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Rulebook ENG v0.7

The document is a rulebook for 'Blasphemous: The Board Game,' detailing components, setup, and gameplay mechanics. Players assume the roles of Penitents navigating the realm of Cvstodia, facing challenges and enemies while striving to complete unique Pilgrimages. The rulebook is structured into chapters covering components, setup instructions, and game flow, emphasizing the importance of specific rules and game components.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
420 views24 pages

Rulebook ENG v0.7

The document is a rulebook for 'Blasphemous: The Board Game,' detailing components, setup, and gameplay mechanics. Players assume the roles of Penitents navigating the realm of Cvstodia, facing challenges and enemies while striving to complete unique Pilgrimages. The rulebook is structured into chapters covering components, setup instructions, and game flow, emphasizing the importance of specific rules and game components.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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rulebook

COMPONENTS LIST............................................... 3 D Bead Vestige Cards................................................. 12

INTRODUCTION....................................................... 4
L Ability Vestige Cards.............................................. 12
Enemy Cards...................................................................... 12
The Game In A Nutshell...................................................... 5 Procession Cards................................................................ 13
How To Use This Rulebook................................................. 5 Miracle Board.................................................................... 13
Golden Rule..................................................................... 5 Arena And Stage................................................................ 13
Reserve............................................................................ 5 Nemesis Token................................................................... 14
COMPONENTS........................................................... 6 Combat Cards And Fervent Combat Cards........................ 14
Map (Board)......................................................................... 6 Pilgrimages........................................................................ 15
Areas................................................................................ 6 Pilgrimage Card - Setup................................................ 15
Adjacent Areas............................................................ 7 Pilgrimage Card - Behavior........................................... 16
Safe Area..................................................................... 7 Pilgrimage Card - Rules................................................ 16
Free Area..................................................................... 7 Pilgrimage Cards........................................................... 16
Regions............................................................................ 7 Pilgrimages........................................................................ 16
Deck And Card Slots....................................................... 7 Personal Quest Deck.......................................................... 17
Area Tokens And Bag.......................................................... 7 Quest And Objective Tokens.............................................. 17
Prie Dieu.............................................................................. 8 Guilt Tokens....................................................................... 17
Prie Dieu Cards.................................................................... 8 Tomes................................................................................. 17
Weapon Dice And Sides....................................................... 8 Arsenal............................................................................... 17
Basic Sides...................................................................... 8 SETUP............................................................................ 18
Advanced Sides............................................................... 8 Game Setup........................................................................ 18
10-Sided Die (D10) And 100-Sided Die (D100)................. 9 Assembling Arena And Stage.................................... 18
Miniatures And Bases.......................................................... 9 Penitents Setup................................................................... 19
Player Cubes And Rage Cubes.......................................... 10 Pilgrimage Setup................................................................ 20
Penitent Token.................................................................... 10 Upgraded Enemies.................................................... 20
Sunset Token...................................................................... 10
Penitent Board.................................................................... 10 GAME FLOW............................................................. 22
Bile Flask Token................................................................ 10 Dawn Phase........................................................................ 22
Penitent Cards.................................................................... 11 Maneuvres..................................................................... 23
Vestige Cards..................................................................... 11 Sunset Phase...................................................................... 23
B Prayer Vestige Cards............................................... 12

CREDITS
Project Director: Fernando Armentano
Game Designer: Diego Fonseca, Andrea Colletti
Translation: Giulia Pira
Editing: Elettra Nuzzo, Diego Fonseca
Lead Graphic Designer: Paolo Scippo
Graphic Design: Diana Maranzano, Paolo Scippo
Art Director: Andrea Colletti
Concept Artist: Vincenzo Pratticò, Giovanni Pirrotta, Andrea Francioli
Lead 3D Sculptor: Fernando Armentano
3D Sculptor: Tommaso Incecchi, Alberto Acquaviva, Pablo Cordova
Render Artist: Paolo Scippo, Jonata Benvenuti
Web Editor: Emiliano Caretti, Beto Caprera
Gamefound Manager: Andrea Colletti
Fulfillment: Michele Mirizio
Ludus Magnus Store: shop.ludusmagnusstudio.com

Playtesters: Alfredo Baldi, Andrea Vella, Beto Caprera, Daniele Samaele, Daniele Vergani, Danilo
Nanni, Diana Maranzano, Elettra Nuzzo, Elisa Fiore, Emiliano Caretti, Fernando Armentano, Fran-
cesco Granitto, Francesco Pica, Gabriele Cianuro, Gianni Panuzzo, Giovanni Milani, Giovanni Pir-
rotta, Jonata Benvenuti, Leonardo Romano, Luca Bernardini, Luca Pietrogrossi, Marco Presentino,
Massimiliano Grotti, Michele Morosini, Paolo Scippo, Sandra Fiorentini, Stefano Galmacci, Tommaso
Incecchi.

2
COMPONENTS LIST

BOOKLETS 96 Weapon Dice Sides CARDS


1 Rulebook 1 Arsenal 11 Public Quest Card
1 Breviary 8 Personal Quest Card
1 Tome of Cvstodia SHARED COMPONENTS 6 Enemy Card
9 Tomes 1 Map of Cvstodia 6 Procession Card
1 Miracle Board Combat Card
MINIATURES 4 Rage Cubes 12 Hunted Ten Piedad
1 Penitent of the Crimson Dusk 1 Arena Structure 4 Keeper Esdras
1 Penitent of the Twisted Soul 2 Arenas 12 Vengeful Perpetva
1 Penitent of the Golden Contrition 2 Stages 12 Brothers of the Legion
1 Penitent of the Prayer of Abdon 1 Nemesis Token Fervent Combat Card
1 Ten Piedad 5 Quest Tokens 4 Hunted Ten Piedad
1 Esdras 25 Objective Tokens 4 Vengeful Perpetva
1 Perpetva 16 Guilt Tokens 4 Brothers of the Legion
6 Flagellant 25 Area Tokens 4 Pilgrimage Decks
6 Shieldmaiden 1 Bag 14 The Dreaming Prisoner
4 Cimbalillo 8 The Anointed Keeper
4 Phalaris PLAYERS’ COMPONENTS 14 The Resurrected One
2 Guardainfante 4 Penitent Sheets 14 Reunion and Illusion
2 Esquilón 12 Penitent Cards 20 Prayer Vestige Cards
4 Bases 80 Player Cubes (20 per player) 32 Bead Vestige Cards
4 Penitent Tokens 24 Ability Vestige Cards
DICE 1 Sunset Token 6 Prie Dieu Cards
1 d10 4 Bile Flask Tokens
1 d100 4 Reference Sheets
12 Weapon Dice (3 per player)

3
INTRODUCTION

You have arrived in Cvstodia, a realm ruled by the divine Get ready for a thrilling challenge, where strategy and cour-
being known as the Miracle, a land shrouded in shadows and age will be your only weapons against destiny. Gather an-
torment, where faith and suffering are intertwined in a dead- cient powers, unexpected allies and valuable resources, but
ly embrace. In “Blasphemous: The Board Game,” you will beware: in Cvstodia, redemption is a rare luxury, and the
be taking on the role of a Penitent, a lone warrior doomed price to pay for salvation oftentimes is pain.
to wander through the rubble of a land ravaged by curses
and piety. Only those who embrace darkness can hope to discover the
truth that lies behind the Miracle. Are you ready to embark
Face unimaginable horrors and uncover the secrets of a fa- on this journey?
natical cult that distorted religion into a means of oppres-
sion. Explore a world rich in history, sacred relics and un-
mentionable sins. Every decision you make will shape your
path, as you fight deformed creatures and face legendary
bosses in epic battles.

