null  null
Technical Field Manual
Rev 1.04.00
Risk Godstorm Technical Field Manual
2
Table of Contents
Revision History .......................................................................................................................... 5
List of Tables ............................................................................................................................... 6
List of Figures .............................................................................................................................. 6
1. Introduction.......................................................................................................................... 7
1.1.
Overview...................................................................................................................... 7
1.2.
Updates ........................................................................................................................ 7
2. Game Components & Terminology..................................................................................... 8
2.1.
Common Area.............................................................................................................. 8
2.2.
Rounding Down ........................................................................................................... 8
2.3.
Factions ........................................................................................................................ 8
2.4.
Player’s Area................................................................................................................ 8
2.5.
Relic ............................................................................................................................. 8
2.6.
Epoch ........................................................................................................................... 8
2.7.
Reference Card............................................................................................................. 8
2.8.
Epoch Marker............................................................................................................. 10
2.9.
Faith Tokens............................................................................................................... 10
2.10.
Faith Pool ............................................................................................................... 11
2.11.
Plague Token ......................................................................................................... 11
2.12.
Turn Order Tokens................................................................................................. 11
2.13.
Pantheon................................................................................................................. 11
2.14.
Banish .................................................................................................................... 13
2.15.
Godswar ................................................................................................................. 13
2.16.
In Hand, In Play, Out of Play................................................................................. 13
2.17.
Maps....................................................................................................................... 13
2.17.1. Ancient Earth Map ............................................................................................. 14
2.17.2. Underworld Map................................................................................................ 14
2.18.
Controlling a Territory or Space ............................................................................ 17
2.19.
Cards ...................................................................................................................... 17
2.19.1. Territory Cards................................................................................................... 18
2.19.2. Miracle Cards..................................................................................................... 18
2.20.
Dice ........................................................................................................................ 19
2.21.
Units (Plastic Playing Pieces) ................................................................................ 20
2.21.1. Gods ................................................................................................................... 20
2.21.2. Armies................................................................................................................ 20
2.21.3. Temples.............................................................................................................. 20
2.22.
Army Resource Pool & Other Army Locations..................................................... 21
2.23.
Atlantis Lost Marker .............................................................................................. 21
2.24.
Maelstrom .............................................................................................................. 22
3. Setup .................................................................................................................................. 23
3.1.
Choose Factions ......................................................................................................... 23
3.2.
Determine Plague Territories..................................................................................... 23
3.2.1.
The Effect of Plague Territories ........................................................................ 23
3.3.
Populate the Map ....................................................................................................... 24
3.3.1.
Special Two Player Setup .................................................................................. 24
3.3.2.
Three, Four and Five Player Setup .................................................................... 24
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
3
3.3.3.
Place War Gods & Temples............................................................................... 25
4. Game Play.......................................................................................................................... 26
4.1.
Bid for Turn Order ..................................................................................................... 26
4.2.
A Player Turn............................................................................................................. 26
4.2.1.
Raise Armies & Collect Faith ............................................................................ 27
4.2.2.
Summon Gods and Build Temples .................................................................... 28
4.2.3.
Obtain Miracle Cards......................................................................................... 29
4.2.4.
Play Miracle Cards (Death and/or War Cards) .................................................. 29
4.2.5.
Suffer Plague...................................................................................................... 30
4.2.6.
Invade an Ancient Earth Territory ..................................................................... 30
4.2.7.
Fortify a Position................................................................................................ 35
4.2.8.
Embark from Heaven (to the Underworld)........................................................ 35
4.2.9.
Invade Underworld ............................................................................................ 36
4.2.10. End Turn ............................................................................................................ 36
4.3.
End of Epoch.............................................................................................................. 37
4.4.
End Game Victory Conditions................................................................................... 37
5. Miracle Cards in Review ................................................................................................... 39
5.1.
War Cards .................................................................................................................. 40
5.2.
Death Cards................................................................................................................ 44
5.3.
Sky Cards ................................................................................................................... 47
5.4.
Magic Cards (Relics) ................................................................................................. 49
6. Limitations & Criticism ..................................................................................................... 53
6.1.
Maps........................................................................................................................... 53
6.2.
Pieces ......................................................................................................................... 53
6.3.
Maelstrom .................................................................................................................. 53
7. Strategy .............................................................................................................................. 54
7.1.
The Map ..................................................................................................................... 54
7.2.
Bidding for Turn Order.............................................................................................. 55
7.3.
The Gods.................................................................................................................... 56
7.4.
The Miracle Cards...................................................................................................... 57
7.5.
Temples...................................................................................................................... 62
7.6.
General Play............................................................................................................... 62
8. Variants - House Rules ...................................................................................................... 64
8.1.
Setup Variants............................................................................................................ 64
8.2.
Play Variants.............................................................................................................. 65
9. References & Resources .................................................................................................... 69
9.1.
Avalon Hill’s Risk Godstorm Website ...................................................................... 69
9.1.1.
Official Rules ..................................................................................................... 69
9.1.2.
Frequently Asked Questions .............................................................................. 69
9.1.3.
On-Line Demo ................................................................................................... 69
9.1.4.
Forum................................................................................................................. 69
9.1.5.
Review Series..................................................................................................... 69
9.2.
Board Game Geeks .................................................................................................... 69
9.2.1.
Forum................................................................................................................. 69
9.2.2.
Downloads ......................................................................................................... 69
9.3.
Other Websources ...................................................................................................... 69
All Trade Marks & Images are the property of their respective owners.
10.
11.
12.
13.
Risk Godstorm Technical Field Manual
4
Appendix A – Proposed Uber House Rules................................................................... 71
Appendix B – Avalon Hill’s FAQ from 2004 ............................................................... 74
Appendix C – Analysis of Faith Generation.................................................................. 77
Appendix D – Player Guide with Uber House Rules .................................................... 78
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
5
Revision History
Revision
Date
Description
0.00.00 11/29/2007 Initial outline
Added Title page and updated Terminology
0.00.01 11/30/2007
section
Wrote section describing game components
0.05.00 12/01/2007
& terminology
0.10.20 12/02/2007 Wrote the Setup section
0.55.78
12/03/2007 Wrote the Game Play section
0.60.57
0.70.33
0.83.42
0.92.61
0.98.00
0.99.98
1.00.00
12/04/2007
12/04/2007
12/06/2007
12/07/2007
12/07/2007
12/09/2007
12/11/2007
1.00.07
12/12/2007
1.00.08
12/21/2007
1.00.09
12/26/2007
1.01.00
12/27/2007
1.02.00
12/28/2007
1.03.00
12/29/2007
1.04.00
01/02/2008
Wrote the Miracle Cards section
Wrote the Errata & Clarifications sections
Wrote the Limitations & Criticism sections
Wrote the Variants section
Wrote the Strategy section
Wrote the References & Resources sections
Final Review and approval
Re-write of Variants Section. Marduk, Ra,
Odin, Zeus & Lugh were afraid the Sky
gods were being nerfed.
The mortal Darren of Cummings found a
flaw – summoning us was too cheap –
bringing us to earth cost 3 not 2 Faith.
Minor edits for clarity & new house rules
by mortal Allie the Uber – Godly
Fortification & Summon Gods already on
Earth
Added Appendix of proposed House Rules,
Updated Web Resources Section & made
minor edits.
Clarifications after playing with mortals,
Darren of Cummings, Gregory of Myers,
and Emmett the Richard of Uberland.
Added Appendix containing Avalon Hill’s
FAQ from 2004.
House Rules update to make Underworld
have one less Crypt than the number of
players – thus creating ungodly tension.
Updates based on Darren of Cummings
feedback.
Author
Odin
Zeus & Thor
Gilgamesh
Brigid & Ra
Ares, Hades, Thor, Loki,
Druga & Ishtar
Druga & Marduk
Hekate
Set & Osiris
Isis
Lugh, Nuada & Arawn
Freya
Zeus
Marduk, Ra, Odin, Zeus
& Lugh
Ra
Osiris
Odin, Zues, Ra, Lugh &
Marduk
Set & Hekate
Gilgamesh
All Trade Marks & Images are the property of their respective owners.
Ra
Risk Godstorm Technical Field Manual
6
List of Tables
Table 1 Armies & Faith Received .............................................................................................. 9
Table 2 Continent Faith Bonuses............................................................................................... 14
Table 3 Heaven Names .............................................................................................................. 16
Table 4 Summary of Card Decks............................................................................................... 18
Table 5 Miracle Card Labors ..................................................................................................... 18
Table 6 Army Allocation Per Number of Players...................................................................... 24
Table 7 Player Turn Overview................................................................................................... 26
Table 8 Armies & Faith Received ............................................................................................ 27
Table 9 Continent Faith Bonuses............................................................................................... 28
Table 10 Miracle Card Labors ................................................................................................... 29
Table 11 Godly Impact on Normal Combat .............................................................................. 33
Table 12 War God's Miracle Cards............................................................................................ 41
Table 13 Death God's Miracle Cards ......................................................................................... 45
Table 14 Sky God's Miracle Cards ............................................................................................ 47
Table 15 Magic God's Miracle Cards ........................................................................................ 50
Table 16 Miracle Cards that Alter the Map ............................................................................... 55
List of Figures
Figure 1 Reference Card .............................................................................................................. 9
Figure 2 The Epoch Marker....................................................................................................... 10
Figure 3 Epoch Marker in Use................................................................................................... 10
Figure 4 Faith Tokens ................................................................................................................ 10
Figure 5 Plague Marker ............................................................................................................. 11
Figure 6 Turn Order Tokens ...................................................................................................... 11
Figure 7 Pantheons..................................................................................................................... 12
Figure 8 Ancient Earth Map ...................................................................................................... 14
Figure 9 The Underworld Map .................................................................................................. 15
Figure 10 Underworld Gate ....................................................................................................... 16
Figure 11 Underworld Crypt...................................................................................................... 16
Figure 12 Underworld Altar....................................................................................................... 17
Figure 13 The Gods ................................................................................................................... 20
Figure 14 Army Playing Pieces ................................................................................................. 20
Figure 15 Temple of the Gods ................................................................................................... 21
Figure 16 Atlantis Lost Marker.................................................................................................. 22
Figure 17 Maelstrom.................................................................................................................. 22
Figure 18 Underworld with Crypts Labeled and a No Crypt Marker........................................ 72
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
7
1. Introduction
This Field Manual is primarily for those players of Risk Godstorm who, after reading the
Official Rules by Avalon Hill, were somewhat dizzy, disoriented, and felt that since they
purchased the game they did not need to be sold on how good it was – they just wanted to
know how to play it. After experiencing it, they could draw their own conclusions as to its
place on their list of favorite games; but first they needed to clearly understand how to play the
game.
The greatest challenge for a set of rules is to do two things:
• Improve upon the blank page
• Do not impede the player’s ability to learn how to play the game
Rules should teach game mechanics, the intrinsic value of the various game artifacts, and touch
upon possible strategies; but leave all opinion, conjecture, propaganda, and fiction to articles
and reviews of the game.
That being said, Avalon Hill has created a unique, challenging, and at times chaotic variant of
the Class Risk game that can be enjoyable once you put the game mechanics behind you and
understand all the interactions of the various game components. Once you have reached that
level, you can experience the game as I am sure the designers intended with its subtle strategies
and devastating tactics. Only then will you be able to determine how great the game is.
1.1. Overview
This document is divided into sections that discuss a certain aspect of Godstorm:
Section 1 – This Introduction
Section 2 – Game components & terminology specific to the game (15 pgs)
Section 3 – Setting up the game (2 pgs)
Section 4 – Rules of Play (13 pgs)
Section 5 – Review of the Miracle Cards (15 pgs)
Section 6 – Limitations & criticism of the game (1 pg)
Section 7 – Strategy & Tactics (11 pgs)
Section 8 – Variants & House Rules (5 pgs)
Section 9 – References & Resources (2 pgs)
Section 10 – Proposed Uber House Rules (3 pgs)
Section 11 – Avalon Hill FAQ 2004 (3 pgs)
Section 12 – Faith Generation Analysis (1 pg)
Section 13 – Player Guide with Uber House Rules (2 pgs)
1.2. Updates
Any comments, questions, error corrections, additions, omissions or other types of potential
updates to this document can be sent via email to [email protected]
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
8
2. Game Components & Terminology
This section defines game play terms used in subsequent sections and describes each of the
physical components of the game.
2.1. Common Area
An area of the playing surface that is easily reachable by all players. The Common Area
typically contains maps, cards, dice, etc – any game artifacts that should be readily accessible
by all players.
2.2. Rounding Down
At anytime during game play it may be necessary to divide a numerical value in half. For
purposes of game play when dividing a number in half always round down. So if 7 armies are
to be divided in half 3 armies would be considered half of 7. If 3 armies were divided in half,
then 1 army would be considered half of 3. If 2 armies were divided in half, then 1 army would
be considered half of 2. If 1 army is divided in half, then zero would be considered half of 1.
Notice that half of 1 is always 1 when rounding down – this is essential to certain aspects of
game play.
2.3. Factions
Each player of Godstorm represents one of five Factions. The Factions are Babylonians, Celts,
Egyptians, Greeks, and Vikings. Each Faction has its own color of playing pieces. In the
standard game there is no difference in abilities between the five Factions.
2.4. Player’s Area
The Player’s Area is the part of the playing surface immediately in front of a single player that
typically contains all game artifacts that are controlled by the player. The exact nature and
content of some of these artifacts may be kept private and others may be public knowledge –
based on the rules of the game.
2.5. Relic
The term Relic is synonymous with the Magic god’s Miracle Card deck. Each card in this deck
represents a physical Relic of the ancient world. See Section 2.19.2.4 for more details
regarding Relics.
2.6. Epoch
The term Epoch refers to one complete round of play consisting of each player having
exercised their game turn. Each game turn allows each player to have the chance to perform the
ten game play action steps described in the next section. A standard length game of Godstorm
lasts five Epochs. Though there is a Miracle Card called Stop Time that causes an Epoch to be
repeated – thus lengthening the game to six Epochs.
2.7. Reference Card
The Reference Card provides a place to track what Epoch is currently being played. This card
also provides an Epoch Turn Overview (listing the steps each Player may take during their
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
9
Player Turn) and a table that determines the number of Armies & Faith received during the
first action of the Turn Overview called “Raise Armies & Gather Faith”. The values in the
table are based on how many Territories the Player controls. The figure below shows what the
Reference Card looks like.
Figure 1 Reference Card
The table for Armies & Faith from the Reference Card above looks like this:
Territories 1-11
Armies &
3
Faith
12-14
15-17
18-20
21-23
24-26
27-29
30-32
33-35
36-38
39-41
4
5
6
7
8
9
10
11
12
13
Table 1 Armies & Faith Received
The Epoch Turn Overview consists of the following ten steps:
1. Raise Armies & Gather Faith
2. Summon Gods & Build Temples
3. Obtain Miracle Cards
4. Play Miracle Cards
5. Suffer Plague
6. Invade Territories
7. Fortify a Position
8. Embark from Heaven
9. Invade the Underworld
10. End Your Turn
All Trade Marks & Images are the property of their respective owners.
42
14
Risk Godstorm Technical Field Manual
10
2.8. Epoch Marker
The Epoch Marker is placed on the Reference Card to track the Epoch that is currently being
played. The Epoch Marker is depicted in the following figure:
Figure 2 The Epoch Marker
An example in the figure below shows a game in Epoch three.
Figure 3 Epoch Marker in Use
2.9. Faith Tokens
The currency of Godstorm is the Faith Token. It represents a Faction’s belief in their gods.
Faith is used during game play to purchase various useful game items. Faith tokens are
provided in denominations of one and five as depicted in the following figure.
Figure 4 Faith Tokens
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
11
2.10. Faith Pool
The Faith Pool is essentially the bank. It is the location in the Common Area where all the
Faith Tokens are kept that are not owned by a Player.
2.11. Plague Token
The Plague Token is used during the setup of the game (see section 3.2) to mark certain
Territories on the Ancient Earth map as being infested with the Plague. Special rules defined in
section 3.2.1 apply to these Territories.
The Plague Token is shown in the figure below.
Figure 5 Plague Marker
2.12. Turn Order Tokens
At the beginning of each Epoch the players bid Faith Tokens for turn order. The Turn Order
Tokens shown below are won by the turn order bid. See section 4.1 for an explanation of the
bidding.
