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Subject: MISSIONARY CAMPAIGNS VARIATION rss

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Scott Perry
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MISSIONARY CAMPAIGNS VARIATION
2-3 players


by Scott Perry

To play this variation, you must have an understanding of the general rules of The Journeys of Paul boardgame.

Objective
Be the first player to complete two missionary campaigns.

Setup
Randomly (or selectively) choose one card from the City card deck. This city will be the first campaign’s ending city. Set this card aside.

2 Players - Shuffle the City card deck and deal three cards to each player.
3 Players - Shuffle the City card deck and deal two cards to each player.

Shuffle the Opportunity card deck and deal two cards to each player.

Gameplay
Players start in Jerusalem. Draw Event cards and Opportunity cards as normal. During the campaign, you must build churches in the cities of which you hold cards. These are your required cities. When building a church in a required city, use your City card to gain extra cell groups. After a City card is used, remove the card from play. Once a player has established churches in his required cities, he is free to build a church in the campaign’s ending city.

The first player to build churches in his required cities and in the campaign’s ending city wins that campaign.

Event Cards
Some Event cards list 3 cities and instruct the player to remove a cell group from the first city listed. If a player has cell groups or a church in more than one of the cities listed on the card, he must remove one cell group from each. In addition, the cities listed on the card apply to all players regardless of who drew the card.

Some Event cards instruct the player to lose a Deacon from play. If you receive one of these Event cards and have one or more Deacon cards in your hand, discard one Deacon card from your hand. Do not remove a Deacon marker from the board.
Extra Churches
Players may build churches in other cities marked with a circle, one church per city.

These Extra churches do not have to be completed for a player to finish a campaign. Players who have built or started Extra churches retain these churches (or cell groups) for the rest of the game.

A player cannot build an Extra church in a city that is one of another player’s required cities.

2 Players - Each player may build a maximum of five Extra churches during the game.
3 Players - Each player may build a maximum of one Extra church during the game. Choose wisely!

Utilizing Extra Churches
Once a player has built an Extra church, it may be used as a substitute for required churches in the event than an Event card instructs the removal of a cell group from one of a player’s three required churches.
For instance, if an Event card is drawn and one of the player’s three required cities is listed, the player has the option of removing a cell group from one of his Extra churches in place of the required church’s city listed on the card.

A player may only use an Extra church in this way if it is not missing any cell groups. If an Extra church is missing cell groups, it must be rebuilt before it can be used again in place of a required church.

If an Event card lists a city where a player has built an Extra church (or has cell groups), the player must remove a cell group from that church. He cannot substitute one of his other Extra churches for it.

Deacon Cards
These cards are no longer used to place Deacon markers on churches. Three Deacon cards may be traded at any time during a player’s turn for one cell group. This cell group may be placed on any one of the player’s cities that needs cell groups. The player does not have to be in that city to place the cell group.

The Campaign’s Ending City
Players are in a race to build a church in the current campaign’s ending city. This can only be done when a player’s required churches are built. If a player begins building a church in the campaign’s ending city and one or more of his required churches lose cell groups before the player is able to finish, he must stop building. Cell groups placed in the city remain. The player must repair his required churches that have lost cell groups. When all of a player’s required churches have been rebuilt, he may continue building a church in the campaign’s ending city.

A cell group acquired from trading three Deacon cards cannot be placed in the campaign’s ending city.

Finishing a Campaign
When a player builds a church in the campaign’s ending city, that player wins the campaign. Nothing further can be built in that city, and if the other players have cell groups in the city, they must remove them. The player who won replaces his church marker with one of his cell groups. This city is no longer in play for any future campaigns. This player also receives the City card for the campaign’s ending city to signify that he won the campaign.

Each player then removes all church markers and cell groups from his required cities and replaces them with Deacon markers to signify that they are no longer in play for any future campaigns. A Deacon marker is placed on each of a player’s required cities even if a church was never built. Players may not build in these cities for the remainder of the game.

If any Extra churches were built during the campaign, remove the corresponding City cards from play.

Starting a New Campaign
Select a new city from the City card deck (either randomly or selectively). This is the new campaign’s ending city. Set this card aside.

2 Players - In the event that each player wins one campaign and a third is needed, the new campaign’s ending city is Rome.
3 Players - In the event that each player wins one campaign and a fourth is needed, the new campaign’s ending city is Rome.

2 Players - Shuffle the City card deck and deal three cards to each player.
3 Players - Shuffle the City card deck and deal two cards to each player.

Resume play exactly where you left off with your new set of required cities and the new ending city.

Winning
The first player to complete two missionary campaigns wins the game.

Other Rules / Playability
Only 7 Opportunity cards may be held at the end of a player’s turn. Excess cards must be discarded. For an even more challenging game, limit your hand to 5 Opportunity cards.

Cities that contain required churches from past campaigns (these should have Deacon markers on them) cannot lose cell groups. They are not playable and remain only as reference after their campaign is over. The same applies to past end of campaign cities.

Players may periodically run out of cell groups during the game. Keep track of how many are on each city using whatever method works best for you.

For a more challenging and longer game, choose ending campaign cities that are on islands or in remote parts of the map.

For an easier and shorter game, choose ending campaign cities that are more centrally located on the map.


Enjoy!
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