Master the mechanics of Chosen Tides
Faith is ONE shared tactical resource. It is spent to do both:
1. PLAY CARD
from your hand
2. ATTACK
with a card in play
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.
💡 Tip: Spend all your Faith building your board and you may have nothing left to attack. Plan your plays and attacks together.
Each side has a Light score starting at 50. Reduce the opponent's Light to 0 to win.
Each side has a Dark score starting at 50. Reduce the opponent's Dark to 0 to win.
Victory: Reduce either the opponent's Light or Dark score to 0. Protect your own scores from reaching 0.
✦ Holy Attack
Deals damage using the card's Holy Attack value. Effective against Evil-aligned enemies.
⛧ Evil Attack
Deals damage using the card's Evil Attack value. Effective against Holy-aligned enemies.
Cards of the same allegiance can still fight each other. This prevents same-allegiance cards from becoming untouchable.
Reduced Score Effect (1-point shift):
Friendly Fire causes a much smaller score shift than a normal opposed-allegiance strike.
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.
⚔ EXPOSED
0–3 defenders → attack available
🛡 PROTECTED
4 defenders → blocked
Holy strikes opponent Dark score. Evil strikes opponent Light score.
Board Layout
Board Size: Maximum 4 cards per side. A full 4-card board blocks direct faction attacks.
Card Play Rules:
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 Faith Threshold rule further restricts the number of attacks per turn. Spend your attacks wisely.
What is it? A newly played card cannot attack or be attacked until its owner's next turn.
Why? Prevents instant-win combos and creates strategic turn-based flow.
Ability Types
Always read active abilities before choosing a target. Some cards can protect your faction even before your battlefield is full.
⬜ COMMON
Basic cards, good for starting decks
🟢 UNCOMMON
Better stats, more useful abilities
🔵 RARE
Strong effects, competitive viability
🟣 EPIC
Powerful, game-changing abilities
⭐ LEGENDARY
Extremely rare, match-winning power. Limited to 2 copies per deck.
Your Turn Phases (in order):
💡 Tip: Plan your attacks carefully — once you end your turn, the opponent takes over!
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 unlocks Scrolls of Old — the biblical story video sequence.
Starter Deck: Every new player receives a 30-card Starter Deck so they can begin playing immediately.
Deck Size: 30–50 cards
Card Limits: Max 2 copies of any card (including Legendary)
Faction Balance: Mix Holy and Evil for versatile strategy
Deck Building Tips:
✓ Faith Management: Don't spend all Faith on cards — save some for attacks.
✓ Board Control: Four defenders protect your faction from direct attack.
✓ Timing: Attack too early and you may leave your battlefield exposed.
✓ Friendly Fire: Sometimes attacking same-allegiance is better than leaving an enemy untouched.
✓ Attack Limits: Having Faith doesn't mean unlimited attacks — plan your attacks per turn.
Ready to battle?