Commissioned: The Call
Commissioned: The Call Rulebook
Table of Contents
Table of Contents
Overview
This expansion requires the base game Commissioned, and includes Solo Variant rules, 9 Trials, 2 Apostles, 2 Scenarios, Fellowship Stops, and the Chains module. The Solo Variant is designed to work with all scenarios (base and expansion), and with or without the Chains module. The new Apostles (Phoebe and Priscilla) help you address the new Trials and the Chains. However, they are not required when playing any scenario or when using Chains. Next, the new Scenarios entitled "Council of Jerusalem" & "Passing the Torch" explore two critical issues facing first century Christians and pose unique strategic challenges for experienced players. Finally, the Chains module deepens both the engagement with the individual Apostle's Faith Deck and the interaction between players. Chains introduces negative cards into the Apostle's Faith Deck with potential effects based on how the Apostle and their teammates choose to address the Chain. As the Chains module complicates the deck-building process and lengthens the game about 15-20 minutes, it is not recommended for inexperienced players or players under 14.
Components
All have the expansion symbol (a gold icon) to denote expansion.
- 12 Apostle Cards (6x Phoebe, 6x Priscilla)
- 18 Chains Cards
- 9 Trial Cards
- 35 Restore Cards
- 8 Order of Play Reference Cards (2-sided)
- 1 Scenario Special Rules Card (2-sided)
- 1 Chains Reference Card (2-sided)
- 2 Apostle Boards & Pawns
- 12 Fellowship Stops
- 12 Division Tokens (4 each of 3 types)
- 24 Legalist Tokens
- Expansion Rulebook
- Solo Play Board & Pawn
- 1 Missionary Meeple (for solo play only)
- 24 Faith Cards (2x 1-Faith, 9x 2-Faith, 7x 3-Faith, 6x 4-Faith)
How to Use This Expansion
Play options run from simple (1) to hard (6). The table shows which expansion parts each option uses. "Use" marks an option that uses that part; a blank cell means it is not used.
| Play Option (Simple to Hard) | Base Scenarios | Base Apostles | New Apostles | New Faith Cards | New Trial Cards | New Scenarios | Chains |
|---|---|---|---|---|---|---|---|
| 1 | Use | Use | Use | Use | |||
| 2 | Use | Use | Use | Use | Use | ||
| 3 | Use | Use | Use | Use |
We recommend you begin with Play Options 1 or 2 to learn how the new Trials and Faith cards work before introducing the new Scenarios and the Chains Module. The new Apostles are NOT required when you use Chains, but they can help. The most complex play option is the new scenario "Passing the Torch" using Chains. Playing this scenario without Chains first makes it much more approachable. Remember, Chains adds 15-20 mins to the game's playtime.
All play options can now be played multiplayer or solo. If you are interested in playing your first solo game, we recommend playing the "Acts of the Apostles" scenario to focus on learning the solo play mechanisms.
Before using any of the play options (solo or multiplayer), please complete the "Configuring The Call Expansion" instructions on page 5.
New Apostles
Phoebe - Tradition holds Phoebe was a particularly effective deacon skilled at seeing and meeting the needs of Christians from all backgrounds. Accordingly, Phoebe's Faith cards are multifaceted. Her cards offer a choice to remove a Fellowship stop, or to increase the board effect of the other card selected in the Share action by 1 (gain 1 extra church member, remove 1 extra stop, etc). Historically, she is believed to have delivered Paul's Epistle to the Roman church.
Priscilla - Priscilla, and her husband Aquila, were highly influential Jewish teachers from Italy and some of the earliest converts to Christianity. They crossed paths with Paul on a few occasions, and mentored the gifted Christian orator named Apollos. Good teaching is essential to a church's spiritual health and growth. Accordingly, Priscilla's Faith cards either allow a player to cancel the negative effects of a Prayed Chain, or (if selected in the last LIVE Phase before MATURE) allow all players without a Chain card in their hand to discard up to 2 cards from their hand. Then, these players select the two most valuable cards from their discard pile to use during the MATURE phase. Players with a Chain card in their hand are not eligible for this bonus.
