Flick of Faith
Flick of Faith Rulebook
Table of Contents
Table of Contents
Game Components
- Map
- 4 double-sided God Ability cards
- 20 Law cards
- 28 Prophets (7 in each color, small wooden discs)
- 8 Templars (2 in each color, medium wooden discs)
- 16 Temples (4 in each color, giant wooden discs)
- 1 King Ape (big wooden disc)
- 1 Sphinx (big wooden disc)
- Set of stickers for all wooden discs
- First Player token
- Hand of God token
- Victory Point tokens (1VP, 3VP, 5VP)
- Heart token
- Reserve Pool token
- Tornado token
Glossary
PLAYER'S CORNER - a cloud space in the corner of the Map where players put their Prophets to flick them. It is considered a part of the Sea.
BORDER - the external, highlighted part of the Island / Navel / City / Player's Corner.
CITY - a small, inner ring on an Island. It is considered a part of an Island.
NAVEL - a small ring in the middle of the Map, which is not an Island.
PROPHET - Each player has their own pool of Prophets. Players flick them on the Map.
TEMPLE - Each player has 4 Temples. They stay on the Map between Generations.
PRESENCE - a player has Presence on an Island if the player has at least 1 Prophet or Temple on that Island. A Prophet needs to be inside a Border or touching the Border in order to be considered as present on an Island / City / Navel. Otherwise, it is on the Sea.
DOMINATION - a player has Domination on an Island if their total sum of Prophets + Temples is more than each other player's total sum. If there is a tie, no one has Domination. The Dominating player still has a Presence on that Island.
RESERVE POOL - a token near the Map where you put all Prophets which are somehow temporarily removed from the game. Players take back all Prophets from the Reserve Pool during the Worship Phase.
SPHINX and TEMPLARS - wooden discs, that are considered Prophets. If the game asks you to add or get a Prophet without specifying its type, it means a regular one (not a Sphinx or Templar).
VICTORY POINTS - when you gain Victory Points (VP), put the VP tokens near your God Ability card.
If for some reason a Prophet or another component is not touching the Map but instead is lying on another component, consider its position on the Map the same as the component it is lying on.
Setup
Put one sticker onto each wooden disc of the corresponding color and size. Each disc will have a sticker on one side only.
- Place the Map on a flat surface.
- Sit around the Map in a way that allows everyone free access to their own corner.
- Place the Reserve Pool and VP tokens near the Map.
- Shuffle the deck of Law Cards and put it near the Map.
- Shuffle the deck of Gods Ability cards and deal every player one card. Each player chooses their god by placing their God Ability card chosen side face-up in front of them.
- Give every player 5 Prophets (6 Prophets in a 3 players game only) and 4 Temples in their color and extra components on the God Ability card.
- All players flick (see Flick below) one of their Prophets from their Player's Corners at the same time. The player who's Prophet is closest to the Navel, becomes the first player. Give that player First Player Token. Return flicked Prophets to their owners.
- Put unused components (God Ability cards, Prophets, Templars, special tokens) aside.
FLICK - to hit a disc with your finger as shown below. You can hit with whatever finger you want. Using the thumb to release the hitting finger is optional. A flicked Prophet may push other Prophets, Tokens or Temples on the Map.
Flow of the Game
The game lasts 4 Generations (rounds) for 2 or 4 players and 3 Generations for 3 players. Each Generation consists of 3 Phases:
- Council Phase – players vote on Laws that modify the game.
- Mission Phase – players flick their Prophets onto the Map in clockwise order, starting with the player holding the First Player Token.
- Worship Phase – players score Victory Points for Presence and Domination.
Anatomy of the Map
The Map diagram identifies the following areas: the Navel, the Border, the City, the Island, the Sea, and each Player's Corner.
1. Council Phase
In this phase, players choose laws that determine the rules of the game. Draw two Law Cards. The first drawn card is the upper card, and the second is the lower card. Make sure everyone is familiar with the text on the cards. All players raise one of their thumbs sideways and simultaneously turn them to a thumbs-up or thumbs-down position, then check the results:
- More thumbs up - the upper Law Card enters the game. Discard the other one to the box.
- More thumbs down - the lower Law Card enters the game. Discard the other one to the box.
- Tie - shuffle the two cards and randomly pick one. This Law Card enters the game.
The effect of the chosen card remains active as long as indicated on the card. Sometimes, Law Card effects may conflict with the rules in this rulebook. In this situation, the rule on a card is always more important.