Figure 6 Turn Order Tokens
2.13. Pantheon
A Pantheon is the home of a particular Faction’s gods. When gods are out of play they are at
home in their Pantheons waiting to be summoned back to the world of men represented by the
Ancient Earth map.
Each Pantheon provides a named place for each god to wait, a description of the god’s
particular power in battle, and the name of that Faction’s Heaven. The Pantheons for each
Faction are shown below.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
The gods wait in this order from left to right –
•
Sky
•
War
•
Death
•
Magic
Figure 7 Pantheons
All Trade Marks & Images are the property of their respective owners.
12
Risk Godstorm Technical Field Manual
13
2.14. Banish
This term is used to describe the act of removing a god from Ancient Earth map board and thus
from play. Gods never die (well perhaps they do when no one believes in them, but in this
game they never die) instead they are banished back to their Pantheon where they await to be
summoned again to the Ancient Earth map.
2.15. Godswar
A Godswar is the term used to describe a war that takes place only between gods. The details
of a Godswar are explained in Section 4.2.6. When one or more gods accompany a group of
armies into battle the gods fight first in a Godswar until only one side has gods remaining in
play or until both sides have no gods. When a god is defeated in a Godswar it is banished back
to its Pantheon where it waits to be summoned again to the Ancient Earth map.
2.16. In Hand, In Play, Out of Play
These terms are used to describe the state of play of Miracle Cards that are used in the game.
(The details of Miracle Cards are described in section 2.19.2.) Miracle Cards can be in one and
only one of the following places:
1. In their respective card deck (face down) ready to enter play, but not yet in play.
2. In play, meaning a card is face up in the Player’s Area influencing the game in some
way that is specified on the face of the card.
3. In hand, meaning a card is in a Player’s possession either face down in the Player’s
Area or physically being held in the Player’s hand. Cards in this location have not yet
entered play.
4. Out of play, meaning the card has been played previously and is now discarded and can
never enter play again.
The terms “in play” and “out of play’ are also used with respect to gods as well. A god that is
in play is on the Ancient Earth map board. A god this is not in play, is out of play, and is
located on its Pantheon awaiting to be summoned to the Ancient Earth map board and will then
be in play.
2.17. Maps
The game provides two maps – the large main game play map called the Ancient Earth and a
smaller map called the Underworld.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
14
2.17.1. Ancient Earth Map
The Ancient Earth is the name of the main map board of Godstorm (see Figure 8).
Figure 8 Ancient Earth Map
It is composed of 42 named Territories.
The sea areas of the map have no bearing on play. Some coastal territories are connected by a
dotted line indicating that land units may move for one coastal territory to another.
There are six colored groups of territories on the map called Continents. If a player controls an
entire continent they are awarded an Army and Faith bonus (and most likely the wrath of the
other players). Continents are worth different values of Army/Faith bonus as defined in the
following table and on the Ancient Earth map itself. For example, controlling Africa yields a
bonus of 5 extra Armies and 5 extra Faith per player turn.
Continent
Europa
Germania
Africa
Asia Minor
Atlantis
Hyrkania
Army &
Faith
Bonus
7
5
5
3
3
2
Table 2 Continent Faith Bonuses
2.17.2. Underworld Map
The Underworld map shown immediately below represents the field of play for Armies killed
during battle in the Ancient Earth. For a map so small there is a lot of detail which will be
covered in the following sub-sections.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
15
The Underworld is surrounded by five Heavens, one for each Faction, which are shown in
more detail below in section 2.17.2.1.
Each space in the Underworld may be blank, contain a Gateway, an Altar, or a Crypt. Each of
these will be explained in later sub-sections of this section.
The borders between some spaces of the Underworld are blocked by flames. These flames
block Army movement between spaces that are separated by flames.
The Underworld is a place of basic combat for Armies that have been defended on the Ancient
Earth map. No gods are allowed in the Underworld. Likewise, no Miracle Cards can be played
in the Underworld. Miracle Cards are discussed in Sections 2.19.2 and 5.
Figure 9 The Underworld Map
2.17.2.1. Heavens
Each Faction has their own Heaven which receives armies when they are defeated on Ancient
Earth map. The five Heavens surround the catacombs of the Underworld. The Heavens are
named as defined in the following table.
Faction
Babylonians
Celts
Heaven
Kurnugia
Avalon
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
Egyptians
Greeks
Norse
16
Duat
Elysium
Valhalla
Table 3 Heaven Names
2.17.2.2. Gates
The Underworld contains three gates as shown in the figure below. These gates serve as access
points from each Heaven to the Underworld. Armies in any Heaven must initially embark into
the Underworld via anyone of the three Gates. However, once a player has armies in a
particular space of the Underworld, their armies in their Heaven may embark into the
Underworld directly to the space they control and thus by-pass a Gate. For more information
regarding the mechanics of embarking from Heaven to the Underworld see Section 4.2.8.
Figure 10 Underworld Gate
2.17.2.3. Crypts
The Underworld contains four Crypts as shown in the figure below. Crypts are valuable.
A Faction is allowed to resurrect a soldier from each Crypt it controls into a territory on the
Ancient Earth map that contains one of their Temples during the Raise Armies & Gather Faith
turn (as long as at least one Army remains behind to control the Crypt).
At the end of a Player Turn if one or more Crypts are controlled by a Player they draw one of
the Death god’s Miracle Cards – this is the Death God’s Labor. For more information about all
the gods’ Labors see section 2.19.2.
Each Crypt controlled after the last Epoch contributes one victory point to the Player’s total.
Figure 11 Underworld Crypt
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
17
2.17.2.4. Altars
The Underworld contains two Altars as shown in the figure below. Altars are valuable. A
Faction is allowed to roll an extra 1d6 die in a Godwar for each Altar they control and any
Altars controlled after the last Epoch of the game earns its own one victory point.
Figure 12 Underworld Altar
2.18. Controlling a Territory or Space
You control a Territory on the Ancient Earth map and a space on the Underworld map when
you occupy it with at least one Army. Gods and Temples alone do not control a Territory, there
must be at least one Army in a Territory or space to control it. Gods and Temples are not
allowed in the Underworld.
2.19. Cards
There are five decks of cards in Godstorm. The five decks are summarized in the table below.
Deck
Territory Cards
War Cards
Death Cards
Description
This deck contains one card
for each of the 42
Territories on the Ancient
Earth map. Two wild cards
are also included but they
are only used to play Classic
Risk, not Godstorm.
This is the Miracle Card
deck for the god of War.
Back of Card
This is the Miracle Card
deck for the god of Death.
All Trade Marks & Images are the property of their respective owners.
Sky Cards
Magic Cards
(Relics)
Risk Godstorm Technical Field Manual
This is the Miracle Card
deck for the god of Sky.
18
This is the Miracle Card
deck for the god of Magic.
Unlike the other three
Miracle Cards, these cards
represent physical Relics
that remain in play.
Table 4 Summary of Card Decks
2.19.1. Territory Cards
Territory Cards are typically used to setup the game and they are sometimes drawn if a Miracle
Card contains instructions to do so.
2.19.2. Miracle Cards
The Miracle Cards represent the power of the gods. They may be purchased for 2 Faith Tokens
per card or they may be earned freely if a player accomplishes a specific labor associated with
each type of Miracle Card.
Each of the four types of Miracle Cards has printed on its back a Labor specific to each type of
god. When a player performs the Labor during game play, they are rewarded by the gods (if the
god is in play) by being able to take the top Miracle Card from the deck for their use. The
Labor associated with each type of Miracle Card is listed in the following table.
Miracle Deck
War Cards
Death Cards
Sky Cards
Magic (Relic) Cards
Labor
Conquer 3 or more Territories on your turn
Control a Crypt at the end of your turn
Defeat one or more gods on your turn in a
Godswar or in normal battle
Roll at least three of the same number
Table 5 Miracle Card Labors
Each of the Miracle Cards will be discussed in detail in section 5. The instructions listed on
most Miracle Cards are very straight forward to carry out; however, there are a few that require
some clarification – this will all be addressed in section 5.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
19
2.19.2.1. War Cards
The war god’s Miracle Cards are relatively inexpensive to exercise. They are held until action
#4 of the Players turn (see Reference Card section 2.7) at which time they may be exercised.
Once a War Card is exercised it is out of play. There are 17 War Cards in the deck.
The War god must be in play on the Ancient Earth map in order to play a War Miracle Card.
2.19.2.2. Death Cards
The death god’s Miracle Cards are expensive to exercise, but devastating. They are held until
action #4 of the Players turn (see Reference Card section 2.7) at which time they may be
exercised. Once a Death Card is exercised it is out of play. There are 17 Death Cards in the
deck.
The Death god must be in play on the Ancient Earth map in order to play a Death Miracle
Card.
2.19.2.3. Sky Cards
The sky god’s Miracle Cards are defensive cards. They are held by a player until they are
attacked on the Ancient Earth map; at which time the Player being attacked has the option of
exercising the miracle. Exercising the miracle may require the expenditure of one or more
Faith tokens. Once exercised the actions of the miracle are carried out and the Miracle Card is
out of play for the remainder of the game. There are 17 Sky Cards in the deck.
The Sky god must be in play on the Ancient Earth map in order to play a Sky Miracle Card.
The Sky card should be played only after the attacking player declares their attack and the
number of Armies and gods they are committing to the attack.
One or more Sky cards may be played if the player has sufficient Faith Tokens.
2.19.2.4. Magic Cards (Relics)
The magic god’s Miracle Cards are unique among Miracle Cards in that they are physical
objects, or Relics, with ancient powers that are revealed immediately, if the Magic god is in
play, and they modify the normal game rules in some way that gives their possessor an
advantage. They remain in play the entire game unless they are destroyed by some other
Miracle card. They remain in play even if the Magic god is banished. There are 15 Magic
Cards in the deck.
A relic’s effects can be invoked whenever the instructions on the card allows it.
2.20. Dice
Godstorm comes with a set of 10 six-sided dice. Five are black with white spots and five are
white with black spots. The dice are used to resolve battles on the Ancient Earth map and on
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
20
the Underworld map. The attacking player should use one color of die and the defending player
the other color of die.
2.21. Units (Plastic Playing Pieces)
Godstorm comes with molded plastic playing pieces colored for each of the five Factions. The
pieces are divided up into gods and armies.
2.21.1. Gods
Each Faction has four gods. The gods of Sky, War, Death, and Magic. The figure below
depicts each of the gods in the order mentioned above. Don’t let the death god’s small stature
fool you – he’s a killer.
Figure 13 The Gods
2.21.2. Armies
The armies of Godstorm are divided into two denominations – one denomination, which looks
like an infantry soldier, represents one army and the second denomination, which looks like a
war elephant, represents five armies. These two denominations can be exchanged at anytime on
the board as long as the exchange is carried out at the rate of five infantry soldiers to one war
elephant. The figure below shows what the armies look like.
Figure 14 Army Playing Pieces
2.21.3. Temples
Temples provide an income of one Faith Token per Player turn and generate one additional
Army per Player turn – the Army generated must be placed in the same Territory as the
Temple.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
21
If a Player controls a Crypt in the Underworld with more than a single Army, then a single
Army can be resurrected from the Underworld to the Territory containing a Temple.
Defensively during combat Temples allow their owner to re-roll any dice that turn up one. The
dice may be re-rolled until they no longer show a one.
A Territory may contain one and only one Temple. Once built Temples cannot be moved and
they become the property of the Player that controls the Territory in which they reside.
Additional Temples may be built at the cost of 5 Faith Tokens.
The number of Temples available is limited to 12.
A Temple is depicted in the figure below.
Figure 15 Temple of the Gods
2.22. Army Resource Pool & Other Army Locations
Armies are never out of play in Godstorm. Armies exist in one of four locations while in play.
1. The Army Resource Pool which is typically one of the compartments in the Godstorm
box; however, it can be just a pile of Armies in the Player’s Area or some other
container used to hold the Armies while they are not in any of the following locations –
2. On the Ancient Earth map controlling Territories and fighting for control of new
Territories
3. In their Faction’s Heaven awaiting an opportunity to fight in the Underworld
4. On the Underworld map controlling Underworld spaces and fighting for control of the
Underworld
2.23. Atlantis Lost Marker
The Atlantis Lost marker is used to cover the continent of Atlantis should the Miracle Card The
Sea is Your Home be played that sinks Atlantis. When this happens the action on the Miracle
Card is carried out and the marker, shown in the figure below, is placed over the continent of
Atlantis.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
22
Figure 16 Atlantis Lost Marker
2.24. Maelstrom
The Maelstrom piece is often considered to be trash after punching the cardboard pieces
because it is not labeled. It is used when a Miracle Card requires that the dotted line connection
across the sea between two Territories is destroyed. This marker is placed over the dotted line
indicated that movement is no longer possible between the once connected coastal Territories.
The figure below show what the Maelstrom piece looks like.
Figure 17 Maelstrom
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
23
3. Setup
Sort the cards into their respective decks if necessary – Territory Deck, Sky Deck, War Deck,
Death Deck, and Magic Deck. Remove the two Wild Cards from the Territory Deck these are
not used in Godstorm.
Shuffle all five decks.
Place the following game components in the Common Player Area:
1.
2.
3.
4.
5.
6.
7.
The Ancient Earth Map
The Underworld Map
The Reference Card with the Epoch Marker indicating Epoch one
The Maelstrom Marker
The Faith Tokens in the Faith Pool
Turn Order Tokens – one for each Player beginning with token marked “1”
Four of the five Plague Markers
3.1. Choose Factions
Players choose the Faction they will play by each rolling one dice. Re-roll ties. The Player with
the highest die roll chooses the Pantheon of the Faction they wish to play. The Player with the
next highest roll chooses a Pantheon, and so on until all Players have a Pantheon. Pantheons
are kept in the Player Areas.
Each Player should place their Faction’s four gods in their respective locations on the
Pantheon. The Pantheon specifies the color of the plastic units representing the gods and
armies that a Player will use.
3.2. Determine Plague Territories
Every game of Godstorm begins with four of the 42 Territories being decimated by the Plague.
To select which four Territories are affected turn over the top four cards of the Territory Deck
and place a Plague Marker in the four Territories indicated by the four cards. Return the four
cards to the Territory Deck and reshuffle it. One Plague Marker will still be unused at this time
(there is a Miracle Card that requires its use).
3.2.1. The Effect of Plague Territories
Movement into or out of a Plague Territory is not restricted in anyway. Players may move
armies in and out of a Plague Territory just like any other Territory.
When a group of 1 or more armies move into a Plague Territory for the purposes of remaining
in that Territory the plague immediately destroys half of the armies (remember to round down,
see section 2.2 above). Due to the nature of rounding down, a single army can hold a Plague
Territory without sustaining anymore casualties.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
24
A god cannot remain in a Plague Territory. Any gods that enter a Plague Territory for the
purpose of remaining are immediately banished. The Official Rule Book states this is because
“their worshippers lose confidence in their divine power”.
A Plague Territory does not hinder or block the movement through it for the purposes of
fortifying some other position on the map. No loses are incurred by Armies moving through a
Plague Territory for purposes of fortifying a position elsewhere; and gods accompanying
fortifying Armies are not banished. This is a frequent occurrence when performing step #7,
Fortify a Position, on the TURN OVERVIEW listed on the Reference Card.
3.3. Populate the Map
Each Player counts out a number of Armies based on how many Players are in the game. See
the table below for the number of Armies to count out.
Number of
Players
2
3
4
5
Army
Count
30
35
30
25
Table 6 Army Allocation Per Number of Players
Note: A 2 player game has special setup rules discussed in the next section. That is why a 2 player game
defines an Army Count of 30 Armies which seems inconsistent with the pattern of 5 players get 25, 4
players get 30, 3 players get 35; one might think that a 2 player game gets 40 Armies, but that is not the
case.
3.3.1. Special Two Player Setup
Shuffle and deal the Territory Cards into three piles. Each Player chooses one pile. The
remaining pile represents the neutral faction. Choose one of the unclaimed Factions as the
neutral player and place three armies in each of the neutral faction’s territories. These neutral
armies will not attack, but only defend their territories; and they are never halved by Suffer
Plague.
Continue with the two player setup normally as described in section 3.3.2.
3.3.2. Three, Four and Five Player Setup
There are a couple of standard ways to determine which Player gets a particular Territory –
either randomly or non-randomly. Each is explained below.