We recognize these two characters are not explicitly named Apostles in the New Testament. In the interest of remaining consistent with all of the instructions in the base game, the two new player characters are called Apostles here. We selected these characters to recognize the important contributions of women in the early church, and because their traditional skills best align with the desired effects we were trying to create.
New Faith Effects
The new Faith effects are shown on the cards by icon. Each entry below gives the effect as printed; the card names are not printed in the rulebook text.
- Remove a Fellowship Stop (Fellowship Stop icon on the card).
- Cancel the negative Prayed Effects of 1 Prayed Chain (Prayed icon on the card).
- All players discard a Chain from their hand or discard pile to the Chain discard pile (Chain icon on the card).
- Church with Apostle or Missionary, or Prevent Spread of Legalists This LIVE Phase (a Word card offering a choice between the two effects). This Word card provides specific effects for expansion scenarios. In Passing The Torch, heal a Division in a church with an Apostle or Missionary. The Apostle does not collect the Division Token. In Council of Jerusalem, this card prevents the spread of Legalists in the Grow Action (0 Legalists placed that turn).
New Trials
Setup - There are 9 Trials in this expansion for use in Trial Decks at both Disciple and Martyr difficulty levels.
- When building the Trial Deck for a game, first decide what difficulty you will be using (Disciple or Martyr). If using Chains, we highly recommend the Disciple difficulty. Remove the 6 cards from the difficulty deck you will not be using.
- Next decide if you will use Chains:
- If not using Chains: add "Bitter Feud," "Tolerate Evil," "Abandon Teaching," "Impose Rules," and "Fallen Leader" (the cards marked with the expansion symbol only) to the Trial deck, shuffle the Trials, randomly remove 5 cards (remove more cards as required by player number), and place the removed Trials back in the box without looking. See the table below for the number of cards in your Trial Deck (Passing the Torch is different).
- If using Chains: add all 9 new Trials (the cards marked with the expansion symbol and the Chains symbol), shuffle the Trials, randomly remove 9 cards (remove more cards as required by player number), and place the removed Trials back in the box without looking. See the table below for the number of cards in your Trial Deck (Passing The Torch is different).
Note: The Trials "Solitude" or "Isolation" (found in Soul of the Empire) can also be added to their Disciple or Martyr decks, but you will need to remove 1 more card to ensure the total Trial Deck size remains in accordance with the table above.
| Players | 1–3 Players | 4 Players | 5 Players | 6 Players |
|---|---|---|---|---|
| Cards | 21 Cards | 20 Cards | 19 Cards | 18 Cards |
Fellowship Stop - For each Fellowship Stop, remove 1 Church Member from that church after growing eligible churches in the Grow action. A growing church with 1 Fellowship Stop will grow (gain a Church Member), and then lose that Church Member (no net change). If something prevents that church from growing (less than 3 pieces, Grow Stop, or no Church Members in Supply), remove a Church Member from that church, and place it back in supply. With multiple Fellowship Stops on a church, after that church grows (if eligible) remove Church Members equal to the number of Fellowship Stops. Fellowship Stops do not remove Apostles or Missionaries. If the last piece is removed from a church, leave the Fellowship Stop in place and place an Extinguished Token.
Chains Effects - Follow the Trial Card instructions to draw a new Chain(s) into the affected Player's Hand. For the "Conscience" trial, apply the Prayed Effects of all the Chains currently in all players' hands immediately (starting with the Elder and proceeding clockwise) in the player's location(s) (staff region if solo). All these Chains are now discarded to the Chain discard. Finally, no player may Pray a Chain card after "Forsake Gathering" is played (until the next Trial is drawn). For more information, see the Chains Module below.
Tolerate Evil without Chains Module: You will always place Fellowship Stops on 2 churches in the region.
Configuring The Call Expansion
- From your base game, remove 1 of each of the 2-Faith (Word) cards. Set them aside in some way. Leaving them in the game with the expansion components will significantly decrease your ability to collect the New Testament while playing either base or expansion scenarios.
