Reliquary
Two warbands duel amid ruins for each other's holy relic.
2 PLAYERS · ~20 MIN
SETUP

You need: a square grid, 8×8 to 12×12, per player 1 Hero + 3 to 5 Minions + 1 Relic token, the 18-card deck, 9 Faction cards (yours holds your HP track and your slain Minions), 2 d6 (Gamble die + Vigil counter), damage tokens, pencil and paper.

Board scale

Agree a size, then use its row:

BoardMinions eachRuinsDeploy rows
8×8342
9×9 to 10×10462
11×11 to 12×12583

Bigger boards need more bodies, or the armies never meet.

  1. Take a sigil, Key or Skull. The row nearest you is your back row; your half is every row on your side of the middle. On odd boards the centre row belongs to neither player.
  2. Mark the Ruin squares: players alternate placing pairs (a square and its 180° rotation about the centre), Key first. Never a back row, never the exact centre.
  3. Secretly pick a Faction card, reveal together, and both pick again if you matched. It gives your Faction Attack, and for some factions a Passive.
  4. Deal 7 cards: 3 face-up to each player, 1 aside as the waiting card. Its stamp takes the first turn. Box the rest. Set the Vigil die to 6.
  5. Deploy: first player first, alternate placing one piece at a time, into the rows nearest you; the table says how many. Hero last.
  6. Hide your Relic: secretly write down a square in your half left empty after deployment. Not your back row, not a Ruin.

Your turn

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 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.

Combat

The Relic

WINNING
THE VIGIL

Slay the enemy Hero, or Steal: end a turn in your own back row carrying the enemy Relic, however you got there.

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'; a mere reveal does not. 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.

RELIQUARY · RULES · ONE PAGE