Covenant Cards: Campaign Lore, Versions 5â9
Fiction-and-current-events boundary
This is a note about fictional game lore, not a history article or a current-affairs report. The campaign borrows broad cultural and historical motifs as creative prompts. It does not establish facts, attribute motives, or describe real people, governments, armed groups, or military operations.
Its ninth version is deliberately a near-future cyberpunk scenario. It is not a reenactment of a current conflict and should not be used to understand one.
Version 5: Diaspora & Scholarship (Acts XIâXIII)
This chapter uses a decentralized-network metaphor to tell a fictional story about preserving knowledge across distance. Cards such as The Talmud, The Zohar, and Golem of Prague are game-world names, while synergy effects and defensive units reward careful deck construction.
Version 6: Renewal (Acts XIVâXVI)
The campaign turns renewal, migration, and community into environmental card-game concepts. âPale of Settlement,â âSimcha Protocol,â and âMalaria Swampâ are stylized creative devices; they are not a factual reconstruction of the communities or periods that inspired their names.
Version 7: Statehood Themes (Acts XVIIâXIX)
The seventh version frames documents, passage, and limited resources as a fictional campaign about building a new society. Token-generation and blockade effects exist to create strategic decisions inside the game, not to portray or evaluate a real historical conflict.
Version 8: Twentieth-Century-Inspired Play (Acts XXâXXII)
This chapter shifts the gameâs visual vocabulary from ancient artifacts toward vehicles, interception, and defensive timing. Its names and effects are fictional game components. They are not military analysis, tactical advice, or a historical account.
Version 9: Near-Future Simulation (Acts XXIIIâXXV)
The final chapter is an explicitly fictional cyberpunk boss scenario. Players face abstract âproxyâ nodes, defensive systems, and a âSupreme Mainframeâ inside the campaignâs invented simulation. The setting intentionally avoids making claims about real-world events or their participants.
For the current product description and iPhone/iPad availability, see Covenant Cards for iPhone and iPad.