- Separate the expansion Faith cards with this symbol (the gold expansion symbol) by their Faith value, and then shuffle them into their respective Faith value piles.
- For the New Trials, shuffle "Bitter Feud," "Tolerate Evil," "Abandon Teaching," "Impose Rules," and "Fallen Leader" into the Trial deck. These cards only have the expansion symbol (the gold icon), and can be used with any of the base or expansion scenarios. "Spiritual War," "Abuse Power," "Conscience," and "Compromise" will only be added to the Trial deck when using the Chains module, and have this additional symbol (the Chains icon).
- Add the Fellowship Stop Tokens, the Division Tokens, and the Legalist Tokens to the supply where you store Mission and Grow Stops.
- Set aside the Scenario Order of Play and Special Rules cards, the Chains and Chains Reference Card, and the Restore cards. These cards will only be used when playing the expansion Scenarios or using the Chains module.
- Set aside the 2 new Apostle Boards & the 12 Apostle Faith Cards (use when selected for play).
- Set aside the Solo Play Board, pawn, and the additional Missionary Meeple for solo play only.
- New MATURE Pool: When setting up all games of Commissioned (base or expansion), make the following changes to Faith Deck setup and MATURE mechanics: a. Once you have shuffled the Faith deck of each value, draw the top three cards and display them face up. This will create a MATURE pool that looks like the image in the source rulebook (page 5). b. During the MATURE phase (beginning with the Elder), each player may select a Faith Card(s) up to the combined value of the card(s) remaining in their hand from either the face up or the top face down card(s) from the matching value Faith deck. c. Empty spaces from purchased cards are filled in after a player has made all of their purchases and before the next player selects their card(s). d. Before purchasing, a player may spend 1 Faith point to place 1 face up card from each Faith Value pool to the bottom of the matching Deck and draw 1 new Faith Card face up. This can be done multiple times, but this reduces the total amount of Faith available to purchase new cards by 1 for each time it is used. See the pictures below for an example.
Solo Variant
Setup - The Solo Variant can be played with any scenario from the base game or expansion with or without Chains.
- Choose a Scenario to play. Follow the Scenario Card or expansion Scenario description for specific setup rules.
- Choose the Solo Play Board and the Solo pawn. Build a starting Faith Deck by choosing any 6 Apostle Cards. They may be a mix of whatever Apostle Cards you wish. You may have multiple cards from the same Apostle (or none). You may select from the new Apostle cards even if you are playing a base Scenario. Place the pawn on the board as the Scenario Card directs. Example: For the "Acts of the Apostles" Scenario without Chains, a starting deck might include: 1x Peter, 1x John, 2x James, & 2x Paul. If using the Chains module, draw a Chain into your Faith Deck.
- Place 5 Missionaries based on the Scenario description.
- Setup your Trial Deck in accordance with the New Trials section.
- Stack the Extinguished tokens in the wine goblet.
- Setup the new MATURE pool (see Configuring The Call Expansion, step 8), then draw the top two face down 2-Faith cards.
- Shuffle your Faith deck and place it in the draw pile.
- Place the Message die within reach.
- Place the Roman Legion back in the box.
- Place 1 Church Member from supply onto the matching region on the Solo Play Board for each region occupied by an Apostle or a Missionary. Lay the Elder staff next to the Solo Play Board space for the region your Apostle pawn is in. This sets the Staff Region for the beginning of the game. The example in the source rulebook shows the starting staff region for the Acts of the Apostles Scenario.
Objective - Achieve the Scenario Victory Conditions by the end of the last LIVE phase.
Order of Play - The Solo Variant follows the base game order of play with only 1 LIVE phase between each ARM and MATURE phase.
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ARM - Draw 4 Faith Cards from your Faith Deck into your hand.
