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Commissioned Rulebook FINAL

Commissioned board game rules

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0% found this document useful (0 votes)
583 views12 pages

Commissioned Rulebook FINAL

Commissioned board game rules

Uploaded by

theogeo17701408
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Jerusalem, 34 AD The followers of Jesus Christ are known as “the Way.

us Christ are known as “the Way.” Both Roman and Jewish authorities are alarmed at the
incredible growth of this sect of Judaism. Hoping to cut off the snake’s head, they begin to persecute the Church. Apostles are priority targets, but even regular
members of “the Way” find it difficult to avoid imprisonment. Stephen’s death proves to be a turning point. A respected deacon, he is stoned to death for his belief
in Jesus. This event ignites a firestorm of persecution. You are the Apostles. Pray, share, and use your growing faith to guide the Church on your mission to spread
the good news. You have been…

Commissioned is a 2‑6 player, historically‑themed, cooperative‑style board game with a simple deck‑building mechanism that plays in 1 hour. Players are the
early Christian Apostles, and must work together to: strengthen your faith decks, grow the Church, collect the books of the New Testament, and overcome trials.
You do not need to know anything about Christianity to play.
The game includes 5 scenarios that cover the first 150 years of Church history, 2 difficulty levels, and a 1‑vs‑all variation.

INCLUDES: 1 Double‑Sided Game Board, 5 Double‑Sided Scenario Card, 6 Unique Player Boards, 96 Faith Cards, 27 Trial Cards, 4 Wood Missionary Meeples, 75
Wood Church Member Cubes, 1 Wood Elder’s Staff, 6 Wood Player Pawns, 30 Double‑Sided Stop Tokens, 5 Double‑Sided Extinguished Tokens, 1 Converted City
Leaders Token, 1 Roman Legion Token, 1 8‑Sided Die, 1 Rulebook, 1 Theme Appendix
Important Terms Setup
Apostle: Players. Colored Apostle pawns show 1. Choose a scenario card. First‑time players should begin with “Acts of the
board position. Apostles are never removed. Apostles.” The scenario card specifies the side of the board and piece
placement. See below for more information about scenario cards. Place stops
Missionary: Gray meeples (Only used with less Apostle in the inkwell, the Converted City Leaders token in the wine goblet, and
than 6 players). Allows the Church to perform Player Pawn Church Members on the bread.
a Mission move without an Apostle pawn (See
Move section). 2. Each player chooses an Apostle (some scenarios specify your choices), and
receives the matching Apostle board, pawn, & six Faith cards. Place the
Church Member: White cubes used to indicate a Apostle pawns on the board as the scenario card directs.
Christian (not a player). Missionary
Meeple Return unused Apostle pawns, cards, and boards to the box.
Elder: The player currently holding the
Elder’s staff. 3. Take one Missionary for every player less than six (2 Missionaries with 4
players). Return unused Missionaries to the box. Place Missionaries as
Location: A space to which players can move on directed by the scenario card.
the board (a City or Ship). Church
Member Cubes 4. Sort the Trial card deck for the desired difficulty ( Disciple or
Church: A Location than contains at least 1 Martyr), shuffle it (should have 21 Trial cards), and place it in the draw
Apostle, Missionary, or Church Member. pile. Remove 1 Trial card for each additional player above 3 (remove 2 Trial
Elder’s cards with 5 players).
Population: The number of Apostles, Staff Token
Missionaries, and Church Members in a Church. Place unused cards in box.

City: A land Location on the board. Normally 5. Stack the Extinguished tokens (1 on top), and place them in the wine goblet.
refers to a land Location without a Church.
6. Sort the remaining Faith cards by their value into four decks, shuffle each,
Ship: A Location in the water between two cities. and place them next to corresponding space at the top of the board. Deal
Converted City each player two 2‑Faith cards face‑down (as shown in example).
Region: The color‑coded groups of cities on the Leaders Token
map. Also identified by white City symbols. 7. Each player shuffles his or her initial Faith deck (6 Apostle cards with
the 2‑Faith cards), and places it in the draw pile next to his or her
Apostle board.
Setup by Player Number
8. Select a player to start as the Elder. Give him or her the Elder’s staff and
Refer to the chart below to make adjustments to the eight‑sided die.
the game setup based on the number of players. Roman
Legion Token 9. If playing with adversary variant, see rules on page 10; otherwise, place the
Roman Legion token in the box.