4
In Blasphemous - the Board Game, players will take on the
role of Penitents, warrior priests devoted to the saints and the
wonders enacted by the Miracle, the higher being whose will
shaped the lands of Cvstodia.
In each game, Penitents will embark on a Pilgrimage, a
unique story that will lead them to uncover the secrets of
Cvstodia, its inhabitants, and the abominations born of the
Church of the Miracle. Facing dangers and terrible enemies,
the Penitents will have to work together to complete the Pil-
grimage, but only one of them will succeed in the final intent
and obtain the status of Saint thus winning the game, while
the others will drown in a sea of affliction and repentance,
cursed by the Miracle itself.

This rulebook is divided into three chapters: GOLDEN RULE


1. Components: Here are listed all the components that Rules written on the game components always have priority
make up the game, the names of their parts and how to over the rules in this manual, and must be applied even if
use them in the game. they contradict one or more of the general rules in this rule-
2. Setup: Here is shown how to set up the table when pre- book.
paring for a game.
3. Game Flow: Here is shown how to manage Phases and
Turns of the game to allow its progress.
RESERVE
The term Reserve refers to all game components kept aside
This rulebook uses cross references to the Breviary, a Com-
and not yet included in the game. All game models not on
pendium of rules listed in alphabetical order that do not di-
the Map or the Arena, all tokens yet to be used, and other
rectly affect the Setup or Game Flow.
components such as cards of various kind not included in the
These cross references are always stated in parentheses like
game are considered to be in the Reserve.
this, “(see Breviary - Rule Name)”.
When a token is discarded or a Model is taken away from the
Map, they return to the Reserve.
In addition, the rulebook has three types of boxes, the graph-
Instead, game components that are removed from the game
ic style of which indicates different kinds of content:
must be placed in the box and are not considered to be in the
Reserve.
Specific rules, information on the components or vari-
ants of the rules.

Narrative texts describing aspects of the world of


Cvstodia.

Game examples.

5
rules behavior

COMPONENTS

convent of our lady


of the charred visage

G where o
Trees w
setup and rules behavior public quests
deambulatory
of his holiness

A B H
archcathedral
Rooftops

convent of our lady


of the charred visage
where olive
Trees wither
discard 1e

c / buy 1l at -19 knot of the


wall of the three words
holy prohibitions patio of the

mountains of
silent steps
mountains of

buy 1d at -19
the endless dusk buy 1d at -19 mother

the endless dusk


of mothers

gain 26

pilgrimage
graveyard gain 207, f

C
of the peaks buy 1b at -19
heal 35

discard 1e
albero
ferrous
tree gain 26
library of the
negated words gain
library of the

ge
bridge of the negated words
c / buy 1b at -19 three calvaries

heal 35

brotherhood of
graveyard gain 39 gain 29, heal 15

of the peaks
the silent sorrow

buy 1b at -19
the holy line buy 1l at -19
personal quests echoes of salt
grievance
Ascends
mourning

D
and havoc

albero
wasteland of the
buy 1l at -19 buried churches
jondo

discard 1e
gain 29, heal 15
buy 1d at -19
gain 16, gain 29
gain 39

discard 1e desecrated
cistern
heal 35 mercy
dreams

enemies

E procession
gain 16, gain 29
c/ buy 1d at -19
prie dieu

F I
gain 207, f

c / buy 1b at -19

The Map represents Cvstodia, the world where the game is


heal 35
set. The Map contains the following elements.

1
brotherhood of AREAS
the silent sorrow Cvstodia is divided into 25 Areas, with the following char-
acteristics:
1 Name: the name of the Area.
2 Progressive
the holy Number:
lineit identifies the Area: all game
uests 4 components displaying the same number refer to that
5 Area.
3 Shape: a shape displaying the Progressive Number, it in-
dicates the Region that Area belongs to.
3 4 Frame: useful to tell which Region the Area is part of.
5 Paths: a number of Paths start from each Area, wasteland
connect- o
2 buy 1l at -19 ing it to other Areas. Some Paths do not go all theburied
way to chur
the connected Area, but to one or more Shapes containing
a Progressive Number; these Paths connect it to the Areas
associated with those Progressive Numbers , same as a
gainPath
normal 29,that
heal 15up to said Areas.
leads

6
During the game, Penitents will move on the Map, from Area These distinctions among Regions help to quickly identify
to Area, through the Paths connecting them. an Area during the game, since any game material that brings
an Area into play shows its Progressive Number within Pilgrimage
the
ADJACENT AREAS shape in which it is found on the Map or, the dreaming
if shown in any pris
Two Areas are considered to be adjacent if they are connect- game text, that shape is displayed as an icon next to the Pro-
I flagellant
ed by a Path, even if the Path only connects an Area to anoth- gressive Number. (B, G, R).
er’s Progressive Number. Some game rules take into account setup
what is in two adjacent Areas.
Pilgrimage
the dreaming
Penitents:
prisoner

setup
B each with 26, 39.
nt
I flagella Penitents: B each with 26,

Tomes:
39.

SAFE AREA Tomes:


Enemies:
C, E, M
C, E, M

BLS-M-PRO-001
• Draw a LV I Proce
ssion Card but place

A Safe Area is an Area where there are no Enemy nor Nem-


the Enemies only
in
• Draw a LV II Proce C, M, Q.

Enemies:
place the Enemies
ssion Card but
only
• Draw a LV III Proce in H, E. • Draw a LV I Procession
esis models.
ssion Card but
place only an Enem

the Enemies only in C


y in F.
Nemesis:

01
Ten Piedad. Place
him in the Arena.

BLS-M-PRO-0
! / ": Hunted Ten Piedad
Quests: Set up the Pubblic
Quest 1, 2, 5. • Draw a LV II Processio
FREE AREA
Behavior: Place the Pilgrimage

place the Enemies only


Card 3 revealed on
the relative slot of
the Map, place the
Pilgrimage Card 2
on top of it.

A Free Area is an Area where there are no Penitent, Enemy


Rules: Place the Pilgrimage
the relative slot, over
Card 4 revealed on
this card. • Draw a LV III Processio
nor Nemesis models. place only an Enemy in

BLS-T-PIL1-001
Nemesis: Ten Piedad. Place him in t
REGIONS
Cvstodia is divided into three regions: the Lands of Suffer- ! / ": Hunted Ten Piedad
Some game elements may call upon Regions to apply specif-
ing, the City of Churches, and the Underground. ic Game Effects. Quests: Set up the Pubblic Quest 1

The Lands of Suffering consist of Areas with a Place the Pilgrimage Card Behavior:
thorned frame where the Progressive Number is in a DECK AND CARD SLOTS the relative slot of the Ma
square. Pilgrimage
The Map holds slots to keep different cards or decks of cards,Card 2 on top
specifically: Rules: Place the Pilgrimage Card
The City of Churches consists of Areas with a gold- A Pilgrimage Card - Setup and Rules. the relative slot, over this
en frame where the Progressive Number is in a cir- B Pilgrimage Cards - Behavior.
cle. C Pilgrimage Card Deck.
D Personal Quest Card Deck.
The Underground consists of Areas with a stone E Enemy Card Deck.
frame where the Progressive Number is in a hexa- F Procession Card Deck.
gon. G Public Quest Slots, Quest Token Slots and relative slots
for Player Cubes.
H Public Quest Card Deck.
I Prie Dieu Card.