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LIVE - a. Trial - Trial impacts the staff region (the region next to the Elder staff on the Solo Play Board) in the church with the Apostle/Missionary. If multiple locations qualify, the player chooses. If the Trial removes the last Apostle/Missionary from a region, remove the Church Member from the Solo Play Board, & rotate the staff region. This means that any prayed card impacts the new Staff Region. Any Trial restrictions (i.e. movement, etc.) on the original Staff Region, however, remain in effect for the remainder of the LIVE phase. For Solo Trial Clarifications see below. Additional information on the New Trial effects is in New Trials above. b. Pray - Before praying your two Faith Cards, roll the Message Die and apply results:
Roll Result 1 Rotate the Staff Region and apply the last drawn Trial to that region. The effects in the original Staff Region still apply (imprisoned, movement restrictions, etc). If using Chains, draw a new Chain into your hand. 2 Lose a Missionary from anywhere on the board. 3 Place a Mission Stop in Staff Region with Apostle or Missionary. 4 Place a Grow Stop in Staff Region with Apostle or Missionary. 5
Special Rules
- In the Appeal to Caesar scenario, Paul can only move when he is in the staff region.
- The "Unexpected Gift" card allows the player to draw the top two faith cards from their Faith deck draw pile and either immediately apply them both, or hold them both to help MATURE.
- The "Iron Sharpens Iron" Card allows the player to discard a number of Chains equal to the number of Apostle pawn plus Missionaries in the Staff Region to the Chain discard without negative effects. These Chains may come from anywhere in their Faith Deck (draw pile, hand, or discard pile).
Solo Trial Clarifications
- Spiritual War: Draw 4 Chains. Choose 1 to place in your hand, and put the others on top of your Faith Deck discard pile.
- Tolerate Evil: Draw Chains equal to the number of Apostle/Missionaries in the Staff Region (up to 4). Place the first in your hand, and the remainders in your Faith Deck discard pile.
- Abandon Teaching / Pagan Mob / Caesar Cult Enforced: Apostle and all Missionaries must move from this church.
For the solo play board, we decided to depict the Ethiopian Eunuch Philip encounters in Acts 8:26-39. This man was filled with joy with the news Philip gave him, but had to carry that news all by himself back to Ethiopia. At that time, Jews were a small minority in Ethiopia. This means the Eunuch would have encountered heavy resistance to his new beliefs when he arrived home. While we don't know what happened to him, we do know that a small but persistent Christian church grew in the lands south of Egypt. Never underestimate what God can do through one person! You may be by yourself, but you are never alone!
The Chains Module
Christians are far from perfect people. The Apostles were certainly no exception. Each struggled with habits, biases, and issues that impacted how they communicated the good news of Jesus to the people around them. The Chains module explores how these failings, and the way we handle them, affect the growth of the individual Christian and the effectiveness of the local church.
Chains Cards - Each of the 18 Chains is the size of a Faith Card (with a different back), and has 2 elements:
- Prayed Effect: This effect impacts the player's location (Staff Region if solo) if the player chooses to pray the card. The cards have 3 different effects. All 3 effects remove 4 church members. For the church members you cannot remove, you add different stop types based on the card's text.
- MATURE Penalty: If a Chain is still in your hand in the MATURE phase, you lose 4 Faith points from your MATURE.
Setup - Chains can be played (solo or multiple players) with any scenario. The new Apostles may be used, but are not required.
- Setup the Trial Deck in accordance with the New Trials section.
- Setup the MATURE pool outlined in Configuring The Call Expansion, step 8. Then, each player draws two 2-Faith cards from the face down pile as normal into their Faith deck.
- Place the Chains Reference Card near the board where all players can see it.
- Shuffle the Chains, and place the deck near the board face down.
- Deal each player 1 Chain. Players now shuffle their Apostle cards, 2-Faith cards, and the Chain to form their Faith deck.
- Shuffle the Restore Deck, and place it near the board face down.
Talking About Chains - You may tell other players you have a Chain, but you may NOT tell other players anything about your Chain until it is out of your hand.
Triggers - After setup, there are 3 ways to place a Chain in your hand.
- Some Trial Cards direct you to draw a Chain.
- If the Elder rolls a 4 on the Message Die, they must draw a Chain (on a roll of 1 if solo).
