THE LAST DISCIPLE — BOARD GAME RULES v1.0 Based on the book by Marcus Draper • www.deskatur.com GOAL Cooperate to restore all 12 Bible sections. All four companions take turns in order. Solo controls all four; online divides them between 2–4 players. This adaptation lets John travel alongside his companions and introduces a new fragment-recovery mission rather than reenacting the novel's chronology. TURN Roll one d6. Choose any distance from 1 up to your allowance, moving clockwise. You may stop early; landing on a particular archive never requires an exact roll. Resolve the landing space. Recover an available section at an archive, optionally help another companion, play allies, then end your turn. SIX WORLDS / SIX SPACES EACH Proxima → Luna → Mars → Europa → Earth → Titan → Proxima. At each world: Archive, Supplies (+2), Ally (draw), Sanctuary (+2 hope/-1 pressure), Encounter, Passage. Crossing Proxima completes a circuit, delivers every carried section to the church, and grants 2 supplies. Delivering one or more sections grants 1 hope. THE BIBLE Every world holds one early and one later section. Early sections cost 1 supply. Later sections cost 2 and require that character to have completed at least one circuit. Recover the early section first. Eligible characters may recover both during one visit, paying for each. Pieces remain in that character's bag until delivered. A gold center tile is restored; a dim gold tile is carried; a dark tile is missing. Victory requires all twelve restored, not merely found. The groups are abstractions covering the Bible: Law; History; Poetry & Wisdom; Major Prophets; Minor Prophets; Gospels; Acts; Pauline Letters I and II; General Letters I and II; Revelation. COMPANIONS John: sanctuary gives 3 hope instead of 2. Karesh: each recovered section costs 1 fewer supply (minimum zero). Sera: prevents 1 pressure from an adverse encounter. Lys: +1 movement each turn. After moving, spend 1 supply once per turn to give another companion +2 next-turn movement. Stored help caps at +4 and is consumed on their next roll. ALLIES Guide: +2 movement, only after rolling and before moving. Shelter: -3 pressure. Cache: +4 supplies. Courier: deliver all companions' carried pieces immediately. Witness: +3 hope. Play allies only during your turn. Maximum hand size 6; a new ally is discarded if the hand is full. ENCOUNTERS AND LIMITS Encounters have a shuffled twelve-card deck, reshuffled when exhausted. They affect hope, supplies and pressure. Hope caps at 15; supplies at 20. Shared supplies and shared allies make helping the group central to play. Every third round adds 1 pressure. Lose at 18 pressure, zero hope, or after round 60. Restore the Bible to win. Players are never eliminated individually. SAVING Web solo autosaves to this browser and can export/import a JSON game save. Native Windows autosaves to %LOCALAPPDATA%\Deskatur\LastDiscipleBoard\save.json and supports save/load. Online rooms save on the server; journal export does not replace your recovery key.