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If there is a Lost Soul in an opponent’s Land of Bondage, you may make a rescue attempt, provided your Hero has access to the Lost Soul. (See Access to a Site). If there is no Lost Soul in an opponent’s Land of Bondage that your Hero can access, you may make a battle challenge or skip to your Discard Phase.

Access to a SiteEdit

To rescue a Lost Soul in a site, a Hero must have access to the site. If a Hero does not have access to a Lost Soul, then the battle is a battle challenge. A Hero has access to a site if:

a) The Hero’s icon box contains a matching brigade color in the icon box of the site, or

b) A special ability gives the Hero access to the site, or

c) An unoccupied site is placed in battle with the Hero and the icon box on the unoccupied site contains a matching brigade color in the icon box of the occupied site. The unoccupied site can be added at any time during the battle, but it must come from the player’s territory. If the Hero is defeated in battle, the site returns to the owner’s territory. The special ability on a multi-colored site is active only when the site is in battle and being used to give a Hero access to a site.

Present HeroEdit

You begin a rescue attempt or battle challenge by placing a Hero in the Field of Battle. The Hero can be played from your hand or your territory. Some Heroes have a special ability printed over the picture on the card. This special ability does not become active until the Hero enters battle. Once the Hero enters battle, the special ability is activated. The instructions on the card must be applied at that moment. If the special ability includes the word “may,” you can choose to activate the special ability or skip it for that battle.

Example 1: You put the purple brigade Hero Parmenas into the Field of Battle. His special ability reads, “ If your opponent has more cards in hand than you, you may draw two cards.” This should be done before you or your opponent play any other cards. Even if your opponent is not going to block your rescue attempt or battle challenge, once you place Parmenas into battle, and if your opponent has more cards in hand than you do, you may draw two cards from your draw pile.

Example 2: You make a rescue attempt with James, son of Zebedee, a purple brigade Hero with abilities 8/6 and the special ability, “May band to John.” Since the special ability includes the word “may,” you can choose to band John, a purple brigade Hero with abilities of 7/8, into battle (assuming there is a John in the Field of Play or your hand), or you can choose not to band. However, you must decide at this moment. You may not use that special ability later in the battle. You choose to band. Your two Heroes are attacking with combined abilities of 15/14.

Example 3: The Hero Midwives has the special ability, “Return all male heroes with an Exodus reference from your discard pile and put them in your territory.” Since the special ability does not include the word “may,” you do not have a choice. It must be done. Of course your opponent could play a card to interrupt and/or negate the special ability of Midwives.

Example 4: The Hero Aaron has the special ability, “May band to Miriam. Protect all active Holy of Holies artifacts from discard while Aaron is in play.” The first sentence of the special ability is the same as example 2. The second sentence of the special ability activates for the battle. As long as it isn’t negated during that battle, it remains in effect until Aaron is discarded because the special ability says, “while Aaron is in play.” Special abilities that work “while in play” or “until discarded” must be activated initially by putting the Hero in battle.

BlockEdit

Your opponent must decide whether to block your rescue attempt or battle challenge. If your opponent chooses to block, he should place an Evil Character into the Field of Battle to fight your Hero. This Evil Character can come from his territory or his hand. Some Evil Characters have a special ability printed over the picture on the card. This special ability does not become active until the Evil Character enters battle. Once the Evil Character enters battle, the special ability is activated. The instructions on the card must be applied at that moment. If the special ability includes the word “may,” your opponent has the choice of activating the special ability or skipping it for that battle.

Example 1: Your opponent blocks with Sadducees who has the special ability, “May band to all Sadducees.” Since the special ability includes the word “may,” your opponent has the choice (assuming there is one or more Sadducees in the Field of Play or your opponent’s hand) to band to all available Evil Characters in the Sadducees category or not to band. However, your opponent must decide at this moment. He may not use Sadducees’ special ability later in the battle.

Example 2: Your opponent blocks with Egyptian Horsemen. The special ability reads, “Discard the top card from your opponent’s draw pile or draw a card from yours.” This is not a choice. When your opponent puts Egyptian Horsemen into the Field of Battle to block your rescuing Hero, the special ability of Egyptian Horsemen is activated. You must follow the instructions on the special ability of Egyptian Horsemen before your or your opponent play any other cards.

