GLOSSARY & GAME TERMS
Archer (Player Role)
The player whose primary role is Attack with a secondary role being Utility and Weakness of Defence. The Archer has 2 HP, moves 3 spaces per turn and can do damage at range. The Archer can Trade Fortitude.
the 6 pieces that form the Armour of God on the player. Including headpiece (D1 roll), right/ left-hand weapons (D2/D5 roll), chest piece (D3 roll), leg piece (D4 roll) and boots (D6 roll). Once the full set is obtained the players Special Ability becomes available.
The Armoury (on Board)
The starting position on the board for players.
The Armoury (Bible Boardgame)
A turn-based Bible boardgame that utilises teamwork, scripture memory and Bible learning. Designed to encourage family devotion in the home.
A player rolls a D6 to determine which armour piece they will unlock. Once unlocked a player will place a yellow marker over the number, receive the benefit of the item immediately and place the item on their player sheet. Once the full 6 piece armour set is unlocked the player will unlock their special ability that is powered by the players Weakness Points. If a player rolls the D6 and obtains a Re-roll the player will instead receive a Weakness Trade benefit of Might, Fortitude or Swiftness. Armour Rolls are obtained via 20 weakness points ability called “Armour Roll”, defeating a Boss Target or completing a Gold Mine team challenge.
Attack Points (ATP)
Points gained from doing the red attack card challenges or points ascertained from player abilities. Attack points are needed to do attack abilities that damage the Boss.
Represents the amount of ATP the player as. Should be placed over a number to the left of the Player Sheet.
Ballad of Beauty (Bard Special Ability)
Requires 20 ATP and all 6 pieces of the Armour Set unlocked. All players skip their next Boss Card pick up and gain 5 UTP, the Bard gains 5 DFP and also skips a Boss Card.
Bard (Player Role)
The player whose primary role is Utility with a secondary role being defence and weakness of Attack. The Bard has 3 HP, moves 4 spaces per turn and can aid players by restoring HP and or removing Stun, Slow and other Negative effects. The Bard can Trade Might.
Bible Bash (Warrior Ability)
Requires 5 ATP and the player must be within 1 spaces of the Boss Target. The Warrior gains 5 DFP removing 1 HP from the Target and gaining Might that takes effects next turn.
The enemy that represents sin that players must put on the armour of God and band together by opening God’s word in order to defeat.
The black card a player picks up at the end of their turn to receive negative effects.
The area on the board where a player, if in Range, can do ability’s to harm the Boss.
An area of the board that players can be sent to when picking up a Boss Card. A player must roll a D6 each turn and score a +4 Roll get out (4,5 or 6). The number 4,5 or 6 represents which space they will come out near the Bubbling Bog. Whilst in the Bubbling Bog the player is Stunned and suffers -3 DFP per turn.
Points obtained by Attack, Defence or Utility card bible challenges, or points obtained by armour or player abilities. Challenge Points are used to do Player Abilities.
6 sided dice
12 sided dice
A player is being damaged next turn.
An area of the board that players can be sent to when picking up a Boss Card. A player must roll a D6 each turn and score a +4 Roll get out (4,5 or 6). The number 4,5 or 6 represents which space they will come out near the Deadly Canyon. Whilst in the Deadly Canyon the player is Stunned and suffers -3 ATP per turn.
When a player’s health points are reduced to 0. The player is out of the game. If all players fall in combat everyone will start again in The Armoury with 0 ATP, DFP and UTP. All players will continue with the armour they had obtained previously.
Defence Points (DFP)
Points gained from doing the blue defence card challenges or points ascertained from player abilities. Defence points are needed to do defence abilities that protect players.
Dexterous Discernment (Archer Ability)
Requires 20 UTP and can be used when stunned and removes the stun negative effect whilst allowing the Archer to move 3 spaces instantly. The Archer gains 15 DFP and all other players gain +3 ATP.
The process by which a player removes a Negative Effect from another Player. The Bard Ability ‘Lament of the Foolish’ can dispel Negative Effects for example.
Divine Intervention (Knight Special Ability)
Requires 20 UTP and all 6 pieces of the Armour Set unlocked. All players receive 1 HP when Divine Intervention is activated.
Epic Block (Warrior Ability)
Requires 20 DFP. The Warrior gains 15 UTP and the player can choose the Negative effects of a Boss Card to be cancelled. This can be from a Boss Card they pick up or another player. Epic Block only prevents damage and stun effects and will not work on slow or immobilise Negative Effects.
Fancy Flunge of Fury (Swordsman Ability)
Requires 20 ATP and the player must be within 3 spaces of the Boss Target. The Swordsman gains 15 DFP when Fancy Flunge of Fury is activated, dealing -3 HP to the Boss and gaining Might. All players within one space of the Swordsman when doing Fancy Flunge of Fury gain 3 UTP.
