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Warriors of the Promised Land

Warriors of the Promised Land Rulebook

Table of Contents

Table of Contents

  • Looking at the Cards in Play
  • Getting Ready to Play
  • Special Situations
    • Coriantumr and Shiz
    • Tie
    • Competing Cards
  • Armory Cards Appendix

Looking at the Cards in Play

The sheet labels the parts of a card as follows:

  • Name
  • Righteous (yellow) / Wicked (red)
  • Icons
  • Special Abilities or Bonus Points
  • Biography

The labelled examples are the Primary (Warrior) Card and the Secondary Cards.

Getting Ready to Play

  1. Separate the Warrior (gold-bordered) cards from the Armory (blue-bordered) cards and shuffle both decks.
  2. Deal out both decks facedown so that each player has a deck of Warrior cards and a deck of Armory cards. Warrior cards should be on the left and Armory cards on the right in front of each player.
  3. Each player now draws 3 cards from his/her Warrior pile and 3 from his/her Armory pile for a total of six in his/her hand.
  4. Flip a coin, draw straws, or bicker amongst yourselves to see who goes first. Play will then proceed clockwise.

The setup diagram is labelled Warrior Pile, Armory Pile, and Discard Pile.

Special Situations

Coriantumr and Shiz

If a battle finds Coriantumr and Shiz facing off against each other (whether as primary or secondary cards), a special battle ensues. Follow the standard sequence of play for the battle until all played cards are revealed. Then each opponent must lay down all six cards in his/her hand to help in the battle. Each opponent may then use any cards from his/her six that can be played with the cards currently in play.

The points are then calculated and the winner takes all of his opponent's played cards, including any of the six that were not able to be used. The winner takes his opponent's cards and places them in the Discard pile, including the six from the winner's own hand (but not his/her original cards in play if there are more Challenges to make). Both players, having their current hands decimated, must choose six new cards from their decks (3 Warrior and 3 Armory). Play continues normally with the winner challenging another opponent until everyone has been challenged.

Tie

If the battle between two players ends in a tie, the player who made the Challenge has the advantage and wins the battle.

Competing Cards

There may be times when a Challenge may be decided by the taking or disabling of an opponent's card, such as if one player has the Escape card and his/her opponent has the Conversion or Dissenter card. As soon as a card is revealed, it may be used. If a player chooses not to use the card's abilities before the next card is revealed in the Challenge, it may be taken or disabled by an opponent.

Armory Cards Appendix

  • Ambush (3 cards): When played with a Righteous Warrior this card is worth 3 points, and when played with a Wicked Warrior it is worth 2 points. One Ambush card will disable one Reinforcements card.
  • Armor (3 cards): This shields all your cards by subtracting one of your opponent's points for each weapon card (Arrows, Javelin, Sword, and/or Sling and Stone) your opponent plays.
  • Arrow (3 cards): Add 2 points to your total.
  • Assassination (3 cards): Add 3 points to your total.
  • Conversion (3 cards): Take one secondary card from your opponent and add it to your cards in play. If this card cannot be used with your cards in play, you still retain it and will add it to your Discard pile if you win the Challenge. You can only use the Conversion card once per Battle round.
  • Deception (3 cards): Take a card from the six cards in your hand to add it to the cards in play. The card stays in play for the rest of the battle round. If you lose the Challenge, your opponent takes the extra card with the rest he/she has won. The Deception card may only be used once per Battle round.
  • Dissenter (3 cards): Take one secondary card from your opponent and add it to your cards in play. If this card cannot be used with your cards in play, you still retain it and will add it to your Discard pile if you win the Challenge. You can only use the Dissenter card once per Battle round.
  • Escape (3 cards): At any time during a Challenge, you may disable one of your opponent's secondary cards. If you lose the Challenge, your opponent's disabled card is returned to play. This card may be used once in each Challenge of a Battle round.
  • Faith (5 cards): Add 3 points to any Righteous primary card. There are 5 expressions of Faith: Love, Vision, Repentance, Revelation, and Steadfast. Depending on the Faith card you have, you may be given bonus points with certain Warrior cards as listed in that card's "Special Abilities" section (example: Nephi and the Faith: Vision card would give a player 1 point for Nephi, 3 points for Faith: Vision, and 2 bonus points for a total of 6 points).
  • Faithful Women (3 cards): This card doubles the total points of the holder's cards in play.
  • Fortress (4 cards): This card disables an opponent's weapon cards (Arrows, Javelin, Sword, and/or Sling & Stone). If the player whose cards have been disabled wins, his/her disabled cards are returned to play.
  • Javelin (3 cards): Add 2 points to your total.
  • Liahona (3 cards): Add 2 points to your total.
  • Murmuring (3 cards): Add 2 points to any Wicked primary card. One Murmuring card disables one Faithful Women card in play.
  • Plates (3 cards): Add 2 points to your total.
  • Prayer (4 cards): Add 3 points to your total.
  • Prophesy (2 cards): Add 2 points to your total. In addition, if you are the challenger, you may privately look at two players' facedown cards before deciding which player to challenge.
  • Reinforcements (3 cards): Add 2 points to your total.
  • Secret Combination (3 cards): Add 5 points to your total.
  • Shield (3 cards): This shields all your cards by subtracting one of your opponent's points for each weapon card (Arrows, Javelin, Sword, and/or Sling & Stone) your opponent plays.
  • Sleep (3 cards): This card disables all Fortress, Shield, and Armor cards an opponent plays.
  • Sling & Stone (3 cards): Add 2 points to your total.
  • Stoning (3 cards): Add 2 points to your total, or add 3 points to your total if you play this card against a prophet.
  • Sword of Laban (3 cards): Add 2 points to your total. In addition, this card doubles points of all your weapon cards (Arrows, Javelin, Sword, and/or Sling & Stone) as well as Shield and Armor cards (example: Arrows cards would now be worth 4 points and a Shield would block 2 points instead of 1). This is not grouped with the other weapon cards and is therefore not affected by Shield, Armor, or Fortress cards.
  • Sword (4 cards): Add 2 points to your total.
  • Wickedness (5 cards): Add 3 points to any Wicked primary card. There are 5 expressions of Wickedness: Greed, Pride, Hatred, Anger, Seek for Power. Depending on the Wickedness card you have, you may be given bonus points with certain Warrior cards as listed in that card's "Special Abilities" section (example: King Noah and the Wickedness: Pride card would give a player 1 point for King Noah, 3 points for the Wickedness: Pride card, and 2 bonus points for a total of 6 points).