3.3.2.1. Random Territory Selection
If the Territory Deck has not yet been dealt, then deal it out one card at a time to each Player
until all the Territories Cards are dealt.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
25
Each Player now places one army on the Territories named by the cards they have been dealt –
even if the Territory contains a Plague Marker.
After all Territories contain one and only one Army, then each Player takes turns placing no
more than 3 Armies at a time on any Territory they own until all Players have placed their
Armies on the map. The 3 Armies may be split across Territories that the Player controls.
Collect the Territory Cards and re-shuffle the deck.
3.3.2.2. Round-Robin Territory Selection
Players take turns placing one army on any unoccupied Territory until all the Territories are
occupied.
After all Territories contain one and only one Army, then each Player takes turns placing no
more than 3 Armies at a time on any Territory they own until all Players have placed their
Armies on the map. The 3 Armies may be split across Territories that the Player controls.
3.3.3. Place War Gods & Temples
After all Armies have been placed on the map, the same turn sequence continues with each
Player taking a turn placing their War god on a Territory they own and placing one Temple on
a Territory they own. The War god and the Temple do not necessarily have to be placed in the
same Territory.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
26
4. Game Play
Players are now ready to begin playing Godstorm. The objective of play is to amass the largest
empire by the end of the last Epoch and earn the most Victory Points. See section 4.4 for the
details on determining the victor.
4.1. Bid for Turn Order
At the beginning of each Epoch the Players bid for turn order. A player who desires to be the
first to choose their turn order must sacrifice more Faith Tokens than the other players.
Each player places all their Faith Tokens in hand and secretly selects how many Faith Tokens
they are willing to sacrifice to be the first to choose a Turn Marker. Any amount of Faith may
be sacrificed from none to the maximum a Player possesses. Just remember, faith spent here
goes back to the Faith Pool and is not available for the Player’s turn.
All players reveal their faith bid simultaneously. Ties are broken by rolling one dice. Tie dice
rolls are broken by re-rolling one dice until a Player wins.
The Player with the highest faith bid gets to select a Player Turn Order Token first. The Player
with the second highest bid selects a Turn Order Token next and so on until every Player has a
Turn Order Token.
Note that a Player is not required to take the highest available Turn Order Token. It is entirely
possible that some players may be bidding to go last under some circumstances.
4.2. A Player Turn
Play now continues with the Player holding Turn Order Token one going first. Followed by the
Player holding Turn Order Token two and so until all Players have had a turn.
A single Player turn consists of the ten steps shown on the Reference Card (see section 2.7)
and named in the following table. Some steps may not be possible to execute on every turn and
some steps are optional. Each step is detailed in the following sections.
Table 7 Player Turn Overview
Turn
Action
Step #
Turn Action
1
2
3
4
5
Raise Armies and Gather Faith
Summon Gods and Build Temples
Obtain Miracle Cards
Play Death and/or War Miracle Cards
Suffer Plague
See this
section
for
details
4.2.1
4.2.2
4.2.3
4.2.4
4.2.5
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
Invade Territories
Fortify a Position
Embark from Heaven
Invade Underworld
End Turn
6
7
8
9
10
27
4.2.6
4.2.6.2
4.2.8
4.2.9
4.2.10
4.2.1. Raise Armies & Collect Faith
Armies and Faith are generated by the following:
1.
2.
3.
4.
How many Territories in the Ancient Earth you control
How many Continents in the Ancient Earth you control
How many Temples in the Ancient Earth you control
How many Crypts in the Underworld you control
4.2.1.1. Territories
Count the Territories you control. You control a Territory if you have at least one Army there.
Gods and Temples do not count as controlling a Territory you must have at least one Army on
a Territory to control it.
Look at the table at the bottom of the Reference Card (see section 2.7) or at the table below to
determine how many Armies and how many Faith Tokens you receive.
The table for Armies & Faith from the Reference Card looks like this:
Territories 1-11
Armies &
3
Faith
12-14
15-17
18-20
21-23
24-26
27-29
30-32
33-35
36-38
39-41
4
5
6
7
8
9
10
11
12
13
42
14
Table 8 Armies & Faith Received
The Armies & Faith count indicated in the above table is based on counting the number of
Territories a player controls and dividing that number by 3, rounding down, and limiting the
resulting value to always being at least 3.
4.2.1.2. Continents
If you control all the Territories in a Continent you receive additional Armies and Faith
Tokens. This is called the Continent bonus. The table on the Ancient Earth map shows the
value of the Continent bonus and is replicated below in Table 9.
For example, if a player controls the Continent of Germania they receive an additional 5
Armies and 5 Faith each turn that they control Germania.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
Army
&
Continent
Faith
Bonus
Europa
7
Germania
5
Africa
5
Asia Minor
3
Atlantis
3
Hyrkania
2
28
Table 9 Continent Faith Bonuses
4.2.1.3. Temples
For each Temple that you control you may place one additional Army in that Territory and
receive one additional Faith Token.
4.2.1.4. Crypts
For each Crypt that you control in the Underworld that has at least two Armies, you may
resurrect one Army from each Crypt to a Territory in the Ancient Earth containing a Temple
you control.
4.2.1.5. Army Placement
Place all the Armies you received in Territories on the Ancient Earth map that you control.
You control a Territory if you have at least one Army there. Gods and Temples do not count as
controlling a Territory you must have at least one Army on a Territory to control it.
Keep the Faith, you are going to need it…
4.2.2. Summon Gods and Build Temples
If you have sufficient Faith Tokens you may now summon any god still at home in its
Pantheon and you may build Temples.
4.2.2.1. Summon Gods
Any god from your Pantheon that is not yet on the Ancient Earth map may be summoned at a
cost of three Faith Tokens. A god summoned may only be placed on a Territory in the Ancient
Earth that is under your control. More than one god can be placed in a Territory – you might
call this “stacking your gods”.
4.2.2.2. Build Temples
Temples cost five Faith Tokens and can only be built on a Territory in the Ancient Earth that
you control and that does not already contain a Temple.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
29
4.2.3. Obtain Miracle Cards
You may buy a Miracle Card for two Faith Tokens if the card’s corresponding god is in play
on the Ancient Earth map. You may buy a maximum of four Miracle Cards per turn. Miracle
Cards purchased can come from the same or different decks. You cannot look at the Miracle
Cards you buy until you have purchased all of them. If you look at a Miracle Card purchased,
then no further purchasing of cards is allowed this turn.
The number and type of Miracle Cards you purchase is public knowledge. What specific
miracle each Miracle Card represents is not public knowledge and should be kept secret.
It is possible to obtain more Miracle Cards at other times during play without expending Faith
Tokens if you perform the god’s Labor identified on the back of each Miracle Card.
Below is a table that lists the labors required to earn a free Miracle Card:
Miracle Deck
War Cards
Death Cards
Sky Cards
Magic (Relic)
Cards
Labor
Conquer 3 or more Territories on
your turn
Control a Crypt at the end of your
turn
Defeat one or more gods on your
turn
Roll at least three of the same
number
Able to Collect More
Than Once Per Turn?
No, just once per turn
No, just once per turn
No, just once per turn
Yes, as many times per
turn as you roll three of a
kind
Table 10 Miracle Card Labors
Miracle Cards out of play can never re-enter play. They remain out of play for the rest of the
game. For a definition of the term “out of play” see Section 2.16.
4.2.4. Play Miracle Cards (Death and/or War Cards)
At this time you may play/exercise Death or War Miracle Cards. You may play as many cards
as you hold in your hand provided the card’s associated god is in play on the Ancient Earth
map and provided you have sufficient Faith Tokens if the card requires an expenditure of faith.
When you play a Miracle Card you must state the card’s name and describe its effects on the
game. Carry out the card’s effects before playing another card. Cards may be played in any
order. Once played and its effects on the game resolved, the card is out of play and can never
be used again in this game.
Some Miracle Cards may require you to draw a card from the Territory Deck. After resolving
the miracle’s effects on the game the Territory Card should be returned the deck and the deck
re-shuffled.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
30
When instructed to move Armies due to the effects of a Miracle Card you still must maintain at
least one Army in a Territory.
Some Miracle Cards may destroy all Armies in a Territory. In this case the Territory is
unoccupied (any god there would be banished since no Armies remain) and it would no longer
qualify as a controlled Territory. Thus a player would lose any Continent bonus they might
have had and their Territory count is reduced by one.
If any Miracle Card effect contradicts the normal rules of the game, the Miracle Card effect has
precedent.
The effects of a Miracle Card do not affect the Underworld unless explicitly stated on the card.
Thus Armies destroyed in miracles do not go to the Underworld.
4.2.5. Suffer Plague
Any Armies you own in a Plague Territory must suffer 50% casualties so half the number of
Armies you have in a Plague Territory (remember to round down as defined in section 2.2
above). Due to the nature of rounding down, a single army can hold a Plague Territory without
sustaining any more casualties.
Any gods you have in a Plague Territory must be banished back to their Pantheon.
4.2.6. Invade an Ancient Earth Territory
The Player may invade and attack a Territory controlled by another Player. Invasion can only
take place between two adjacent Territories – one controlled by the attacker and one controlled
by the defender. The attacker must have at least two Armies in the Territory originating the
invasion (gods do not count as Armies, but they may participate in the invasion). The attacker
is required to always leave at least one Army behind. An invasion is resolved before another
invasion is started. The Player may perform as many invasions in any order as they can legally
perform. Invasions are not possible across a mountain range.
If gods exist in both the attacking force (the units declared to be invading) and the defending
Territory then a Godswar must first be fought between the gods. See section 4.2.6.1 regarding
how to resolve a Godswar. After the Godswar is resolved, then normal combat can take place
between the Armies. For resolution of normal combat see section 4.2.6.2.
If multiple gods exist in the attacking Territory, but are not all declared to be part of the
invading force, then those gods not part of the invading force will not take part in the Godswar
or Normal Combat that follows a Godswar.
If there are no gods or if gods only exist in the invading force or on the Defending side, then
Normal Combat can take place between the Armies. For resolution of normal combat see
section 4.2.6.2.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
31
4.2.6.1. Godswar
During an invasion if gods are present on both the attacking invasion force and the defending
force, then a Godswar must occur before Normal Combat can occur between the Armies. The
purpose of a Godswar is to eliminate the gods on the attacking or the defending side.
The attacking and the defending player each choose a single god that will be fighting the
Godswar – this is the god that will be lost should the player lose this round of the Godswar.
The attacking player must choose their god before the defending player chooses their god. If
there are multiple gods available in the invading or defending forces, only one is chosen. The
other gods cannot be lost at this time, but their powers are combined in the Godswar – all the
other gods on both sides support their respective fighting gods. Note that only the offensive
gods declared earlier to be in the invading force can use their powers in the Godswar. All gods
in the defending Territory must participate in the Godswar.
Each player rolls three dice and adds the following numbers together:
1. The total number on their roll of the three dice
2. The number of all Armies in the Territory on their god’s side (even if they are not part
of the invading force in the case of the attacking player)
3. The number or effects from all modifiers (see the next section for all the possible
modifiers)
The side with the highest total number from the above calculation wins and the losing god is
banished to their Pantheon. The banished god may be summoned back into game play on a
later turn.
If there is a tie the defending side wins unless the god of War is part of the attacking side, then
the attacker wins.
If there are still gods left on both sides then the attacking player has the option of continuing
the Godswar or stopping the invasion. If the attacking player decides to continue the Godswar,
then the Godswar process described above is repeated.
Once a Godswar yields a god on only one side, then Normal Combat can occur between the
Armies involved. See section 4.2.6.2 for resolution of Normal Combat.
4.2.6.1.1. Godswar Modifiers & Bonuses
Each player determines their total associated with their modifiers. All the possible Godswar
modifiers and effects are listed below.
1. Sky God – if a Sky god is in the Godswar, then roll an extra dice
2. Magic God – if a Magic god is in the Godswar, then re-roll any dice that show one until
they show a number other than one
3. War God – if a War god is in the Godswar, then a tie is won by the attacking player;
otherwise, a tie is won by the defending player
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
32
4. Temple – if the defending player has a Temple in their Territory they may re-roll all
dice that show a one. They may continue to re-roll a die showing a one until all dice do
not show a one
5. Altars – a player may roll one extra dice for each Altar in the Underworld that they
control
6. There are several Miracle Cards (5 Sky Cards and 2 Magic Cards) that can also provide
modifiers applicable in a Godswar. See Section 5 for details regarding these Miracle
Cards which are:
• Sky Cards
o Your Idol is Fake (1 Card)
o The Mighty Turn Meek (2 Cards)
o Fire Sears the Sky (2 Cards)
• Magic Cards (Relics)
o Gungnir, Spear of Odin (1 Card)
o Miolnir, Hammer of Thor (1 Card)
There are possible bonuses associated with a Godswar. They are:
1. If the attacking player defeats one or more gods and has a Sky god in play anywhere on
the Ancient Earth map, then they draw one Sky Miracle Card. This bonus is only
claimable once per player turn.
2. If any player involved in a Godswar rolls at least three of a kind and has a Magic god in
play anywhere on the Ancient Earth map, then they draw one Magic Miracle Card and
put it into play immediately. A player is not allowed to draw two cards if they roll six
of a kind. This bonus is claimable as many times as the player rolls three of a kind.
4.2.6.2. Normal Combat
If a Godswar was part of this invasion, the attacking player is required to attack with their
Armies at least once – even if they lost the Godswar. After attacking once they may choose to
break-off the invasion.
This requirement to do at least one round of Normal Combat after losing a Godswar
may seem strange; however, the two armies are ABOUT to clash, each hopefully being
led by their respective gods into combat. The gods garner their power from the faith
that each of their armies invests in them. But the mortals do not necessarily realize that
their gods have been banished until they experience the effect of the absence of their
gods in battle -- thats why one roll of the dice must be made before an invasion can be
called off. Its as if the Godswar is happening on some other godly dimension and not
realized by the mortals until they actually draw blood. Similarly if no gods are involved
at all and one side decides to attack, then once committed to battle they will not change
their mind about fighting draws first blood and evidence of defeat presents itself.
Normal combat is resolved as described below. If one or more gods are on one side, then the
table below indicates how the gods impact combat resolution.
Remember, during Normal Combat gods can exist on only one side, or not at all, because a
previous Godswar is fought to banish gods on one side or the other.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
God
Sky
War
Death
Magic
Power in Battle
Roll one extra dice
All ties are won by the attacking
War god’s side
All Armies lost in the battle do
not go to the Underworld
If Magic god is part of attack or
defense all dice rolled as 1 can
be re-rolled until they do not
show a 1
If a player rolls three of a kind
they draw a free Magic Miracle
Card immediately and put it
into play immediately. This
applies only if the Magic god is
in play anywhere on the board.
33
Power Applies
Offensively Defensively
Yes
Yes
Yes
No
Yes
No
Yes
Yes
Table 11 Godly Impact on Normal Combat
Temple Combat Effect
Also if the defending player has a Temple in the Territory under attack, then any dice they roll
that shows a one on can be re-rolled until they show a value between two and six.
Resolving Normal Battle
The following list outlines the steps in resolving a normal battle.
1. The attacking player announces the Territory being attacked and the Territory they are
attacking from.
2. If one or more gods are part of the attacking force (the invading force), then declare
which gods, if any, will be included in the invasion. The assumption is that all your
gods will be included in the invading force unless stated otherwise. Once a god is
declared to be in a battle, it must move with the attacking force if the force wins the
battle and moves into the conquered Territory.
3. If any gods are involved in the battle either on offense or defense make sure their
powers are used as defined in Table 11 above.
4. At this point the defending player may play one or more Sky Miracle Cards in any
order, resolving them one at a time and then removing them from play. In order to play
a Sky Miracle Card, the Sky god must be in play on the board, and the player must
possess sufficient Faith Tokens if the card requires Faith in order to execute.
5. The attacker first declares how many dice they will be rolling. Then the defender
announces how many dice they will roll. The attacker may roll up to 3 dice if the
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
34
invading force contains 3 or more Armies. If the invading force has less than 3 Armies,
then the number of dice rolled must equal the number of Armies in the invading force.
Remember that the Territory attacking from must have at least one more Army
available to be left behind should the defender be defeated and the invading force
moved into the defending Territory. The defender may roll up to 2 dice as long as they
have at least 2 Armies. If they have only one Army they can only roll one dice. Both
attacker and defender roll their dice at the same time.
6. The highest dice on each side are compared until all the dice rolled are compared. If the
attacker wins, the defender must remove one Army from the Territory being attacked
and place the lost Army on its heaven (unless the God of Death is on the attacker’s side
in which case the Army is returned to its Faction’s Army Reserve Pool. Note that the
Death god has no power on defense as shown in Table 11 above). If the defender wins,
the attacker must remove one Army from the attacker’s invading force and place the
lost Army on the Faction’s associated heaven.
7. The defender wins ties unless the War god is part of the attacker’s invasion, then the
attacker wins. See Table 11 above for a complete list of godly combat effects.
8. Neither side can lose more than Armies than the number of dice the defender rolls. This
is typically two unless the Sky god in defending with 2 or more defending Armies, then
the defender can roll 3 dice.
9. The attacker may call off the invasion after attacking and resolving one set of dice rolls.
The attacker must attack at least once before calling off the battle.
10. The above steps are repeated until one of the following criteria is met:
a. The attacker calls off the invasion as described in step #9 above
b. The invading Armies are destroyed by the defender and any gods in the
attacking force are banished.
c. The defending Armies are destroyed and any gods in the defending forces are
banished.
Capturing a Territory
If the attacking player destroys all the defending Armies and any defending gods are banished,
then the territory can be captured.
The attacking player must move at least a number of Armies into the captured Territory equal
to or greater than the number of dice they last rolled. They also must leave at least one Army in
the Territory they attacked from. Also any gods declared to be in the invading force in step #2
above must move with the invading Armies – even if that god’s power was not used during
combat. Any Temple in the defending Territory is now under the attacking player’s control. If
entering a Plague Territory half of the invading force must be destroyed and any gods
accompanying the invading force are banished.
If a god is banished during normal battle, the player who caused the god to be banished draws
one Sky god Miracle Card if their own Sky god is in play on the Ancient Earth board. This
action is only allowed once per player turn.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
35
The attacking playing may initiate another invasion if they so desire – assuming they have the
necessary Armies and the will power to do so.
If the attacking player successfully invades three or more Territories and their War god is in
play on the Ancient Earth map, then they draw one War Miracle Card. This action is only
allowed once per player turn.
Eliminating A Player
If the defender’s last Army on the Ancient Earth map is defeated they are eliminated from play
and the following actions are taken:
1. Discard the eliminated player’s Miracle Cards – they are now out of play
2. Remove all their Armies from the Underworld – they are now out of play
3. Any Temples are not removed, but remain on the Ancient Earth map board.
4.2.7. Fortify a Position
This step allows the Player to strengthen one and only one Territory they control by moving
one or more Armies and/or Gods from a different Territory they control.
The fortifying pieces do not have to be in a Territory that is adjacent to the Territory receiving
the pieces. However, the pieces must be able to move from their originating Territory to the
Territory being fortified through Territories that the fortifying Player controls. Remember that
at least one Army must remain in every Territory you control.
Fortification moves cannot be made across mountain ranges.
Plague Territories & Fortification
Any Plague Territories passed through during fortification do not affect the fortifying pieces.
Gods cannot end their fortification move on a Plague Territory or they are banished.
If Armies end their fortification move on a Plague Territory then the standard Plague effects
apply as described in section 2.11.
4.2.8. Embark from Heaven (to the Underworld)
Armies lost in battle on the Ancient Earth map usually (as long as the Death god is not
involved) go to their Faction’s respective Heaven.
During this step Armies in Heaven may descend into the Underworld to fight for control of
Crypts and Altars as described in sections 2.17.2.3 and 2.17.2.4 respectively.
If a Player does not control any of the spaces in the Underworld, then their Armies must enter
the Underworld via one of the three Gates. See section 2.17.2.2 for a description of an
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
36
Underworld Gate. However, they may only embark to an Underworld Gate if it is empty;
otherwise, they must wait to the Invade Underworld step to invade an occupied Gate.
If a Player controls one or more spaces in the Underworld, then their Armies may enter the
Underworld directly to the spaces they control or via one of the three Underworld Gates (if the
Gate is not controlled by another Player). See section 2.17.2.2 for a description of an
Underworld Gate.
4.2.9. Invade Underworld
This step is optional and allows a Player to invade one or more of the spaces, including Gates,
in the Underworld. The same invasion rules apply to the Underworld as they do in the Ancient
Earth as described in section 4.2.6.2 above.
Controlling Underworld spaces bestows certain advantages to the controlling Player. See
section 2.17.2 for an explanation of those advantages.
However, Underworld spaces are not considered Territories and do not contribute to the count
of Territories used to raise Armies and gather Faith. They do not contribute to any Continent
bonuses. Temples cannot be built in the Underworld. They do not count as the War god’s
Labor of conquering three Territories in a single turn. Gods cannot be summoned to the
Underworld. Generally, Miracle Cards and/or Relics do not have any affect in the Underworld
unless explicitly stated.
Attacks cannot be made between Underworld spaces separated by a wall of flames.
A Player must leave at least one Army in every Underworld space that they control.
When an Army is lost during combat in the Underworld it does not go to Heaven but to its
Faction’s Reserve Army Pool ready to re-enter the game during the Raise Armies & Gather
Faith step of a Player Turn.
Empty Underworld Spaces
Early in the game Underworld spaces may be empty. If this is the case, then invading is the
equivalent of normal battle combat except no dice need to be rolled since there is no defender.
Remember, at least one Army must be left in each Underworld space a Player controls.
4.2.10. End Turn
If the Player controls at least one Crypt in the Underworld they collect one of the Death
Miracle Cards.
Play now goes to the Player holding the next highest Turn Order Token. If the last Player has
finished their turn it is the End of an Epoch. Go to section 4.3 to perform end of Epoch actions.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
37
4.3. End of Epoch
The end of an Epoch occurs once all players have had a turn.
If the Epoch just finished is Epoch five, then the game ends. Go to section 4.4 for directions on
determining which Faction has won the game.
If the Epoch just finished is not Epoch five, then the Epoch Marker is moved to the next Epoch
and play continues with the next Epoch as described previously in section 4.1 Bid for Turn
Order.
4.4. End Game Victory Conditions
Godstorm lasts at least 5 Epochs. At the end of the last Epoch one Pantheon will be declared
the supreme power and ruler of the Ancient Earth.
The Pantheon that rules them all is the one with the highest total number of victory points. The
list below defines the sources of all victory points. Each player determines their Victory Point
total based on this list.
1. Total number of Territories controlled in the Ancient Earth. A single Territory is worth
one Victory Point
2. Any Continent bonuses is translated to Victory Points
3. Each Altar controlled in the Underworld is worth one Victory Point
4. Each Crypt controlled in the Underworld is worth one Victory Point
5. Review any Relics you may possess. Some of them are worth a Victory Point if you
control the Territory they name. See section 5.4 for details regarding these Relics.
The Player with the largest Victory Point Total wins the game.
There is a maximum of 78 possible Victory Points in the game:
42 territories,
5 designated on Magic Cards,
6 altars/crypts
25 continental bonuses
78
Typically a four player game can be won with between 20 and 27 Victory Points.
Victory Point Ties
Ties are resolved by playing a two player game of Godstorm, just kidding.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
38
If two or more Players have the same number of Victory Points, then the Player with the most
Faith Tokens wins the game.
If there is still a tie, then the Player with the most Temples wins the game. There can be no
more than 12 Temples in play.
If there is still a tie, then the Player with the most Gods in play on the Ancient Earth wins the
game.
If there is still a tie, then the Player with the most Armies in play on the Ancient Earth wins the
game.
If there is still a tie, then the tied Players both win and their Pantheon’s share the Ancient
Earth. (At this point we think the two should really play a two player game of Godstorm to
determine the winner.)
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
39
5. Miracle Cards in Review
The following sections review each deck of Miracle Cards. In some few minor cases the
descriptions of the effects of the Miracle Cards contain more information than is printed on the
card. This information has been taken from the official Avalon Hill Frequently Asked
Questions (FAQ) document found on their website and serves as further clarification. See
Appendix B in Section 11 for Avalon Hill’s FAQ of 2004 in its entirety.
Also it is worth noting that in general when the instruction on a Miracle Card contradicts the
standard rules, the instructions on the Miracle Card take precedence.
Each of the sub-sections below contains a table describing each card in the Miracle Card deck.
After each table is an analysis of each deck. Most of this analysis is from a post by Dave
Shapiro to the Godstorm forum at Board Game Geeks. See section 9.2.1 on how to access
Board Game Geeks’ Godstorm Forum. The gods thank Dave Shapiro for his time and his
concise review of each Miracle Card deck.
All Trade Marks & Images are the property of their respective owners.
5.1. War Cards
The following table lists all of the War god’s Miracle Cards by title, number of cards in the deck, when they can be played, how
many Faith Tokens they cost to play and what the miracle’s effect is.
A Shrine Is Plundered
Card
Count
1
Turn Action Step 4
Faith
Cost
1
An Empire Is Born
1
Turn Action Step 4
0
Champions Arise
1
Turn Action Step 4
0
Eagles Take Wing
1
Turn Action Step 4
1
Faith Shall Deliver
1
Turn Action Step 4
1
Heroes Are Born
1
Turn Action Step 4
0
Only Ash Remains
Our Faith Is Our Strength
1
1
Turn Action Step 4
Turn Action Step 4
0
0
Prayers Are Answered
1
Turn Action Step 4
0
Storms Rage
1
Turn Action Step 4
0
Card Title
When Playable
Miracle’s Effect
Steal a Relic (Magic Miracle Card) from another player.
Place a Temple in any Territory you control (that does not already
have a Temple)
Gain 1 Army for every 2 Faith Tokens you have. You do not have to
give up the Faith Tokens. Place the Armies in any one Territory you
control.
Move any number of Armies and Gods from one Territory that you
control to another Territory that you control.
Draw 2 cards from any one Miracle Card deck. If you draw from the
Relic Deck and do not have the Magic god in play, you must hold
them until you summon the Magic god. At that time you play them
both immediately. If you draw two Sky Cards they can only be
played when another player attacks you and you have the Sky god in
play. War Cards and Death Cards can be played when you are in
Turn Action Step #4 “Play Miracle Cards” and have the associated
god in play.
Gain 3 armies in any one Territory that you control.
This is a correction from the Avalon Hill FAQ of 2004 see Appendix
B in Section 11. This card erroneously states “Gain 3 armies in any
one territory of your choice.”
Destroy a Relic (Magic Miracle Card) of your choice.
Gain 2 Faith Tokens for each Temple you control.
Choose a Territory you control. Roll one dice and gain that many
Armies in that Territory.
Choose a Territory. Roll one dice and destroy up to that many Armies
The Faithful Gather
1
The Land Is Purged
1
The Siren Calls
1
The Sun Grows Cold
1
The Temple Falls
1
Time Stands Still
1
Visions Become Real
1
Total Cards in Deck
17
Risk Godstorm Technical Field Manual
41
in that Territory. (Do the Armies destroyed go to the Underworld?
No.)
Turn Action Step 4
0
Gain 2 Armies in each Territory where you control a Temple
Choose a Territory with a Plague Marker. Destroy that Plague Marker
Turn Action Step 4
2
and any Armies in that Territory. (Do the Armies destroyed go to the
Underworld? No.)
Swap all the Armies and Gods (if present) between any two
Turn Action Step 4
3
Territories that Player controls. If a Plague Territory is involved, then
Suffer Plague actions take affect immediately.
Destroy 1 Army in each Territory that contains Gods for each God in
Turn Action Step 4
0
the Territory. This includes Territories owned by the Player
exercising this Miracle Card.
Move a Temple any Player controls to a different Territory that
Turn Action Step 4
0
Player controls.
Turn Action Step 4
4
Move the Epoch Marker back one Epoch.
Look at another Player’s Miracle Cards in hand and take one of those
Turn Action Step 4
0
cards. Relics are typically not in hand but already in play.
Table 12 War God's Miracle Cards
Early in the game, the War deck is usually the most active of the four different decks, simply due to every player beginning with an active
god of war. Every War card purchased is immediately available for play from the start of the game. The War deck is a somewhat mixed
bag; a cross between the Magic deck and the Death deck. The majority of the War deck (9 cards) benefits the player by granting additional
temples, faith cards or armies. The next largest group (5 cards) is destructive in nature, though generally not as strong as the cards found in
the Death deck. The two remaining categories are very small. Two cards allow armies to be repositioned and one card extends the game by
one turn.
The composition of the War deck is as follows:
Additions - These 9 cards increase the player’s holdings in one area. Faith Shall Deliver, Our Faith is our Strength, A Shrine is Plundered,
Heroes are Born, Prayers Are Answered, The Faithful Gather, The Empire is Born, Champions Arise and Visions Become Real all result in
an increase in the acting player’s strength.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
42
Destructive - There are 5 cards that deal harm to an opponent: The Land is Purged, Only Ash Remains, The Sun Grows Cold, The Temple
Falls and Storms Rage. These cards remove armies, temples, and Miracle cards/relics from opponents.
Reposition - Eagles Take Wings allows a player to exchange forces on two of his own territories. The Siren Calls allows the player to swap
armies on two of his opponent’s territories. Both of these cards can tip the balance of the game; these are the strongest of the War cards.
Time - Time Stands Still adds an extra turn to the game. For reasons detailed below, I believe this to be one of the least useful cards in the
deck.
The probability of drawing a particular type of card is listed below:
Additions - 53%
Destruction - 29%
Reposition - 12%
Time - 6%
The only detracting feature of the War deck is, unlike the Magic deck, there is a cost to implement some of the cards in addition to the cost
to purchase the card. It is great to be able to purchase a card but the inability to be able to implement the card renders it meaningless and
deprives the player of Faith.
Three of the cards require one Faith in order to implement them. Faith Shall Deliver permits the player to draw 2 Miracle cards from any
deck - a very good exchange. The Shrine is Plundered allows the player to steal a Relic from another player. This card has relative value
based on how late in the game it is played. As the Relics only provide benefits at the beginning of a turn, the later the card is implemented,
the less the value. In addition to that, it is rare that many Relics are played on the first turn decreasing the value of this card even further.
Other than to deprive another player who has a later turn, the card is worthless in the 5th epoch. Eagles Take Wings allows the player to
reposition his forces in two areas - this can be devastatingly attractive if played at the appropriate moment.
The Land is Purged allows the destruction of a Plague marker (and all the armies in the territory). The value of the card is solely dependant
on the need to open possible attack routes as the plague itself will decimate the armies located there. This is the only 2 Faith card in the War
deck.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
43
The Siren Calls requires 3 Faith and is one of the most powerful cards in the game. The card permit’s a player to swap armies of his
opponents. This card can radically alter the balance and strength of positions in the game.
Time Stands Still costs 4 Faith and I believe is overpriced. The card allows the player to move the epoch marker back a turn. If a player
desperately needs to extend the game, it is unlikely that he possesses sufficient Faith to implement the card.
The remaining 11 cards have no Faith requirement; that is, 65% of the War deck can be played for free. The War deck is a fairly aggressive
deck; timing of the play of the particular cards is critical in order to reap the maximum benefit. Unfortunately, the War deck has the greatest
possibility for depletion. The Labor required to obtain a free card is to simply conquer 3 territories. As the War cards aid in this endeavor,
each new card increases the possibility of obtaining another card on the next turn.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
44
5.2. Death Cards
The following table lists all of the Death god’s Miracle Cards by title, number of cards in the deck, when they can be played, how
many Faith Tokens they cost to play and what the miracle’s effect is.
Card Title
Card
Count
When Playable
Faith
Cost
Blood Coats The Land
1
Turn Action Step 4
1
Crops Wither
2
Turn Action Step 4
2
Death’s Door Closes
1
Turn Action Step 4
2
Diamonds Turn To Rust
1
Turn Action Step 4
3
Fire Rains Down
1
Turn Action Step 4
4
Paradise Lost
1
Turn Action Step 4
2
Ragnarok Cometh
1
Turn Action Step 4
3
The Dead Walk
2
Turn Action Step 4
2
The Gods Forsake Us
1
Turn Action Step 4
3
The Ground Shakes
1
Turn Action Step 4
2
Miracle’s Effect
Choose a Continent randomly by rolling one dice (1=Europa,
2=Germania, 3=Africa, 5=Atlantis, 6=Hyrkania). Destroy 1 Army in
each Territory of that Continent. If Atlantis is already sunk, re-roll. (Do
the Armies destroyed go to the Underworld? No.)
Choose a Player. That Player discards out of play all of their Miracle
Cards except Relics (Miracle Cards) that are already in play.
Halve the number of Armies in every Crypt and Altar space in that
Underworld. Rounding down.
Destroy all Relics (Magic Miracle Cards) in play.
Destroy a Temple of your choice. Destroy 1 Army in the Temple’s
Territory as well as 1 Army in every adjacent Territory. (Do the Armies
destroyed go to the Underworld? No.)
Choose a Plague Marker in play. Turn over the top card of the Territory
Card deck and move the Plague Marker to that Territory. Suffer Plague
effects take place immediately. The Territory Card revealed is on
Atlantis and that Continent is already sunken, reveal another card.
Remember to re-shuffle the deck after exercising this card.
Banish all (even your own) War and Sky gods.
Move up to 6 of your Armies from any Underworld space to a Temple
you control. Must leave at least 1 Army behind in the Underworld.
Choose a Territory that does not contain a Temple or a Plague Marker.
Place the extra Plague Marker in that Territory. Suffer Plague effects.
Choose a Continent randomly by rolling one dice (1=Europa,
2=Germania, 3=Africa, 5=Atlantis, 6=Hyrkania). If Atlantis is already
All Trade Marks & Images are the property of their respective owners.
The Mighty Have Fallen
1
The Sea Is Your Tomb
1
The Trojan Horse Is
Revealed
1
The Waters Boil
1
The Young Grow Old
1
Total Cards in Deck
17
Risk Godstorm Technical Field Manual
45
sunk, re-roll. Halve the number of Armies in all the Territories of that
Continent. Round down.
Halve the number of Armies in the three largest Army groups on the
Ancient Earth map. Round Down. The player of the card gets to decide
between Armies that are tied for the largest Armies on the board. The
Turn Action Step 4
4
term “three largest Armies” means the three Territories on the Ancient
Earth map that contain the three largest Armies. Some or all of those
Territories may belong to the player exercising this miracle.
Sink the Continent of Atlantis. All gods are banished. All Armies
Turn Action Step 4
3
returned to their Faction’s Army Resource Pool. All Temples are
removed from play but can be built in other Territories.
Choose another Player’s Territory with only 1 Army. Destory that
Turn Action Step 4
2
Army (to its Resource Pool) and roll one dice. Gain that many Armies
of your own in that Territory.
Choose a water connection. Place the Maelstrom Marker on that
Turn Action Step 4
4
connection. It becomes permanently impassible for the rest of the
game.
Destroy 1 Army in each Territory that has more than 1 Army. Includes
Turn Action Step 4
2
your own Territories. Destroyed Armies return to their Resource Pools.
Table 13 Death God's Miracle Cards
This is the “D” deck - Death, Destruction, Devastation, Domination and Decimation. With the exception of the two The Dead Walk cards
(which permit additional recruits from the Underworld), every Death card destroys something. Consideration of the possible side effects is
mandatory as many of the Death cards are player neutral - the destruction ordered by the card may affect any player in the game including
the active player. There are 8 of these player neutral cards. Listed below are the cards and their potential.
The Young Grow Old - Destroys an army in every territory with two or more armies.
Paradise Lost - Places a Plague marker in a random territory.
Deaths Door Closes - Halves the armies in every crypt and altar space.
Blood Coats the Land - Randomly chosen continent loses one army in every space.
The Ground Shakes - Randomly chosen continent, every space loses half it’s armies.
Diamonds Turn to Rust - Destroy all relics in play.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
Ragnarok Cometh - Destroy all War and Sky gods in play.
The Mighty Have Fallen - Destroy half the armies in the 3 largest groups on the map.
46
In the possession of an inexperienced player, these cards can have such a chaotic affect that entirely new strategies are required. If played
late in the game, a player may even prevent himself from winning. The cards are very powerful and must be played carefully.
Seven of the Death cards permit the player control over their use. In each case, the player is selecting the area or player to bear the burden
of the card. These can be very powerful weapons in your arsenal when played properly. In your quest to expand your empire, these cards
allow you to destroy interfering armies, temples, water connections and relics.
A significant problem with the Death deck is the cost; every Death card has a price in Faith. Faith is scarce and the cost to implement the
average Death card includes the cost to activate the god of Death, the actual purchase of the card and the price (penalty) to implement it; a
very expensive proposition. Therefore consideration of a Death card must be balanced against the alternatives. Possibly the most productive
method for obtaining the card is to complete the Labor of the god of Death as it is relatively simple compared with those of the other 3
gods; control a Crypt at the end of your turn.
Listed below is the price to implement, the number of cards at that price and the percent of the Death deck with that particular price.
1 Faith 1 card 6%
2 Faith 9 cards 53%
3 Faith 4 cards 24%
4 Faith 3 cards 18%
(Note: percentages have been rounded)
The Death deck is the antithesis of the Magic deck; it is costly and destructive versus the positive approach and lack of expense for the
Magic deck.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
47
5.3. Sky Cards
The following table lists all of the Sky god’s Miracle Cards by title, number of cards in the deck, when they can be played, how
many Faith Tokens they cost to play and what the miracle’s effect is.
Card Title
1000 Workers Amass
Enemies Convert
Card
When Playable
Count
2
When Attacked
When Attacked
2
Fire Sears the Sky
2
Lava Erupts
1
Men Become Warriors
2
Swords Become
Plowshares
2
The Fog Lifts
2
This Ground Is Sacred
1
When Attacked
When Attacked
Faith
Cost
0
2
0
2
When Attacked
When Attacked
1
1
When Attacked
The Mighty Turn
Meek
Your Idol Is False
Total Cards In Deck
2
1
17
0
When Attacked
When Attacked & Attacker
controls a Temple
When Attacked
3
0
1
Miracle’s Effect
Place a Temple in the Defending Territory.
Destroy 2 Armies in the attacking Territory and gain 2 Armies in
the defending Territory. The destroyed Armies do not go to the
Underworld but to their Faction’s Army Resource Pool.
Add +4 to any Godswar battle you fight until the end of this turn.
Roll one dice and destroy that many Armies in the attacking
Territory. Repeat this action for every Territory adjacent to the
attacking Territory which includes the defending Territory.
Gain 3 Armies in the defending Territory.
Roll one dice and destroy that many armies in the attacking
Territory. The Armies destroyed do not go to the Underworld but
to their Faction’s Army Resource Pool.
Move up to 4 Armies from one of your Territories to the
defending Territory. Remember you must leave at least 1 Army
behind to control the Territory.
Stops this invasion. The defending Territory cannot be attacked
this Player turn.
Move a god from the attacking Territory to some other Territory
with a Temple that the attacking Player controls.
Banish a God of your choice from the attacking Territory
Table 14 Sky God's Miracle Cards
This is another “D” deck but this time there is only one “D” -- Defense. Every card in the Sky deck is used for defense. 12 of the cards
permit defensive actions during a non-gods war battle and the 5 remaining cards are for defense during a godswar only.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
48
Of the 12 non-gods war cards there are only six types as each of the cards is duplicated. 8 of the 12 require some form of a Faith donation in
order to be implemented. Six of the cards (Lava Erupts, Swords Become Plowshares and Enemies Convert) destroy portions of the attacking
army. With 4 of the cards (Men Become Warriors and Enemies Convert) the defending territory receives recruits. Both of the The Fog Lift’
cards permit moving armies into the defending territory from elsewhere on the map. Finally, there are two 1000 Warriors Amass which
allows the defender to place a temple in the defending area immediately.
The remaining 5 cards in the deck affect gods during a godswar. There is a single Your Idol is Fake card that permit’s the defender to
remove a god prior to the battle, banishing him from the board. (Cost=1 Faith) There are two The Mighty Turn Meek cards that send an
attacking god to a temple (Cost = free) and two Fire Sears the Sky cards which add a +4 to the result of a godswar battle roll.
There are two significant deficiencies to consider when contemplating purchase of Sky cards.
1. Though all of the cards in the deck are defensive, strong defensive positions in any version of Risk are fleeting at best. The card a player
holds may not be appropriate to the task. For example, if a player is being attacked in a non-gods war then the five cards that defend against
gods (29% of the deck) are useless. That is not a great percentage for your expected return; a purchase in any of the other three decks could
prove more beneficial.
2. Risk games are aggressive in nature; defensive positions are difficult to maintain. If the defense of a given area depends on a card that,
once used, is unavailable on the following turn, it is probable that the same area will be attacked again, especially since your opponent is
aware that you have ‘burned’ the defensive card. If the territory can be held without the card then the Faith would have been better
employed in purchasing a card from a deck with a more substantial return.
This is the weakest of the four decks. It is the only deck that is entirely reactive and as such, is in conflict with the underlying nature of
Risk. A player that is strong in Sky cards may retain territories but at the expense of a more aggressive approach. If Sky cards are
purchased, it should be done late in the game to protect areas conquered. I would suggest that only the lead player should bother to purchase
Sky cards as any player not in the lead should find the purchase of a more aggressive card far more valuable. If you are behind in the game,
it is more important to conquer additional area than protect what you have. Purchases from the Sky deck should be rare.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
49
5.4. Magic Cards (Relics)
The following table lists all of the Magic god’s Miracle Cards by title, number of cards in the deck, when they can be played,
how many Faith Tokens they cost to play and what the miracle’s effect is.
Card Title
Card
Count
When Playable
Faith
Cost
Aegis, Shield Of Athena
Arawn’s Cauldron of Life
Excalibur
Freya’s Tears of Gold
Gungnir, Spear of Odin
1
Immediately
0
1
Immediately
0
1
Immediately
0
1
Immediately
0
1
Immediately
0
1
Immediately
0
1
Immediately
0
1
Immediately
0
Miolnir, Hammer of Thor
Pandora’s Box
Stonehenge
Miracle’s Effect
Discard Aegis, Shield of Athen to cancel the effects of any Miracle Card
played. Does not cancel other Relics. The player of this card is allowed to
know all the details of the Miracle they are cancelling before making
their decision to play this card.
Draw a Death Card at the start of each of your turns.
Gain 2 additional Armies for each Continent you control at the start of
each of your turns.
Gain 1 additional Faith Token at the start of each of your turns.
Re-roll all 1’s when you fight Godswar battles. This miracle allows you
to even re-roll the three 1’s that might have allowed you to get this card
in the first place -- according to Avalon Hill’s FAQ from 2004 see
Appendix B in Section 11.
Add +3 to the result of any Godswar battles you fight.
If you control Thule at the end of the game, this relic adds 1 point to your
victory point score.
Draw a Death Card at the start of each of your turns. Play that card
immediately without sacrificing any Faith Tokens.
If you control Graecia at the end of the game, this relic adds 1 point to
your victory point score.
The players does not have to have the Death god in play to use this relic
according to Avalon Hill’s FAQ from 2004 see Appendix B in Section
11.
Sacrifice only 1 Faith Token instead of 2, to obtain Miracle Cards on
your turn.
All Trade Marks & Images are the property of their respective owners.
The Book of the Dead
1
The Golden Fleece
The Great Pyramids
1
1
The Scales of Osiris
The Tablets of Destiny
1
1
The Tree of Life
1
The Wine of Eternal Life
Card Deck Total
1
15
Risk Godstorm Technical Field Manual
50
If you control Anglia at the end of the game, this relic adds 1 point to
your victory point score.
Gain 4 Faith Tokens once each turn if you choose to raise 2 fewer
Armies at the start of each of your turns. The “2 fewer Armies” here are
Immediately
0
NOT those acquired from resurrection via Crypts or from owning
Temples – according to Avalon Hill’s FAQ from 2004 see Appendix B in
Section 11.
Immediately
0
Draw a War Card at the start of each of your turns.
Draw a Sky Card at the start of each of your turns.
Immediately
0
If you control Egypt at the end of the game, this relic adds 1 point to your
victory point score.
Immediately
0
Revive twice as many Armies from Crypts.
When you sacrifice zero or more Faith Tokens for your turn-order bid,
Immediately
0
add +3 to your bid total.
Sacrifice 1 Faith Token instead of losing a defending Army. You may do
this as many times as you have Faith Tokens to sacrifice.
Immediately
0
If you control Babylon at the end of the game, this relic adds 1 point to
your victory point total.
Immediately
0
Gain 1 additional Army at the start of each of your turns.
Table 15 Magic God's Miracle Cards
There are only 15 cards in the Magic deck while each of the other decks have 17 cards. However, five of the cards perform double tasks
effectually resulting in a 22 card deck. The Magic deck favors the economic side of the game, reducing costs, generating extra income,
providing additional armies and awarding victory points. There is usually no charge for implementing any of the Magic cards and most
provide benefits for all of the game turns. It is probably prudent to acquire and play the Magic cards in the first two turns of the game in
order to reap the maximum benefit. The later they are played in the game, the less effect they will introduce.
The labor required to earn a free Magic card is to roll three identical dice while the goddess is in play. As the player has absolutely no
control over the result of a roll, there is little, realistic expectation for the labor to generate additional cards; you must obtain them the ‘old
fashioned’ way - you must buy them. Fortunately, the Magic cards are free to implement, once purchased. Five of the cards offer bonus
victory points in addition to the specific benefit listed. Listed below is the general composition of the Magic deck.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
51
Victory Point - Five cards define additional victory point areas: Pandora’s Box (Grecia), The Great Pyramids (Egypt), Stonehenge
(Anglia), The Tree of Life (Babylon) and Mjolnir - Hammer of Thor. These extra victory point cards are unique to the Magic deck. These
particular cards are extremely valuable as holding just two (with the appropriate areas) is the equivalent to controlling an entire continent at
the end of the game. Note: there exists no card that offers additional victory points for any territory in Atlantis.
Additional Cards - Five of the cards allow a player to obtain additional cards: Pandora’s Box, Stonehenge, The Great Pyramids, The
Golden Fleece and Arawin’s Cauldron of Life. Some of these cards offer the opportunity to draw cards from decks in which the player has
not activated the appropriate god. Of course to play these cards the appropriate god must be activated.
Armies - Three of the cards provide additional armies: Excalibur, Wine of Eternal Life and The Scales of Osiris. This is the equivalent of
controlling nine additional territories at the time the calculation for reinforcements is made.
Faith - Three of the cards provide additional Faith: Book of the Dead, Feya’s Tears of Gold and The Tablets of Destiny.
Battles - Three of the cards affect the result of battles: Gungnir - Spear of Odin, The Tree of Life and Mjolnir-Hammer of Thor.
Destroy Miracle - There is one additional card that cancels another Miracle card.
The probability for obtaining each type of card is listed below:
Gain victory points - 33%
Gain other Miracle cards - 33%
Gain extra armies - 20%
Gain extra Faith- 20%
Advantage in battle- 20%
Destroy Miracle card- 6%
(Note: the total is greater than 100% as some of the cards have a dual role.)
There are two deficits to the Magic deck that must be considered:
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
52
1. It is not an aggressive deck; it simply improves the economic aspect of the game. While improving your resources can be advantageous,
it is generally done at the expense of a more aggressive alternative. (If you can only afford a single card do you select from the Magic deck
or opt for something from the War or Death decks?)
2. There are cards in each of the other decks that neutralize or even remove Magic cards.
The Magic cards appear to have minimal affect on the final result of the game; these are support cards and should be employed as part of a
more complex strategy.
All Trade Marks & Images are the property of their respective owners.
6. Limitations & Criticism
6.1. Maps
Both the Ancient Earth and Underworld maps are too small – especially some Territories
in Europa and all spaces in the Underworld. When large armies amass in these locations
the map is inadequate to hold them all.
Some players have scanned the Underworld, cut-off each of the five heaven lobes and
reprinted the heaven lobes expanded with each on their own page of card stock. This
allows each heaven to be placed in each player’s Play Area. The Underworld with out the
heaven lobes can then be expanded and reprinted larger on card stock and still fit into the
box.
Other players have a house rule that limits the number of Armies per player that can fight
in the Underworld at one time.
Still other players use a numbered chit on the small space and a corresponding numbered
chit somewhere off the map but in the Common Area that is beside the mass of Armies
that should be on the map. This idea works fine for the main Ancient Earth map, but
might be rather tedious on the Underworld map.
6.2. Pieces
The color of the Norse and Egyptian pieces are too similar. Avalon Hill has made this
same mistake in other games. There have been discussions on the web forums of
potentially painting one set of pieces. There is a brand of spray paint suitable for
application on plastic that is called “Fusion”. Candidate colors are white, grey, or yellow.