NOTE: If a “draw a card”or “discard top card from draw pile” special ability is negated, the drawn card or discarded card should be placed back on top of the draw pile. Do not shuffle the draw pile.

Example 3: The Evil Character Evil Angel has the special ability, “Discard any silver brigade Hero of 6/6 or less in play or in a set-aside area.” When your opponent puts Evil Angel into the Field of Battle to block your rescuing Hero, he must discard one silver brigade Hero of 6/6 or less if there is one in play or a set-aside area. This is not a choice because the special ability does not include the word “may.” If you block a rescue attempt using Evil Angel, and you are the only player with a silver brigade Hero of 6/6 or less in play or in your set-aside area, then you must discard one.

Example 4: The Evil Character Death & Hades has the special ability that reads, “Reduce opponent's hand to 7 cards until this character is discarded (or 9 cards if rescuer has Tables of the Law activated)”. This special ability activates for the battle. As long as it isn’t negated during that battle, it remains in effect until Death & Hades is discarded due to the fact that it works “until discarded.” Special abilities that work while in play or until discarded must be activated initially by putting the Evil Character in battle.

If your opponent does not block your rescue attempt or otherwise stop your Hero, then your Hero crosses the Field of Battle unchallenged and rescues one Lost Soul. A dominant may be played to prevent this. (See DOMINANTS PLAYED DURING THE BATTLE PHASE).

NOTE: Certain artifacts may stop a Hero from rescuing a Lost Soul. Unholy Writ is one such artifact. This artifact can be used to capture a human Hero even if no Evil Character blocks.

If your opponent does not block your battle challenge, then your Hero must withdraw from the Field of Battle back to your territory without playing any enhancements.

NOTE: Certain Heroes have a special ability that allows a player to play an enhancement before being blocked. Ethiopian Treasurer is one such Hero. This enhancement takes effect even if no Evil Character blocks.

Determine Initiative, Play an Enhancement, RepeatEdit

If you have a Hero(es) in the Field of Battle and your opponent has an Evil Character( s) in the Field of Battle, you need to check for initiative. Your Hero(es) is in one of four possible situations: (See SITUATION DESCRIPTIONS).

a) Losing

b) Winning

c) In a mutual destruction

d) In a stalemate

The player whose character(s) is losing after a card has been played has initiative. If the characters are in a mutual destruction situation or a stalemate, then the player who did not play the last card has initiative.

If you have initiative, you may play an enhancement. The brigade color of the enhancement must match the brigade color of the character using the enhancement. Multi-colored good enhancements may be used by any Hero, and multicolored evil enhancements may be used by any Evil Character. You can only play (activate) enhancements on characters that are in the Field of Battle. (See EXCEPTIONS TO ENHANCEMENTS PLAYED IN THE FIELD OF BATTLE). The effects of the abilities (*/*) on the enhancement are always used to increase the abilities (*/*) of the character upon which the enhancement is played.

Example: (Assume you have the initiative to play all cards in this example). You are making a rescue attempt with Asahel, a red brigade Hero with abilities of 5/4. You play Hope, a red brigade enhancement, which increases Asahel’s abilities by 2/2 for a total of 7/6. You then play Arrow of Deliverance to increase Asahel’s abilities by 4/2 for a total of 11/8. Only Asahel is benefiting from the abilities (*/*) on these enhancements.

The special ability (written on the picture of most enhancements) can only be played (activated) on a character in the Field of Battle. The special ability may affect the character using the enhancement (example: Pillar of Fire). It may affect the opposing character (example: Blood of the Lamb). It may affect other cards outside of the Field of Battle (example: Plague of Boils). It may affect the holder of the character (example: Water from a Rock). It may affect an opponent (example: Taking Egypt’s Wealth).

Example 1: (Assume you have the initiative to play all cards in this example). You are making a rescue attempt with Jonathan, a purple brigade Hero with abilities of 6/6. You play the purple brigade enhancement Authority of Christ that has no abilities (*/*), but it does have the special ability, “Discard all Evil Characters in play.” Authority of Christ is activated on Jonathan, but it does not affect Jonathan. Rather, it discards the opponent’s Evil Character( s) that is in the Field of Battle, and it discards all other Evil Characters that are in the Field of Play including your own Evil Characters.