These tokens will be kept in the bag during the game and
drawn when needed. Each one shows the Progressive Num-
ber and Shape of an Area on the Map, so as to indicate a
specific Region and Area when drawn.

Lands of Suffering City of Churches Underground


Area Token Area Token Area Token

7
These tridimensional tokens indicate the presence of a Prie
Dieu in the Area of the Map where they are placed.

Prie Dieu Cards display Collecting Effects (see Breviary -


holy prie dieu
Collecting Effects) that players can use if their Penitent is in Collect Effects

an Area where there is a Prie Dieu (see Dawn Phase - step


3, p. 21). Pray for the Miracle
Spend any number of 9:
for each 19 you spend,
you can discard a e.

1
BLS-M-PRI-00
Find Yourself
Change your Penitent
Card with another one of
your Penitent Cards.

Weapon Dice represent the Penitent’s offensive skills. Each BASIC SIDES
player is provided with three Weapon Dice of their color. These Sides have the frame of a player color matched to one
Attached to these Dice are Sides displaying the results ob- of the participants in the game, a set consists of 6 Gold Basic
tainable by rolling the Die. Sides are divided according to Sides, 6 Silver Basic Sides and 6 Bronze Basic Sides.
their background color: Gold, Silver and Bronze. A Weapon
Die can only have Sides of a single color, and each Weapon Gold Basic Sides 0 1zk 2z
Die must always have six Sides attached to it. 0u 1u 2u
for the blue player +16

Gold Basic Sides 0


2u
0k 0z +16
2 2k
for the blue player

Bronze Basic Sides 0 1u 1k 2z


1k 2u
for the green player +16

ADVANCED SIDES
These Sides have a black frame and are kept in the Reserve
during the game. Players obtain them by acquiring Ability
Vestige Cards (see p. 12), and they can replace the Basic
Sides of their Weapon Dice (always observing what stated
above) by making use of the Gear Up Maneuvre (see p. 22).
k

2z
zu

2z
+36

2u +16 k
+1
6
+16 zu
3 2z + 36
3 3u
+16

8
The 10-sided Die, referred to as d10 in the game, is used
when Penitents face Stat Tests (see Breviary - Stat Tests) or
to determine some random aspects of the game.
The 100-sided Die, referred to as d100 in the game, must
always be rolled along with the d10 to obtain a number be-
tween 01 and 100, and is used for Exploration Rolls (see
Breviary - Exploration - Reading Tomes).
The result 100 is obtained when the d100 gets the result 00
and the d10 gets the result 0.

100
The Penitents, Enemies and Nemesis that appear in the game
are represented by Models. The Model of each Penitent used
during the game is docked to a Base of the color of the player Penitent Base
controlling it, during the Penitents Setup (see p. 19).

Penitent of the Penitent of the Penitent of the Penitent of the


Prayer of Abdon Crimson Dusk Golden Contrition Twisted Soul

4 Cimbalillo

6 Flagellants 6 Shieldmaiden 4 Phalaris Esdras

2 Guardainfante 2 Esquilón Perpetva Ten Piedad

9
The game uses these cubes to keep track of different elements
during the game. Each player has 20 Player Cubes of their
color, while the 5 (golden) Rage Cubes are used to keep track
of the Enemies’ Rage value on the Miracle Board (see Brevia-
ry - Rage).

Each player has a Penitent Token of their player color. This


token is used to mark on the Map the Penitent’s location when
their model is moved to the Arena (see Breviary - Confron-
tation) and may be used by other Effects during the game.

The Sunset Token is given to the player who will be first to


play their Turn during the game, and it acts as a reminder that
before that player’s next Turn there must be a Sunset Phase
(see p. 22).

The Penitent Board allows the player to keep track of their


Penitent’s status as well as Resources (see Breviary - Re-
B
sources) gathered throughout the game. A Penitent Board
displays the following information: E C
A Penitent Card slot.
K L M
B Bile Flask Token slot.
A
C Stats Symbols (Strength 2, Agility 3, Cunning 4).
D Resistances Symbol. D
E Prayer Symbol and Prayer Vestige Card slot. F
F Bead Symbol and Bead Vestige Card slot.
G Ability Symbol and Ability Vestige Card slot.
H Destiny Track.
I Pain Track.
J Whisper Track. G
K Fervor Track.
L Wounds Track.
M Tears of Atonement Track.

H I J

Each player has a Bile Flask Token to keep in the designated


slot on their Penitent Board. This token has a full and an
empty side, and is used through the Consume Maneuvre (see
Breviary - Consume).

10
Each Penitent is paired with three Penitent Cards displaying Fronte
their stats, which become readable once the Penitent Card is
placed on the Penitent Board (see p. 11).
Each of these three Penitent Cards is linked to one of three 1 4
Penances that the Penitent can follow, which change their
initial Stats and Skills. A Penitent Card displays the follow- 4 F D 2 5
ing information: Retro
Back
A Penance Symbol.
4
3 5

B Order Symbol. A
0
C Penance Name. 1
Front
D Stats.
4 2 G
E
5
0
0
1

1 Strength.
2 Agility. guide of the miracle
b

BLS-T-PEN-001
3 Cunning.
5
Y6-2: reroll one of your A.

E Resistances. H
4 Physical Damage. kneeling fate
b Y6-2: choose one of your B, it
5 Magical Damage. gains +1.
6 Burning Damage.
7 Toxic Damage.
8 Electric Damage. 4 0
F Prayer Vestige Card Limit. 5
G Bead Vestige Card Limit. B pe n it en t of k
1
n d us 6 0
H Skill. th e cr im so
a Bleeding Heart
C Penitence of 7 0
8 1
2

Vestige Cards are the main way Penitents can upgrade The three types of Vestige Cards display common informa-
throughout the game. These cards are divided into bthree guide of the miracle
tion, stated below, and additional information specific for
decks: Prayers b, Beads d and Abilities l. Y6-2:
their reroll
type, stated one
further of your A.
below:
On the back of these cards are numbers used to randomly Symbol and Progressive Number: each of these cards
A
draw a type of Vestige Card by rolling a d10 (see Breviary - has a Progressive Number, if the card is recalled by a rule
Procession Cards and how to resolve them). or Effect, it will be with the formula “b/d/lProgres-
sive Number”.
B Name:kneeling fate
the name of the Vestige Card.
< Prayer Card
b Y6-2: choose
C Cost: cost in Tearsone of your9 toB,
of Atonement it the card.
purchase

gains +1.
B
campanillero to the
A b1 sons of the aurora
-39 C

Z-16: add a C to the result of the Attack Test.


