HOW TO PLAY THE MASTER'S FORGE

The Master's Forge is a precursor cardgame to The Armoury Bible Boardgame. Designed to familiarise players with The 10 Commandments, Armour of God, The Fruit of the Holy Spirit, as well as integrating scripture memorisation.

The winning player forges armour or weapons to use in The Armoury Boardgame!

3 -7 PLAYERS

One of these players will be the Game Master who will controll timers, slap cards down,  award Armour Cards and designate Scriptures for players to memorise.

30 - 60 MIN

Time will vary depending on player ability.

AGE

The Master's Forge works best with players above 12 years old however can be played with younger audiences successfully.

REQUIREMENTS

BIBLES

All players will need Bibles.

NOTE PAD & PEN

Players will need to keep tabs on the points they score. See the Starter Kit for The Master's Forge score sheet.

 

OBJECTIVE

GAMEPLAY OVERVIEW

One player will forge Armour to use in The Armoury Boardgame by being the first to learn and recite a scripture from memory. Scriptures are awarded to the player by the Game Master once they have achieved enough points to possess an Armour Card. The player can either Enhance the item by continuing to score points or can try and end the game by reciting their scripture to the Game Master.

1. Appoint a Game Master. 
2. Set-up the card decks and dice
3. Make sure all players have Bibles and a means of keeping tabs on scored points.
4. Players roll dice to determine play order.
5. Commence Round 1
6. Commence Round 2
7. Repeat Round 1 - 2 until a player scores enough points to possess an Armour Card. 
8. Commence Round 3
9. Once the Player recites a scripture the Game Master will take note what item they forged. The player will have this item in The Armoury Boardgame when they play next.

LAYOUT

DECKS

The icons of the below decks must be facing up. The description of the icon and the correct answer will be on the reverse of the card. If a player should get the answer wrong they must flip the card over to expose the answer. They are also out of the round and can no longer draw cards. Each deck contains 21 points in total between all the cards.

There are 20 Ten Commandment Cards that award 1 ATP and 1 Scripture Reference Card that awards 3 ATP in this deck.

There are 12 Armour of God Cards that award 1 DFP and 3 Scripture Reference Cards that award 3 ATP in this deck.

There are 18 Fruit of the Spirit Cards that award 1 UTP and 1 Scripture Reference Card that awards 3 UTP in this deck.

Card Icon Side
Cards face this way up when drawn from the decks.

Card Answer Side
Flip to this side if a player answers incorrectly.

ARMOUR CARDS

Armour Card must face this way until awarded to a player.

Armour Card can only be turned over once awarded to a player by the Game Master.

GAME ROUNDS

Fanning the Flames

Players: All
Time: 1 Minute

The player to the right of the GM draws a card of the Attack, Defence or Utility decks and recites what is on the card. Then another player will do likewise. If a player answers incorrectly they are out of the round and can no longer draw cards. 
This continues until the timer has run out. 

Whichever suit has the most cards at the end wins the Round. 
Collect these cards and roll a die. 
Add cards of the same suit to the win pile corresponding to the roll.
Advance to round 2.

Anvil and Hammer

Players: All
Time: 30 Seconds

The GM shuffles the cards won in Round 1. The GM will throw a card down with the illustration facing up. The first player to recite what is on the card wins the card. If a player answers incorrectly they are out of Round 2. 

If the GM can’t determine who won the card the GM will call out
"Hammer Time"
The first 3 players to grab and roll the dice and score the highest roll will win the card. 
The die that corresponds to the suit being played for (Attack - Red Die, Defence - Blue Die, Utility - Green Die) will have an additional +1 added to the roll, giving it an advantage to the other dice (Min 2, Max 7 Roll). 
 If a player grabs a die without the GM calling “Roll” or "Hammer Time" they will be out of Round 2. 

At the end of the round players will count their cards and will obtain points from the acquired card suit 
(Note: Scripture Reference cards award 3 points). 
These points are marked down by the Player 
(See Starter Kit on thearmouryboardgame.com). 
The cards are shuffled and placed back into the deck. 

If a player has obtained enough points to obtain an Armour Card they will subtract the points needed to obtain the card from their total points. The Game Master will give them a scripture reference they must find in their Bibles and learn.

Rounds 1 and 2 are repeated until a player feels confident to recite their scripture in Round 3.
 

Quenching

Players: Winner of Round 2
Time: Until the Player Succeeds or Fails

The player who scored the most points in the most recent play of Round 2 can recite their scripture from memory to the Game Master. 
If they are successful they have won the game and have forged their Armour to use inThe Armoury Boardgame. 
Any additional points they have at the end of the game will determine the level of Enhancement the item has. 
There are three levels of Enhancements.

If a player recites the scripture and gets any element wrong they are out of Round 3.
They can try again by either winning Round 2 again or by forfeiting 5 points of Attack, Defence or Utility in this round to have another shot at reciting their scripture.
Note that losing points will reduce the enhancements of the Armour Card or forfeit the card if they lose enough points.

When playing The Armoury the player will keep their weapon card next to their Player Sheet. This Weapon Card also determines which Role they will play in The Armoury.

MEMORISING SCRIPTURE

The Player who has the most points scored in Round 2 can move to Round 3 if they have forged a weapon.
When forging a weapon the Game Master would have given the player a scripture to memorise.
It is in Round 3 where they recite the scripture to the Game Master from memory.
 

If a player recites the scripture and gets any element wrong they are out of Round 3. 
They can try again by either winning Round 2 again or by forfeiting 5 points of 
Attack, Defence or Utility. 
This Armour Card also determines which Role they will play in The Armoury.

Any additional points they have at the end of the game will determine the level of Enhancement the item has.
There are three levels of Enhancements.

The Game Master can use any scripture they like. 
Here are some examples:

The longer the scripture the more challenging it will be to recite from memory.  
Keep this in mind when allocating scriptures to players of various ages and abilities.

The Armoury Starter Kit.

Includes The Master's Forge Rules and Tally sheet.