6.3. Maelstrom
A lot of purchasers of this game threw out the Maelstrom piece with the scraps after
punching out all the counters. If this happened to you, just use a popsicle stick or some
other similarly shaped object.
Risk Godstorm Technical Field Manual
54
7. Strategy
Some of the strategy in this section came to mind after playing a few games of Godstorm;
however, the majority of this section was gleaned from the Godstorm forums at Avalon
Hill and Board Game Geeks websites. See section 9 for details of how to access these
forums. The gods thank those who contributed to these forums and whose words, or
paraphrase of their words, are presented herein.
Strategy is like advice, it may not always have meaning until a specific situation arises,
and a player cannot implement all strategies or they would be paralyzed with too many
conflicting directions. As with advice, at times one must just ignore all sense and go with
what one’s brain or heart tells them. Above all, its just a game, so have fun.
The best way to acquire your own strategy is it play the game a lot and form your own
opinions about what strategy/tactics works best for your style of play.
Also having a strategy regarding strategies is a good thing as well. Observe other
players’s actions and try to determine their strategy – every strategy has a weakness –
exploit the weaknesses of your enemies’ strategies. This could become your strategy if
you do not already have one.
In the end, after all the analysis of strategies and tactics won and lost, Risk Godstorm is
all about managing what little Faith Tokens you have and taking advantage of the right
combination of Miracle Cards at the right time. For the correct Miracle at the wrong time
is just as ineffective as the wrong Miracle at the right time.
7.1. The Map
The Continents in Godstorm (versus other Risk variants) are strategically better balanced
and yield a definite advantage to the defense. This stability places greater emphasis on
the value of some of the Miracle Cards in the game, in particular, cards that alter the
board in some way. There are ten cards that specifically alter the map of Godstorm.
When these are combined with the plague markers, the alterations to the board become
critical to understand. The following table list the Miracle Cards that alter the map board
is some way.
Deck
Death
Death
Death
War
Death
Magic
Magic
Magic
Card Title
The Sea is your Tomb
Paradise Lost
The Gods Forsake Us
The Land is Purged
The Water Boils
Stonehenge
Pandora’s Box
Mjolnir, Hammer of Thor
Effect on Altering the Map Board
Sinks Atlantis
Moves a Plague Marker
Place a Plague Marker
Destroy a Plague Marker & all Armies
Destroy one land connection over water
1 Victory Point for controlling Anglia
1 Victory Point for controlling Greacia
1 Victory Point for controlling Thule
All Trade Marks & Images are the property of their respective owners.
Magic
Magic
Risk Godstorm Technical Field Manual
Tree of Life
1 Victory Point for controlling Babylon
The Great Pyramids
1 Victory Point for controlling Egypt
55
Table 16 Miracle Cards that Alter the Map
Controlling two or three of these bonus Victory Point areas (shown in the Table above) at
the end of the game can be the equivalent to controlling an entire Continent, increasing
the potential value of these areas to players.
Atlantis is a viable target especially if you hold the Death Miracle Card The Sea is Your
Tomb (which sinks Atlantis). If you do not have this card, odds are this card won't be
drawn early in the game, so it is a somewhat safe to use Atlantis in the early game.
Atlantis is easily defensible and awards a higher continent bonus than similarly sized
Hyrkania. When you get to the middle and endgame, though, you should have a solid
hold somewhere other than Atlantis.
Another reason to sink Atlantis is to make the other continents that share a border with
Atlantis more defensible.
The only map altering Miracle Card not provided would be a card to open up a mountain
pass.
7.2. Bidding for Turn Order
Do not underestimate the power of being able to bid Faith Tokens for turn order late in
the game. Keep some Faith left over beyond what you need for your cards.
The variable turn order, if taken advantage of can enable you to blunt that attack before it
comes, or strike first and cripple an enemy or secure a continent before anyone else can
stop you.
On turn 5, it's often good to go last, in order to maximize your position, knowing exactly
how many points everyone else has after their turns have finished is the best way to
determine who you should weaken.
Another strategy is to go last on an Epoch and grab a continent and then bid to go first on
the next Epoch. This allows you to play back-to-back turns to build-up your continent
defenses. Of course the down side is that in a 5 player game going back-to-back means
that worse case you might not get another turn until everyone else has had TWO turns –
that’s EIGHT player turns before you get your turn again. Good luck with you defense of
that – Sky cards would help in that case.
Generally speaking, the only times you want to bid for turn order is when:
1. You are going to use the go last/go first trick to gain a huge advantage
2. You need to collect on a continent bonus before anyone else disrupts it
3. It is the final epoch
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
56
4. You are trying to stop another player from doing one of the things listed in 1-3
above.
Just remember that every time you bid for turn order you are losing Faith Tokens that
cannot be used later in other aspects of the game. Its typically not a good idea to bid for
turn order on the first Epoch unless you see some configuration of forces on the map that
you can take advantage of and, this is important, hold for more than just your next turn.
So don’t bid unless
a) You're reasonably sure you'll get the turn you want
and
b) Taking your turn at the chosen time will recoup your loss of faith spent on the bid,
while going at another time would force you to collect less faith.
Often times there is great power to be gained by just watching the other players sacrifice
faith bidding ... many times players will have large bidding wars, losing a lot of faith
between them when the turn order didn't matter a whole lot (it happens a lot with
beginners but anyone can get the bidding fever in their blood).
7.3. The Gods
Remember gods must be in play for you to purchase and play their Miracle Cards and for
you to receive their Miracle Cards for any god’s Labor you might accomplish.
Since the War God is always in play at the beginning of the game, the big question is
what god should I summon on my first turn? There is no firm answer to this question of
course. It depends on your overall goals and how the other players play, but in general the
thoughts on when to buy each god, its strengths and weaknesses are discussed below.
Magic God
Many players feel that summoning the Magic Goddess in the first Epoch and buying her
Relic cards is a strong opening position to have. Relics are best leveraged early since they
usually provide an economic benefit every turn. However, be aware that certain Miracle
Cards target Relics.
Be advised that in a 5 player game the War card deck will likely be exhausted quickly –
perhaps as soon as Epoch 2. And two of the War cards allow for either the destruction of
a Relic or the theft of one. So in a 5 player game it might be best to either not invest in
Relics are buy one and a war card.
The Magic god when together with the War god is a tough team to beat in battle.
Sky God
The Sky god offers a strong advantage in combat – the ability to roll an extra dice – and
so is a favorite to team up with the War or Magic god in combat. This god should
probably be your first or second summoning.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
57
Sky Miracle Cards are only used for defensive purposes, so they are typically useful later
in the game when a player is trying to hold a continent or defend some other strategic
position.
Death God
In the standard rules, the Death god offers no direct offensive or defensive benefits other
than the fact that if involved in the attack it keeps defeated armies from entering heaven
and subsequently the Underworld. However, the Death god’s ability to earn a Death Card
at the end of a turn should not be overlooked. These cards are devastating and expensive
to exercise – but you get what you pay for.
Probably by Epoch two or three you should have your Death god in play. If you have
been fighting you probably are about to capture a Crypt in the Underworld so you want
the god of Death in play by turns end so you can collect a free Death card.
Once summoned, keep the Death god well protected, since his Labor is the easiest to earn
cards with. If he sits back and you control a Crypt then the Death Cards will keep
coming. But realize in order to exercise a Death Card you will need to have 2 to 3,
sometimes 4 Faith Tokens.
The Death god probably remains a mid- to end-game summoning because its cards
require a lot of Faith to exercise; more Faith often comes only with continent ownership.
Also by mid-game you should have control of at least one Crypt, ensuring a Death Card
at the end of your turn.
War God
The god of War begins the game in play. So do what you can to fulfill the War god’s
Labor and collect free War Cards as often as possible -- they are relatively inexpensive to
play and tend to perpetuate your war machine.
When teaming the War god with the Sky or Magic god they are a formidable force on the
battle field.
7.4. The Miracle Cards
The power of the game is in the Miracle Cards – get them as often as possible because the
limits of your Armies are mitigated by playing Miracle Cards on offense (Death & War
Cards) and on defense (Sky Cards). For more detailed break-down and analysis of each
Miracle Card deck see section 5.
Remember that a Miracle Card’s associated god must be in play in order to buy or play a
card.
When a Miracle Card deck is depleted no more cards are available for the remainder of
the game.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
58
A card in hand without the required Faith Tokens to exercise it is a waste of you Faith
Tokens and effectively renders the card useless until more Faith is available – usually the
next turn.
Since Faith can be scarce, try to complete the god’s labors to earn Miracle Cards for free.
This leaves your Faith Tokens available to exercise Miracle Cards that cost Faith to play
– such as Death Cards and Sky Cards. The War Cards are typically free to play, though a
few do cost some Faith. The Death Cards are the most expensive to play.
Usually if you have a Miracle Card that will play, then play it. If you hold too many cards
you look like a target for others and you risk losing them to a Miracle Card played by an
enemy. So use’em or lose’em.
Magic Cards (Relics)
The Magic Cards (Relics) are maximized if they are acquired early in the game since they
stay in play the entire game – but be aware there are several other Miracle Cards that can
destroy Relics.
The Magic deck favors the economic side of the game, reducing costs, generating extra
income, providing additional armies and awarding victory points. There is usually no
charge for implementing any of the Magic cards and most provide benefits for all of the
game turns. It is probably prudent to acquire and play the Magic cards in the first two
turns of the game in order to reap the maximum benefit. The later they are played in the
game, the less effect they will introduce.
Many players believe the Magic deck is more powerful in 3 and 4 player games because
the War deck does not become depleted so fast and thus exposing those War cards that
can eliminate Magic cards.
See section 5.4 for more detailed analysis of the Magic Card deck.
War Cards
The War Card deck is usually the most active deck and the first to be completely
depleted. This is probably because every player begins the game with the War god in
play.
War cards are relatively cheap to play, but typically not free, (like the Magic deck) and
relatively easy to acquire via the War god’s Labor (capture 3 territories). Usually in a 5
player game the War cards will be exhausted by Epoch 2.
The most valuable cards in the War Deck (and their cost in Faith to play) are listed
below. These cards used in combination with the most valuable Death Cards listed in the
Death Cards section below can be used together to make devastating attacks:
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
59
The Siren Calls - (3 Faith) This card allows you to swap all armies of an opponent
between two territories that you select. Swap his largest army with an area that
holds but a single unit. If possible position them so that they are surrounded by
areas controlled by your opponent; these armies are essentially dead.
Empire is Born - (Free) Place a temple; a free point.
The Temple Falls - (Free) Move an opponent’s temple from one of his areas to
another. If possible place it for easy access (a 4 point swing).
Faith Shall Deliver - (1 Faith) Take two free Miracle cards. Whenever possible,
acquire them from the Death deck.
Eagles Take Wings - (1 Faith) This card allows you to move a major force to any
territory you control; it is great for surprise attacks.
Storm Rages - (Free) Select an area, roll a die - that many enemy troops perish.
Heroes are Born - (Free) Place three free reinforcements anywhere. To maximize
the affect, use this card in conjunction with The Temple Falls.
See section 5.1 for more detailed analysis of the War Card deck.
Death Cards
Death cards are, on the whole, expensive to play and often times damaging to the player
who plays them as well – several Death cards are player neutral – the destruction ordered
by the card may affect any player in the game including the player exercising the card.
Since Death cards are more expensive to play, the most economic way to acquire them is
to complete the Labor of the god of Death as it is relatively simple compared with those
of the other 3 gods; control a Crypt at the end of your turn.
Death cards are so powerful, that in the hands of a novice, they might very well help
them lose the game!
The most valuable cards in the Death Deck (and their cost in Faith to play) are listed
below. These cards used in combination with the most valuable War Cards listed in the
War Cards section above can be used together to make devastating attacks:
The Gods Forsake Us - (3 Faith) This card allows you to place a plague marker
anywhere. To maximize the affect, use it in conjunction with The Siren Calls. In
this way it is possible to place the majority of an opponent’s armies in one space
and then destroy half of them.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
60
The Sea is your Tomb - (3 Faith) If you do not control Atlantis, then this card will
remove the entire continent and all of the armies there. This removes 7 victory
points from the game. If you do control Atlantis then holding this card allows you
the security of conquering the continent without fear.
Death’s Door Closes - (2 Faith) This halves the armies in the vital spots of the
Underworld. Playing this card on turn 5 should make the quest for control of the
Underworld significantly easier.
Trojan Horse Revealed - (2 Faith) Select an opponent’s territory, roll a die and
destroy that many armies. This works best when used with either The Temple
Falls or on an area containing an opponent’s gods. (No god can stand alone and
should you be able to eliminate all of the armies in an area, any gods in the area
are lost too.)
The Dead Walk - (2 Faith) 6 armies from the Underworld are revived and placed
in one of your temples. Assuming you have held the temple from the first round
and one crypt from the second, there should be at least 10 units available here.
When played with The Eagle Takes Wings card, this unleashes a significant,
surprise force onto the board.
The Young Grow Old - (2 Faith) This card reduces the number of armies in every
territory holding more than one army. For maximum affect, play in conjunction
with The Dead Walk and The Eagle Takes Wings.
The Mighty Have Fallen - (4 Faith) Play this card with caution; the damage to
opponents must be greater than to your own troops. This card mutilates the three
largest armies on the board by cutting each one in half. The active player is not
exempt. It is often best played at the end of turn 4.
See section 5.2 for more detailed analysis of the Death Card deck.
Sky Cards
Sky Cards are used purely for defensive purposes, they can only be played by a player
when they are attacked. Investment in Sky cards is not really in alignment with Risk’s
aggressive nature. Using these cards may help maintain territories controlled, but they
will do nothing to improve your changes of acquiring more territory.
Because of their defensive nature they might best be employed in the end game when
trying to hold on to your empire.
If still trying to acquire an empire, Sky cards should be avoided, and your Faith better
spent on more aggressive cards – War and Death.
See section 5.3 for more detailed analysis of the Sky Card deck.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
61
Card Combinations
There is no limit (if you have the required Faith Tokens) as to how many and in what
order Miracle Cards can be played. Review the Miracle Card tables in section 5 and
imagine what a combination of several of these cards could do. There are a lot of
combinations of War cards that give faith/armies/temples.
Here are some examples:
An Empire is Born Faithful Gather Champions Arise
The first card creates a new Temple, the second card gives a faith token for each
temple, and the last card gives 1 Army for every 2 Faith Tokens you have. Faith
tokens are not lost.
Siren's Call Sea is your Tomb OR Land is Purged
This is a killer. Use the first card to move your opponent's biggest army to either
Atlantis or a Plague Land, and then the second card destroys them all. The
problem with this combo is that it's tough to get the cards and faith required to
pull it off.
Temple Falls Fire Rains Down
Move your opponent’s temple to the middle of his main continent, and then
destroy it and one army in every territory adjacent to it.
God Forsake Us Land is Purged
An army killer. First card drops a Plague, second cards destroys all armies in a
Plague
Your Idol is False OR Mighty Turn Meek Fire Sears the Sky
Use this combo when an opponent attacks your god(s) with a Sky god and one or
more other gods. Use the first card to banish your opponent’s attacking sky god,
and the second one to give you the edge (add +4 to a godswar battle) in the
ensuing godswar (Remember, your opponent CAN’T call it off until he’s made at
least one attack)
1000 Workers Amass This Ground is Sacred OR Men Become Warriors OR Enemies
Convert OR The Fog Lifts etc.
The first card gets you a free temple in a territory that’s under attack, but it’s not
going to do you much good if you lose the temple to your opponent (in fact,
you’ve just handed him a temple for free). Playing other sky cards afterward will
hopefully give you enough to hold it, and gain the bonuses on your next turn.
The Trojan Horse is Revealed Heroes are Born OR Eagles Take Wing
The Trojan Horse is a great card, but usually 1D6 armies aren’t going to be able
to do much. This is really two different combos: either you supplement the Trojan
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
62
Horse troops with Heroes are Born, or you move more guys in with Eagle’s take
Wing. Your opponent won’t be happy to have a large army on the inside of his
empire.
7.5. Temples
Probably the first Temple should be placed away from your planned front. Its ability to
re-roll ones on defense is not as valuable as its ability to generate 1 faith and 1 army per
turn. So you do not want to lose a Temple if you can help it.
That said, don’t under-estimate the value of a Temple generating that extra Army and
resurrecting Armies from a Crypt. This makes a Temple naturally re-enforcing; perhaps
something that might be powerful in a Territory that is a gateway to multiple continents.