BLS-M-PRA-001

We’re on our knees, to the ground we look, but if you


name us aloud, we’ll march in procession to your
dawn of punishment. Hoping for your exculpation.
^ Bead Card

< Ability Card

11
b PRAYER VESTIGE CARDS l ABILITY VESTIGE CARDS
Prayer Vestige Cards display Effects that alter Weapon Dice Ability Vestige Cards improve Weapon Dice.
results and impact the game in various ways. They display the following specific information:
They display the following specific information: A Advanced Side: a player who obtains a certain Ability
A Synergy: this value reduces the Fervor cost of the Effect Vestige Card also obtains the Advanced Side displayed
displayed on the card (see Breviary - Synergy). on it.
B Cost and Effect: the Effect obtained from the Prayer
Card by paying the cost in Fervor 6 displayed before the holy -29
l1 wrath
colon.

aubade of the
A
b2 -69
nameless guardian zuk

BLS-M-ABI-001
+36
A Synergy: bbb.
B Z-56: add a E to the result of the Attack Test.

BLS-M-PRA-002
Night, you sleep when the sun shines. Forget your
cold and gloom, it’s the light of a sunrise. Lifting the
weight of my sins. This new dawn that lights up the
halls, is a girl with graceful wings

d BEAD VESTIGE CARDS he


-69
4
5

of trdian
Bead Vestige Cards generate static Effects that are always b2 nam
ade
aub ess gu
el
a
. bb
-29
active.
rgy: b Test.
ur

BLS-
Syne Attack
to yo s of the
iriya
ur
result

M-P
ar rget yo e
segues like st to the es. Fo fting th e

RA-0
aE n shin ise. Li
ey : add th
b6 Z-56 the suof a sunrat lights up

They display the following specific information:

02
en
y: b. ep wh light th
Synerg yo u sle m, it’s the new dawns

BLS-
. t,
Nigh and gloo sins. This eful wing
gains +1 o, cold ht of my with grac
eyes wh

M-PR
: your weig , is a girl
Z-26 star-like her side. do

A Effect: the Effect given by the Bead Card.


th two y by ha lls

A-006
,
all girl wi kes me sta from the sky
is a sm me, ma down y. -29
There she looks at saint, camelost on the wa
when say she’s a , or I’ll get
2
They , my child coin m
scaly the
not cry l that e of o
d1 Enem
y mode . guid : reroll one
-39 ove an Map, gain
19
b Y6-2

BLS-
u rem
l hen yo ted from the ult of
pear you W dry mo

-29

M-B
fea
When u have de the

d1
ow by
scaly coin
d ol of
holl
yo covere lin

EA-0
n disc, a symb e-
. golde idered
s cons of Tears
of Aton knee
d5 se o

01
in 16 rbing wa
st, ga Di stu w
a cla the numb er : choo in

BLS-
ill Te
Y6-2
le.
in a Sk of na
cre a repti s-relief of ases attack. ga
ilure tracen. The ba and increwith each b

M-B
t a Fa
you ge e is no
. Ther bluish sh
ee ing ob
- greed,harvested -29

EA-0
When sphere nt of g su rround ment
ed hi oyin ly9
ho-5

05
ish st a
y, tarnretains juwhen destr h

A
pt
Em but it wrat
When you When you remove an Enemy model that left, eates ferv
It cr
our
cred
9
l1 -6st
sa
jects. us thru
you have defeated from the Map, gain 19. alo n

BLS-
l
z e21
tio
bas

M-A
BLS-

BI-00
l14

M-A
BLS-
zuk
BLS-M-BEA-001

1
Disturbing golden disc, covered by the dry moult of

BI-00
M-A
+36
Vestige Cards are kept on

BI-00

21
3
a reptile.

14
The bas-relief of a claw was considered a symbol of 3u

greed, and increases the number of Tears of Atone- the left of the Player Board
ment harvested with each attack.

These cards display the stats of the Enemies Penitents will B


face while exploring Cvstodia. Each card has a basic side Esquilón
A III 6+4
7+30
(black background) and an advanced side for more challeng- j 3

ing games (red background). An Enemy Card displays the IIC


I Esquiló
E n
j 3 6+4
following information: 7+30

A Level (I, II or III): it indicates how dangerous the Ene- W


my is.
B Name: the name of the Enemy. D
C Reward: what the player gains by defeating the Enemy.
BLS-T-ENE-005

W +2
D Rage Effects: Effects or Upgrades that activate under
W
certain circumstances (see Breviary - Rage).
E Vengeance: the Enemy’s Vengeance Effect (see Move- If a player suffers due to an
ment at Dawn Phase - step 2 and Breviary - Dash and Esquilon’s x, they can only roll 2A of their
choice for the rest of the Turn. If a player
F
Confrontation). Esquilon’s suffers
x, they due to an
choice for can only roll 2A of
F Feat: a passive skill of the Enemy. G X 1 3 1 2 3 the rest of
the Turn.
their

G Attack Test: the result necessary to defeat the Enemy X


(see Breviary - Combat). H x 2 u z 1 3 1 2 3
H Counterattack: the Enemy’s reaction to a Penitent’s at- x
At the end of a Combat Action 2 u z
tack (see Breviary - Combat). I v against an Esquilón.

I Rage: the condition enhancing the Rage of the Enemies v At the end
of a C
against an ombat Action
Esquilón.
displayed on the card (see Breviary - Rage).

12
III esquilón

B
A
These cards are used to place Enemies Models on the Map
(see Breviary - Procession Cards and how to resolve them).
A Procession Card displays the following information:
A Level (I, II or III): it indicates how dangerous the Ene-

BLS-M-PRO-006
my is.
B Name: the name of the Enemy.
C Areas: Areas where the Enemy miniatures will be placed.
C

The Miracle Board allows you to keep track of the Enemies’ D Level I Enemy Card slot.
status and Rage levels, as well as to hold the three Vestige
E Level II Enemy Card slot.
Card Decks. The Miracle Board displays the foillowing in-
F Level III Enemy Card slot.
formation:
G Enemy Card slot.
A Prayer Vestige Cards slot.
H Rage Track.
5 B Bead Vestige Cards slot.
I Reward slot.
5 C Ability Vestige Cards slot.
0
1
0
0
1

cle
mira A.
of your
A
te
ng fa your B, it
D E F G
one of
.
ns +1

B H

C
I

The Arena is the place where Penitents face the Nemesis


when they encounter them. The Arena consists of Nodes
upon which a single Model can be placed (see Breviary -
Confrontation). The Nodes are connected according to the
diagram in the image.
Below the Arena are two compartments for storing the Com-
bat Card Deck and the Fervent Combat Deck for the Neme-
sis present in the game. The Stage is a visual element placed
vertically behind the Arena and is the reference point for
Combat Cards and Fervent Combat Cards (see p. 14).

13
This token is used to mark on the Map the Nemesis’ location
when their model gets moved to the Arena, and may be used
by other Effects throughout the game.