- You may draw a Chain in ARM if you held it through MATURE in a previous round.
Breaking a Chain - 5 ways to remove a Chain from your Faith Deck (to Chain discard pile):
- Trials - "Conscience" directs all players to apply the Prayed Effect. All players immediately (Elder and then clockwise) apply the Prayed effect for the Chain(s) in their hands to their own locations (Staff Region if solo), and then discard the Chain(s) to the Chain discard pile.
- Prayed - You may choose to pray the Chain(s) (face down) in place of a normal Faith Card during the Pray action. All Apostles may pray Chain(s) at the same time. Any Apostle who is praying a Chain(s) should announce this while other players are praying. During the Share action, the negative effects of a Prayed Chain(s) are normally applied first at the player's location (beginning with the Elder and going clockwise). However, Priscilla's Faith Card and the two 2-Faith cards that cancel the Prayed Effects of a Chain may interrupt the Chain(s) of the Elder's choice if the Elder chooses to select these cards. After any uninterrupted Chain effect(s) is applied, discard the Chain(s) to the Chain discard pile. Next, the Elder selects up to two Faith cards as normal. Each of the cards selected to cancel a Prayed Chain counts as one of the Elder's two Share Action choices. Prayed Chains do NOT count as selected cards.
- Restored - During the MATURE phase, another player (who does NOT have a Chain in their Hand) may Restore 1 Chain out of 1 player's hand. Players who hold a Chain cannot Restore other players. Instead of their normal MATURE, the Restorer first draws a 3-Faith card (face up or face down) to their Faith Discard, and then draws a Restore card. They read the choice in the top box to the player being restored (without reading the results below in the brown boxes). The player with the Chain makes their choice. Then the Restorer reads the results for both players (Restorer on left, Restored on right). If the card directs, discard the Chain to the Chain discard pile. Restore cards are not used in Solo.
- 4-Faith "Iron Sharpens Iron" Card - All players may discard 1 Chain from their hand or Faith deck (no negative effects) to the Chain discard pile. See Special Rules (Solo Variant) for Solo.
- (Solo Only) Message Die Roll of 8 - Discard a Chain from your hand (no negative effects) to the Chain discard pile. See the Roll table in the Solo Variant for more information.
MATURE Phase with Chains - Players must keep track of how many LIVE phases they have conducted. The presence of Chain cards in your hand may mean you have more (or less) than two Faith Cards when the MATURE phase occurs.
- A player without a Chain in their hand may Restore 1 Chain from 1 other player's hand in place of both players' normal Restore Action. Follow the Restored steps above. All Restoring players complete their MATURE first. After this, other players MATURE in the normal sequence (start with the Elder and then clockwise).
- If a player has a Chain(s) in their hand, the MATURE Penalty applies, and they lose 4 Faith points from their MATURE points for each Chain. Discard the Chain held through the MATURE phase into your Faith deck discard pile. If a player with a Chain is Restored, the result of the Restore card is their MATURE phase, and they do not take a separate MATURE.
- If Priscilla's card is selected in the last Share action before the MATURE phase for the MATURE bonus, players with a Chain(s) in their hands are not eligible for this bonus. Players without Chains will discard the cards remaining in their hands, and then select the two Faith cards of highest value from their Faith deck discard pile. For example, if a player had a 1-Faith and a 2-Faith card left in their hand before the MATURE when Priscilla's card was selected. They would discard those cards in to their Faith discard pile, and then find the highest two cards in the pile to use (potentially up to two 4-Faith Cards) for their MATURE.
Victory Conditions - A Chain card has no impact on a Scenario's Victory Conditions. Getting rid all of the Chains will make your Apostles stronger, but it may distract you from your Victory Conditions. Seek balance as you address your Chains and work toward your objectives.
Special Rules
- Chains may NOT be discarded by using John's cards or by the Divine Pruning card.
- If the Chains draw pile is ever empty, shuffle the Chains discard pile to refresh it.
