Card interactions & strategy
What the battlefield looks like
⛧ Opponent

Abaddon

Leviathan
Holy strikes
Enemy Dark
Evil strikes
Enemy Light
✦ You

Moses

Lion
Spend Faith to play cards AND to attack · ATTACK FACTION when opponent has fewer than 4 board cards
Each side has a Light score and a Dark score.
Lower your opponent's Light or Dark to 0 to win.
Protect your own Light and Dark from reaching 0.
Faith is your shared resource for both playing cards and attacking.
Each card has a Faith Cost (top-left badge). Playing the card spends that much Faith.
Attacking also spends Faith — the attacking card's own Faith Cost is deducted when it strikes.
PLAY CARD
from hand
ATTACK
with card in play
Faith powers both deployment and attack. Spend it to build your battlefield — or save it to strike.
Holy attacks Evil normally. Evil attacks Holy normally.
FRIENDLY FIRE
Cards of the same allegiance can still fight each other. This prevents same-allegiance cards from becoming untouchable.
Friendly Fire causes only a 1-point spiritual shift — much smaller than a normal opposed-allegiance strike.
Holy → opponent Holy: opponent Holy −1, opponent Evil +1
Evil → opponent Evil: opponent Evil −1, opponent Holy +1
When the opponent has fewer than 4 cards on their battlefield, the faction itself is exposed.
Select an attacker and tap ATTACK FACTION to strike the opponent's score directly.
Holy strikes the opponent's Dark score. Evil strikes the opponent's Light score.
⚔ FACTION EXPOSED (3 or fewer)
→ ATTACK FACTION available
🛡 FACTION PROTECTED (4 cards)
→ Direct faction attacks blocked
Each player can normally have up to 4 cards on the battlefield.
FULL DEFENSE
A fifth card cannot be deployed until space opens, unless a special ability explicitly allows it.
Having enough Faith does not mean unlimited attacks.
Each turn has an attack-count cap. Even with Faith remaining, you may only attack a limited number of times per turn.
Faith Threshold: at higher Faith totals, the number of attacks per turn is restricted. Spend your attacks wisely.
Neutral and Nature cards can support, block, or shift strategy depending on their ability.
Persistent cards stay on the board and can be damaged if they have defense.
Instant events resolve their effect once, then leave play.
Newly played cards enter a Preparing state.
They are protected and cannot attack or be attacked until the start of their owner's next turn.
GAIN FAITH
PLAY OR ATTACK
CHOOSE TARGET
RESOLVE
END TURN
Gameplay XP tracks your overall player progression through matches.
Story XP unlocks Scrolls of Old in sequence — biblical story videos that deepen the narrative.
Story XP unlocks Scrolls of Old — not "Bible Gateway" or "Story Gateway".
An optional PvP mode where both players commit three gameplay cards. The winner blindly chooses two opponent cards and the loser blindly chooses one. Battle Trade explains the rules as you play.
Starter Deck: Every new player receives a 30-card Starter Deck so they can begin playing immediately.