as a free customer.
- Put an unbound customer back in the client bag.
Incense (price 5)
- Gain 2 arcana tokens.
- Play a random card and reveal it, then play another card and reveal it. You can activate those cards this turn. If it's not your turn you can activate their base effect immediately starting from the random played card.
Runic Die (price 4)
- Roll two white dice. Reveal the new trinket from the Marketplace after you have activated the effects of the dice you rolled.
- Roll two black dice and gain one cog token. Reveal the new Marketplace trinket after you have activated the effects of the dice you rolled.
Maquillage (price 4)
- Copy the base effect of a card in your play line. You can't copy the effect of Strength.
- Copy the base effect of a revealed card in your prophecy line.
Binding Contract (price 3)
- Place this card on top of an opponent's card in a play line (revealed or unrevealed). That card cannot leave the play line for the rest of the round. For details and interactions see Strength.
- Choose a revealed Strength card in a play line (not in a prophecy line or removed from play). The owner takes it back into his or her deck immediately. Its continuous effect ends.
Justice Sword (price 3)
- The player with the most fame loses 2 fame; then the player with the most power loses 2 power; then the player with the most coins loses 2 coins. For a tie situation see Justice.
- The player with the most crystals loses 2 crystals. For a tie situation apply Justice rules.
Sacred Scarab (price 4)
- Gain 2 power.
- Gain 1 power, then choose a player: that player obtains the first player token.
King's Chalice (price 4)
- Gain 2 fame.
- Gain 1 fame, then choose a player: that player obtains the first player token.
Icon Glossary (Reference)
- Attract a customer (put them on your board). This effect does not bind that customer. You can't attract a bound customer.
- Gain 1 fame; gain 1 power.
- The player with the most fame loses one fame. The player with the most power loses one power. The player with the most coins loses one coin.
- The affected player cannot use prophecy tokens for the rest of the round.
- For the rest of the round, when you predict a card, that card cannot be activated.
- Gain 1 coin. Spend 1 coin to gain 1 crystal.
- Roll a black die. Roll a white die.
- Set a die on the track to a face up of your choice.
- Take a customer from your board and place him on this card. As long as he remains there, that customer will be bound (he cannot be eliminated, flipped or attracted while he is bound).
- Flip a customer. You cannot choose a bound customer.
- Draw a random customer from the bag, choose a face and place it in the center of the board as a free customer.
- Choose a customer in the game and put it back in the customer bag. You cannot choose a bound customer.
- Gain 1 prophecy token. In the clean-up phase you can spend it to take back a card from your prophecy line in your hand.
- Immediately exchange a card from your prophecy line with a card from your deck (face down).
- Choose a player and give him the first player token.
- Choose a player and give them the first player token. The token cannot be given to another player for the remainder of the round.
- Play a card and reveal it. You can activate it normally this turn.
- Gain 1 arcana token (during the next preparation phase you will be able to play an additional card).
Playing with Your Own Tarot Deck
If you are a Tarot fan, you can play Sibille with your deck! The Math On Games team has created clear cards for this purpose! You can use clear cards with any 70x120mm Major Arcana deck, using the appropriately sized sleeves. In Sibille, the traditional 22 Major Arcana are used (for example, those of the Tarot de Marseille). Some decks may have differences in the names or numbering of the cards. Before using the clear cards, it is advisable to check that your deck corresponds to the one provided by Sibille.