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The Master Archive: Versions 5–9 (Campaign Lore)

GI

Gal Itach

Founder, ValoremAI

Covenant Cards: Campaign Lore, Versions 5–9

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 XI–XIII)

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 XIV–XVI)

The campaign turns renewal, migration, and community into environmental card-game concepts. “Pale of Settlement,” “Simcha Protocol,” and “Malaria Swamp” are stylized creative devices; they are not a factual reconstruction of the communities or periods that inspired their names.

Version 7: Statehood Themes (Acts XVII–XIX)

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 XX–XXII)

This chapter shifts the game’s 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 XXIII–XXV)

The final chapter is an explicitly fictional cyberpunk boss scenario. Players face abstract “proxy” nodes, defensive systems, and a “Supreme Mainframe” inside the campaign’s 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.

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