A Column of Fire

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Overview

A Column of Fire is a strategy game set in 16th-century Europe during the religious conflicts between Catholics and Protestants. Players compete to gain influence by allying with characters across England, France, Spain, and the Netherlands. They set up trading houses to sell goods, manipulate religious conflicts for victory points, and advance on the action track. The first player to reach 50 victory points triggers the end of the game.

Components

Setup

  1. Place board centrally. Separate goods tiles by type.
  2. Separate religion stones by color (purple=Catholic, gray=Protestant, natural=Neutral).
  3. Each player takes: 4 trading houses, VP disk (on space 2), action disk, religion card, summary card, and 6 dice.
  4. Each player receives a random Loch Leven card (determines starting religion, goods tile, protection tile, action track position).
  5. Separate cards by country (backside color), shuffle each deck. Reveal top card of each. Place matching religion stone on each character card.
  6. Place advantage tiles and protection tiles on designated board spaces.

Die colors by country: White=England, Blue=France, Orange=Netherlands, Brown=Spain, Purple=Wild (any country), Black=Religion die (numbers 1-5 plus extra 3).

Turn Structure

The game is played in years, each consisting of two half-years:

1st Half of the Year

Each player (starting player first, then clockwise):

  1. Rotate dice down by 1 on religion card and all character cards (left to right).
  2. Execute character actions as each die is rotated.
  3. If a die shows 1: religion die = re-roll and choose religion; character die = remove card, free the die.

2nd Half of the Year

Each player completes both parts before the next player goes:

Part 1: Select a Character

  1. Roll all free dice.
  2. Select one die and draw the character card from the matching country’s deck (purple die = any country).
  3. Place the character’s religion stone on a free religion space in that country.
  4. Place a trading house on the site number matching the die roll (pushing existing houses down by 1; houses pushed below site 1 are returned to owner).
  5. Take the character card, place the die on it, execute the card’s action once.
  6. Flip the next card on the deck.

Part 2: Action Track

  1. Select one free die.
  2. Advance your action disk to the next unoccupied space matching the die’s color on the action track.
  3. Execute the action of that space (sell goods, gain goods, gain protection, etc.).

Actions

Character Card Actions

Each character provides a specific benefit (goods, protection, advantage tiles, VP, etc.) that can be used once per year for as many years as the die shows.

Selling Goods (Action Track)

Religious Conflicts

Protection Tiles

Advantage Tiles

Scoring / Victory Conditions

VP sources:

Special Rules & Edge Cases

Player Reference

Country Color Goods Sold
England (Kingsbridge) White Book, Ore
France (Paris) Blue Cloth, Wine
Netherlands (Antwerp) Orange Book, Cloth
Spain (Seville) Brown Ore, Wine
Half-Year Actions
1st Rotate dice, use character cards, handle expiring alliances
2nd Part 1 Roll free dice, select character, place religion stone, place trading house
2nd Part 2 Move on action track, execute action
Religion Stones  
Purple Catholic
Gray Protestant
Natural Neutral