
Veteran Players Only
Advanced Gameplay
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Hourglass Progression
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Experimental Rules
When you're ready to take your gameplay to the next level, consider adding in these rules to challenge your playthrough. You have the option to follow the suggested progression path below or pick and choose in any order, keeping in mind that each hourglass signifies a new level of difficulty and the ultimate end of the game.


Level 1: Temptations Awaken
The descriptions at the bottom of each temptation card are now active. As temptations turn over, be sure to read the cards carefully to see when and how they will effect changes to your battlefield.


Level 2: Raise The Stakes


All other players must now perform 2 of the 3 available dice actions each time the dice are rolled.
Level 3: Final Countdown
Temptations will focus on opening in your armor before fighting. If no resistance promise is present, the temptation goes straight into your character gem card. IF no opening is present, it will then attack your weakest card.








Level 4: Fin


!!!Experimental!!!!
IF you still feel the need to suffer further, you MAY attempt to try one of the rules below.
NOTE:
These mechanics MAY break your game or your will to keep playing, but don't say we didn't warn you.
For The Questionably Sane
Cost of Compromise
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Temptions Only Attack
IF you have open slots in character or armor and your colors do not resist, the attacking card will occupy those slots, starting with your character, then armor, and then temptation slots. IF no open slots are present, any temptations drawn will spill over to the next player's battlefield. NOTE: Temptations in your armor slots can be replaced by playing a resistance promise.


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Temptions Only Attack
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Player's Resistance
IF you resist an attacking temptation through this rule, gain one good action, even if none are available. This includes if the temptations spilled over to your battlefield from your allies roll.
The action can be used as any basic or advanced action. Gain one good action for every temptation you resist.
Double Portion
Every time you roll the dice, all your actions count as double.
All other players are still limited to playing only one or two actions from the available dice actions (Raise the Stakes).
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The Player Who Rolls


Shared Fates
Every player now plays all dice actions shown regardless of who rolled it. This rule overwrites (Raise The Stakes) but not (Everything Doubles).
Not Enough Yet?
We are constantly looking for more ways to bring a better gaming and faith-building experience to our community!
If you have any ideas, feel free to shoot us a suggestion, and we will look at adding it to our next update!
