Board Game
Halos & Horns: Holier Than Thou
Art by John T Clark
Halos & Horns: Holier Than Thou — Game Overview The souls are lined up at the Pearly Gates, and judgment day has become a competition. In Halos & Horns: Holier Than Thou, players are rival angels trying to prove they deserve their wings by sorting quirky souls into Heaven or Hell. Good souls belong in Heaven. Bad souls belong in Hell. Purgatory is the waiting room where souls sit until someone sorts them correctly — or until an opposing angel sends them somewhere they do not belong. On your turn, do any of the following (in any order): -Play up to 2 Action Cards: manipulate the soul line-up OR move souls between realms. Sabotage your rivals's plans, or rescue your own souls from the wrong eternal destination. -Claim a soul and place it into your realm. But be careful: scoring is all about divine placement. Use the 'Hand of god' (right and left) to stop any action card. Put GOD's Foot down on a soul so it cannot be moved. Good souls score points in Heaven. Bad souls score points in Hell. Souls in the wrong realm cost you points. Souls left in Purgatory score nothing. Each player also has a powerful once-per-game Miracle that can completely change the fate of a soul — or the outcome of the game. With clever card play, chaotic realm-shifting, and plenty of holy mischief, every turn is a chance to bless yourself, curse your opponents, and prove once and for all that you are the holiest angel at the table. Sort the souls. Steal the glory. Earn your wings. GAME SET-UP: Place the Pearly Gates at the top of the table and deal 12 Soul cards face up in a zigzag Soul staircase 'Line-Up' leading away from the gates. Each player receives three realm location cards — Heaven, Hell, and Purgatory — plus cards from two Action decks: the Line-Up deck, which changes the order of souls in the line, and the Realm deck, which moves claimed souls between Heaven, Hell, and Purgatory. Each player also receives one Miracle card, a powerful once-per-game ability. ON YOUR TURN: You may, in any order, play up to two Action cards and claim one soul from the Soul Line-Up. Line-Up Action Cards let you reposition souls before claiming, while Realm Movement cards let you move souls in your own player area or in an opponent’s area. This allows players to improve their own score, protect valuable souls, send opponents’ souls to the wrong realm, or strand souls in Purgatory where they will not score. When a soul is claimed, it is usually placed in Purgatory, unless it is a +/-5 soul, they go directly to Heaven/Hell. Some souls have special abilities, follow the instructions printed on their cards. If a soul is moved to the wrong realm, the card is flipped upside down so its negative value is shown; if it later moves back to the correct realm, it is flipped upright again. When the last soul in a Soul Line-Up is claimed, deal 12 more souls to create a new line-up. The game ends after the third Soul Line-Up has been claimed. Players then score only the souls in Heaven and Hell that are in their correct realm; souls in Purgatory are worth zero, and souls in the wrong realm count against you. The player with the highest score wins and earns their wings. —description from Nicole Clark, the designer
- Card Game
- Fantasy
- Party Game
- Humor
- Set Collection
- Hand Management
- Open Drafting
- Take That
- Once-Per-Game Abilities
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