Example 2: (Assume your opponent has the initiative to play all cards in this example). Your opponent is blocking your rescue attempt with Prince of Persia, a pale green brigade Evil Character. Your opponent plays (activates) Confusion which has no abilities (*/*), but it does have the special ability, “Owner may look through one opponent’s draw pile, discard one card and shuffle remaining cards.” Your opponent searches through your draw pile and discards a card. The special ability on Confusion does not directly help Prince of Persia. However, it must be played (activated) on an Evil Character that is in the Field of Battle.


Initiative Table
If your Character is: This player has Initiative

If the player with initiative does not play an enhancement then:

Losing You

Do not pass initiative. Resolve Battle.

In a Stalemate Whoever did not play the last card Pass initiative.
In a Mutual Destruction Whoever did not play the last card Pass initiative.
Winning Opponent Do not pass initiative. Resolve Battle.

Situation DescriptionsEdit

Losing the BattleEdit

A Hero can be losing the battle in one of three ways: by numbers, by immunity/repel, or by removal from the battle:

Losing by NumbersEdit

Your Hero is losing by numbers if your Hero’s toughness (/*) is less than or equal to your opponent’s Evil Character’s strength (*/) and your opponent’s Evil Character has toughness (/*) greater than your Hero’s strength (*/). You have initiative and can play any good enhancement of matching brigade.

Example: You are making a rescue attempt with Seth, a blue brigade Hero with abilities of 5/4. He is in battle with Laban, a gray brigade Evil Character with abilities of 9/9. Seth’s strength is 5 while Laban has toughness of 9. Laban is not being defeated. Laban’s strength is 9 while Seth has toughness of 4. Seth is being defeated. Therefore, you have the initiative to play a good enhancement on Seth to increase his abilities. When your Hero is losing, you may not pass initiative to your opponent. You must play a card or the battle is resolved.

NOTE: When a special ability reduces a character to */0 or less, the character is immediately discarded, EXCEPT during the Battle Phase. During battle resolution, all characters in play or set-aside areas with toughness of */0 or less at that time are discarded.

Losing by Immunity / RepelEdit

Your Hero is losing by repel if your Hero is being repelled by a special ability. Your Hero is losing by immunity if the blocking Evil Character is immune to your Hero and the strength of the Evil Character is enough to defeat your Hero. Either way, you have initiative and can play any good enhancement of matching brigade. However, the special ability on the enhancement cannot be directed at an Evil Character that is immune to your Hero or is repelling your Hero.

Example: You are making a rescue attempt with Tabitha, a red brigade Hero with abilities of 5/4 and the special ability, “The first time Tabitha is about to be discarded, return Hero to owner’s territory instead.” Your opponent blocks with Philetus, a brown brigade Evil Character with abilities of 5/6. It’s your initiative, and you play The Harvest, a red brigade enhancement with abilities of 3/4 and the special ability, “Holder may draw a card.” Tabitha is increased to 8/8, and you draw the top card from your draw pile and put it into your hand. Since Philetus is losing, your opponent has initiative and plays Lewd Men, a brown brigade enhancement with abilities of 0/3 and the special ability, “Repel all female Heroes.” The result is that strength and toughness are not compared. Tabitha returns to territory and the rescue attempt fails.

Losing by Removal because of a Special AbilityEdit

A Hero is losing by removal if the Hero is being captured, discarded, returned to territory, or otherwise removed from battle by an opposing special ability. You have initiative, but you may only play an enhancement that has an “interrupt” or “negate” special ability.

Example: You are making a rescue attempt with Guiding Angel, a silver brigade Hero with abilities of 7/7. Your opponent blocks with the Evil Character Er, a pale green brigade Evil Character with abilities of 6/6. Since Er is losing, the opponent has initiative to play an evil enhancement. Your opponent plays Slave Trade. There are no abilities (numbers) on this card, but its special ability reads, “Capture any Hero in play and place in your Land of Bondage. Hero is treated as a Lost Soul.” This is causing Guiding Angel to be losing by removal. You have initiative, but you may only play an enhancement if the enhancement will “interrupt” or “negate” Slave Trade. Otherwise, your opponent will capture Guiding Angel and place him in his Land of Bondage.

