Reliquary 28

Two warbands duel amid ruins for each other's holy relic.

Two players · about 20 minutes · 36 cards on four A4 sheets · no board · no miniatures but the ones you own


Print and play, free

You hand your enemy every move you make

Three cards in your hand. Play one, set it aside, and take the card that was waiting. The card you just played is the card your opponent picks up next turn.

Reliquary descends from Onitama and keeps its cruellest idea: the hand cycles between you, so there are no secrets in it, only timing. Around that sits a skirmish game. Two warbands, two hidden relics, ruins to break the lines of sight, and a die counting down the peace.

The Pilgrim · four destinations · top of the diagram faces your opponent

What you need

Deliberately little. If you own miniatures, you already own most of this game.

  • A square grid, 8 by 8 up to 12 by 12. Chalk on a mat, a chessboard, graph paper, tape on a table. Agree the size before you set up; the warband scales with it.
  • One Hero and three to five Minions each. Any models you like, as long as the two sides can be told apart. Bigger boards take more bodies, or the armies never meet.
  • Two relic tokens, two six-sided dice, damage markers. One die is the Gamble die, the other is the Vigil counter. Coins and beads do fine for the rest.
  • The four printed sheets, and something to cut with. Pencil and paper too: you write down where your relic is hidden.

Players are not colours. You take a sigil: the Key or the Skull.

How a turn goes

One card, one mode, then the card leaves your hand and walks across the table.

  1. Play one of your three cards, in one mode only. Not a move and an attack. One or the other, or a rally.

  2. Set it aside. It becomes the waiting card, face up, where both of you can read it.

  3. Take the card that was waiting. Your hand is three again, and what you just played is now on its way to your opponent.

The three modes

Move
One piece, exactly as the diagram shows. Pieces jump, so only the landing square has to be clear. A card with no backward square carries the Escort cross , and lets a second piece take one step after it.
Attack
One attacker, and no move at all. Nine cards simply hand you your faction's attack. The other nine carry their own: a bolt at range, a hook that drags an enemy down a clear line, a gale that throws everything adjacent two squares away.
Rally
Forgo both and return a slain Minion to your back row. Quiet, slow, and now and then the only thing left worth doing.

How it ends

Slay the enemy Hero, or end a turn in your own back row carrying their relic. Heroes take four hits. Minions take one.

Carrying is the hard part. Push or pull a carrier and they drop the relic on the square they left, however far they travel. A carrier can be shot at through ruins, so there is no hiding with it either.

The Vigil

A die set to six. Every full round in which nobody loses a hit point and no relic changes hands, it drops by one. Anything at all resets it. At zero the game is called on where the relics stand: plus one for a carrier in enemy ground, minus one for one skulking at home.

You cannot win this by sitting on it.

The sheets

Black ink, no colour cartridge, nothing to assemble but a pair of scissors. Cards are butted so they share their cut lines.

BoltATTACKHero: 2 dmg, range 2,LoS.Minion: 1 dmg,adjacent.
Bolt · sheet II · 63.5 × 88.9 mm

One card, actual size

Here is what comes off the printer, at the size it comes off it: 63.5 by 88.9 mm, the width of a sleeve. The face is set across the card, so you read it turned. Every mark on it, the cut frame, the stamp, the hatched squares and the piece, is drawn by the same code that draws the sheet.

What is on each sheet

  • Sheet I

    The nine agnostic moves. Their attack is always your faction's.

    Page 1 of the card PDFPDF · 4 A4 sheets · 365 KB

  • Sheet II

    The nine unique cards. Weaker moves, stronger attacks.

    Page 2 of the card PDFPDF · 4 A4 sheets · 365 KB

  • Sheet III

    The nine factions. Each card is also your player board.

    Page 3 of the card PDFPDF · 4 A4 sheets · 365 KB

  • Sheet IV

    Shared table cards: five play aids, three Rites and the module card.

    Page 4 of the card PDFPDF · 4 A4 sheets · 365 KB

  • The rules

    One A4 side. Everything the game is.

    The rules PDFPDF · 1 A4 sheet · 129 KB

Take the sheets

Free, and free to stay that way. Print them, cut them, play tonight.

Everything you need to print
FileFormatExtentSize
Reliquary cardsPDF4 A4 sheets365 KB
Reliquary rulesPDF1 A4 sheet129 KB
In Castellano
Cartas de Reliquary (castellano)PDF4 A4 sheets367 KB
Reglas de Reliquary (castellano)PDF1 A4 sheet131 KB

There are 36 cards, nine to a sheet. Sheet I holds the nine agnostic moves, sheet II the nine unique cards, sheet III the nine factions (each one doubles as your player board), and sheet IV the shared table cards: five play aids, three Rites and the card that governs them. The rules are one A4 side, and they are the whole game.

Or print from the browser

The same sheets are served as ordinary web pages, so you can print them without downloading anything. Take the PDF if you can, though: it is the version that cannot go wrong.

Before you print from a browser, set the scale to 100 per cent and the margins to none, and turn off “fit to page”. Browsers fit and add their own margins by default, which quietly rescales the sheet: the cards come out slightly the wrong size, and you find out after you have cut them.

Printing

Five minutes of care here saves a deck that will not sleeve.

  1. Print at 100 per cent. Actual size. Turn off "fit to page", "shrink oversized pages" and any auto-rotate or centring option. The cards are drawn at 63.5 by 88.9 mm so they fit ordinary sleeves, and any scaling at all, even 97 per cent, means they will not.
  2. Do not print duplex. There are no card backs, so every sheet is single sided. If you want backs, print a second solid page and glue it behind.
  3. A4, black and white. The artwork is pure line work with no colour anywhere, so a mono cartridge is enough.
  4. Cut on the marks. Each sheet is a 3 by 3 grid with crop marks in the four margins. The cards sit edge to edge, so every cut line runs the full width or height of the sheet: eight cuts a sheet, and a trimmer beats scissors.
  5. Measure the first card before you cut the rest. 63.5 mm wide by 88.9 mm tall. If it comes up short, your printer scaled the page: fix the settings and reprint rather than trimming to fit.
  6. 200 to 300 gsm for the cards. The heaviest stock your printer will take. Plain paper glued to a backing works too, and the rules page is fine on ordinary 80 gsm.