- If you have multiple Chains in your hand when you are Restored by another player, you pick which Chain to discard in accordance with the Restore card text.
New Scenario: Council of Jerusalem
After the initial missionary journeys, a new concept began spreading throughout the early church. An outwardly religious group taught new Christians that they must follow the strict laws and customs of the Jews in order to maintain their new faith. In actuality, this legalism forced people out of relationship with Jesus and back into the previous religious system based on individual effort. The belief was so pervasive and persistent that it triggered the first major gathering of the Apostles in what became known as the Council of Jerusalem. Led by James, Peter, and Paul, this Council rejected the Legalists, and paved the way for an integrated Jewish-Gentile church based on God's grace through Jesus Christ's sacrifice and resurrection.
Victory Conditions
- Clear all the Legalist Tokens
- All cities in the Region in Play have churches
Scenario Setup
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Choose your Apostles. The first two Apostles selected must be Paul and James (Paul if Solo). Paul receives six 2-Faith Cards in addition to his 6 Apostle Cards. These cards represent Paul's testimony concerning the growth of Gentile churches on his missionary journeys. All other Apostles receive the normal two 2-Faith Cards. Place the selected Apostle pawns in the cities as shown in the table below. If playing with less than 6 players, place the Missionaries (solo uses 5 missionaries) in the cities below without Apostles. Place 3 Church Members in each of the 6 cities.
Apostle Location Paul Philippi James Jerusalem Andrew Antioch Psidia (as printed) Peter, Priscilla Antioch John Ephesus Barnabus, Phoebe Corinth -
Place 2 Church Members in each unoccupied city in the Green (star), Orange (triangle), Yellow (diamond), and Red (circle) regions. This is the Region in Play (includes Corinth). No pieces may move outside of this area during the game. (See the Region in Play picture in the source rulebook, page 15.)
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Place Legalist Tokens in Jerusalem, Corinth, Antioch, and Ephesus (green side up).
This is a 4 player setup (Region in Play picture in the source rulebook).
Conducting the Council of Jerusalem - Before you can remove any Legalist Tokens, you must:
- Move all Apostles and Missionaries to Jerusalem.
- Collect all nine 2-Faith Cards into the New Testament. Historically, the New Testament was not written before the Council of Jerusalem. In this scenario, collecting the 2-Faith Cards represents the Apostles gathering to learn what happened on the Missionary journeys, and to address the Legalist teaching which threatened to divide the early church.
When both conditions are met at the same time, the Council of Jerusalem immediately takes place. No Apostles or Missionaries may move for the rest of the current Live Phase. Apostles and Missionaries now instantly remove Legalist Tokens from the churches they are in/enter, and prevent new Legalist Tokens from being placed where they are. Losing a 2-Faith Card after the Council takes place does not negate the Council. If you lose a Missionary before the Council, you may still hold the Council (you do not need to have all Missionaries in play).
Legalist Tokens in Trial Action - If a Trial Card directs a scatter effect, leave a single piece (Church Member, Missionary, or Apostle) and the Legalist Token. When determining population count for a Trial, the Legalist Token DOES count. However, when removing pieces you may NOT remove a Legalist Token. If a Trial removes all pieces except the Legalist Token, place an Extinguished Token and remove the Legalist Token from the board.
Legalist Tokens Spread in Grow Action - The Legalists Tokens spread on every turn until the last token is removed by an Apostle or Missionary (only after the Council of Jerusalem). The new Grow action includes the following steps:
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Legalism Spreads - Add Legalist Token(s) green side up based on the number of Legalist Tokens on the board at the start of the Grow action (according to the table below). The Elder places them in any churches adjacent to churches with Legalist Tokens (including Legalist Tokens placed this turn). Tokens may not be placed in empty cities or outside the Region in Play. If Legalist Tokens cannot be placed because they are blocked by Apostles or Missionaries after the Council of Jerusalem, remove Church Member(s) equal to the blocked number from church(es) with Legalist Tokens.