The space on the board where a player can do a team challenge to award 5 ATP, DFP and UTP. Game Master questions for the farm can be found here.
Fatal Shots (Archer Special Ability)
Requires 20 DFP and all 6 pieces of the Armour Set unlocked. The Archer rolls a D6 the following roll scores the results to the Boss (damage can be split on Boss Targets) 1-3 = -4HP, 4-5 = -8HP, 6 = -12 HP.
Fervent Prayer (Prophet Ability)
Requires 15 DFP. The Knight gains 10 UTP when Fervent Prayer is activated. The player will skip their next Boss Card. Fervent Prayer can be used on the Prophet.
Game Master (GM)
The player who allocates roles awards points from challenges and asks the other player questions. The Game Master facilitates the learning of the other players.
Godly Advice (Knight Ability)
Requires 5 DFP and can be used on a target within 3 spaces of the Knight. The Knight gains 5 ATP when Godly Advice is used on another player. The player that receives Godly Advice will roll a D6 the next time they are Damaged, Stunned or Slowed. On a +4 roll, the negative effect will not activate on the player. Godly Advice can stack where, for example, if two instances of Godly advice where on a player and the first roll failed the player would roll again.
The space on the board where a player can do a team challenge to award an armour roll. Game Master questions for the Gold Mine can be found here.
Hand ofYahewh (Prophet Ability)
Requires 20 UTP. The Prophet gains 15 ATP when Hand of Yahewh is activated. The Prophet can immediately move up to 6 spaces and each player the Prophet lands on will gain 5 UTP.
Healing Over Time
A player will receive a HP next turn.
Health Point (HP)
Denotes the amount of damage a player or the Boss can take before being defeated.
Heroism (Warrior Special Ability)
Requires 20 UTP and all 6 pieces of the Armour Set unlocked. The warrior transfers all ATP to a player that is about to be damaged by the Boss. The warrior also takes the blow of damage for this player suffering the -HP that the other player would have otherwise received.
Holy Fire (Knight Ability)
Requires 20 ATP and can be used on a target within 2 spaces of the Knight. The Knight gains 15 UTP when Holy Fire is used and the target suffers -2HP and an additional -1HP on the next three turns of any player.
The player is unable to move.
Knight (Player Role)
The player whose primary role is Defence with a secondary role being Attack and weakness of Utility. The Knight has 4 HP, moves 2 spaces per turn and can aid players by taking damage on their behalf or preventing the application of Negative Effects from the Boss. The Knight can Trade Swiftness.
Lament of the Foolish (Bard Ability)
Requires 5 UTP. The Bard gains 5 DFP when Lament of the Foolish is used on another player. All Negative Effects (NE) are removed from this player unless stated on a Boss Card that the NE can’t be removed. Lament of the Foolish cannot be used on the Bard.
Lay on Hands (Prophet Ability)
Requires 5 DFP and can only be used if the Prophet is within one space of another Player. The Prophet gains 5 UTP when Lay on Hands is used on another player and that player receives a restored HP. Lay on Hands cannot be used on the Prophet.
Lazarus (Prophet Special Ability)
Requires 20 ATP and all 6 pieces of the Armour Set unlocked. A player is revived from death and gain 5 ATP, DFP & UTP.
The Master’s Forge
A card game that can be played before The Armoury that incorporates scripture memorisation. The winning player will forge a weapon that can be used in The Armoury Bible Boardgame.
An area of the board that players can be sent to when picking up a Boss Card. A player must roll a D6 each turn and score a +4 roll to get out (4,5 or 6). The number 4,5 or 6 represents which space they will come out near the Misty Forest. Whilst in the Misty Forest the player is Stunned and suffers -3 UTP per turn.
Negative Effects (NE)
Effects that hinder the player's progression in some way. They include stun, slow, immobilise, health point reduction and challenge point reduction.
Ode of Encouragement (Bard Ability)
Requires 20 DFP. The Bard gains 15 ATP when Ode of Encouragement is used and the player who receives Ode of Encouragement gains 3 DFP and 1 HP with an additional HP for the next two turns. Ode of Encouragement can be used on the Bard.
A person who fulfils the role of Archer, Bard, Knight, Prophet, Swordsman or Warrior.
Actions done by players that require challenge points to do.
Player Board Marker
The physical component that represents the player on the board denoting their position, HP, positive and negative effects.
The physical or digital boardgame component that represents the players' challenge Points, Player Abilities and Armour. On the reverse, there is a description of how to play, tips and trade benefit information.
Positive Effects (PE)
Effects that strengthen the player in some way. They can include damage boosts, protection from damage, speed increases etc.
Prance of Purity (Swordsman Ability)
Requires 5 UTP. The Swordsman gains 5 ATP when Prance of Purity is used, moving an extra space next turn with immunity to Stun, Slow and Immobilize Negative Effects. If the Swordsman loses HP on the turn Prance of Purity is used, the player will again gain an additional space move.
Prophet (Player Role)
The player whose Primary Role is Defence with a Secondary Role of Utility and Weakness of Attack. The Prophet has 4 HP, moves 3 spaces per turn and can aid other players by restoring HP and preventing Boss Card pickups. The Prophet can Trade Might.
Psalm of the Swift (Bard Ability)
Requires 15 UTP. The Bard gains 10 DFP when Psalm of the Swift is used with all team members gaining 3 UTP. All players, including the Bard, move an extra space next turn when Psalm of the Swift is activated.
The objective awarded once the Boss has been defeated. Quests require a guarantor to oversee the quest’s objective. Once players complete the quest their rewards are allocated the next time the play The Armoury.
Rally of Righteousness (Swordsman Special Ability)
Requires 20 DFP and all 6 pieces of the Armour Set unlocked. All players on their next turn gain Swiftness and Might.
The number of spaces a player must be within to do an ability.
When a player scores a dice roll they have previously achieved. Armour Roll, re-rolls grant either Might, Fortitude or Swiftness depending on the Player’s Role.
Riposte of Retribution (Swordsman Ability)
Requires 15 UTP. The Swordsman gains 10 ATP when Riposte of Retribution is used. The next time the Swordsman player picks up a Boss Card they will gain 10 UTP and on a +4 D6 roll deal -1 HP to the Boss.
There are six player role’s in the armoury. The Archer, the Bard, The Knight, The Prophet, The Swordsman and The Warrior. They all have unique responsibilities, strengths and weaknesses. Also known as a Player Class.
The strength of a player and their function in the group.
Secondary Role – the complementary strength of the player and their supplementary function in the group.
The player's movement is reduced, usually by one space.
The points a player receives when moving to an Attack, Defence or Utility space on the board with their Player Board Marker.
The player’s special becomes available once the player has unlocked all six times of the armour of God. The Special Ability at that point requires the players Weakness points to activate.
The process by which positive or negative effects are added to each other. For example, a player receives Might from an Armour roll and Might from a Trade after a challenge will stack and do an additional -2 on the next attack.
Steady Aim (Archer Ability)
Requires 15 ATP and can be used on a target within 3 spaces of the player. The Archer gains 10 UTP when Steady Aim is used and the player cannot move next turn (Can move using Dexterous Discernment after the Steady Aim Attack) doing -6 HP to the target and on a +4 D6 roll the player will skip the next Boss Card pick up.
The player cannot move nor do any ability or card challenge during their turn. They still gain the benefits from their armour and must still pick up a Boss card.
Substitution (Knight Ability)
Requires 15 DFP and can be used on a target within 1 space of the Knight. The Knight gains 10 ATP when Substitution is used on another player. The next time this player takes damage the Health Points are removed from the Knight instead.
A trade benefit the player receives when exchanging 5 UTP at the end of a Utility card challenge. Swiftness allows the player to move an extra space and prevents Stun, Slow or Immobilize negative effects from activating next turn.
Swordsman (Player Role)
The player whose Primary Role is Utility with a Secondary Role of Attack and Weakness of Defence. The Swordsman has 2 HP moves 4 spaces per turn and can gain additional movement whilst attacking the Boss. The Swordsman can Trade Fortitude.
An item on the board that abilities can be used on. For example, another player can be a target (Player Board Marker) or the Boss can be a Target (Boss Target).
The Gold Mine and Farm are examples of team challenges. In team challenges, all players participate and benefit of the challenge rewards.
5 points exchanged at the end of an Attack, Defence or Utility challenge to obtain the positive effects of Might, Fortitude and Swiftness.
Truth Swipes (Warrior Ability)
Requires 15 ATP and the player must be within 1 spaces of the Boss Target. The Warrior gains 10 DFP removing 3 HP from the Target and on a +4 D6 roll dealing an additional -3 HP to the Target.
Two Shot (Archer Ability)
Requires 5 ATP and can be used on a target within 3 spaces of the player. The Archer gains 5 UTP when Two shot is used and 1 HP is removed from the target with an additional HP being removed on a +4 D6 roll. This other shot can be on a different target, if within range.
Utility Points (UTP)
Points gained from doing the green utility card challenges or points ascertained from player abilities. Utility points are needed to do utility abilities that mobilise players.
Warrior (Player Role)
The player whose Primary Role is Attack with a Secondary Role of Defence and weakness of Utility. The Warrior has 3 HP, moves 2 spaces per turn and does great damage up close. The Warrior can Trade Swiftness.
The player's deficient role in the group. A player will not have an ability for their weakness characteristic.
Points that the player should find most challenging to obtain. Weakness points are needed to activate Armour Rolls and the Player’s Special ability.
Yahewh – The name of the God of Israel, translated as LORD in modern English Bible translations.