Examples include Phoenicia (gateway to Europa and Africa), Egypt (gateway to Asia
Minor and Europa), and the Oricaleos, Iberia, Atlas tri-continent split.
It is the opinion of most players that paying 5 Faith for a Temple is too much. If
purchased on Epoch one and controlled through Epoch five, you break-even on a Temple
since it would generate 5 Faith by Epoch five (of course it would generate 5 Armies by
then as well which may be overlooked in this argument – also they serve as a location to
resurrect Armies from the Underworld Crypts – also perhaps overlooked here as well).
However, Temples are valuable if won in a battle or conjured by a Miracle Card – there
are two War Cards that create new Temples. So the suggestion here is to not buy
Temples, but rather acquire them through war and miracles.
7.6. General Play
Don’t over extend yourself and end up with thinly spread out Armies. This is the single
most often committed mistake made by beginners. Especially those seasoned players of
Classic Risk who think it is possible to pile 35 Armies someplace and just march across
the map – its not going to happen in Godstorm.
Godstorm tends to be less about massive army build up and more about using the Miracle
Cards to your advantage to help out the smaller scale forces that are typical in this game.
Every Army counts in this game – it is rare for a player to be able to amass more than 10
to 12 Armies in a single Territory.
Often it is wise to keep at least 2 armies in every Territory when possible and to attempt
to not have one of the largest armies on the board – both of these will protect you from
some rather devastating Miracle Cards.
Godstorm is much more chaotic thanks to the Miracle Cards so the ebb and tide of who is
winning changes hands often in a well played game.
Attack to gain a Miracle Card, to finish off an enemy, or to secure a continent, but try and
keep your borders strong – this is a balancing act of course.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
63
Make yourself a less tempting target of others if possible – keep pointing at who else is
winning and should be attacked – of course if you are really the one winning this tactic
probably will not work. ☺
After an invasion into enemy held territory to breakup a continent or to fulfill a mission
given to you by a Miracle Card, pull back forces if possible to defend your original
holdings or to setup for you next attack.
At times it is useful to keep a strong force on a Territory slightly removed from your
front where you expect an attack. Then if the attack comes, it gives you the space needed
to launch a counter-attack. If no attack comes, you still have a strong back-up.
Often times it is almost as important to have the majority of a continent as have it all and
risk the wrath of the other players taking the Continent bonus away from you. For
example, some players try to hold Europa. They typically cannot hold it, but it is so large
and has so many small easily defendable Territories that it still provides a decent faith
income even without getting its Continent bonus.
Use Plague Markers to your benefit. They are expensive to move into in force and can act
as a buffer zone between you and your enemies.
Don't allow anyone to hold a continent, if you can help it. Unlike regular Risk, continents
benefit two-fold in Godstorm -- as both a source of extra strength (armies) and extra
income (faith). And of course, conversely, you should try and hold a continent for
yourself if possible. ☺
Be patient. Expect loses. There is no advantage to having an early lead in this game – it
only makes you a target of others. Build up and collect your Miracle cards and wait for
the end game when you can make difference that counts toward the victory.
When attacking on the final Epoch it is important to concentrate on opponents who have
yet to play. If an opponent has completed their last Epoch and is not leading in Victory
Points any attacks on that player are a waste of your resources. Weaken those opponents
that follow you in the turn order. So conversely, if you are last in the final Epoch the gods
hope you are prepared for the worst – hopefully with some Sky Cards to bolster your
defense.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
64
8. Variants - House Rules
Some of these variants/house-rules came to mind after playing a few games of Godstorm;
however, the majority of them were gleaned from the Godstorm forums at Avalon Hill
and Board Game Geeks websites. See section 9 for details of how to access these forums.
The gods thank those who contributed to these forums and whose words, or paraphrase of
their words, are presented herein.
8.1. Setup Variants
Homeland Setup
This variant has been suggested by Mike Selinker, the lead developer of Godstorm.
Before the setup begins, each Faction selects their homeland and places their starting
Temple there with a single Army. Then the setup phase begins.
The Faction homelands are: Babylonians Babylonia, Celts Anglia, Egyptians Egypt, Greeks Graecia, Norse Thule.
Continental Setup
Each Faction begins the game in control of their own Continent. The Continent of
Atlantis is sunk and the Miracle Card “The Sea is Your Tomb” is removed from play.
Capital Setup
This variant can be used with other variants like Homeland Setup or Continental Setup
described above or the standard rules. The Territory containing your first Temple is
declared to be your capital and if that Territory is lost, you are out of the game. All of
your remaining Armies on the board go their Replacement Pool and the “Eliminating A
Player” rulse from section 4.2.6.2 apply.
An optional corollary to Capital Setup is that the Capital’s Temple generates 2 Faith
Tokens instead of 1 and 2 Armies in stead of 1 during the “Raise Armies & Gather Faith”
step. It also can resurrect 2 Armies from a Crypt instead of 1.
Faction Specific Abilities Setup
A few fans of Godstorm have lamented the fact that each Faction is identical in power
and abilities. Several variants have been proposed to remedy this and the most interesting
is listed in this section.
Each Faction can have up to 3 abilities (in a 5 player game) from a menu of 10 abilities.
Since there are not enough abilities to go around, the bidding would be interesting. At the
beginning of the game each Faction bids Armies out of their starting pool for the right to
select an ability. Once a Faction has reached their limit of 3 abilities they can no longer
bid and their starting pool of Armies has been reduced by the total amount they bid.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
An example menu of 10 abilities follows:
65
1. No Rest for the Wicked – Whenever an army would be removed from the game
from a death god's ability or by dying in the Underworld, place it in your heaven
instead of removing it from the game.
2. Desert Wanderers – During your fortification move, temples you control may
move in the same way as gods or units. If a territory you control is lost, you may
choose to remove any temples on that space from the game.
3. Official Religion – During the gather faith/raise armies phase, You gain twice as
many faith and armies from temples. (This does not apply to raising armies from
the Underworld.)
4. Steadfast Hope – Whenever a god you control would be banished, you may put it
on a temple space you control instead.
5. Holy Crusaders – Gods and units you control are not effected by the plague.
6. Mystic Channeling – At the beginning of the game, choose a god. That god costs
one less to summon, and buying that gods cards costs one less. You may not
purchase these cards for less than one faith.
7. Warrior Priesthood – During your gather faith/raise armies step, you may sacrifice
any number of faith to gain that many extra armies, or any number of raised
armies to gain that many extra faith points.
8. Lingering Dreams – When playing miracle cards, you do not have to have the
corresponding god in play.
9. Inspired Prophecy – During your gather faith/raise armies step, you may discard
any number of miracle cards from your hand. Gain one faith for each one
discarded. You may purchase more than four cards per turn.
10. Divine Intervention – Whenever a miracle card is played, you may sacrifice four
faith to cancel that miracle.
Using this variant, in particular, you wouldn't even necessarily have to make all the
abilities of equal strength. How much is it worth bidding for the best ability? Is it better to
bid aggressively and get one really good ability, or bid conservatively and get three
mediocre ones? What if you bid too conservatively, and end up with no abilities?
For games with fewer players the total number of abilities per Faction should be
increased so that there are not enough abilities to go around. For example, a 4 player
game might allow 3 abilities, and a 3 player game might allow 4 abilities.
8.2. Play Variants
Faith Income
In a 5 player game Faith Tokens are in very short supply so some house rules have been
created to give each player some amount of extra Faith Tokens at the beginning of their
turn – either a flat rate or a rate that decreases as the Epochs march on. An example of a
flat rate would be to receive a bonus of 2 Faith Tokens at the beginning of every turn.
No Epic Battles
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
66
Some house rules include a modification to battle that keeps the game moving and
eliminates long player turns composed of epic battles. It’s a simple rule. Normal battle
ends when the attacking player loses a dice roll.
Building Temples
Some players believe that the cost of Temples set at 5 Faith Tokens is too much. House
rules have been proposed that reduce the cost of Temples to 3 Faith Tokens; or
alternatively, it should be easier for mortal man to build a Temple than to summon a god
– so since summoning a god to earth costs 3 Faith Tokens, building a Temple should only
cost 2 Faith Tokens.
No Turn Order Bidding
Eliminate the bidding for turn order and determine a play order at the beginning of the
game. However, this eliminates a strategic part of the game.
Random Turn Order
Save your Faith Tokens and roll dice for turn order. Ties are re-rolled of course.
However, this eliminates a strategic part of the game.
The Underworld – Not
A lot of players do not play with the Underworld because they think it slows the main
game down. This seems like a house rule that violates the balance of the game because
when you kick a player’s butt on the Ancient Earth map it provides them with a lot of
Armies to invade the Underworld and subsequently have the potential to hold Crypts and
Altars to improve the strength of their forces on Ancient Earth map.
The Underworld – Only Defensive Losses Go To Heaven
To limit large build-ups on the very small Underworld map, some house rules enforce
that only Armies lost defending go to Heaven and thus on to the Underworld.
The Underworld – a Selective Club
Only casualties from normal battle, both offensive & defensive casualties, go to their
respective Heavens for a shot at the Underworld. All other Army losses, due to Miracles
mostly, do not go to Heaven, but to their respective Army Resource Pool. This is another
modification to the rules that helps to keep the population in the small Underworld lower.
The Underworld – Gone, Heaven as a Resurrection Pool
The Underworld is removed from play.
Any Armies lost in battle go to their respective Heaven as per standard rules.
If the Death God is in play at the end of their turn, a player may pay 3 Faith Tokens to
resurrect a total of 5 Armies or less from their Heaven. Resurrected Armies are placed on
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
any controlled Territory that contains a Temple. Resurrection takes place during the
“Raise Armies & Gather Faith” action.
67
Armies slain while the Death God is participating in the battle (offensively or
defensively) do not go to Heaven. They go to their respective Resource Pool.
After the “Raise Armies & Gather Faith” action is completed, those Armies still in
Heaven after resurrection are returned to their respective Resource Pool.
Defensive Godstorm
Some players feel that it is too hard to hold territories in Godstorm and that too much
offensive punch was given to the game. Gods not withstanding, the attacker typically has
3 to 2 advantage over the defender. Godstorm gives the attacker even more advantages
with the power of gods and miracles.
The game does not give gods much defensive clout and temples are not, as they probably
should be, defensive strongholds.
This variant attempts to compensate the defense for these short-comings…
1. Gods retain their powers on defense:
a. If a territory containing the war god is under attack, the defender may
defend with 3 dice. This requires that the defender commit 3 units to the
defense, and if the attacker attacks with 3 dice then there will be a total of
3 casualties; all 3 dice are compared with their counterparts. The defender
must have at least 3 units in the defending space to do this.
b. The death god prevents enemy casualties from going to the underworld
when defending in the same manner as when attacking.
c. Magic and sky god powers already work on defense and are unchanged.
2. Gods as units – Gods may participate in normal battle, thus a Godswar is at the
discretion of the attacking player. Gods assume physical form and engage in
combat like normal Armies but with greater strength. They can sacrifice
themselves in combat knowing they cannot be permanently killed.
a. For purposes of combat only, gods count as armies, and can roll dice and
be banished if a casualty. However, when fighting all gods roll one extra
dice. The Sky god, being king of the gods, rolls two extra dice.
b. Gods cannot be the only piece in a Territory, if so, they are banished.
c. Miracle Cards that affect Armies do not affect gods. Unless a Miracle
Card removes all Armies that are accompanying a god, then the god is
banished.
3. Temples – A temple is a sacred, hallowed place -- if it is conquered then the
conquerors automatically re-sanctify it for their gods; but until that happens, a
temple grants special powers to its owner:
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
68
a. Gods of another pantheon are robbed of their power when contesting a
Territory containing another player’s temple. In other words, when a
player attacks a temple using gods, those gods lose their powers in that
combat and attack as a normal Armies would. Often a player may not wish
to bother bringing their gods into an enemy temple, but sometimes it may
be necessary.
b. If a Temple is attacked, the defending player may pay 1 Faith Token to
summon to the Temple under attack a god that is currently in play
somewhere else on the Ancient Earth map.
c. If a Temple is attacked, the defending player may pay 3 Faith Tokens to
summon a god to the Temple from its Pantheon.
Death God Loves Plagues
The Death God is immune to plague territories (including whatever armies are with him).
If not using the Underworld, the Death God’s labor is “Control a plague territory at the
end of your turn” and receive on Death Card.
Super Atlantis
Since Atlantis was supposed to be the hub of culture, knowledge and technology in the
ancient world, here are some variant rules proposed to make Atlantis more enticing to
control. Any Faction that meets the criteria regarding Atlantis gets the following
advantages:
1. Each Atlantian Territory controlled yields one extra Faith Token bonus during
“Gather Faith” step.
2. Controlling all of the Atlantian Continent would allow a player to attack from any
Atlantian Territory to any other Territory that is adjacent to the Atlantic Ocean.
Godly Fortification
Gods are powerful and should be allowed to move independent of the mortal units on the
Ancient Earth map board. In addition to the normal rules for “Fortify A Position” step 7
of a Player Turn, any god may be moved from a Player controlled Territory to another
Player controlled Territory. There is no limit to how many gods may be moved. Of
course gods banished to their Pantheons cannot be moved to the map board. There is no
Faith cost for this movement.
Summon Gods Already on Earth
During the “Summon Gods” step 2 of a Player Turn, any gods already in play on the
Ancient Earth map board may be summoned to a different Territory than the Territory
they are currently in for a price of 1 Faith Token per god moved.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
69
9. References & Resources
The two primary web resources for this game are Avalon Hill’s website and Board Game
Geeks website.
9.1. Avalon Hill’s Risk Godstorm Website
http://www.wizards.com/default.asp?x=ah/prod/riskgodstorm
9.1.1. Official Rules
http://www.wizards.com/avalonhill/rules/godstorm.pdf
9.1.2. Frequently Asked Questions
http://www.wizards.com/default.asp?x=ah/faqs/godstorm
9.1.3. On-Line Demo
http://www.wizards.com/avalonhill/gs_demo/godstorm_demo1.asp
9.1.4. Forum
http://boards.avalonhill.com/forumdisplay.php?f=23
9.1.5. Review Series
This is a set of 12 articles written by the lead developer of Godstorm. Each article
contains links to the other eleven in the series:
http://www.wizards.com/default.asp?x=ah/article/ah20040604a
9.2. Board Game Geeks
http://www.boardgamegeek.com/game/10383
9.2.1. Forum
http://www.boardgamegeek.com/game/10383#forums
9.2.2. Downloads
http://www.boardgamegeek.com/game/10383#files
9.3. Other Websources
The Games Journal Review
http://www.thegamesjournal.com/reviews/RiskGodstorm.shtml
Online Playable Versions of Godstorm
http://www.smileygames.net/invade
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
Review at RPGnet
http://www.rpg.net/reviews/archive/11/11064.phtml
Review at Game Zombies
http://www.angelfire.com/games/zombiereviews/reviews/riskgodstormrvw.html
All Trade Marks & Images are the property of their respective owners.
70
Risk Godstorm Technical Field Manual
71
10. Appendix A – Proposed Uber House Rules
After playing a few games of Risk Godstorm over the Christmas Holiday 2007 and
discussing observations about game play, the following house rules were proposed. After
play testing they will likely be modified.
In a game based on polytheism we felt that:
A. the Temple did not play as significant of a role as it should
B. the gods should be somewhat more mobile
C. all the gods should have a defensive capability, not just the Sky and Magic gods
Also an economic evaluation of the game yielded a disparity between 2, 3, 4, and 5
player games. The fewer the number of players the more Faith each player generates. For
example, in a static* 3 player game the total Faith generated by each player over 5 epochs
would be 28; while the same static game with 5 players only generates a total of 18 Faith
over 5 epochs. This inequity suggests that it would be much more enjoyable to play a 3
player game than a 5 player game – all other things considered to be equal – because a
player would have more Faith overall to spend in a the 3 player game. See Appendix C in
Section 12 for details of the economic analysis.
Therefore, a conclusion was reached that some Faith generation bonus is required to
make the 4 and 5 player versions of the game generate approximately the same Faith as
the 3 player game.
NOTE: * The term “static” here implies that no territory expansion or contraction is considered
on the part of each player. We assume, for the sake of simplicity, that each player retains the same
number of territories throughout the game. Granted, this is not realistic, but it does serve to
normalize our comparisons of different games and to help us illustrate our point.
Many of these house rules are based on suggestions documented in Section 8.
1. Game Setup – Underworld
The Underworld, having 4 Crypts, is configured to provide tension in a 5 player game.
We found that when playing with less than five players there tended to be less fighting
and more camping out/fortifying a specific Crypt for the entire game. This house rule
creates three No Crypt Markers. These markers are used to cover Crypts in the
Underworld such that there is always one Crypt less than the number of players.
Print out three of the No Crypt Markers below (trim to fit if you so desire) and use them
as indicated below to configure the Underworld during the game setup phase.
Alternatively, you can use any flat non-descript marker to do the job described herein.
In a 4 player game place a No Crypt Marker on the Crypt labeled D shown in the
Underworld figure below.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
72
In a 3 player game place a No Crypt Marker on the Crypts labeled D and C shown in the
Underworld figure below.
In a 2 player game place a No Crypt Marker on the Crypts labeled D, C and B shown in
the Underworld figure below.
Figure 18 Underworld with Crypts Labeled and a No Crypt Marker
2. Start of Epoch Faith Bonus
Each player begins Epoch 1 with a 3 Faith bonus. Based on the economic discussion
above, a Start of Epoch Faith Bonus is awarded in 4 and 5 player games in order to make
those games generate approximately the same Faith as a 3 player game.
In a 4 player game at the start of Epochs 2 thru 5 a player receives a Faith bonus of +1.
In a 5 player game at the start of Epochs 2 thru 5 a player receives a Faith bonus of +2.
3. Building Temples
It should be easier for mortal man to build a Temple than to summon a god. Since
summoning a god to earth costs 3 Faith Tokens, building a Temple should only cost 2
Faith Tokens.
4. Temples Are Sacred
A temple is a sacred, hallowed place and grants special powers to its owner:
a. If a Temple is attacked, the defending player may pay 1 Faith Token to
summon to the Temple under attack a god that is currently in play somewhere
else on the Ancient Earth map. More than one god may be summoned at the
cost of 1 Faith Token for each god summoned. Such a summoning may cause
a Godwar to occur if both sides now have gods.
b. If a Temple is attacked, the defending player may pay 3 Faith Tokens to
summon a god to the Temple from its Pantheon. More than one god may be
summoned at the cost of 3 Faith Tokens for each god summoned. Such a
summoning may cause a Godwar to occur if both sides now have gods.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
73
5. The Underworld – a Selective Club
Only casualties from normal battle, both offensive & defensive casualties, go to their
respective Heavens for opportunity to embark to the Underworld. All other Army losses,
due to Miracles mostly, do not go to Heaven, but to their respective Army Resource Pool.
This is modification to the rules that helps control the population in the Underworld. The
normal rules regarding the god of Death’s power still remain in play and keep casualties
from going to Heaven.
6. Death God Loves Plagues
The Death God is immune to plague territories and protects whatever armies accompany
him into a Plague Territory. Thus the normal rule “Suffer Plague” does not apply to
armies being escorted by the Death God. However, if no armies are with a Death God in
a Plague Territory, the god is banished and the Plague Territory is empty. The Plague
Marker still remains in the Territory.
7. Gods Retain Their Power On Defense
The Magic & Sky gods already have defensive powers that can be used in a Godswar and
in Normal Combat; this house rule gives defensive powers to the gods of War and Death
that can be used in a Godswars and in Normal Combat as well.
For the god of War:
a. If a god of War is defending in a Godswar, the defender can add +3 to their
Godswar total
b. If a god of War is defending in Normal Combat, the defender can +3 to any
one of their dice – whichever favors the defender.
For the god of Death:
a. If a god of Death is defending in a Godswar, the attacking player cannot count
half of their armies in the Godswar total (round down as usual).
b. If a god of Death is defending in Normal Combat, any casualties the attacker
incurs do not go to their respective Heaven but to their Faction’s Army
Resource Pool. This is the same power they have in Normal Combat offense.
8. Summon Gods Already on Earth
During the “Summon Gods” step 2 of a Player Turn, any gods already in play on the
Ancient Earth map board may be summoned to a different Territory than the Territory
they are currently in for a price of 1 Faith Token per god moved.
9. Godly Fortification
Gods are powerful and should be allowed to move independent of the mortal units on the
Ancient Earth map board. In addition to the normal rules for “Fortify A Position” step 7
of a Player Turn, any god may be moved from a Player controlled Territory to another
Player controlled Territory. There is no limit to how many gods may be moved. There is
no Faith cost for this movement. Of course gods banished to their Pantheons cannot be
moved to the map board.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
74
11. Appendix B – Avalon Hill’s FAQ from 2004
Risk Godstorm
Errata & FAQ
http://www.wizards.com/default.asp?x=ah/faqs/godstorm
Updated 11/11/2004
The magic miracle card Hammer of Thor is played immediately after drawing it due
to rolling three of the same number in a godswar. Does it apply to that ongoing
godswar?
Yes.
Does the relic Pandora's Box get around the prerequisite of having the Death god
before playing death cards with the Box?
Yes. If any rules on a miracle card contradict the rules in the rulebook, the rules on the
card take precedence.
If you roll three 1s in a godswar not involving the goddess of magic (but you do have
her somewhere else) and you end up getting the Spear of Odin relic, do you get to
immediately reroll those 1s that got you the relic?
Yes.
For the relic Tablet of Destiny, do you have to sacrifice at least one faith to benefit
from it?
No.
For the relic Book of the Dead, can you choose to decline armies that you would have
raised for temples and/or ones that would have been raised through the
Underworld, or is this just for armies raised through the controlling of X number of
territories and complete regions?
You can't decline armies that you get by controlling a crypt in the Underworld or that you
get from temples. Those armies aren't "raised."
Does the Goddess of Magic let you reroll 1s in godwars?
Yes.
For the Death card The Mighty Have Fallen, what do you do when there are ties for
the largest armies on the board?
The player of the card chooses from among those tied.
Do you always round unit losses down in the game? For example, if you have five
armies in a territory that gets hit by a plague or miracle card that halves your army,
are you always left with three? (Miracle cards that do this would be the death cards
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
The Ground Shakes and The Mighty Have Fallen).
Yes. Always round unit losses down.
75
For the war card Heroes Are Born, must you pick from territories you control or
can you pick any territory (like empty territories or enemy occupied territories)?
This card should read "Gain 3 armies in any one territory you control."
For the death cards The Ground Shakes and Blood Coats the Land, what is
Mediterranea?
These cards should specify "Europa."
For the war card Visions Become Real, can this take relic cards or are relics not
considered to be in your hand?
Relics are not considered to be "in hand."
For the Wind card Fog Lifts, can you completely empty out/abandon a territory if
you have four or fewer armies in there?
No. You must leave at least one army behind.
Along similar lines as the above question, on the Death card The Dead Walk, are you
allowed to abandon an Underworld space in this way if there are six or fewer troops
on it?
Same answer. You must leave one army behind.
Atlantis is one of the options for death cards like Blood Coats The Land and The
Ground Shakes. If you play these cards when Atlantis is already sunk and you get
Atlantis on the roll, is the card just wasted or should you reroll? Similar question
applies to the death card Paradise Is Lost.
Reroll. For Paradise is Lost, reveal another card.
This question is about the cards Blood Coats the Land and The Ground Shakes. If
someone has out a card like Aegis, Shield of Athena, and someone plays one of those
cards, when must the player with the shield decide whether to counter that miracle
card's effect -- before or after the roll to determine the affected region? Similar
question for the death card Paradise Is Lost.
You get to know exactly what the revealed card will affect before deciding whether to
cancel it (after the die roll and after revealing a card).
When the war card Siren's Call is moving a large army containing gods to a space
with a plague marker in it, when are the units and gods eliminated?
The gods and armies are considered to be "entering" the plague land, so they suffer the
effects immediately. All gods are banished and the plague destroys half the armies.
When exactly can you play miracle cards? Is it right when you get them, or what?
You can play War and Death cards in your hand only during the 4th step of your turn.
When you receive them because of performing their labor, you still must wait until the
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
76
4th step of your next turn. (Exception: The relic card Pandora's Box lets you draw a
death card at the start of your turn, and you must play it immediately before you do
anything else.)
For the Magic Goddess's relics, play them immediately when you get the card. These are
always put into play the moment you draw them.
The Air God's miracle cards are played in response to attacks against you.
In a two-player game, would the three neutral armies that are placed into a plague
territory at the start be subject to being halved?
Armies are only halved in step 5 of your turn or when you first enter a territory that
contains a plague land. The neutral armies do not have turns, so there is no step 5 for
them, and they do not invade and move into territories. For these reasons they would not
be halved.
The War card Faith Shall Deliver states "Draw 2 cards from any miracle card
deck." Can I use this card to draw from the Relics miracle card deck even though I
do not have the Goddess of Magic summoned?
A:Yes.
Then do I follow the instruction on the Relic card to "Play Immediately" or must I
wait until I have the Goddess of Magic summoned to actually play the Relic card?
A:You must wait until you have the Goddess of Magic in play. The Relic card only
allows you to draw the cards (which breaks the rule of needing the god in play to draw its
corresponding miracle card). The game rule of playing miracle cards still stands: To play
a miracle card, you must have the card's corresponding god in play.
So when I do finally get the Magic Goddess, must I play those relics that were in my
hand immediately or can I hold onto them?
You must play them immediately upon summoning your Magic Goddess.
All Trade Marks & Images are the property of their respective owners.
Risk Godstorm Technical Field Manual
77
12. Appendix C – Analysis of Faith Generation
N Player Game
2
3
4
5
Territories
14
14
10
8
Temple
1
1
1
1
Faith Generated per Epoch Static
Game
per Player
1*
2
3
4
5
Total
8
5
5
5
5
28
8
5
5
5
5
28
7
4
4
4
4
23
6
3
3
3
3
18
Total Faith
Expended
in Game
56
84
92
90
* Includes start of game bonus of 3 Faith
2 player game as 3 player game because there is a dummy nuetral player
4 Player Game needs an Epoch Starting Bonus of 1 Faith in Epochs 2-5 to yield 27
5 Player Game needs an Epoch Starting Bonus of 2 Faith in Epochs 2-5 to yield 26
These Epoch Starting Bonuses tend to level the game economically and make each
game, regardless of how many are playing, yield similar economic output.
Epochs 2-5 Starting Bonus
Faith Generated per Epoch Static
Game
per Player
N Player Game
2
3
4
5
Territories
14
14
10
8
Temple
1
1
1
1
1*
8
8
7
6
2
5
5
5
5
3
5
5
5
5
4
5
5
5
5
5
5
5
5
5
Total
28
28
27
26
Total Faith
Expended
in Game
56
84
108
130
4 player game includes a +1 Faith bonus at the start of each Epoch 2-5
5 player game includes a +2 Faith bonus at the start of each Epoch 2-5
There are 66 Miracle Cards in the game. At a cost of 2 Faith per card it would take 132 Faith to buy
them all. Of course some -- especially the War and Death cards will be earned free of change by
performing their associated labor. Also with the additional house rules making Temples less
expensive and more powerful the extra Faith income will also be available to build Temples.
Perhaps with this extra Faith in the game, Temples SHOULD cost 5 Faith instead of the house rule
making them only cost 2 Faith. Play testing should provide some practical insight into this.
All Trade Marks & Images are the property of their respective owners.
13. Appendix D – Player Guide with Uber House Rules
The following landscape page contains the player guide containing the proposed house
rules. This guide is included here for reference and is available in a PDF format suitable
for online viewing or for printing. The single file PDF format better utilizes the page
margins and is easier to read than the reference version provided below.
A Territories 1-11 12-14 15-17 18-20 21-23 24-26 27-29 30-32 33-35 36-38 39-41 42
Armies/Faith
3
4
5
6
7
8
9
10
11
12
13 14
Start With
At Start Each Epoch
Setup
Configure
Underworld
1. Sacrifice Faith for Turn Order
2
30
START HERE
War God
2. Epochs 2 – 5:
3
35
1 Temple
G
Gods
4 player game Faith Bonus + 1
4
30
3
Faith
5 player game Faith Bonus + 2
5
25
Labor – conquer 3 or more Territories
3. Don’t forget to Check Relics
War Cards – play Turn Sequence #4 if god is in play
Plague – banished if enters a Plague Territory
Player Turn Sequence Each Epoch
Offense – wins ties
Godswar
1. Raise Armies & Gather Faith (Territories/3, min 3)
Godswar Defense – add 3 to Godswar total
See Table A above for Armies & Faith.
Battle Offense – wins ties
Each Temple generates +1 Army and +1 Faith
Battle Defense – add 3 to any one dice
Resurrect up to N-1 Armies from each Crypt to any Temple
whichever favors the defender most
2. Summon Gods G & Build Temples T
G
3 Faith to summon a god. 1 Faith to summon a god in play to
a different Territory you own.
2 Faith to build a Temple.
3. Obtain Miracle Cards (up to 4 cards max)
2 Faith per card. Related god must be in play
4. Play Miracle Cards (War and/or Death cards only)
Related god must be in play
5. Suffer Plague
Each Plague Territory loses ½ of Armies & most gods see G
6. Invade Territories
Godswar if both sides have gods, see Table G
Normal Battle if not, see Table N
7. Fortify A Position
Armies - move 1 group from 1 Territory to another
Gods - move any number of gods from 1 Territory to another
8. Embark from Heaven
Move Armies from Heaven to Underworld spaces you control
and/or to empty Gates
9. Invade Underworld
Normal Battle between Underworld spaces or Armies in
Heaven can attack any occupied gate
10. End Turn
If Death god in play and you own at least 1 Crypt in
Underworld, take 1 Death card
N
Victory Points (78 Total)
+1 per Territory
(42)
+ any Continent Bonuses (25)
+1 per Underworld Crypt
(4)
+1 per Underworld Altar
(2)
+ Relics with VP bonus
(5)
Tie Breaker Precedence
Most Faith
Most Temples (12 max)
Most Gods in Play
Most Armies in Play
If still tied, share the win
Death
Sky
Labor – control at least 1 Crypt at end of turn
Cards – play Turn Seq #4 if god is in play
Plague – is not banished in Plague Territories,
protects Armies there from Suffer Plague
Godswar Off/Def – Enemy cannot count ½ of
their Armies in their Godswar total (round down)
Battle Off/Def – Enemy casualties do not go to
Heaven
Labor – defeat at least 1 god in a Godswar
Cards – play when attacked if god in play
Plague – banished if enters a Plague Territory
Godswar Off/Def – roll an extra dice
Battle Off/Def – roll an extra dice
Labor – roll 3 of a kind
Magic Cards – are permanent relics, play immediately
if god in play, they remain in play when god is
banished
Plague – banished if enters a Plague Territory
Godswar Off/Def – re-roll all dice showing 1
Battle Off/Def – re-roll all dice showing 1
T
Temple Powers
When attacked re-roll dice showing 1
When attacked the defending player may pay 1 Faith
to summon a god in play to the Temple under attack
When attacked the defending player may pay 3 Faith
to summon a god from its Pantheon to the Temple
Risk Godstorm Player Guide Uber House Rules Rev 1.03.00
Godswar
Pair of Gods fight. Loser is banished.
Each God rolls 3 dice + 1 dice per Altar
+ 1 dice if Sky God + Army Count
Gods not fighting support with their
power – see Table G
Temples allow defender to re-roll dice
showing 1
Repeat until only one side has a god(s)
or until attacker cancels attack.
If attacker cancels attack because they
lost all of their gods, they still must do
one round of Normal Battle before
retreating.
Normal Battle
Attacker must have 3 or more Armies
attacking to roll 3 dice, else roll number
of dice equal to number of Armies
attacking, must always leave 1 behind
Defender must have at least 2 Armies
to roll 2 dice, else only roll 1 dice
Compare highest to lowest dice pairs.
Higher dice wins, loser removes 1 Army
for each dice comparison lost. Tie goes
to defender unless War God attacking.
If attacker wipes out defender, attacker
must move into conquered Territory at
least the number of Armies equal to the
number of dice rolled, can move in
more, must leave 1 Army behind
If gods are on one side or the other,
then their powers apply – see Table G
If Temple is attacked see Table T
God(s) are banished if no Armies left
Continent
Bonus
Hyrkania 2
Germania 5
Europa 7
Atlantis 3
Asia Minor 3
Africa 5
Was this manual useful for you? yes no
Thank you for your participation!

* Your assessment is very important for improving the work of artificial intelligence, which forms the content of this project

Download PDF

advertisement