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Information
Designer
Artist
Publisher
Year Published
2010
# of Players
2 − 4
User Suggested # of Players

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Playing Time
150 minutes
Mfg Suggested Ages
12 and up
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Primary Name
Divine
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ObjectID: 89203
Description Edit | History

Divine is a game for 2 to 4 players in which you assume the role of a Deity trying to spread their religion in ancient times. You can use your divine powers to quickly gain followers or deviously attack your competing religions. Priests, Zealots, Prophets, and Avatars are your pawns of strategic influence in a developing city which you must control.

The game board consists of 9 tiles that are randomly placed at the beginning of the game to represent an ancient city. Each tile consists of a 36 square grid that depicts various special locations within the city. Players start by controlling a single temple that allows them to train either Priests or Zealots. Priests can preach to gain followers based on the population of each spot on the game board; however, they are vulnerable to be assassinated by an opponent's Zealot. Priests can also establish new temples throughout the city, which can also be desecrated and destroyed by an opponent's Zealot. Unit movement is dictated by multiple dice rolls equal to the number of temples you control.

Players can use divinity cards from their hand to change the outcome of certain scenarios. More powerful units like Prophets and Avatars can only be created by using specific divinity cards. By taking control of special spaces on the board players can also receive additional bonuses.

To win the game players must carefully choose a win condition to work towards. A player wins the game if they are the first to 1) amass 100 follower tokens or 2) capture all 4 tower spaces or 3) be the only remaining player with a temple.

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~ Win Conditions ~

Capture - Have a Unit you control occupying each of the 4 city Towers.
Dominance - All other players no longer control any Temples.
Prevalence - Amass 10,000 followers (100 Follower Tokens)

~ Game Setup ~

1. Mix up the 9 board tiles and arrange them in a 3 by 3 grid.
2. Roll dice to determine turn order.
3. Shuffle the Divinity deck and each player draws 4 cards.
4. In turn order, each player places a control marker and a Priest on a Temple space.
5. In reverse turn order, each player places a Zealot within 3 spaces of their established Temple.

Resources:
Followers and Divinity. Each player starts the game with 10 Follower Tokens (each token represents 100 Followers). Each player also starts with 1 Divinity Counter (Divinity cards have associated Divinity Costs). Follower Tokens and Divinity Counters are gained by Preaching (See Priest Abilities).

~ The Game Board ~

The game board is made of 9 separate tiles laid in a 3 by 3 grid to form the play area. Each tile contains a 6 by 6 grid of spaces. Each space represents a city block which can only contain one Unit at a time. The Population of each block of the city is shown as a number (1-3) in the space. Certain spaces on the board grant special abilities to the player that controls them:

Towers - Any Zealot that occupies a Tower space may roll 1 additional die for defense. If you control all four Towers at the end of your turn you win the game.

Catacombs - Any Unit that lands on a Catacomb space may use another movement allowance to instantly move to any other Catacomb space.

Library - If a Unit you control occupies the Library space at the beginning of your turn you may draw an extra card during your Draw Step.

Market - If a Unit you control is Assassinated or Attacked in the Market the Unit that initiated the Assassination or Attack is removed from the board (the act was witnessed).

Temples - Priests may Establish Temples here (See Priest Abilities).

Population - Any space that is not a Tower, Catacomb, Library, Market, or Temple is a Population space. These spaces can have a Population of 100, 200, or 300.

~ Cards ~

Intervention (Can be played at any time. Can be played in response to other cards and abilities. They stack and resolve from the top down when played in response).

Covenant (Can only be played during your turn).

Commandment (Can only be played during your turn. Stays in the game permanently, unless another card instructs to remove it).

~ Turn Steps ~

Draw Step:
At the beginning of your turn, draw a Divinity card.

Move Step:
Roll dice equal to the number of Temples you control. This is your movement allowance. Your movement allowance can be divided among any of your Units. Units cannot move through a space that is occupied by another Unit. You do not have to use all of your movement allowance.

Ability Step:
Any Units that are able to do so may use one of their abilities. You must complete your Move Step before using any Unit's Abilities.

Check for Win Conditions:
If two players reach a win condition during the same turn the player with the most Divinity Tokens wins.

End of Turn

~ Units/Abilities ~

Basic Units:
Basic Units can be trained at any player controlled Temple that is currently unoccupied (see Temple abilities below). Each unit can only use one of their abilities during the Ability Step. Units cannot move or use abilities in the same turn they were trained.

Priest - (Train only at unoccupied Temple you control + 1DC - See Temple Abilities below)
Preach: Look at the Population number on the space the Priest occupies. Gain the equivalent number of Follower Tokens and Divinity Tokens. (Cannot Preach on spaces without Population numbers or on Temples controlled by another player).
Establish: Use only in an unoccupied Temple that does not already controlled by another player. Place your control marker on the Temple. (If you do not have any control markers left you may remove one from another space on the board so long as that space is unoccupied).
Vigilance: Flip the token on it's side to indicate Vigilance. The Priest cannot be Assassinated by Zealots in this state. Priests lose Vigilance when they move or use a different ability.

Zealot - (Train only at unoccupied Temple you control + 1DC - See Temple Abilities below)
Assassinate: If adjacent to a Priest, destroy it. (Cannot target Units with Vigilance).
Attack: Must be adjacent to another Zealot or Avatar. Roll 2 dice. An opponent's Zealot rolls 1 die. An opponent's Avatar rolls 3 dice. The highest total roll wins, the other unit is destroyed. If tied, both Units are destroyed.
Desecrate: Use only if on an opponent's controlled Temple. Remove the control marker for that Temple.

Advanced Units:
Advanced Units can only be created if you play the appropriate Divinity Card and pay it's associated Divinity Cost. They must be placed on an unoccupied Temple you control. You may only have 2 Advanced Units on the board at any one time. Units cannot move or use abilities in the same turn they were trained.

Prophet - (Train only with "Arrival of the Prophet" Card)
All abilities of Priests with the following additional effects:
1) Preaching Prophets warrant twice the Follower Tokens that a Population number would award. You do not gain any Divinity Counters.
2) Prophets can Convert an opponent's Priest or Zealot into a Priest or Zealot you control.
3) Prophets always have Vigilance (cards that effect Vigilance can still be used on Prophets).

Avatar - (Train only with "Behold the Avatar" Card)
All abilities of Zealots with the following additional effects:
1) Avatars can Assassinate Units with Vigilance.
2) During an Attack your Avatar may roll 3 dice whether on offense or defense.

Temples:
Temples are indicated on the game board by a Temple symbol. Other Unit's abilities can cause you to gain or lose control of a Temple. Temples you control have the following abilities:

Train: Pay 1DC and place either a Priest or Zealot in the Temple. (Can only be used in an unoccupied Temple).
Sanctuary: Units you control cannot be Assassinated or Attacked while in the Temple. (Does not protect against effects of Divinity Cards).

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Divine
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First Edition
Publisher: (Web published)
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Year: 2010
Size: 15.00 x 15.00 x 0.25 inches
English
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