Account Creation
Create a free account with your email. No crypto wallet is required. After registering, you will receive a one-time welcome grant and a Basic Mixed Welcome Pack to start your collection.
Starter Deck
Every new player receives a 30-card Starter Deck so they can begin playing immediately. The Starter Deck is a normal legal gameplay deck — it works identically in AI and PvP battles.
Faith — Your Shared Resource
Faith is ONE shared tactical resource. It is spent to do both of the following:
- Play cards from your hand onto the battlefield.
- Attack with cards already on the battlefield.
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. This dual-use decision is a core strategic mechanic: spend Faith to build your board, or save it to strike.
Attack Limits
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. At higher Faith totals, the number of attacks per turn is further restricted by the Faith Threshold rule. Spend your attacks wisely.
The Four-Card Battlefield
Each player can normally have up to 4 cards on the battlefield. A fifth card cannot be deployed until space opens, unless a special ability explicitly allows it. A full 4-card board also blocks direct faction attacks — you must destroy or outmaneuver opponent units first.
Combat: Holy vs Evil
Holy cards attack Evil cards normally. Evil cards attack Holy cards normally. Nature and Neutral cards interact according to their card rules.
Friendly Fire
Cards of the same allegiance can still fight each other. This prevents same-allegiance cards from becoming untouchable. Friendly Fire is legal in both AI and PvP.
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
Direct Faction Attacks
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.
Four cards form a complete defensive line. With three or fewer defenders, the faction itself can be attacked. A full 4-card board blocks all direct faction attacks.
Preparing
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.
Turn Flow
Each turn follows this sequence: gain Faith, play cards or attack, choose targets, resolve abilities, then end your turn. You gain more Faith each turn. Matches have a 20-turn limit with a final judgment phase.
Winning
Reduce either the opponent's Light or Dark score to 0 to win. If the 20-turn limit is reached, final judgment determines the winner based on board control and scores.
Valid Match Completion
For a match to count toward progression, it must be a meaningful match — meaning it must last a sufficient number of turns and a sufficient duration. Forfeits, timeouts, and abandoned matches do not earn XP.
Gameplay XP vs Story XP
Gameplay XP tracks your overall player progression through matches. It accumulates with every valid match completion and never resets.
Story XP unlocks Scrolls of Old in sequence — biblical story videos that deepen the narrative. Story XP is earned through match completion and unlocks Scrolls of Old at milestones.
Basic Mixed Pack Unlocking
As your cumulative Gameplay XP grows, you unlock Basic Mixed Packs at milestones. Each pack contains 5 cards with a minimum of 2 Light and 2 Dark cards. Claim your packs from the Pack Store when you reach a milestone.