Scenario Cards
The game’s five scenarios may each be played on disciple or martyr difficulty.
Extinguished First‑time players should start with the “Acts of the Apostles” on disciple
Token difficulty. The remaining scenarios may be played chronologically: “Peter’s
Gentile Outreach,” “The First Missionary Journeys,” “Appeal to Caesar,” and
“To the Ends of the Earth.” Each scenario card contains the: Scenario Name,
Victory Conditions, Setup & Special Rules, Failure Meaning, and Thematic
Mission Growth Scenario Explanation (rear).
Stop Stop

2 © 2015 Chara Games, LLC. Commissioned is a trademark of Chara Games, LLC. All Rights Reserved. WWW.CHARAGAMES.COM
Example Setup 1 In this example, 3 players are playing the “Acts of Note that the
the Apostles” scenario. To start, they would place Extinguished tokens are
their Apostle pawns, 3 Missionary Meeples, and uniquely designed to
6 Church Member cubes in Jerusalem. The yellow cover a specifc candle
player, Andrew, has been selected randomly to be the on a specific side of the
Elder. That player receives the Elder’s staff and the board. If done correctly,
8‑sided die and will start the game. the Extinguished token
should match the art of
the board, but with the
3 candle extinguished.
2 6 Each token is marked
by the board side and
candle track placement
for ease of use. For
1 example, the token
below is used on this
board side (Board Side
A), and will cover
5 the “1” space on the
candle track.

1 1 8

6
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Faith Deck
The early Church’s survival depended on both the Title
actions of dedicated individuals and on collective
activity. The Faith deck mirrors this reality. Faith
Throughout the game, each Apostle must manage Point Value
their unique Faith deck. Collectively, Faith cards
have board effects used to respond to trials (bad Board
circumstances). Individually, Faith cards have Faith Effect
points used to mature the Apostle’s faith (increase
their capabilities). To be successful, Apostles have New Testament
to balance these two factors as they attempt to Books
achieve the scenario victory conditions. Faith cards
have up to 5 components: Title, Faith Point Value, Historical
Board Effect, New Testament Books (only on 2‑Faith Reference
cards) and Historical reference.

Apostle Cards
Each Apostle has a unique base set of Faith cards. These cards are used to:

Add one Church Member Remove one Growth stop Conduct an extra move All Apostles may remove No board effect. Cards are Remove one Mission stop
to the Church with from one Church in the action (see the Move section). two cards from their discard 2‑Faith points. from one Church in the
the Elder. Cards are Elder’s Region (See the Cards are 1‑Faith point. pile (place them in the box). Elder’s Region (See the
1‑Faith point. Stop section). Cards are Cards are 1‑Faith point, but Stop section). Cards are
1‑Faith point. one card may be used to 1‑Faith point.
purchase a 2‑Faith card.

Maturing Your Faith deck: There are four piles 2‑Faith: Word cards that give the player a choice 3‑Faith: Cards add Church Members, add
from which Apostles may purchase cards to between a (1) board effect and (2) adding some Missionaries, remove stops, or add moves. They
add to their Faith deck. This will occur during the books to the New Testament. For the latter, place usually have two effects when played. These cards
Mature Phase (see Order of Play). the card next to the matching space on the board. are worth 3‑Faith points.
These cards are worth 2‑Faith points in your hand.
1‑Faith: Cards similar to the Apostle cards. These If the Apostles add all nine Word cards, all 4‑Faith: Cards that reflect miracles in the early
cards typically have 1 effect, and are worth 1‑Faith stops are removed from the board. After this, new Church. They add multiple Church Members,
point in your hand. stops may still occur. If a Trial card directs you remove multiple stops, enhance movement, or
to remove a Word card, choose a card from the impart special abilities to overcome trials. These
bottom of the board, and return it to the box. cards are worth 4‑Faith points.

4 © 2015 Chara Games, LLC. Commissioned is a trademark of Chara Games, LLC. All Rights Reserved. WWW.CHARAGAMES.COM
Order of Play Trial: The Elder draws a Trial Card from the
Arm: Draw Cards pile, and applies the effect to the Location
Rounds have 3 phases: ARM, LIVE, & MATURE. in which his or her Apostle Pawn is located
2-3 Players: 6 (unless the Trial Card directs otherwise). See
the Trial cards section for more details on
Arm 4-5 Players: 5 the effects of individual Trial cards.

