Conflict: Otilera Ixis is a fast-paced two-player strategic board game where ancient deities wage war across shifting domains of magic. Using their loyal Devoted and the hidden power of Shrines, players maneuver, flip domains, and banish their opponents to achieve ultimate victory across the 4x4 planar battlefield.
Conflict: Otilera Ixis rewards clever positioning, daring aggression, and thoughtful timing. Whether you dominate through power, outwit with movement, or overwhelm with shrines and points, victory belongs to the most cunning god!
Each player represents a Deity, beginning with a Prime Domain and four Devoted on the battlefield. On your turn:
- Score Points: Convert active Fate Points into permanent Victory Points.
- Collect Fate Points: One for each Shrine you control.
- Take Actions: Spend points to Traverse, Banish, Purchase Shrines, Activate abilities, Move, or Revive Devoted.
- End Turn: Bank any unused Fate Points.
Players alternate turns, using cunning moves to control the battlefield and outwit their opponent.
- Devoted: Main units on the board. They move, traverse, and banish enemies.
- Prime Domain: Your starting Domain; must be defended at all costs.
- Shrines: Special power sources you can purchase for Fate or Victory Points.
- Inner Plane: The “dead zone” where banished Devoted are trapped until revived.
- Face Down / Face Up Domains: Flipping Domains controls their power and the board's landscape.
Domains and Their Powers
Each Domain card has a unique magical Aspect:
Domain | Aspect | Ability |
---|---|---|
The Sun | Death | Purify: Score any active Fate Point immediately. |
The Heart | Life | Bless: Add an active Fate Point to any Devoted or Shrine. |
The Infinite | Change | Warp: Teleport a Devoted with an active point anywhere. |
The Hourglass | Permanence | Lock: Lock a Domain, preventing activation. |
The Sword | Freedom | Rally: Move or Banish with an ally without needing a point. |
The Crown | Service | Contract: Move any enemy Devoted. |
The Eye | Knowledge | Scheme: Flip an occupied domain. |
The Candle | Faith | Miracle: Flip an unoccupied domain. |
Strategy Tip: Knowing when and where to activate a domain’s ability can change the tide of the game.
How to Play:
Phase | Action |
---|---|
Start Turn | Score → Collect Fate Points |
During Turn | Spend points: Move, Traverse, Banish, Revive, Purchase Shrine, Trigger Abilities |
End Turn | Bank unused Fate Points as Victory Points |
Win Check | Check all 4 win conditions |
Turn Actions:
Action | Cost | Description |
---|---|---|
Traverse | 1 FP | Move a Devoted to an adjacent empty Domain, flipping it face-up and activating its power. |
Banish | 1 FP | Remove an adjacent enemy Devoted and claim their space. |
Purchase Shrine | VP + 1/owned Shrines | Gain access to new magical abilities. |
Trigger Shrine Ability | 1 FP or VP | Activate the power of an owned Shrine. |
Move Dead Devoted | 1 FP or VP | Move a dead Devoted on the inner plane to a new empty space. |
Revive Devoted | 1 FP or VP | Bring a dead Devoted back onto the battlefield. |