StalemateEdit

The battle is currently a stalemate when neither the Hero(es) nor the Evil Character(s) is being defeated. There are two ways for a battle to be a stalemate: by numbers or by immunity:

Stalemate by NumbersEdit

The battle is currently a stalemate by numbers when neither the Hero(es) nor the Evil Character( s) is strong enough to defeat the opposing character(s). You have initiative and can play any good enhancement of matching brigade. If you choose not to play an enhancement, you must pass initiative to your opponent. Your opponent may play an enhancement. If your opponent chooses not to play an enhancement, he must pass initiative back to you. If your opponent passes initiative back to you, then you must play an enhancement or the Battle Phase resolves.

Example: You are making a rescue attempt with Prochorus, a gold brigade Hero with abilities of 5/6. He is in battle with Philetus, a brown brigade Evil Character with abilities of 5/6. Prochorus has strength of 5 compared to Philetus who has a toughness of 6. Philetus is not being defeated. Philetus has strength of 5 compared to Prochorus who has a toughness of 6. This is a stalemate because neither character is being defeated. You have initiative because your opponent played the last card (Philetus). You may play an enhancement or, if you choose, you may pass the initiative to your opponent.

Stalemate by ImmunityEdit

The battle is a stalemate by immunity if an immune special ability is causing neither character to be defeated. You have initiative and can play any good enhancement of matching brigade. However, the special ability on the enhancement cannot be directed at an Evil Character that is immune to your Hero.

Example: You are making a rescue attempt with Mary of Bethany, a gold brigade Hero with abilities of 7/5 and the special ability to “band to Martha”. You band in Martha, a green brigade Hero with abilities of 5/4. Your opponent blocks with the Beast from the Earth. This is a brown brigade Evil Character with abilities of 5/7 and the special ability that he is “immune to all female Heroes.” Mary of Bethany and Martha have a combined strength of 12 points. Beast from the Earth has a toughness of 7 points. By the numbers, your Heroes would be winning the battle, and your opponent would have the initiative to play the first enhancement. However, Beast from the Earth is immune to all female Heroes. Since Mary of Bethany and Martha are both female Heroes, Beast from the Earth is not being defeated even though his toughness is less than the combined strength of the Heroes. This is a stalemate by immunity. Neither the Heroes nor the Evil Character are being defeated. Since your opponent played the last card (Beast from the Earth), you have the initiative to play the first enhancement card.

Mutual DestructionEdit

A mutual destruction situation exists when the rescuing Hero(es) and the blocking Evil Character(s) are both being defeated. This can happen by numbers or by a “remove all” special ability.

Mutual Destruction by NumbersEdit

Both characters in battle are being defeated because of numbers only. You have initiative and can play any good enhancement of matching brigade. If you choose not to play an enhancement, you must pass initiative to your opponent. Your opponent may play an enhancement. If your opponent chooses not to play an enhancement, he must pass initiative back to you. If your opponent passes initiative back to you, then you must play an enhancement or the Battle Phase resolves.

Example: You put Shepherd, a blue brigade Hero with abilities of 7/6, into the Field of Battle. Your opponent blocks with Oppressive Women, a gray brigade Evil Character with abilities of 7/7. Each character has enough strength to defeat the opposing character. You have initiative because this is a mutual destruction situation and your opponent played the last card (Oppressive Women). If you choose, you may pass initiative to your opponent in a mutual destruction situation. If your opponent passes initiative back to you, then you must play a card or the Battle Phase ends.

Mutual Destruction by Mutual RemovalEdit

Both characters in battle are being defeated because of a special ability that is removing all characters from battle. You have initiative, but you may only play an enhancement that can “interrupt” or “negate” the special ability that is causing mutual removal.

