
2027 · Deduction
All True Believers
In All True Believers, players are members of a mysterious organization called The Order, working together to complete missions and advance the group’s agenda — getting recognized as a tax-exempt religion. But hidden among them are Defectors who seek to undermine the cause. Each round, the Eye of the cult selects a player to be their Hand. Then, a Mission card is revealed. The Hand places two Virtue cards into a tablet and passes it to the Eye. The Eye selects one card to keep and one to place on the Mission. If the Virtue matches one of the requirements listed on the Mission card, the Mission succeeds. If not, the Mission fails. These Virtue cards can also be used to enlist Disciples. You do this by discarding the number of Virtues listed on the Disciple card you wish to take. Disciple cards give you special advantages in the game. Before every Mission, there will be a Call for Disciples when these cards can be used. It is also a time when Shame cards can be played. If a player accumulates three Shame cards from others, they cannot be a Hand for a designated period in the game. Three times a game, all players but the Defectors will close their eyes. The Defectors will then place a Crisis of Faith card in front of another player in order to sabotage and sew suspicion. Should more Missions be successes than failures, the True Believers will prevail. If not, the game goes to the Defectors. Strategy, cunning, trust, and deception all play important roles in All True Believers by Pillbox Games. —description from the publisher
- Players
- 5–10 best 10
- Playing time
- 45–90 min
- Age
- 14+
About the game
- Design
- Publisher
Expansions
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Game facts (players, playing time, age, credits) from BoardGameGeek.