Players draw six cards from their faith decks into 6 Players: 6
their hands for use in the other phases (five with
4‑5 players). If your Faith deck runs out before you
finish drawing, shuffle your discard pile, place it
in your draw pile, and finish drawing your hand. If Live
you can fill your hand from your draw pile, do not
shuffle your discard pile. Players face Trials, Pray, Share, Move, and
Grow. This phase has five actions, and is
Andrew, James, & Barnabas are playing a 3‑player repeated twice (4‑5 players: three times, 6
game of Acts of the Apostles (Scenario #1). After players: four times) before moving into the
creating their faith decks by drawing two 2‑Faith MATURE phase. The Elder staff passes left
cards and shuffling them with their six Apostle every time the LIVE phase is repeated.
cards, they each draw a hand of six cards (place
other cards in draw pile). Andrew, James, & Barnabas will repeat the
LIVE phase twice.

* Andrew draws the “False Teachers” Trial


Card. This card has three board effects.
Live: Repeat Phase Starting at the top of the card, the Elder
(Andrew) chooses to lose a Church Member
2-3 Players: 2x (try to save your Missionaries if you can).
The Church Member is placed back
4-5 Players: 3x on the bread. Next, both a Growth Stop
and a Mission Stop (from the inkwell) are
6 Players: 4x placed on the Church with Andrew’s pawn
(in this case Jerusalem). *Shown Below

WWW.CHARAGAMES.COM © 2015 Chara Games, LLC. Commissioned is a trademark of Chara Games, LLC. All Rights Reserved. 5
Live Continued... Message Die Result Chart
Pray: Each player secretly selects two Faith
cards from his or her hand (one with 4 or more
players), and places them face down on his or her 4-8 Messages arrive. Players may talk with the Elder during the share, move, & grow actions.
Apostle Board.
3 Messages lost. No talking during the share, move, and grow actions.
Message Die Roll: Elder rolls eight‑sided die.
Apply the effect below that corresponds to the 2 Messages intercepted. No talking during the share, move, and grow actions. Re-roll the die.
result of the roll. (First‑Time players: Skip this
part of the Pray action, and openly talk). 1-4 Place a Mission stop on Elder’s Church.

Andrew, James, & Barnabas each pick two cards 5-8 Place a Growth stop on the Elder’s Church.
from their hands, and place them face down in
the Pray box on their Apostle Boards. As the 1 Spies infiltrate. No talking during the share, move, and grow actions. Remove 1 Church
Elder, Andrew rolls a 3 with the Message die. Member or Missionary from the Elder’s Church.
This means the Apostles cannot talk until after
the Grow action.

Share: Turn the “prayed” cards face up. The Elder must now decide which 2 cards to use. Other players may offer advice if the Message die results allow, but the
player with the Elder staff must choose. Apply the Faith cards to the Church or Region in which the player with the Elder staff’s Apostle Pawn is located
(unless the card directs otherwise). After the 2 cards are played, place all Faith cards in the individual player’s Discard pile on his or her Apostle Board (unless
the card was added to the New Testament).

All players turn the cards they prayed (face down) face up. As the Elder, Andrew needs to pick two of the face up cards to use. In this case his options are:
Andrew’s Played Cards James’ Played Cards Barnabas’ Played Cards

Remove one mission Add one Church Member One extra Move during the Remove one growth Remove one growth stop. Remove one growth stop.
stop or add books to the to the Elder’s Church. Move action. stop or add books to the
New Testament New Testament.

Andrew removes the Mission Stop from Jerusalem


(place it back in the inkwell), and adds a Church
Member (from the supply) to Jerusalem (where
the Elder’s pawn is). All cards (used or not) are
discarded on their Apostle Board. Normally,
players could offer advice, but Andrew’s Message
Die roll prohibits talking during this LIVE phase.

