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Knights Templar

<Back
The game
For 3 or 4 players

Setting:
Each player is a knight Templar charged as a group with protecting a precious holy relic.

Object:
Player may win in either of 2 ways:
Pious victory:
Be the only surviving knight Templar
Evil victory:
Sell your soul to Satan and kill all of the other knights

The turn:
On your turn, you may:

  • Draw one card.
  • Play one card from your hand into one of your piles
  • Take one card back from one pile into your hand
  • Play or retract up to 1 prayer
  • Move your knight

Or

  • Sell your soul and attempt to kill off the other knights

Movement:
Each player has a further knight card in the center of the table placed on an imagined grid.  The four knights start in a square.  At the end of your turn you may move your knight to any imagined grid square so long as he touches at least one other knight either directly adjacent or at corners.  If no knights are currently adjacent to you, you must move so as to end your turn touching another knight.

The piles:
Each player will have one knight card for each opponent and one knight card for himself.  These cards identify each player.
Place your own knight card face up in front of you – this represents who you are.
Place each of your other knight cards (representing your opponents) face down in front of you in different piles.  These are your knight piles.
Each player is also given a Satan card which is placed face down in front of him – this is your final pile.
Do not let the other players know which piles are which.
At any time another player may request a count of how many cards are in a pile.

The cards:
At the beginning of the game each player is dealt 3 cards.
There are three types of cards:

Piety cards
Temptation cards
Hold cards

You may play a piety card in any of your knight piles.  These cards are used to safeguard yourself against the selected knight, should he be overcome with the power of Satan.

You may play Temptation cards in your Satan pile.  These cards represent your compounding temptations to sell your soul to the devil.

Hold cards remain in your hand.  You may play them according to what they instruct.

Selling your soul:
If you sell your soul:

  • Declare that you are selling your soul.
  • Turn over your Satan pile.  Starting with 0, add the modifiers together to determine the power of your possession.
  • Each opposing player then turns over his knight deck that corresponds to you and adds the modifiers together to determine his resolution score.
  • A knight scores a bonus of +2 if he is directly adjacent (not diagonal) to you at the time of your possession.  This is called Proximity Bonus.
  • If any knight equals or beats your possession score with his resolution score, you have been defeated and killed. You are out of the game
  • If no knight can equal or beat your score, you have won and you kill all of the knights!
  • If you are defeated, each of the other players now discards his knight pile for your knight and play continues.

Draw pile runs out:
If the draw pile runs out of cards, the next player to draw gets a counter.  The player after him gets two counters and so on.  Everyone can see the counters.  If a player sells his soul to Satan, he may add the counters to his possession power.

Cards:

Hold:
unless specified, these cards may be played out of turn and beyond the 1-card limit

Righteous indignation  (x1)
For each knight that has sold his soul to Satan (including the current knight): +1 resolution.  Play when a knight sells his soul, before the Satan pile is revealed.  Card is removed after results are determined.

Satan’s surprise (x2)
+1 possession.  Play when you sell your soul, after you have revealed your cards but before the players have revealed theirs.

Denounce (x2) perhaps each player should start with this card
This is a very special card.  It may be played on your turn instead of playing a card in a pile.  Select another knight.  He must reveal his Satan pile to you and you must reveal your knight pile for him, to him.  If the power of his possession is at least double your resolution score, you have revealed him as a heretic and he is executed!  If it is not, it is you who is executed!

Antichrist (x1)
If this card is in your Satan pile, +1 to possession for every 3 unique temptations in your Satan pile.  The antichrist bonus does not apply to a denunciation.

Guidance (x4)
This card may be played on your turn in addition to playing a card in a pile.  Select another player’s pile.  He must pass you the knight (or satan card) that belongs to that pile.  Once you have viewed it, pass it back.

Prayer (x4)
This card is played face up in front of you.  You may have any number of prayers before you.  For each prayer you have in play, you score +1 to your proximity bonus.  If the possessed player also has a prayer card in play, your proximity bonus goes to him instead.  But if the possessed player has prayer cards in play and a proximate pious player does not have any prayers, the bonus is given to the pious player.

Piety:
For each of the following cards, the player has +1 to his resolution score.  If the card has the “impassioned" prefix, he has +2.  Cards must be already present in the appropriate knight pile at the time that knight sells his soul.
No more than one of each type of piety card may be played in the same knight pile.
If a piety card has the “Divine” prefix, it may be played in a knight pile that already contains a resolution of that type.
There are 5 normal, 2 impassioned and 2 ‘Divine’ cards for each piety type.

Confession

Vigilance

Suspicion

Resolve

Intervention

Faith

54 Piety cards total
<5 per knight pile in 4 player game

Temptation:
These cards may be compounded freely.  There are 2 of each of the +1s, 2 each of the +2s and 1 each of the +3s.

Impure urges: +1

Deviant thoughts: +1

Thrill of iniquity: +1

The prophet’s voice: +1

Prevarication: +1

Sleepless: +1

Excuses: +1

Resentment: +2

Forbidden Knowledge: +2

Sloth: +2

Insanity: +3

Strength of ten: +3

Greed: +3

23 Temptation cards
5 per satan pile in 4 player game

88 cards total.