Example: You make a rescue attempt with Tribal Elder and band to Seth. (See Example 2 under PRESENT HERO). Your two Heroes are attacking with combined abilities of 11/9. Your opponent blocks with Shaphat, a gray brigade Evil Character with abilities of 5/6. Shaphat is losing the battle; so your opponent has initiative. Your opponent plays Deluge of Rain, an evil enhancement with the special ability, “Discard all cards in battle including yours.” This is a mutual destruction by mutual removal. You have initiative, but the only enhancement you may play is one that can interrupt or negate Deluge of Rain. You could play Sign of the Rainbow, a blue brigade enhancement with abilities of 2/2 and the special ability, “Negate the last evil enhancement played in current battle.” This would negate Deluge of Rain so that the cards in battle would not be discarded.

Winning the BattleEdit

A Hero can be winning the battle in one of three ways: by numbers, by ignore/immunity, or by removal:

Winning by NumbersEdit

The Hero is winning the battle by numbers when two conditions are met. First, the total strength (*/) of the Hero(es) in battle is equal to or greater than the toughness (/*) of the blocking Evil Character(s). Second, the toughness (/*) of the Hero(es) is greater than the total strength (*/) of the blocking Evil Character(s). Your opponent has initiative and can play any evil enhancement of matching brigade.

Example: You are rescuing with Angel of Revelation, a silver brigade Hero with abilities of 8/8. He is being blocked by Esau, the Hunter, a pale green brigade Evil Character with abilities of 4/5. Angel of Revelation is winning because his strength of 8 is greater than the 5 toughness of Esau, the Hunter, and because the 4 strength of Essau, the Hunter is less than the 8 toughness of Angel of Revelation. Your opponent has the initiative to play the first enhancement.

NOTE: Your opponent cannot pass initiative to you when his Evil Character is losing the battle. Your opponent must play a card or the battle resolves. (See BATTLE RESOLUTION).

Winning by Ignore/ImmunityEdit

Your Hero is winning by ignore if your Hero is ignoring the Evil Character(s) in battle. Your Hero is winning by immunity if the Hero is immune to the blocking Evil Character and the strength of your Hero greater than or equal to the blocking Evil Character’s toughness. Either way, your opponent has initiative and can play any evil enhancement of matching brigade. However, the special ability on the enhancement cannot be directed at a Hero that is immune to the Evil Character or is ignoring the Evil Character.

Example: You are rescuing with Servant Angel, a silver brigade Hero with abilities of 5/6 and the special ability, “Holder may draw a card.” After you play Servant Angel into the Field of Battle, you immediately draw a card. Your opponent then blocks with Shechem, a pale green brigade Evil Character with abilities of 6/7. Since Servant Angel is losing, you have initiative and play Sixth Seal, a silver brigade enhancement with abilities of 2/2 and the special ability, “Hero ignores pale green brigade.” Servant Angel will pass by Shechem as though Shechem is not there and will make a successful rescue. Your opponent must negate the “ignore” special ability or the rescue will succeed, and each character will be returned to his owner’s territory.

Winning by Removal because of a Special AbilityEdit

Your Hero is winning a battle by removal if a special ability removes the blocking Evil Character from battle. Your opponent has initiative, but your opponent may only play an enhancement that has “interrupt” or “negate” ability.

Example: You are rescuing with Guiding Angel, a silver brigade Hero with abilities of 7/7. Your opponent blocks with Shechem, a pale green brigade Evil Character with abilities of 6/7. Guiding Angel is winning. Therefore, your opponent has initiative to play the first enhancement. He plays Bad Intentions, a pale green brigade enhancement with abilities of 3/3. This increases Shechem’s abilities to 9/10. Now Guiding Angel is losing. It is your initiative, and you play The Seventh Trumpet, a silver brigade enhancement with no abilities but with a special ability, “Convert any human Evil Character in play to a white brigade Hero.” You select Shechem, a human Evil Character, as the character to convert. Since Heroes do not block rescue attempts, Shechem will not continue this battle and will return to your opponent’s territory as a white brigade Hero. Note: Strength (*/) is not causing initiative to transfer to your opponent but rather a special ability. Your Hero will win the battle, unless your opponent can negate The Seventh Trumpet.

