Court of Jol · how to play
The Catechism
55 questions, in three sections. Each one is a real board with one thing to work out — and a Reset that costs nothing, so being wrong is free.
Fundamentals
0 / 21Every action a turn offers, one at a time. What the verbs are before what they are for.
The Board
What you are looking at, and how to move it. The only Article about the interface rather than the game.
The Formation Phase
Everything you do on your own initiative: summon, set, attach, and move. Ready is the only permission, and every action here spends it or grants it.
- Summon a CogumSummon a Cogum into a lane.
- Set a ProphecySet the Prophecy, pass, and get Quicken back from your graveyard.
- Play a TalentSummon the Hermetic and have it standing Ready by the end of Formation.
- Attach a VowAttach Apostasy to your Pious.
- Withdraw to the ManifestMove Hermetic A into your Manifest.
- Deploy from the ManifestPut Hermetic A into Limit, standing Ready.
- Ready and ExhaustedGet a body into your Manifest — but the one you just summoned cannot go.
The Engagement Phase
What you do with what you set up.
- One Body, One ActionGain influence in Court.
- Break a Lone RivalBreak the Gnostic.
- Instigate Into a WallInstigate with the Martyr and watch nothing break.
- Influence a Lone Rival2 influence in Court.
- Influence Into a Spirit WallInfluence with the Martyr and gain nothing.
- Two Scorers, One Blocker6 influence in Court.
- The Body You Attacked With BlocksBreak one of theirs, and lose nothing on their turn.
- Exhaust It, Then Score4 influence in Court.
- Nothing Left to Hit2 influence in Court, having also scored with Hermetic A.
- Choose Who AnswersBreak their Apostate.
- Answer With a PrayerKeep Hermetic A alive.
Basic Strategy
0 / 11The rules that are the opposite of what every other card game taught you.
The Tap
Readiness is the only permission in the game, and it is a within-turn currency.
The Two Engagements
Two verbs. Different stats, different payouts, opposite tie rules.
- The Three PayoutsInfluence in all three lanes; finish at Boog 1, Court 0, Limit 3.
- Two Verbs, One TurnBreak the Gnostic in Boog, gain influence in Court, and read both plates.
- The Empty Lane2 influence in Boog.
- The Tie That Breaks, The Tie That Pays NothingBreak the rival Gnostic in Boog; influence in Court and gain nothing.
- Which, Never WhetherLose nothing.
- What a Full Lane Costs5 influence in Court within two turns.
From the Table
Real positions, lifted unaltered out of recorded games. What is the best move here?
Advanced Strategy
0 / 23Reading the card, holding the Manifest, answering on their turn — and putting it together.
Read the Card
Faith, Virtue and Skill are three different things — and the Virtue no longer tells you the Skill.
The March
The Manifest is where readiness is stored, and the only door is one-way in.
- The Long Way RoundBank Hermetic A’s full SPRT 4 in Limit within two turns.
- Arriving Able to Act4 influence in Court, with your summon still unused at the end.
- Check Their Manifest First4 influence in Limit.
- Three and No More4 influence in Court, with the Prophecy set.
- Where the Body Is Worth MoreWin the game. Par: two turns.
- The Body You Cannot MoveReach 15 in Limit. Par: two turns.
The Answer
Two steps per engagement. The player who did not act speaks first. Passing is final, and there is no stack.
The Wait
Everything except a Prayer is committed in Formation, before you know how the turn goes.
Combinations
Two or three Articles at once, with nothing signposted.
Comebacks
Long boards played from behind, where the first move pays nothing and only makes the third one possible.
The Examination
One board. Two turns. You are losing, and every Article is required.