6 © 2015 Chara Games, LLC. Commissioned is a trademark of Chara Games, LLC. All Rights Reserved. WWW.CHARAGAMES.COM
Move: Pieces move between Locations along routes. The Elder may make two moves. These may be As the Elder, Andrew may move anything on
Fellowship Moves, Mission Moves, or one of each. The player with the Elder staff may move any piece the board. For his two moves, Andrew:
on the board. The Elder may move the same piece more than once.
1) Mission Move: Barnabas, a Missionary,
Fellowship Moves allow any number of Apostles, Missionaries, and/or Church Members to be and 2 Church Members to Jericho
moved between adjacent Locations with existing Churches.
2) Mission Move: 2 Missionaries and 1
Mission Moves involve moving from an existing Church into a Location without a Church. Church Member to Nazareth
Mission Moves require a Population of at least 4. During the Mission Move, at least one Apostle
or Missionary must move to the new Location (they may be accompanied by any number of other Both of these moves required 1 Apostle or
Apostles, Missionaries, and/or Church Members). Mission stops prohibit Mission Moves out of the Missionary, and a pre‑move Jerusalem
church on which the stop is played (see Stop section). Population of at least 4. Any number of pieces
could be moved as a part of either Mission
Note: Voluntarily removing the last piece from a City Location during a Mission or Fellowship Move Move. On future turns, Fellowship Moves
causes that Church to be extinguished (see Trial section) between established Churches allow Church
Members to move without a Missionary
Ships: Normal Mission Move rules apply to moving onto a empty Ship. A second move is required to or Apostle. If Andrew had not removed the
place the pieces in the City on the other end of the route. This move does not require a Population of 4 mission stop during the Share action, the
or an Apostle or Missionary. These moves may be done in one turn, or one at a time (players cannot mission stop would have blocked these moves.
make more than two moves unless a Faith card giving extra movement is selected in the Share action).
The Ship’s direction does not impact movement. While on a Ship, the Church is in the blue Region.
Leaving a Ship empty does not place an extinguished token.

An example of all legal moves is shown below. Note that an Apostle or Missionary would be required to
move as a part of the Mission Moves shown.

Fellowship Move Mission Move

Grow: Players may place a Church Member


(from the bread) in Churches with 3 or more
Population. The Elder may choose not
to grow a Church. If there are not enough
Church Members in supply, the Elder must
decide which Churches grow. Churches on
Ships may grow. Growth stops prevent growth
(see Stop section).

Pass the Elder staff left.

Andrew grows Nazareth and Jericho. The


growth stop blocks growth in Jerusalem.
Andrew passes the Elder staff to James. James
repeats the 5 Live phase actions (not shown in
this example), and passes the Elder staff to
Barnabas. All players now have 2 Faith cards
left in their hands.

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Mature Mature Example Andrew’s Remaining Faith Cards

After completing the required LIVE phases, players After playing through the two Live phases,
use the 2 cards left in their hands to purchase new Barnabas is the Elder, and the cards to the right
Faith cards. Beginning with the Elder, players are remaining in each player’s hand.
may purchase cards from the Faith card piles.
The sum of the Faith points on the remaining Players add the faith points on the two cards to
cards determines how much the player can spend. determine how much they can spend. Andrew,
Players can spend their Faith points in any way, or James, and Barnabas have 3, 2, and 4 faith points
choose not to spend any or all of their Faith points. respectively. Starting with Barnabas, each player
buys new Faith cards. Barnabas uses his four faith
For example, a player with 3 Faith points may: buy points to buy one 4‑Faith card. To do so, he draws James’ Remaining Faith Cards
three 1‑Faith cards, buy one 2‑Faith card & one the top two 4‑Faith cards, selects the one he wants,
1‑Faith card, buy one 2‑Faith card, buy two 1‑Faith places it in his discard pile (with the 2 cards left
cards, buy one 1‑Faith card, buy one 3‑Faith card, from his hand), and returns the other 4‑Faith card
or buy nothing. to the bottom of the 4‑Faith deck. Next, Andrew
buys a 1‑Faith card and a 2‑Faith card. Since he
3 Faith Points bought more than one card, he draws the top
1‑Faith and 2‑Faith cards, and places them into his
discard pile (with the 2 cards left from his hand).
Lastly, James decides not to buy new cards (not
good strategy at this point in the game, but legal).
He places the 2 cards (from his hand) in his discard. Barnabas’ Remaining Faith Cards

If buying 1 card, the player draws the top 2 cards, Another round begins with the ARM phase. In this
chooses one, and returns the other to the bottom example, each player has 2 cards left in their draw
of the deck it came from. piles. The players draw these two cards into their
hands. Now, they shuffle their discard piles, place
Keep 1 them in their draw piles, and finishing drawing
their hands up to 6 cards. In the future, if they can
draw six cards from their draw piles, they will NOT
shuffle their discard piles.
Draw 2 Return 1

Game End
Play until the scenario victory conditions are met, 5 Churches are extinguished, or
the last Trial card is drawn. If the last Trial card is drawn, play the entire LIVE phase.
When the Grow action ends, the game is over. If the victory conditions are not met,
the players lose.

