The Four Riders
Deception, war, scarcity, and death turn a peaceful board into a survival table.
✦ Campaign dossier / Volume 01
Faith Engine turns Revelation into a cooperative campaign for families, youth groups, and tabletop players: the deck creates the pressure, the players defend the remnant, and the final seal reveals who wins the story.
The campaign arc
Each seal changes the board and opens a door for a leader-led conversation.
Deception, war, scarcity, and death turn a peaceful board into a survival table.
The board breaks apart. Protect the Remnant Civilian groups while the riders roam.
Endure the final round. When the seventh seal breaks, the true Hero takes the table.
Event deck / 07 cards
Scripture event
Revelation 6:2
The leader’s role
Intermission prompts help a pastor, parent, or group leader connect the pressure on the board to questions of trust, endurance, and hope.
The victory condition
Human soldiers do not defeat the Horsemen by force. Protect one Believer Army through the seals, then let Christ the King finish the story.
The Rule of Three
Every turn follows the same rhythm, so new players can focus on the choice in front of them.
Draw an event card, read the scripture aloud, and resolve its effect or new enemies.
Spend two actions to move, defend civilians, or play a Faith Blessing card.
Resolve battles with a D6: 4–6 is a success; a failed soldier may still earn faith through sacrifice.
Built for a room, not just a rulebook
After the fourth and sixth seals, the game pauses for a leader-led intermission. The board shows what fear, scarcity, and pressure feel like; the conversation asks where faith holds.
Build the table kit ↗When everything feels out of control, where do we anchor our trust?
INTERMISSION PROMPT / ACT II