Council Phase Example
Two Law Cards were drawn. Players set one above the other (upper card and lower card). At the same moment, players vote for their choice by turning thumbs up or down. There are 3 thumbs down and only one thumb up, so players discard the upper Law Card and the lower one comes into play.
2. Mission Phase
Starting from the first player, players take turns in clockwise order.
In each turn, the active player places one of their unflicked Prophets onto their Player's Corner (the disc can touch the cloud's border) and flicks it. Only the active player can have a Prophet in their corner ready to flick. If a flick does not move the Prophet completely outside the Player's Corner, the player may flick the Prophet again.
After the active player has flicked a Prophet, they check the following rules:
a) Building Temples - The active player may remove (to the Reserve Pool) any of their Prophets which touch a City. For each removed Prophet, the player places one of their Temples anywhere on that Island. If a player does not have any Temples in their resources they may use one of the Temples they have already built on the Map instead.
b) Scoring Navel - Remove (to the Reserve Pool) all Prophets (of all players) from the Navel. For each removed Prophet, its owner receives 1 VP for each Island where they have Presence + 1 VP for the removed Prophet.
c) Remove all Prophets that were flicked / pushed out of the Map and put them on the Reserve Pool.
d) Players take back their Temples which are outside an Island Border.
Then, the turn of the active player ends.
The player to the left of the active player becomes the new active player. Mission Phase ends when every player has no more Prophets to flick.
Building Temples Example
- After Anubis' flick, one of his Prophets is in the City. Because Anubis still has a Temple available, he decides to build one on the Island.
- He moves his Prophet from the City to the Reserve Pool. Now he places his Temple on the Island. Anubis can choose the place for his Temple - it does not have to be the same spot he moved his Prophet from.
Scoring Navel Example
- After Themis's turn, one of her Prophets is on the Navel.
- Because Themis has Presence on 3 Islands, she gets 4 VP. She moves her Prophet from the Navel to the Reserve Pool.
3. Worship Phase
Players gather Victory Points and prepare for the next Generation as follows:
a) Presence - each player gets 1 Victory Point for every Island where they have at least 1 Prophet or 1 Temple.
b) Domination - each player gets 2 additional Victory Points for every Island where they have more Prophets + Temples than each other player. If there is a tie – no one gets Victory Points from Domination.
c) Every Prophet flicked during this Generation goes back to its owner from the Reserve Pool (and sometimes from certain Law Cards and God Ability cards).
d) Players are not allowed to touch or reposition Temples. Temples stays on the Map for the next Generation.
e) The player with the First Player token passes the token to the player to their left.
f) Remove all Law Cards that no longer have any effect from the game.
Worship Phase Example
Anubis has Presence on 2 Islands (I and II), so he gets 2VP. Moreover, he Dominates Island II, for an additional 2VP. He gets a total of 4VP in this Worship Phase.
Dagda has Presence on 2 Islands (I and IV), so he gets 2VP. He has no Domination, so he gets no more Victory Points.
Freja is present on 3 Islands (I, III and IV) - 3VP for her. She also Dominates Islands III and IV, for an additional 4VP, so she gets a total of 7VP.
Themis gets only 1VP for Presence on Island I. She has no Domination.
All players get all of their Prophets back but leave their Temples on the Map untouched.
End of the Game
After the last Generation, the player with the most Victory Points is the winner!
If there is a tie, the winner is the player with the most Temples on the Map. If there is still a tie, players who tie flick one of their Prophets using the same rules as those described in step 7 of Setup.
Credits
Game Design: Jan Truchanowicz, Łukasz Włodarczyk, Paweł Stobiecki, Kamil Jarząbek
Producer: Kamil Cieśla
Illustrations: Dagmara Gąska, Krzysztof Piasek
Graphic Design: Piotr Hornowski, Adrian Radziun, Agnieszka Pogan, Andrzej Półtonaros
Proofreaders: Russ Williams, Brian Burns, Andrzej Betkiewicz, Paweł Samborski
Testers: Łukasz Krawiec, Bartłomiej Kalisz, Krzysztof Belczyk, Michał Lach. Thank you to all people who tested the game during the time of its making, and to all people who joined us for blind tests in ArBar.
Game Consultant: Michał Oracz
Spiritual Support: Michał Matłosz & Whole Awaken Realms team
He Who Generated Bar Code for this awesome game: Mateusz Wolski
He Who Created Great Illustration For Card Called "The Lost Sheep": Kamil Cieśla (with a little help of Krzysztof Piasek)
The design process of this game started during the "Laboratorium Gier," which are innovative game designing workshops where interested gamers, guided by professional designers, participate in 70h game jam. Special thanks for Wojciech Rzadek and other event's trainers.