Slay the enemy Hero, or Steal: end a turn in your own back row carrying the enemy Relic, however you got there.
The Vigil: Each full round with no HP lost and no Relic picked up or dropped lowers the die by 1; anything else resets it to 6. Any HP loss counts, including your own pieces'. At 0 the game ends. Each player scores +1 for a carrier in the enemy half, −1 for one in their own half. Higher score wins, then less Hero damage, then more Minions, then a draw.
You need: a square grid, 8×8 to 12×12, per player 1 Hero + 3 to 5 Minions + 1 spare Minion + 1 Relic token, the 18-card deck, 3 Rite cards, 9 Faction cards (yours holds your HP track and your slain Minions), 2 d6 (Gamble die + Vigil counter), damage tokens.
Agree a size, then use its row:
| Board | Minions each | Ruins | Deploy rows |
|---|---|---|---|
| 8×8 | 3 | 4 | 2 |
| 9×9 to 10×10 | 4 | 6 | 2 |
| 11×11 to 12×12 | 5 | 8 | 3 |
Bigger boards need more bodies, or the armies never meet.
Part of the base game: every player has a Rite.
Draft at setup step 5, once the Ruins are down and the first player is known: the second player picks first, the first player takes one of the remaining two, and the last is dealt out of the game face-down. A Rite is played with any card in place of its move and attack, once per game, then discarded. Every Rite sets the Vigil to 6.
EXHUMATION. Place a new Minion on any empty square in your back row. Set the Vigil to 6.
DESECRATION. Remove a Ruin in your half. Place a new Minion on the cleared square. Set the Vigil to 6.
HARROW. Place one slain enemy Minion on any empty square in your back row. It fights under your sigil. Mark it. Set the Vigil to 6.
Play 1 of your 3 cards in one mode, then set it aside as the new waiting card and take the old one. The card you played reaches your opponent next turn.
If any card offers a legal play you must make one, and an ATTACK or a RITE is legal only if its effect can be carried out in full. If nothing is legal, pass any card and take the waiting one. Neither player may ATTACK on their own first turn.