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'''Object of the Game'''
== Goal ==


It is the end times. Humanity has foreseen this, however, and so we desperately call upon the Omniscient Ones. Cosmic Ritual is a worker placement game in which you lead a cult tasked with establishing a new world order in the wake of the apocalypse. By preparing rituals and carefully scheming against competing cults, you devote yourself to an Omniscient One in order to persuade it to become humanity’s caretaker. Your goal is to summon an Omniscient One by paying the greatest tribute at the end of the 6th cycle. You’ll need all the influence and cunning at your disposal to usher in the next era!
Each player is committed to both an ''Omniscient One'' and a ''Form of Essence''. Players will place essence on ritual sites corresponding to either the ''Omniscient Ones'' or ''Forms of Essence'' that were drafted during setup.


When committing to an ''Omniscient One'', you gain an ability unique to that ''Omniscient One'' that can be used every cycle. When committing to a ''Form of Essence'', you may pay costs in that colour with a nearby colour (or vice versa).


'''Setup'''
== Phase Structure ==


Players will perform a number steps to set up the game.
A cycle consists of three phases:


'''1)''' Each player chooses a '''Player Board''' and takes their matching '''Bidding Cards''', '''Cultists''', and '''Player Markers'''. They place all 6 of their cultists in their cultist pool and a player marker next to each leaf/star on their player board.
'''1) Ritual Sacrifice'''


'''2)''' Place the '''Ritual Site Board''' in the centre of the play area, then surround it with a ring of '''Inner Action Cards''' in random order. Shuffle the '''Outer Action''' and '''Prophecy Cards''' face-down to form 2 separate decks beyond the outer ring. Randomly select an ''Omniscient One'' and ''Form of Essence'' per player, then arrange their corresponding '''Commitment Tokens''' around the border of the ritual site board. Place the '''Current Cycle Token''' on a random action card in the inner ring.
Players manage their cultists in this phase, thus dictating their income and actions for the cycle. Turn order for the next cycle is determined here.


'''3)''' Position the '''Cycle/Turn Order Tracker''' beyond the outer ring, then each player places 1 of their markers on the tracker's top row. While turn order is randomised for the 1st cycle, after the 1st ritual sacrifice, players will place their remaining player marker in the tracker's bottom row according to their bids. Encircle the I space of the tracker with the '''Cycle Marker''' to denote the current cycle number.
'''2) Scheming'''


'''4)''' Create a pile of '''Essence''' opposite the cycle/turn order tracker within reach of all players. Depending on the number of players, each player collects
Players place their cultists on action cards to perform actions, thus executing their strategy.
 
- 2 Essence of each colour (for 2 Players)
'''3) End of a Cycle'''
 
- 3 Essence of each colour (for 3-4 Players)
Clean-up phase in which you set up for the next cycle. Move the cycle marker to the next cycle space shown on the tracker. If this would move past the VI space, the game ends.
 