These cards are tackled by Penitents when they confront the C


Front
Nemesis (see Breviary - Confrontation). j 3 swipe D ! E
Combat Cards and Fervent Combat Cards display the fol- tactics

lowing information:
F
g+1
A Combat Card: it states the information to confront the


Nemesis. G

BLS-T-TPC-001
9+2 +k 8 3+3


B Fervent Combat Card: it states the information for an g+1 3+1

advanced challenge against the Nemesis. stat

C Vengeance: the card’s Vengeance Effect.


stat test: 3-2 (PERCEPTION)
D Name: the name of the card. H
• Success: in your next Attack Test your gains +3.
• Failure: 1 .
E Reward: what is obtained by the player by defeating the
card. combat

F Stage Line: it allows to correctly read the pattern in the


Tactics box during a Confrontation. X 1 2 3 k
G Tactics Box: it states information on how the Nemesis I
x 2 z z
will move and attack in the Arena.
H Stats Box: it states information on how to tackle the strike

Nemesis using your Stats. 3 J2 1


I Combat Box: it states information on how to attack the
Nemesis.
J Hit: it indicates the Damage inflicted by the Nemesis on A ! " B
certain Nodes in the Arena.
HUNTED TEN PIEDAD HUNTED TEN PIEDAD

Back Back

14
Pilgrimages are decks of Pilgrimage Cards containing infor- PILGRIMAGE CARD - SETUP
mation regarding a single and specific game. This card always displays the number 1 and must be the first
During the Pilgrimage Setup (see p. 20), players choose a card to be consulted in the Pilgrimage. It is used to set up the
Pilgrimage to play and use only said deck, leaving the others game and it displays the following information:
in the game box. A Name: the name of the Pilgrimage.
A Pilgrimage contains different subtypes of cards.
B Number: a Setup Card always displays the number 1.
C Lore text: it introduces the story of the Pilgrimage.
D Setup Outline:
1 Penitents: the Area where Penitents start the game
and potential initial resources at their disposal.
2 Tomes: the Tomes to include in the game.
3 Enemies: how and which Enemies to place on the
Map before the beginning of the game.
4 Nemesis: which Nemesis to use in the game and
where to place their model.
5 Combat Cards [!/"]: which Combat Card deck to
use in the game.
6 Quests: which Public Quest Cards are on the Map at
the beginning of the game.
7 Behavior: how to set up the Behavior Cards to be
placed on the Map.
8 Rules: how to set up the card containing special rules
that influence the game and its Victory Conditions.

Pilgrimage
the dreaming prisoner
A Pilgrimage
the dreaming prisoner

setup D
1 Penitents: B each with 26, 39.
2 Tomes: C, E, M

3 Enemies: • Draw a LV I Procession Card but place


the Enemies only in C, M, Q.
• Draw a LV II Procession Card but
place the Enemies only in H, E.
B 1 • Draw a LV III Procession Card but
place only an Enemy in F.

setup
4 Nemesis: Ten Piedad. Place him in the Arena.
5
Many pilgrims come to the Brotherhood of the Silent
! / ": Hunted Ten Piedad

of Cvstodia all have the same dream—a man, asleep 6


Sorrow to ask for help and assistance. Pious people
in the arms of a statue of a woman, who wails as roots
Quests: Set up the Pubblic Quest 1, 2, 5.

are most common, the C


Behavior: Place the Pilgrimage Card 3 revealed on
torn bodies of some of7
grow from his body. In the places where these dreams
the
dreamers are found, dismembered with brutal fury. the relative slot of the Map, place the
You must discover the source of the mysterious
dreams and whether they are connected in any way to Pilgrimage Card 2 on top of it.
the heinous murders.
8 Rules: Place the Pilgrimage Card 4 revealed on
the relative slot, over this card.
^ Back
BLS-T-PIL1-001

Front >

15
PILGRIMAGE CARD - BEHAVIOR PILGRIMAGE CARDS
This card is always identified by a number on its back; a Pil- These cards do not display numbers and make up a deck from
grimage may have a variable number where players draw during the game. They display some or
of these cards, which will be identi- the dreaming
prisoner
Pilgrimage
all of the following information:
fied by progressive numbers (2, 3, 4, beh avior - sunset
phase
Apply the following A Lore text: it tells a fragment of the story of the Pilgrim-

BLS-T-PIL1-002
points in order:

5).
• Draw an Area and,
him in that Area.
• Place the drawn
if Ten Piedad is on

Area Token displa


the Map, place
age.
The Pilgrimage Card - Setup in-
on it in the space with ying the number

B Effects: to be applied immediately, they can include Stat


of this card, if it is the lowest number
a colored space, appliynot covered
following: ng the

dicates how to set up these cards,


►Golden space:
place Ten Piedad on
indicated by the Area
►Red space: roll
the Area
Token on this space
a d10. If the result . Tests or Attack Tests.
which generally remain on the Map
than the number in si equal or lower
that space, take all

C Personal Quest: a special Personal Quest (see p. 17),


Tokens on this card, the Area
remove this card from
game, and place all the
the Area Tokens on

for the entire game. On these cards


the space of

related to the Pilgrimage.


is indicated the Nemesis behavior to 1 D Reward: what is gained by the player who drew the card
be applied during the Sunset Phase
(see p. 22). Each Pilgrimage Card 3 2 or completed the quest described on it.
- Behavior contains very different, 4
but always self-explanatory, rules,
8 10 Pilgrimage
Pilgrimage
the dreaming prisoner the dreaming prisoner
Effects and functionalities.
the collapse

BLS-T-PIL1-005
A woman tells you she recognised the man in the dream.
She doesn’t know his name, but she tells you where he

PILGRIMAGE CARD - RULES lived, in a house on the mountain slopes. She speaks us-
ing the past tense because one night the house misteri-
ously collapsed. You must investigate through the rubble,
This card is always identified by the C
where you might find some answers...
You may gain 18 and place this card under the
highest number in the whole Pil- the dreaming e
Pilgrimag
Pilgrimage cards deck; if you don't, keep it as a Personal
Quest.
prisoner
grimage Deck on its back. rules of the Quest Action
pilgrimage
It displays special rules for the game investigate through the
BLS-T-PIL1-004

• The Monster’s Trail:


Penitent enter the
a player cannot make
Area where Ten Pieda their rubble
and the Victory Conditions to win it.
they spend 18. d is unless
You may perform this Quest Action if you are on O.
• Follow the Clues
: a player with at least
their Penitent twice 18 may move
the nightmare
when performing a
Dash Action. stat test: 4-4 (PERCEPTION)
The clues you have collected are beginning to con- • Success: gain 28, gain 36.
verge. As you allow yourself a moment of rest while • Failure: gain 18, gain 36.
reasoning on your next move, something or someone
catches up with you in a moment of drowsiness. A
A
voice, broken by pain, speaks to your mind. “I’m still
inside the creature. I can hear its roar outside, I can
hear the thunderous beating of its heart.”
The sudden vision of a goat-headed demon rising completing the quest

D
from the statue of a woman brings you back to reality, You performed the Action on this card.

BLS-T-PIL1-009
giving you an abrupt awakening. • Apply: gain 107, place this card under the
Pilgrimage cards deck.

B
• Apply: gain 18, place this card under the
Pilgrimage cards deck.

victory conditi
When a Penitent defea ons
controlling them wins ts Ten Piedad, the player
the
Ten Piedad, the playe game. In order to defeat
r must gain 2!, and
1".

