Learn Galileo's Truth
Learn the game in 5 short steps. Everything links to the full rules.
Truth under the Inquisition's eye
You are a scholar in 1610. Over five Cycles you write Treatises, build Inventions and observe the sky for Victory Points — but every bold step raises your Suspicion, and the Inquisition can send you to Penance, Prison or the Stake. Most points wins.
The main board and your study
The main board holds the Cathedral, the Suspicion and Scoring Tracks, the Workshop, the action spaces of Academic Levels I–IV and the Mastery Tracks; beside it stands the pyramid of Treatise Boards. Your personal board tracks Books on four shelves, Observation Tiles in its Window and Coins and Research on its Desk.
One action at a time
Each Cycle begins with Income, then players take one Main Action each, round after round: play Treatise Cards, place your Natural Philosopher, use an Invention, upgrade your Academic Level, play Penance or Abjure. Once someone passes, the Inquisition charges 1 Suspicion for every further action.
Suspicion and the Principle
Your Suspicion climbs from actions, points and Prohibitions. Pass a Penance picture and a Penance Card joins your deck; pass Prison and your Natural Philosopher is arrested; pass the Stake and it burns. Abjuring to Ptolemaic sheds 5 Suspicion, but weakens you for good.
Status, rank and the final count
After Cycle 5 you score your Natural Philosopher’s status in the Cathedral, 4 VP per player with a lower status, End-Game Inventions and your Scoring Mentor — and lose points for every Penance Card you still hold.