AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
Babel is a two-player card game of temple construction set in the ancient Near East. Each player competes to build the most majestic temples across 5 construction sites, deploying Nation cards to gain construction and special ability privileges. Players move a building pawn between sites, deploy nation cards, construct temple levels, migrate workers, and trigger powerful nation-specific abilities to undermine their opponent. The game ends when one player achieves a significant temple value lead.
Each turn has 3 phases performed in order:
Draw 3 Nation cards from the draw pile and add to your hand. If the draw pile is empty, shuffle the discard pile to form a new one.
Perform any of the following actions in any order, as many times as you wish. Exception: Migration may only be performed once per turn.
| Action | Description |
|---|---|
| A) Move pawn | Discard a Nation card matching the destination site’s colour to move your pawn there |
| B) Deploy Nation cards | Place Nation card(s) from hand at pawn’s current site (on top of existing cards) |
| C) Construct a temple | Take top Temple card from either stack and place at pawn’s site |
| D) Migrate | Move exactly 3 of your top Nation cards from one site to another (once per turn) |
| E) Use a nation’s special ability | Discard 1 card from a group of 3+ identical successive cards at pawn’s site |
Draw 2 Temple cards from the Quarry and place them on the temple stack closest to you, in descending order (lower value on top). If you have 4+ Nation cards in hand, announce the number to your opponent.
Activation requirement: 3 or more identical, successive Nation cards at the same site where your pawn is located.
To use: Discard 1 card from the group. May use multiple times if 4+ cards exist (discard 1 per use).
| Nation | Ability |
|---|---|
| Assyrians — Destroy a Temple | Destroy opponent’s entire temple at this site. Destroyed cards return face-down to top of Temple draw pile in descending order. |
| Hittites — Steal a Temple Level | Steal opponent’s highest Temple card at this site and place on your temple. Conditions: (1) stolen card must be higher than your current level; (2) you must have Nation cards ≥ stolen card’s level (the discarded Hittites card counts). |
| Medes — Desertion | Choose a nation. Opponent discards all cards of that nation at this site. Your cards are unaffected. |
| Persians — Skip a Temple Level | Build a Temple card 2 levels above current (e.g., level 2 on empty site, level 3 on level 1). Standard stack and Nation card count requirements still apply. |
| Sumerians — Change Camps | All of opponent’s Nation cards matching their most recently played nation at this site defect to your side, placed on top of your cards in original order. |
Instead of using a nation’s unique ability, you may force your opponent to discard half their hand (rounded down in opponent’s favour). Opponent chooses which cards to discard.
The game ends when one of these conditions is met:
Standard ending: One player’s temples reach a combined value of 15 or more AND the other player’s temples have a combined value of 9 or less.
End phase: If when a player reaches 15+, the opponent has 10+, the game enters the “end phase.” It then ends immediately when:
Temple card exhaustion: The game also ends immediately when the Temple card draw pile is empty.
Winner: The player with the highest combined temple value wins. Tiebreaker: Most Nation cards in hand.
Turn Phases: 1) Draw 3 Nation cards → 2) Perform actions → 3) Draw 2 Temple cards to your stack
Temple Levels: 1-6 (ascending sequence required; need Nation cards ≥ level)
Temple Card Distribution: L1: 10, L2: 9, L3: 8, L4: 7, L5: 6, L6: 5
Nation Count: 12 cards per nation (Assyrians, Hittites, Medes, Persians, Sumerians)
Special Ability Trigger: 3+ identical successive Nation cards at pawn’s site; discard 1 per use
Game End Triggers: