- Note these rules have not gone through play testing and are guaranteed to be flawed mechanically in this current iteration.
To gain the most arcane power to become the next high priest(ess) when the game ends.
Each player chooses a colour and takes all the player pieces and blocks of that colour and places them infront of them.
Sort out all the Elemental Cards and place them on the associated areas around the board
Put the High Priestess Meeple next to the board.
Place the Sun and Moon tokens on their respective starting locations on the board
Choose a starting player at random. They place their first meeple on any of the locations on the board. All other places do the same thing in clockwise order until all players have a priest(ess) on a location.
At the start of each players turn progress the sun one step forward (clockwise) and the moon two steps forward (couter clockwise).
The starting player must move their priest(s) up to two locations around the board that are adjacent (use paths on the board). The priest may not end up on the same location they started from.
There are limited spots per location (two for outer ring and sacrifice stone and one location for inner ring). Priests may still move to an occupied location but may not perform the action of that location.
Each location a priest moves to may perform the action of the location:
Outer Ring Standing Stones: (two spots for priests):The outer ring are the sommuning standing stones and the player will collect one resource of the type shown. from the resources cards if availble.
Inner Ring Standing Stones: (one spot for priests): The inner ring performs the rituals with the Elemental cards a player has in their hand. Players spend the resources show to gain the action depicted on the standing stone:
Summon a new Priest(ess): Place the new piest next to this stone (not active)
Move the moon up to 2 steps forward
Move the sun up to 2 steps foward
Swap locations with any other priest on the board
Summon the High priesess to any unoccupied location until your next turn or she is summoned by another player. The high priestess will perform the sun or moon movement (players choice) if they end up on those locations. If the moon is on the location where the high preistess is you may perform the action as if you were there for free.
Summon a standing stone. Add a stone of your colour to the outer ring of stones. When any player gains a resource from that location you can gain one resource of that as well.
The Sun causes the outer ring stones to provide 2 elemental summons when they are shining directly on that standing stone.
The Sun causes the inner ring to not be used for any rituals.
The Moon will cause the outer standing stones to provide no elemental summons.
The Moon will cause the inner to provide double the benefit.
If the Sun and Moon overlap and cause an eclipse the location will have an extreme effect.:
Outer standing stones gain 2 elemental cards and then take all of that elemental card from all other players
The inner ring will cause the effect to be the maximum it can be possibly be. (summon all remaining priests, summon all remaining stones, Move sun and moon to any location, Swap positions of any or all of your priests)
Arcane Power can only be gained at the sacrifice stone in the middle of the board.
Spend 2 blood Elemental and 3 of any one type to gain a single Arcane Power Stone
Spend 2 blood and sacrifice the Priest on the sacrifice stone (may not be your last priest) to gain 3 Arcane Power Stones.
When the sun have done two laps around the board the game ends.
The player with the most Arcane Power Stones is declared the winner.
Lead Design, Lead Graphic Designer, Lead Artist: Wesley Lamont