Rules Variants

Because of the open nature of Foretold, there are a number of fun variants on the rules that players may add if agreed upon at the start of the game.  Some are simple variations, while others add a whole new twist to the game.

Basic Rules Variants:

2 Player Squeeze: Shift the Relic and Faithful decks over one space so that there are only 5 blank spots in each row.  Each player starts the game with their Treasury on its B-side.

Cutthroat rules: if you eliminate a player you may take all of his or her Relics (if you have multiple types of Fate Relics in your Temple, choose one type to keep and return all others to the Marketplace).

Advanced start: deal 4 random Faithful instead of using 2 Acolyte and 2 Guard.

Buy Blind: Players may buy any Relic or Faithful from the Top of the Deck without looking for 4 Gold.

Achievements Unlocked!  A list of achievement bonuses if a player is the first to accomplish it in-game:

  1. First to Smite an opponent: Gain 5 gold.
  2. First to Eliminate a player: Heal 5 or Draw 2 Fate Cards.
  3. First to collect 10 gold in one turn: Reveal 3 Faithful or 3 Relics into the Marketplace.
  4. First to have a Temple with 10 or more Tiles – Choose one:  Flip any Trap Tile in your Temple Face-down OR exchange a Tile in your Temple for the top Tile of the Tile Deck.
  5. First to have 3 matching Fate Relics in the Temple: Heal 3.

Alternate Game Scenarios:

Devotion: Players roll dice to decide who goes first.  Then, the first player chooses to bid any amount of life to claim one Fate deck.  Other players then may outbid that player on life or make a claim for a different deck, until all players have settled on one of the four Fates.  Players can only draw Fate Cards from their winning deck or buy Fate Relics of that Fate type.  All players begin with their Fate’s Shrine in play on an Altar.

Capture the Crown (4 players): Each player starts the game with one of the four Fate Relic Crowns in their Temple.   If a Raiding Player smites a defending Temple, he may steal any of the opponent’s crowns and add them to his Temple.  If one player controls all four Crowns, he wins the game.  Ignore Fate-alignment restrictions and Altar restrictions for Crowns.

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