Playing Enhancements in BattleEdit

You and your opponent play enhancements on your own characters according to the rules for initiative until the player who is losing either cannot play or chooses not to play any more enhancements. In mutual destruction or stalemate situations, players must either play an enhancement or pass. If there are three consecutive passes (i.e. you pass, opponent passes, you pass again), then resolve the battle. (See BATTLE RESOLUTION). NOTE: It is possible to play one or more cards and keep initiative.

Example: You are making a rescue attempt with Mark, a blue brigade Hero with abilities of 6/5. Your opponent blocks with Saph, a 10/10 gray brigade Evil Character with the special ability, “May band to one warrior class Philistine Evil Character.” Your opponent chooses to band and pulls Lahmi, a 10/10 gold brigade Evil Character, from your territory. This means that he uses your own Lahmi to fight against you. Your opponent’s forces have combined abilities of 20/20. Since Mark is losing, you have initiative. You play Belt of Truth, a 3/4 multi-color power enhancement, to increase Mark to 9/9. You then play Courage that has the special ability, “Holder may add an additional Hero from his territory or hand to the battle”. You then band in Hosea, a 5/4 purple brigade Hero. Your forces now have combined abilities of 14/13. You continue to have initiative because your forces are still losing. You play Saul’s Spear, a 4/2 purple brigade enhancement, on Hosea. Your forces have combined abilities of 18/16. You then play Reach of Desperation, a purple brigade enhancement with abilities of 4/3, increasing your combined forces to 22/19. At this point it is a mutual destruction situation. Initiative would now pass to your opponent except that Reach of Desperation also has a special ability, “Holder may interrupt the battle, draw 3 cards from the top of owner’s draw pile, and play the next enhancement card.” You draw three cards and play River Flowing from the Temple on Hosea. This has a special ability. You “May add a Hero from your hand to the battle.” You band in Gabriel, a 10/10 silver brigade Hero with a special ability. You can “Look through one opponent’s draw pile and discard one evil enhancement.” You discard one of your opponent’s enhancements from his deck. Your forces now have combined abilities of 32/29. Initiative now goes to your opponent who begins playing enhancements, and the Battle Phase continues until the player with initiative chooses not to or can’t play any more cards. This is the end of the battle. (See BATTLE RESOLUTION).

Dominants Played During the Battle PhaseEdit

You and/or your opponent can play a dominant(s) (lamb or grim reaper icon) at any time during the game. Neither you nor your opponent is required to wait for initiative or turn to play a dominant. The special ability on dominants is instantaneous and nothing can interrupt or negate the effect of these cards. (For example, neither Jerusalem Tower nor Hezekiah’s Signet Ring prevent Harvest Time). However, cards can be protected from dominants. (For Example, Enoch and Goshen protect against Christian Martyr. The Lost Soul cards with the reference from Acts 11:18 or II Chronicles 15:4 cannot be rescued by any dominant). Dominants are extremely useful in battle, though they may be played at other times. NOTE: Dominants do not interrupt other dominants. When more than one dominant is played, the first dominant played on the playing surface is the one that takes effect first.

Example: You are making a rescue attempt with Jude, a red brigade Hero with abilities of 8/8. Your opponent blocks with Stone Throwers, a crimson brigade Evil Character with abilities of 6/6. You are winning, and your opponent has initiative.

However, you play Angel of the Lord, a dominant (lamb icon card), that allows you to “Discard any Evil Character in play.” You discard Stone Throwers. Your opponent cannot stop this using an enhancement. Your opponent also cannot present a new Evil Character. Jude, who is now unblocked, rescues a Lost Soul. Your opponent could still prevent the rescue by playing his own dominant. Here are some examples of how the other dominants in the starter decks could be used to stop a rescue:

a) Christian Martyr (grim reaper icon) – Your opponent could play Christian Martyr to discard Jude. If only one Hero is in battle, then playing Christian Martyr is a successful block.

b) Burial (grim reaper icon) – If Jude has access to only one Lost Soul, your opponent could play Burial to discard the Lost Soul. Now Jude is in a battle challenge because there is no available Lost Soul for Jude to rescue.

c) Son of God (lamb icon) – If Jude has access to only one Lost Soul, your opponent could play Son of God to rescue it. Now Jude is in a battle challenge because there is no available Lost Soul for Jude to rescue.

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