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Heresy

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Heresy

Heresy

1995

Designed by Owen Seyler, Matthew Sturm, Christian Moore

Published by Last Unicorn Games

Mechanics
Description

If you know how to play Magic, you are half way there in this blatant Magic clone. What makes this game different is there are two areas to fight/control and the artwork on the cards. The story, Heaven has fallen and the Angels trapped on Earth are trying to use the Matrix (internet) to open a gateway into Heaven. There are six basic types of cards. Locations (lands) that open (tap) to provide aura (mana) or store tau (victory points.) There are 8 different convictions (colors) so from a starter it will still be near impossible to build a deck. Characters (creatures) represent the fallen hosts and heathen groups that can be called. These can battle in the Wilds (real world) or plug in and leave their body and fight in the Matrix. While there, if they die they're ripped back into their body. Alephs (artifacts) are powerful talismans that attach to characters or locations. Enhancements (enchantments) attach to other cards for positive or negative affects. Celestial Powers (sorceries) can be played on your turn only and are discarded immediately. Miracles (instants) are instant effects that can be played anytime. To win the game you need to play cards in the Matrix that can store tau and protect them. Each card can only hold so much, so you will need to call more then one. You will need to store enough tau (5 to 21 depending on the number of players and desired game length) to open a gateway into heaven. The game is a bit more complicated than Magic but with fewer cards available not as rich. There is also a social voting element similar to V:tES/Jyhad. Special mention must be made of the cards. The cards are about an inch longer than most ccgs, with most of the extra room taken up by the stunning artwork. Kudos to Rick Berry, the graphic designer, for making one of the most striking looking games out there.

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Game data sourced from BoardGameGeek, used under their API terms.