Tokens in Play 0 1–5 6–12 13+ New Legalist Tokens 0 1 2 3 -
Check for Surrounded Churches - A church is Surrounded if it has a Legalist Token AND if EVERY adjacent church (in the Region of Play) has a Legalist Token. An empty city or a city outside the Region of Play does not prevent a church from being Surrounded. When a church is Surrounded, flip the Legalist Token to the black side. If a church that was Surrounded is no longer Surrounded, flip it back to the green side. Surrounded churches each lose 1 Church Member (every Grow action) to supply. If a Surrounded church is left with only the Legalist Token, place an Extinguish Token, and remove the Legalist Token.
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Grow eligible churches (Elder's choice). Surrounded churches are NOT eligible to grow (regardless of their population). Legalist Tokens do NOT count toward the 3 pieces needed to Grow.
Special Rules
- If a church with a Legalist Token is extinguished for any reason, remove the Legalist Token, but leave any stops on the empty city.
Hint - Collecting the entire New Testament for the Council of Jerusalem still removes all stops (including Fellowship Stops) from the board. New stops can still be placed, but clearing the board can help turn the tide!
New Scenario: Passing the Torch
The Apostles traveled from place to place planting and encouraging local churches. As the Apostles moved away, however, the New Testament showcases how these churches struggled with a wide array of issues including gossip, infighting, selfish leaders, people ignoring the needs around them, and every other kind of bad behavior imaginable. In response, the Apostles did not abandon these churches. Instead, they loved, corrected, encouraged, and rebuked these broken fellowships both in person, and by training local leaders who could continue to lead when the Apostles were called away. These new leaders empowered the growth of the local church in vastly different cultural settings. Can you train the local leaders the church needs to prosper?
Victory Conditions
- Train 4 Missionaries (Solo: do not count starting Missionary)
- Regions in Play have churches in every city
Scenario Setup
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The Scenario uses the following based on player count.
Players Regions in Play Key Cities 1–2 Star and triangle regions (use only these) Jerusalem/Philadelphia 3 Add the diamond region Pergamum 4–5 Add the circle region Berea 6 Add the square region Corinth The source rulebook prints the Regions in Play as region icons (star, triangle, diamond, circle, square), with a map of the regions on page 17.
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Any Apostles may be selected (Solo starts with 1 Apostle and 1 Missionary). Divide them up between the Key Cities ensuring every Key City has at least 1 Apostle. Place 3 Church Members in each Key City. Place the 4 Missionaries in the supply.
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For each Region in Play, place 3 Church Members in a city not adjacent to any Key City.
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Place the Division Tokens near the board face down (blank side up).
The source rulebook shows the Region in Play for each player count as a map (page 17); the map is not reproduced here.
Division Tokens - Indicate a serious disruption in the fellowship within the church requiring skilled leadership from an Apostle or Missionary to resolve. There are 3 Divisions with unique effects. Stops placed by a Division can be removed prior to defeating the Division.
| Type | Effect | Situation |
|---|---|---|
| I | Place a Mission Stop | Infighting |
| II | Place a Grow Stop | Exclude Others |
| III | Place a Fellowship Stop | Power Hungry |
How Divisions Trigger - After the Trial but before the Pray action, a Division occurs in the largest church without an Apostle or Missionary inside the Elder's region (Staff Region if solo). If multiple churches in the region tie, the Division occurs in the church that 1) does not already have a Division Token then 2) is closest to Jerusalem (if still tied, the Elder chooses). Select one of the face down Division Tokens at random to determine the Division type, and place the Division Token and depicted stop in the Divided church. If all the churches in the region have an Apostle or Missionary, no Division occurs.
For example, in the region shown in the source rulebook (page 18), two churches without Apostles and Missionaries have a population of 2, so a Division will occur in one of them. To break the tie, the Division is placed in the church without an existing Division. If both already had a Division, the new Division would be placed in the church closest to Jerusalem. The Elder draws a Division Token and gets a DIV II. Finally, the Elder places it and a Grow Stop on identified church.
The example is a diagram of population counts (6, 5, 2, 2, 1) with Missionary and Apostle markers, shown on page 18 of the source rulebook.
