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Gamehelpkalua
Each player starts with: 10 families, 1 leader, 5 prayer and happiness at 5.
Place 3 atheist families per player on the Kalua board and each player draws cards from either deck until they have five total.
Turn Sequence:
1. If you're the round leader and have fewer than 5 cards, draw until you have 5. Otherwise, draw 1 card from either deck.
2. Then, beginning with the active player, each player may (if they still have their leader) perform one action:
Increase your Happiness by 1. Convert 2 atheist families. Convert 1 family from another player's religion. Sacrifice your leader to immediately convert up to 5 atheist families.
3. The active player may play any number of action cards. Once they decide to pass, every other player may respond with one card.
4. Resolve cards in the order they were played.
Card types:
Bonus – Helps yourself. Local Disaster – Targets one religion. Global Disaster – Affects everyone. Pay extra prayer to protect yourself (avoid) or amplify (double) the disaster.
Cards can affect: Happiness, prayer, families, atheists, force players to discard, recover a sacrificed leader, or create lasting effects (Temples or Amulets)
The cycle can repeat until the active player decides not to play any cards. They then trigger the "convert" phase.
4. Convert Families
Compare each religion's Happiness.
If everyone is equally happy, nothing happens. The unhappiest religion contributes 2 families to the conversion pool. Middle religions contribute 1 family. The happiest religion(s) divide the converted families (maximum 3 each). Any leftovers become atheist families on the Kalua board.
5. Gain Praying Points
Each religion gains: 1 prayer per 5 families (rounded up) +4 prayer if it is the unhappiest religion; +2 prayer if it is neither the happiest nor the unhappiest
Other Info:
Temple remains in play until destroyed and grants extra prayer each turn. Amulets may be discarded to prevent losing families from a single card. The New Leader card replaces a sacrificed or lost leader by promoting one of your families.
Players may purchase additional cards at any time for 5 prayer each.
Winning the Game:
At the end of any round, if only one religion still has families, that religion wins. A religion is not eliminated while its leader survives—the leader can continue recruiting followers and potentially rebuild the religion.
If a Global Disaster eliminates every remaining family simultaneously, the religion that had the most families immediately before the disaster wins. If tied, all tied religions share the victory.