If buying more than 1 card, simply draw those


cards from the correct deck. Once finished, place
the 2 cards from your hand and any purchased
cards into the discard pile on your Apostle board.

8 © 2015 Chara Games, LLC. Commissioned is a trademark of Chara Games, LLC. All Rights Reserved. WWW.CHARAGAMES.COM
Trial Cards Stops
Follow the instructions on the card to resolve the circumstance. Unless stated otherwise on the card, the Some Scenario and Trial cards will direct you
directions apply to the Location or Region in which the Elder’s Apostle pawn is located. Once play to place stops on 1 or more Churches.
begins, the Trial deck is never shuffled. The game ends after the LIVE phase of the last Trial card. Here are
some symbols you will see during Trials: Growth Stop: Prevents
a Church with a
Population of three or
more from adding a Church
No Apostles or Missionaries can Member during the Grow
Place a Growth Stop as directed. move (Church Members may move) for action. Growth stops do
the current LIVE phase. not prevent Apostles from adding to that
Church during the Share or Move actions.

Mission Stop: Prevent


a Church with a
No moving the pawn of the Apostle who Population of four or
Place a Mission Stop as directed. drew this card for the designated time more from doing a Mission
(number of LIVE phases on the card). Move from the affected
City. Mission Stops do not
prevent Mission Moves into the City where
they are. The stop does not prevent Fellowship
Scatter: Only one Church Member, moves or Growth. If a Trial card forces the
Remove a Church Member or a Missionary, or Apostle may remain in Church to scatter, the Population forced to
Missionary. the Church. The rest must move to 1 or move may go to any connected City.
more adjacent locations.
Removing a Stop: Stops may be removed
during the Share action. Also, if the Apostles
collect all nine word cards, all Stops are
removed from the board.
Persecution: Remove half of the All Apostles must leave the Church.
Church’s Population, rounding down. They may move to 1 or more adjacent
Do not remove Apostles. Locations. Extinguished

Remove the designated number of Word Extinguished: All Church Members and
cards from the board. Place them in the Missionaries removed from Church (if
box. If you do not have enough Word Apostles are in the Church, move them
cards, move the extinguished token that to an adjacent surviving Church). Add
many spaces. an Extinguished Token. Extinguished: If a City Location containing
a Church becomes empty either by trial
or by choice, the Church’s light has been
Note: Some Trial card specify a number of times to take the extinguished. Place an extinguished token.
No movement into, from, or within the designated action. Otherwise, take the action once. If 5 Churches are extinguished, the
designated area. Apostles lose the game. If a trial directs this
For help resolving specific Trial card / Faith card interactions, and there is a tie for largest Population,
see the Additional Rules and Special Circumstances on the extinguish the Church closer to Jerusalem.
next page. If still tied, the Elder must choose which
Church to extinguish.

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Additional Rules and Special Circumstances Adversary Variant (3-7 Players)
Converted City Leaders: When this faith card is selected in the Share action, place the The Church has always had a determined
token in the location with the Elder’s Apostle pawn. This Location is not affected by and cunning enemy.
trials except: Worldly Priorities and Mount Vesuvius Erupts. If the card is selected again,
move the token to the specified City. The original Location has lost its protection. If
played on a Ship, move it to the City when the Church leaves the Ship.

Trials on a Ship: If they receive a stop, it moves with them to the destination City.
If forced to scatter, move the entire Church (including the one person normally left
behind) to one or both of the adjacent Cities (Elder chooses where to place any stops).
If the Church on a Ship has less than 4 Population and/or lost their Apostle/
Missionary, they may still move to either adjacent City.

If an Apostle is imprisoned, they may be moved before the required number of LIVE
phases by three Faith cards: Carried Off by Spirit (only when they are the Elder),
Jailhouse Earthquake, or Angelic Escape.

Setup: Place Roman Legion Token in Rome.


Select one player to be the Adversary.
During the Hide From Persecution trial, only the Elder can Move out of,
into, or within the affected area with the Carried Off by Spirit card. ARM: Adversary draws 2 Trial Cards (3 with
4-5 players, 4 with 6 players)

Trial: Adversary plays 1 Trial Card of


Extinguished or Persecution Situations: If a trial affects the largest Church and their choice
there is a tie, apply the trial to the Church closer to Jerusalem. If still tied, the Elder
must choose. If a Trial card extinguishes the only Church before the Church expands Move: Before the Apostles make their
beyond a single location, reshuffle the trial deck and start again. If a Church with Moves, Adversary may either move the
an Apostle pawn is being extinguished, and there is no adjacent Church, leave the Roman Legion token 1 City/Church, or
Apostle pawn where it is, and place an extinguished token. Apostle pawns are never place 1 stop of their choice on the City the
removed from the game. Roman Legion occupies (do not move Roman
Legion Token).
If a Faith card lets you add a Missionary but they are all in play, add a Church
Member instead. Winning: Adversary wins if the Church loses
for any reason.
If directed to lose more Church Members or Missionaries than you have in a
designated area, you do not need to remove them from outside that area. Remove as
many as you are able. Place extinguished tokens for any Churches extinguished
in the process.

If a trial removes books from the New Testament and you do not have enough books,
place an extinguished token for each book you are unable to remove.

When using John’s Apostle card or Divine Pruning, a player’s faith deck may
not go below the number required to draw a full hand during the ARM phase.

10 © 2015 Chara Games, LLC. Commissioned is a trademark of Chara Games, LLC. All Rights Reserved. WWW.CHARAGAMES.COM
Game Design
Patrick & Katherine Lysaght

We would like to dedicate this game to the wonderful people who discipled and mentored us in our Christian journey.
Never be afraid to step out in faith, to live life to its fullest, and to enjoy the life-giving fellowship within the body of
Christ. Also, thank you to our friends in the Fort Leavenworth area and at TableTop in Overland Park for their tireless
play testing! Finally, thank you to the larger community of gamers who generously gave their time and talent to improve
this game, enable it’s production, and promote it’s distribution.

www.charagames.com | plysaght@charagames.com | Facebook/CharaGames | @CharaGames

Graphic Design / Board & Map Illustrations


Kenneth Spond

I have to first thank Patrick & Katherine for giving me a chance and trusting me to handle the graphic design for this
game. I had been trying to break into designing for board games for some time when my buddy, Jacob Walker, passed
this job onto me. Patrick was quick to give me a chance, and I’m glad he did! I look forward to designing for more games
in the future and growing on this already very rich experience I’ve had with Commissioned. I must thank my patient
family for supporting me through working months of weekend hours to finish this project on top of my full-time job.

www.kennethspond.com | krspond@gmail.com | @kennethspond | krspond on boardgamegeek.com

Character Illustrations
Le Rastislav

artdeepmind.deviantart.com | lerastislav@gmail.com | TsN5 on boardgamegeek.com

Chara Games would like to thank our incredible team of Kickstarter Backers who
made both our company and this game possible!

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Quick Reference Sheet
Scatter: Only 1 piece may remain in the
Place a Growth Stop as directed. affected Church. Move the others to 1 or more Free one imprisoned Apostle.
adjacent Locations.

All Apostles must leave the Church. They may


Place a Mission Stop as directed. move to 1 or more adjacent Locations. Free all imprisoned pieces.

Add two Church Members for each


Remove a Church Member or a Missionary. Extinguish one Church. Add an extinguished Missionary and Apostle on the board.
token to the track.

Persecution: Remove half of the Church’s Place the Converted City Leaders token as
Population, rounding down. Do not remove Extra move during the Move action. stated on page 10 under Additional Rules and
Apostles. Special Circumstances.

Place the set number of Word Cards from the Elder’s Staff. On cards, refers to the player who is
board into the box. If short played Word Cards, Remove a Growth Stop. currently the Elder.
place extinguished tokens.

No movement into, from, or within the Remove a Mission Stop.


designated area.
Game End
No Apostles or Missionaries can move
(Church Members may move) for the current Add one Church Member. Play until Scenario conditions are met, 5 Churches
LIVE phase. are extinguished, or the last Trial card is drawn. If
the last Trial card is drawn, play the entire LIVE
No moving the pawn of the Apostle who drew phase. When the Grow action ends, the game is
this card for the designated time (number of LIVE Add one Missionary. over. If the victory conditions are not met, the
phases on the card). players lose.

Changes by Player Number Message Die Results

12 © 2015 Chara Games, LLC. Commissioned is a trademark of Chara Games, LLC. All Rights Reserved. WWW.CHARAGAMES.COM

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