How to Defeat Divisions - During the Share action, defeating a Division requires:
- An Apostle or Missionary in the church with the Division.
- A prayed, 2-Faith Card available for the Elder to select as 1 of their 2 cards. Discard this card to player's Faith Deck without using either the board effect or collecting it to the New Testament.
- The Apostle in the Divided church rolls the Message Die (Elder rolls for Missionary). If the roll ≥ the church population, the Apostle defeats the Division. Place the Division on their Apostle board (on the Staff Region if solo). If the roll < the church population, remove 2 Church Members from the Divided church. You may try again the same Share Action assuming (1) you have another Word card available to use, and (2) the first attempt was your first card selected in the Share action.
In the example image in the source rulebook (page 19), either the Apostle or Missionary would need to move into the newly Divided church before the Division can be defeated (this would require either a Carried Off By the Spirit Card, or a turn delay for movement). When ready, the Word Card is selected in the Share Action, and the Apostle in the Divided Church (Elder for Missionary) rolls the Message Die. Defeating the Division would require rolling 3 or higher (2 Church Members plus the Apostle or Missionary). If successful, the Apostle collects the Division Token to their player board (Staff Region if solo). If not, remove 2 Church Members and leave the Division Token in place.
Alternatively, the Elder can select the 2-Faith Word card marked with a dash symbol ("-"; the symbol itself is an icon the text cannot show) to defeat a Division automatically in any 1 church with an Apostle or Missionary. In this case, the Apostle does NOT roll and does NOT collect the Division Token.
How to Train Missionaries - Missionaries are new leaders who help you prevent Divisions from occurring and defeat existing Divisions in their churches. Training a new leader requires:
- An Elder with a Division Token from a defeated Division (Division Token in Staff Region if solo) and a Church Member in their location.
- 2 prayed, 2-Faith Cards available for the Elder to collect into the New Testament as both of their 2 Share action cards. Place the 2-Faith Cards onto the matching New Testament spots. You cannot collect the same New Testament books twice (unless the previous card was removed by a Trial).
- Remove the Church Member and replace it with the Missionary. The new Missionary is immediately ready to begin preventing and defeating Divisions.
- The Elder discards the Division Token from their Apostle Board face up near the face down Division Tokens.
Special Rules
- Trial Card symbols cannot cause you to lose a Missionary. You can only lose Church Members.
- Abandon Teaching / Pagan Mob / Caesar Cult Enforced: All Apostles and Missionaries must move from this church.
- No Message Die rolls in Pray Action (unless playing Solo). When playing Solo, you cannot lose or gain a Missionary from the Message Die roll. Rolling a 2 loses a Church Member instead of a Missionary. Rolling a 7 gains a Church Member instead of a Missionary.
- All Faith cards that add a Missionary(ies), only add a Church Member(s).
- The Converted City Leaders shield prevents Divisions from occurring in its church. If the card is played again, move the shield to the new location.
- Apostles may move out of the Region in which they start.
- Pieces may not move outside of the Regions in Play.
- If a church receives a second Division, the church is Extinguished. Place an Extinguished Token, discard the Division Tokens face up, and return any Church Members to the supply. Any other stops in the church remain in that location.
- If all the Division Tokens in supply are face up, turn them face down and shuffle them.
Hints
- Do NOT randomly collect cards to the New Testament. This will make it more difficult to train your last Missionary.
- Once you have trained all 4 Missionaries, collecting the last remaining card(s) of the New Testament CAN be very helpful as it will remove all stops (but not the Division Tokens) from the board.
- Remember that Divisions occur in the Elder's region (Staff Region if solo), and plan accordingly!
Theme Appendix
The Theme Appendix (pages 21 to 23 of the source rulebook) lists the scripture passage behind each card theme, such as Abandon Teaching, Bitter Feud and Conscience. It is flavour text, not rules, and is not reproduced here. The scripture quotations are from the New International Version, copyright Biblica, Inc., used by permission of Zondervan; that copyright notice is omitted.