This deck contains Public Quests that Penitents can take on G Reward: what the player gains by completing the quest.
during the game.
H Instructions for the Player Cube slots.
Some of these are present from the beginning of the Game,
others will be added throughout its course.
A Public Quest Card displays the following information:
A Progressive Number: each of these cards has a Progres-
A
t1 blood perpetuated in

sive Number, if the card gets recalled by a rule or Effect, 1


Public Quest
herbs for the kissers of B sand
wounds
it’s with the formula “Public Quest - Number” or simply A 2
When you perform an Athletics Stat Test, you have
2+4 / 3+4 / 4+4.
“Quest - Number”.
B Name: the name of the Public Quest.
C Lore text: narrative text introducing the quest. Quest Action
gather heretical herbs
D Setup: instructions to be carried out to include the card in
A Penitent may perform this Quest Action if they are on
an Area with the A, B or C Objective Token and there

the game. E
are fullfillment slot available on the respective column.

stat test: 4-1


E Relic: the Penitent who completes the Public Quest ob- • Success: place 1a on the fullfilment slot of the
column matching the Area you are on (A, B or C).
tains this card as a Relic. • Failure: suffer 2 .

1 Name of the Relic.


2 Effect of the Relic. completing the quest

F Quest Action: to be performed in order to progress in the F


You have 3a on at least two different columns on the
BLS-T-PUQ-001

C
The order of the Kissers of Wounds is in need of rare
healing herbs declared heretical by the Church.
fullfilment slots and you enter E.
• Apply: gain 18, gain this card as a t.
quest.
setup
D
Draw three Areas. Place the A, B, C Objective Tokens
on the Areas you drew. Then, place this card on the a b c G
Quest Board, revealed.

Back Front
16
This deck contains Personal Quests that Penitents can obtain A tirso and the kissers of
Personal Quest

and take on throughout the game. wounds

A Personal Quest Card displays the following information: You meet a pious man leading a small group of followers
B
and a large group of ill people: “Sorrowful be the heart,
Penitent One. We are heading for Albero, sanctuary of
A Name: name of the Personal Quest. this humble brotherhood of the Kissers of Wounds. Tirso
is the name”.

B Lore text: narrative text introducing the quest. Quest Action


gather herbs
C Quest Action: to be performed in order to progress in the You may perform this Quest Action if you are on one of

quest. C
the following Areas: G, N, T.

stat test: 4-2


D Reward: what the player gains by completing the quest.
• Success: place 1a on the fullfilment slot.
• Failure: suffer 3 .

E Instructions for Player Cube slots.


F Player Cube Slots. completing the quest

D
You have 1a on the indicated fullfilment slot and
enter E.
• Apply: gain 207, gain 18, draw a b Vestige Card,
discard this card.

BLS-T-PEQ-001
F

These tokens are divided into five groups, each displaying a


peculiar color and symbol: key, bone, herb, paper and rosary.
Each group contains 6 tokens: a Quest Token only display-
ing the group color, and 5 Objective Tokens displaying their
peculiar symbol on one side and a letter on the other (see Quest Token Objective
Breviary - Public Quest Cards, Quest Tokens and how to use Tokens
them).

These tokens represent the Penitent’s guilt and impose on


them a series of negative Effects (see Breviary - Guilt).

These books describe the events the Penitents may face


when exploring Cvstodia or a specific Area. The Tome of
Cvstodia is used in all games, while the others are included
in the game based on the Pilgrimage that was chosen.

This object allows you to keep the Advanced Dice Sides in


order.

17
SETUP

1. Open the Map A (the game board) and place it at the 9. Place the Procession Card deck K on the relative slot
center of the table. of the Map.
2. Open the Miracle Board B and place it on one side of 10. Place the Enemy Card deck L on the relative slot of
the Map. the Map.
3. Assemble the Arena and Stage and place them on one 11. Place the Tome of Cvstodia M on one side of the Table.
side of the Map C (see the Assembling Arena and Stage 12. Choose a Pilgrimage Deck N and place it on the rela-
box). tive slot of the Board.
4. Shuffle the Ability l Vestige deck D and place it on 13. Place the Area Tokens O in the Bag and keep it on one
the relative slot of the Miracle Board. Do the same thing side of the Table.
for the Prayer b Vestige deck E and the Bead d Ves- 14. Place the d10 and d100 next to the Board P .
tige deck F . 15. Place the Arsenal containing all Advanced Sides Q on
5. Place a Rage Cube G on the lowest slot on each Rage one side of the table.
Track of the Miracle Board
6. Shuffle the Public Quest deck H and place it on the
relative slot of the Map. ASSEMBLING ARENA AND STAGE
7. Shuffle the Personal Quest deck I and place it on the
relative slot of the Map.
8. Shuffle the Prie Dieu Cards J , draw one and place it
on the relative slot of the Map. Put the others in the game
box.

G M
D B

E
F

A 1
Public Quest
herbs for the kissers of
wounds

setup and rules behavior H public quests C Q


deambulatory
of his holiness
archcathedral
Rooftops

The order of the Kissers of Wounds is in need of rare


healing herbs declared heretical by the Church.

convent of our lady setup


of the charred visage Draw three Areas. Place the A, B, C Objective Tokens
on the Areas you drew. Then, place this card on the
Quest Board, revealed.
where olive
Trees wither
discard 1e

c / buy 1l at -19 knot of the


Pilgrimage wall of the three words
the dreaming prisoner holy prohibitions patio of the
silent steps
mountains of
the endless dusk buy 1d at -19 mother
of mothers

N
gain 26

pilgrimage
1 graveyard gain 207, f
of the peaks buy 1b at -19
setup
heal 35
Many pilgrims come to the Brotherhood of the Silent
Sorrow to ask for help and assistance. Pious people
albero
of Cvstodia all have the same dream—a man, asleep ferrous library of the
in the arms of a statue of a woman, who wails as roots
grow from his body. In the places where these dreams discard 1e tree gain 26 negated words
are most common, the torn bodies of some of the
dreamers are found, dismembered with brutal fury.
You must discover the source of the mysterious
dreams and whether they are connected in any way to
the heinous murders.

library of the
bridge of the negated words
c / buy 1b at -19 three calvaries

heal 35
gain 39 gain 29, heal 15
brotherhood of
the silent sorrow

I
buy 1b at -19
the holy line buy 1l at -19
personal quests echoes of salt
grievance
Ascends
mourning
and havoc

wasteland of the
buy 1l at -19 buried churches
jondo

personal quest
gain 29, heal 15
buy 1d at -19
gain 16, gain 29
gain 39
Flagellant
I j 2
6+1
9+1
discard 1e desecrated
cistern
heal 35 mercy
dreams
W

L
BLS-T-ENE-001

enemies holy prie dieu


Collect Effects

K J
Pray for the Miracle

O
Spend any number of 9:
gain 16, gain 29 for each 19 you spend,
procession prie
you dieu
can discard a e.
X 1 1 c/ buy 1d at -19
gain 207, f Find Yourself

P
x 2 u
Change your Penitent
Card with another one of
v A Flagellant is defeated your Penitent Cards.