- 4 Essence of each colour (for 5-6 Players)
== Ritual Sacrifice ==
 
by placing these in the matching sextants of their player board.
Simultaneously bid the number of cultists you wish to sacrifice for the cycle. You place a bidding card from your hand faceup onto your bidding card stack. In turn order, you transfer cultists from your pool to your pyre equal to your bid to gain that much essence. Next cycle’s turn order is then determined as follows: the player with the highest bid goes first. If two or more players are tied, the player who is earliest in the current cycle’s turn order goes first. The remaining player positions are determined using the same rules.
== Scheming ==
In turn order, place your remaining cultists on revealed action cards one at a time. You must be able to pay the cost of the space you place your cultist on; otherwise, you sacrifice that cultist and skip your action''.'' Every cultist you place must be connected to the ritual site board or action cards you occupy. To reach an outer action card, you may bypass an inner action card adjacent to it by paying 1 essence matching that inner action card. When a player’s action is skipped, they may convert 1 essence in their pool to a nearby colour or a colour with a star you've unlocked.
== End of a Cycle ==
For cycles 1-5: Advance the current cycle token (clockwise) to the next action card in the inner ring and regain your cultists to your pool. If there are three bidding cards in your stack, draw all of those bidding cards into your hand.
== Scoring ==
Commitment tokens indicate the row and column of the ritual site board you use to count tribute to the ''Omniscient Ones''. After the sixth cycle, count your tribute as follows:
- For each colour, '''SUM''' your essence (including prophecies), unlocked leaves, and unlocked stars
- Count a colour '''IF''' you have essence in its ritual site along the column of your committed ''Omniscient One'' (count it twice '''IF''' you have 2 essence there)
- For each counted colour, count the sum '''UP TO''' the number of essence in ritual sites along the row of your committed ''Form of Essence''
The player with the most tribute is crowned the winner. If there is a tie, tiebreakers are:
1. Player with the most colours that count towards their tribute
2. Player with the most essence on their ritual sites
3. Earliest player in the next cycle’s turn order
If no player has offered any tribute, then the ''Omniscient Ones'' fail to answer your plea and all players lose.

Latest revision as of 12:26, 21 July 2026

Goal

Each player is committed to both an Omniscient One and a Form of Essence. Players will place essence on ritual sites corresponding to either the Omniscient Ones or Forms of Essence that were drafted during setup.

When committing to an Omniscient One, you gain an ability unique to that Omniscient One that can be used every cycle. When committing to a Form of Essence, you may pay costs in that colour with a nearby colour (or vice versa).

Phase Structure

A cycle consists of three phases:

1) Ritual Sacrifice

Players manage their cultists in this phase, thus dictating their income and actions for the cycle. Turn order for the next cycle is determined here.

2) Scheming

Players place their cultists on action cards to perform actions, thus executing their strategy.

3) End of a Cycle

Clean-up phase in which you set up for the next cycle. Move the cycle marker to the next cycle space shown on the tracker. If this would move past the VI space, the game ends.

Ritual Sacrifice

Simultaneously bid the number of cultists you wish to sacrifice for the cycle. You place a bidding card from your hand faceup onto your bidding card stack. In turn order, you transfer cultists from your pool to your pyre equal to your bid to gain that much essence. Next cycle’s turn order is then determined as follows: the player with the highest bid goes first. If two or more players are tied, the player who is earliest in the current cycle’s turn order goes first. The remaining player positions are determined using the same rules.

Scheming

In turn order, place your remaining cultists on revealed action cards one at a time. You must be able to pay the cost of the space you place your cultist on; otherwise, you sacrifice that cultist and skip your action. Every cultist you place must be connected to the ritual site board or action cards you occupy. To reach an outer action card, you may bypass an inner action card adjacent to it by paying 1 essence matching that inner action card. When a player’s action is skipped, they may convert 1 essence in their pool to a nearby colour or a colour with a star you've unlocked.

End of a Cycle

For cycles 1-5: Advance the current cycle token (clockwise) to the next action card in the inner ring and regain your cultists to your pool. If there are three bidding cards in your stack, draw all of those bidding cards into your hand.

Scoring

Commitment tokens indicate the row and column of the ritual site board you use to count tribute to the Omniscient Ones. After the sixth cycle, count your tribute as follows:

- For each colour, SUM your essence (including prophecies), unlocked leaves, and unlocked stars

- Count a colour IF you have essence in its ritual site along the column of your committed Omniscient One (count it twice IF you have 2 essence there)

- For each counted colour, count the sum UP TO the number of essence in ritual sites along the row of your committed Form of Essence


The player with the most tribute is crowned the winner. If there is a tie, tiebreakers are:

1. Player with the most colours that count towards their tribute

2. Player with the most essence on their ritual sites

3. Earliest player in the next cycle’s turn order

If no player has offered any tribute, then the Omniscient Ones fail to answer your plea and all players lose.