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The Acts of the Evangelists

The Acts of the Evangelists

2022·Jeff Warrender

2 - 5 players
45 - 60 min
Medium weight: Teach it in one sitting

From BoardGameGeek

In The Acts of the Evangelists, players compose the texts that history will know as the four Christian gospels. Travel to nine cities of the Roman Empire, acquiring traditions about the life and sayings of Jesus of Nazareth, interview eyewitnesses to those traditions, and arrange your text into a pleasing literary account. You begin the game with three codex leaves, each of which can accommodate two tradition cards, and when you acquire a tradition you “write” it into your text by physically placing it on the codex leaf card. On your turn, you receive three action octagons, to initiate actions, which let you travel, gain a tradition card, interview an eyewitness, or rearrange the leaves of your text. Each action has a “weak” (one octagon) or “strong” (two octagons) form. Additionally players have “follow tokens” which you give to an opponent to follow an action they took. The game ends when all nine of the eyewitnesses have died. Players score points for the witnesses they interviewed, the literary devices they create, and the traditions they acquire that match their theme. The player with the most points wins.

The Acts of the Evangelists

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The Acts of the Evangelists Review - with Chris YiReview17:20

The Acts of the Evangelists Review - with Chris Yi

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About The Acts of the Evangelists

From BoardGameGeek:

In The Acts of the Evangelists, players compose the texts that history will know as the four Christian gospels. Travel to nine cities of the Roman Empire, acquiring traditions about the life and sayings of Jesus of Nazareth, interview eyewitnesses to those traditions, and arrange your text into a pleasing literary account. You begin the game with three codex leaves, each of which can accommodate two tradition cards, and when you acquire a tradition you “write” it into your text by physically placing it on the codex leaf card. On your turn, you receive three action octagons, to initiate actions, which let you travel, gain a tradition card, interview an eyewitness, or rearrange the leaves of your text. Each action has a “weak” (one octagon) or “strong” (two octagons) form. Additionally players have “follow tokens” which you give to an opponent to follow an action they took. The game ends when all nine of the eyewitnesses have died. Players score points for the witnesses they interviewed, the literary devices they create, and the traditions they acquire that match their theme. The player with the most points wins.

Designer

Jeff Warrender

Artist

Rebecca McConnell

Publisher

Belltower Games

Categories

AdventureAncientReligiousTravel

Mechanics

Action PointsAction Selection
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