18
1. Each player takes a Penitent Board and places it in front take the relative model and attach it to their color’s Base.
of them. Then, they take their Penitent Cards, choose one and
2. Each player chooses a player color and takes all Player place it on the designated slot of their Penitent Board,
Cubes, three Weapon Dice, Basic Sides, Penitent To- placing the others underneath it.
ken and Base of that color. 5. Each player places one of their Player Cubes on the 0 val-
3. Each player attaches their six Gold Basic Sides on one ue of their Fervor 6, Wound 5, Tears of Atonement
of their Weapon Dice, then does the same with the six 9, Destiny 7, Whisper 8 and Pain g Tracks.
Silver Basic Sides and the six Bronze Basic Sides. 6. Each player places a Bile Flask Token on their Player
4. Players choose by mutual agreement how to assign the Sheet, displaying the empty side.
Penitents to be used throughout the game or, alternative-
ly, they roll the d10 to decide who chooses their Peni-
tent first. Once each player has their own Penitent, they

1u
5

0
2z

+1
2u

6
1zk

0u
2 5

4
1u
0
+16
1k

2z
1k

2u
0
0
1 0z
1 0

2u
0
4 0k
+16
2k
2

b guide of the miracle


Y6-2: reroll one of your A.

avoidance of faith
b Y6-2: choose one of your A, it
gains z.

19
Perform these steps by drawing the first card of the Pilgrim-
age Deck placed on the Map:
1. Read aloud the colored text on Pilgrimage Card 1, then
turn it over and place it on the Setup slot of the Map.
2. Follow what stated in the Setup paragraph on Pilgrimage Pilgrimage
Card 1. the dreaming prisoner
A. Penitents: place the Penitents’ models on the indicat-
ed Area and adjust the Charts on the Penitent Board
as indicated.
setup
B. Tomes: place on one side of the Table the indicated A Penitents: B each with 26, 39.
Tomes and place a Prie Dieu in each Area displaying B Tomes: C, E, M
the same name and number as those Tomes.
C Enemies: • Draw a LV I Procession Card but place
C. Enemies: follow what stated to place Enemies on the the Enemies only in C, M, Q.
Map (see Upgraded Enemies box). For each type of • Draw a LV II Procession Card but
Enemy you placed, place its relative Enemy Card on place the Enemies only in H, E.
• Draw a LV III Procession Card but
the slot of the Miracle Board with the right Level in- place only an Enemy in F.
dication (I, II, III, see image). For each Enemy Card
you placed, roll the d10, repeating the roll if the re- D Nemesis: Ten Piedad. Place him in the Arena.
sult is 0. The result of the die indicates the Vestige E ! / ": Hunted Ten Piedad
Card Deck from which to draw a card; this must be F Quests: Set up the Pubblic Quest 1, 2, 5.
revealed and placed on the designated slot under the
Enemy Card.
G Behavior: Place the Pilgrimage Card 3 revealed on
the relative slot of the Map, place the
D. Nemesis: place the Nemesis’ model where stated. Pilgrimage Card 2 on top of it.
E. Combat Cards !/": take the designated deck and H Rules: Place the Pilgrimage Card 4 revealed on
place it on the relative slot under the Arena. If the the relative slot, over this card.
deck also contains Fervent Combat Cards, create a
second deck with only them and place it on the rela-
tive slot under the Arena.

BLS-T-PIL1-001
1 2

1
! "

2 HUNTED TEN PIEDAD HUNTED TEN PIEDAD

UPGRADED ENEMIES
F. Quests: look for the Public Quests indicated in the Enemy Cards have a black and a red side. For a balanced
relative deck and place them on the designated slots game, use these cards on their black side. If all players
of the Map. Pair each of them with a Quest Token and agree, it is possible to use these cards on their red side,
place them on the relative slot of the Map. For each thus increasing the difficulty and dangerousness of the
one, read the colored text and perform the indicated Enemies that Penitents will have to face throughout the
setup (see Breviary - Public Quests). game.
G. Behavior: follow what stated. I
Flagellan
j 2
t 6+1
9+1 I
Flagellant
j 2
6+1
9+1

H. Rules: follow what stated.


3. Shuffle the remaining cards of the Pilgrimage Deck and put W
x+u

them back on their slot of the Map. W


BLS-T-ENE-001

+1

4. Each player rolls the d10. The player with the highest result
(reroll when tied) obtains the Sunset Token, they will be the
first to play their Turn. X
1

2 u
1 X
x 2
1
u
1

defeated v
A Flagellant is A Flagellant is defeated
v

20
21
GA ME FLOW

The game is divided into Rounds, which are divided into two phases: Dawn and Sunset.

Proceeding clockwise, each player plays their turn perform- 4. Action (mandatory): the player must choose an Action
ing, in order, what listed in the following steps. for their Penitent to perform among Combat, Dash and
1. Beginning of Turn: the player resolves, in an order of Exploration, and resolve it.
their choosing, all Effects displayed on the game compo- • Combat: if there is an Enemy in the Area the Penitent
nents in their possession that activate in this phase: gen- is in, it is possible to resolve this action by applying
erally, these Effects are displayed on Bead Vestige Cards what stated in Combat (Action) (see Breviary).
and Relics obtained by completing Public Quests. • Dash: the player moves their Penitent to a connected
2. Movement (optional): the player can move their Peni- Area, applying what stated in Dash (Action) (see Bre-
deambulatory
of his holiness
tent to an Area connected to the one they’re currently in viary). archcathedral
Rooftops
behavior up to two times. If the Penitent leaves an Area with an • Exploration (Safe Areas only): the player may only public quests
deambulatory
convent of Enemy
our lady in it, they suffer
deambulatory
the Vengeance Effect j indicat-
public quests perform this Action if their Penitent
archcathedral
of his holinessis in a Safe Area
of the charred
of his
ed on its Enemy Card.
holiness visage
(see Rooftops
p. 7). When a player resolves this Action, they
where olive
convent of our lady
Trees wither must apply what stated in Exploration (Action) (see
discard 1e
of the charred visage
Shieldmaiden Breviary).
I j 1
where olive
I
Trees wither
6+0
Shieldmaiden
9+2j 1 6+0
9+2 wall of the
holy prohibitions
c / buy 1l
5. Quest Action (optional, Safe
at -19
Areas
discard 1e only): the player
patio of the
discard 1e
wall of the may only
c / buyperform
1l at -19 this Actionsilentif theirstepsPenitent is in a Safe threeknot of the
words
holy prohibitions
k
patio of the
buy 1d at -19
knot of the
three words Area (see p.7). They may
silent steps choose a Quest Action indi-
patio of the
mother
of mothers
W
mountains
silent steps of
the endless dusk buy 1d at -19
gain 26
cated on a card for which they meet ofthe Requirement,
mother
mothers
choosing among the Public Quest Cards or their Personal
mother
BLS-T-ENE-002

of mothers gain 26

graveyard Quest cards.


of the peaks graveyard buy 1b at -19 gain 207, f
Wof the peaks gain 207, f
buy 1b at -19
heal 35 healt35 blood perpetuated in
sand
heal 35 albero
albero
X 1 2 z ferrous ferrous When you perform an Athletics
Stat Test, you have library of the
discard 1e tree gain 26
2+4 / 3+4 / 4+4.
gainnegated
26 words
library of the x 1 u
tree
gain 26 negated words
BLS-T-ENE-002

v A Shieldmaiden is defeated gather


Quest Action
heretical herbs
library of the
A Penitent may perform this Quest
library of the bridge of the negated words
an Area with the A, B or C Objective
Action if they are on
library of the
Token and there
c / buy 1b at -19 three calvaries are fullfillment slot available on
the respective column.
negated words bridge of the stat test: 4-1
negated words
c / buy 1b at -19 three calvaries • Success: place 1a on the fullfi
lment slot of the
column matching the Area you are
heal 35 • Failure: suffer 2 .
on (A, B or C).

brotherhood of
3. Collecting (optional): heal
gain the
29,35
heal 15player can choose whether to gain 39
deambulatory
of his holiness
public quests gain 29, heal 15
completing the quest
the silent sorrow
apply the Collecting Effect of the Area their Penitent isRooftops in
archcathedral gain 39 You have 3a on at least two different
columns on the
fullfilment slots and you enter E.
• Apply: gain 18, gain this card
BLS-T-PUQ-001

non safe area


as a t.

buy(see Breviary
holy line - Collecting Effects). Some Areas display buy 1b at -19
w the
1b at -19 buy 1l at -19
echoes of salt a b c
convent of our lady
of the charred visage two of these Effects, separated by the symbol /, in this
grievance mourning buy 1b at -19
grievance
Ascends
Ascends
the
case
holy line
mourning
and havoc
X the player
where olive
Trees must
wither choose
1 wasteland
2 zof the which Effect to apply.
buy 1lIf atthe
-19
echoes of salt
and havoc

buy 1l at -19 Penitent is in an Area buried withchurches


a Prie Dieu in it, they may 6. End of Turn: discard 1e
jondoc / buy 1l at -19 knot mourning
of the
choose, asx an alternative
1 u to resolving
wall of the
the Area’s Collect-
holy prohibitions • The player resolves, in an order of their
patio of the
three choosing,
and
wordshavoc all
gain 29, heal 15
ing Effect, to resolve buriedone
wasteland of the
churchesof the Collecting Effects dis- Effects
buy 1d atdisplayed
silent steps
-19 on the game components in their
buy 1d at -19 mother gain 16, gain 29

gain 39 played on the Prie Dieu Card placed on the Map.


gain 16, gain 29
jondo possession activating of in this
mothers phase.
gain 39

v
gain 29, heal 15
A Shieldmaiden is defeated
gain 26
discard 1e
• If the player’s Pain g value is maxed t
desecrated
blood perpetuated in
sand
secrated
cistern graveyard
of the peaks mercy buy 1b at -19
heal 35 out (3), they
buy 1dcan
at -19reset
cistern
it and choose mercy
gain 207, f When you perform an Athletics
dreams Stat Test, you have

onehealof35the following options:


2+4 / 3+4 / 4+4.
dreams
gain 39
albero
ferrous
tree
○ Draw a Personal Quest gain 26Card, read
library of the
negated words Quest Action
gather heretical herbs
holy prie dieu
discard 1e
Collect Effects
it and place it revealeddesecrated in front of
cistern
A Penitent may perform this Quest
an Area with the A, B or C Objective
are fullfillment slot available on
Action if they are on
Token and there
the respective column.
mercy
n 16, gain 29
ession
Pray for the Miracle
Spend any number of 9:
heal 35
you. library of the
gain 16, gain 29
negated words
dreams
stat test: 4-1
• Success: place 1a on the fullfi
prie dieu
prie dieu bridge of the
for each 19 you spend, lment slot of the
column matching the Area you are

○ Draw a Vestige Card with a type c/ buy 1d at -19


you can discard a e.
c / buy 1b at -19 three calvaries • Failure: suffer 2 .
on (A, B or C).
c/ buy 1d at -19
gain 207, f Find Yourself

heal 35
Change your Penitent
Card with another one of
your Penitent Cards.
of your choosing. completing the quest
gain 39 gain
You have 3a29,on at heal 15
least two different columns on the
BLS-T-PUQ-001

fullfilment slots and you enter E.


• Apply: gain 18, gain this card
as a t.

a b c
buy 1b at -19 gain 16, gain 29
the holy line buy 1l at -19
echoes of salt
grievance c/ buy 1d at -19
gain 207, f mourning
Ascends
and havoc

22 wasteland of the
buried churches
jondo

gain 29, heal 15


buy 1d at -19
• If the Miracle Board has free Enemy slots displaying • Sacrifice: the player hurts their own Penitent in order to
the Procession symbol W, the player keeps revealing gain Fervor; it is possible to resolve this Maneuvre by ap-
Procession Cards until they reveal one with the level plying what stated in Sacrifice (Maneuvre) (see Breviary).
indicated on the free Enemy slot (I, II, III) displaying
an Enemy whose Enemy Card is not already on the
Miracle Board. Then, they resolve it (see Breviary -
Procession Cards and how to resolve them). 5

2 5
II cimbalillo II Cimbalillo
6+2
j 1 9+1

ris
ph
ala 4
II I
Flagellant
j 2
6+1
9+1
W
III
Esquilón
j 3
6+4
7+30 II
Phalaris
j 2
6+1
9+2

BLS-T-ENE-004
-004

W
0
BLS-M-PRO
-003

0
RO

W
X 1 2 2
M-P

BLS-T-ENE-001

2W

BLS-T-ENE-005

BLS-T-ENE-003
1
BLS-

x 2 z k

A player suffers If a player suffers due to an


1
v
0
4
due to a x, they can only roll 2A of their
Cimbalillo’s x or Esquilon’s
j. choice for the rest of the Turn.

X 1 1 X 1 3 1 2 3 X 1 2 2 k k

x 2 u x 2 u z x 3 k z

At the end of a Combat Action An Attack Test against Phalaris


v A Flagellant is defeated v v
against an Esquilón. doesn’t obtain at least zz.

b guide of the miracle


Y6-2: reroll one of your A.
-39 holy -29 debla of -29
d5 hollow pearl l1 wrath b8 the lights
Synergy: b.
When you get a Failure in a Skill Test, gain 16.
Z-26: your gains +1.
zuk
BLS-M-BEA-005

BLS-M-PRA-008
BLS-M-ABI-001

Empty, tarnished sphere. There is no trace of nacre


left, but it retains just a hint of bluish sheen. Eyes I have, but thee I can’t see your lights of fire
+36
avoidance of faith
It creates fervour when destroying surrounding ob- blind me inside. Up in the sky there fly wax pigeons
jects. Which melt their wings, sowing the land. If you call
me, let me burn eyes and flesh, hands and hair I want

b
to see thee, but I cannot.

Y6-2: choose one of your A, it


gains z.

MANEUVRES
Maneuvres are Effects usable an indefinite number of times
throughout the game. However, no Maneuvre can be per-
formed while resolving an Action or Quest Action (unless • Equip: the player reorganizes their own Weapon Dice and
specified otherwise in the Maneuvre’s description). Each their Prayer and Bead Vestige Cards; it is possible to re-
Maneuvre states the moment it can be used. The Maneuvres solve this Maneuvre by applying what stated in Gear Up
at players’ disposal are the following: (Maneuvre) (see Breviary).
• Consume: the player uses their Bile Flask to cure their
own Penitent; it is possible to resolve this Maneuvre by ap-
plying what stated in Consume (Maneuvre) (see Breviary).

2 5

0
0
1
1
0
4

b guide of the miracle


Y6-2: reroll one of your A.

avoidance of faith
b Y6-2: choose one of your A, it
gains z.

Apply what stated on the Pilgrimage Card - Behavior placed


on the Map.

Now you know the basic rules of the game,


for specific rules and examples consult the Breviary.

23
Blasphemous: The Board Game Rulebook v0.7

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