Christianity: The Card Game — Rulebook

Rules of Battle

Traditional Game (Around 60-90 Minutes)

Game time depends on how familiar people are with the cards.

  1. How to Win: All Righteous Players must have a Dependence Level of 3 and each player must have no Active Evil Habituals by the end of 10 rounds. As soon as those conditions are met, the Righteous Side wins.
  2. A Round is when all players each had a turn. Use a counter to keep track of the rounds.
  3. All Resistance cards may be played during the Resistance Phase. If there are no Temptation cards to resist, you may still play them and reap other benefits. Each failed Temptation results in -1 Power loss.
  4. Each Righteous Player starts with a Dependence Level of 0 and a Power Level of 3. You can never go below 0 power. Every time a player's Power gets to 10 or more, he or she increases a Dependence Level and Power rolls through (i.e. if you would be at 12 power, you are now up a maturity and at 2 Power) The player who increased in Maturity gets to choose one Dependence Level Abilities below.
  5. There may be other ways to increase your Dependence Level depending on different cards.

Dependence Level Progression

As players mature, they draw more cards and face more Evil Temptations

Dependence Level 0

Righteous Draw: 2 (Maturity+2)

Evil Plays: 1 (Maturity+1)

Dependence Level 1

Check: Did all players reach Dependence Level 1?

If Yes → Gain ability for all players.

Righteous Draws:3 (Maturity+2)

Evil Plays:2 (Maturity+1)

Dependence Level 2

Check: Did all players reach Dependence Level 2?

If Yes → Gain ability for all players.

Righteous Draws:4 (Maturity+2)

Evil Plays:4 (Maturity+2)

Dependence Level 3

Check: Did all players reach Dependence Level 3?

If No → Keep Playing

If Yes → Gain ability for all players.

Do any players have any Active Evil Habituals? If No → Righteous Players WIN!

Righteous Draws:5 (Maturity+2)

Evil Plays:5 (same # Righteous Draws)

Dependence Level 4+

Players cannot Mature higher (after level 3) unless that person has no Active Evil Habituals. His or her power will be stuck at 9.

Righteous Draws:Maturity+2

Evil Plays:(same # Righteous Draws)

At any time, are all players at Dependence Level 3 or greater and do they have no Active Evil Habituals? If Yes, the game is over and Righteous Players Won! They matured into godliness in Jesus Christ without much backsliding.

Have all players played 10 turns?

→ End the Game

Maturity Abilities

Mature Together or Purchase
All-Player Abilities

When all Players reach the next Dependence Level, collectively choose an ability below or you may purchase for the price listed. This applies to all Righteous Players. (Also available in Duel mode — the lone Righteous player unlocks them by leveling up or purchasing with Cost.)

High Price (Each Player pays 11 immediately after a Player's Cost Zone Phase to purchase)

As of Oct 31, 2025 - Righteous players may Rotate cards to Resist (only for their turn) for themselves. If you get Double Resistance, then Other Players may Resist by Rotating cards in their Cost Zone

Low Price (Each Player pays 7 immediately after a Player's Cost Zone Phase to purchase)

Setup

Your Playing Area (zones)

You may purchase Play-Mats (https://kinsman.cc/playmat) for better organization and visibility of your Play Area

Deck Building Rules

Currently,

Card Types

Phases

Start of Game: Each player draws 7 cards to Hand and draws 3 cards to Cost Zone. Determine who goes first.

Primary Gameplay is when no human plays the Evil Deck, There have been thoughts of having a Human playing Evil Deck, but needs to be tested.

If you have 3 or more players, you may all play on the same team or have one player play the Evil Deck. Most Play-Testing has occurred when all players playing are on the Righteous Side. Try these rules if you want to have a human player play the Evil Deck:
If one player plays the Evil Deck then they draw 7 cards and draws 3 cards to Cost Zone. When it is time for Evil Draw/Play Phase like in the other mode, instead he draws to hand plus 1 more card directly to the Cost Zone. At the end of that Righteous Player's turn, he Un-Rotatess his cards in Cost Zone and may put more in Cost Zone. Now he or she may play Evil cards against anyone as long as he Rotates cards in the Cost Zone. At the end of every Round The Evil Player may shift cards to or from his or her Cost Zone to his or her Hand

Primary Gameplay, Players take turns, each turn consists of several phases:

  1. Reset Phase (Untap): The first phase of every turn. Un-Rotate all your cards to make them usable. This is where the turn rolls over.
  2. Check Phase: With your cards already un-rotated, check for active conditions and status effects.
  3. Righteous Draw Phase: Draw the number of cards equal to your Dependence Level + 2
  4. Cost Zone Phase: No cards can be played during this time (not even Unctions) Play up to 4 of your cards to the Cost Zone face down. (Choose wisely because you will not get to play them again unless you gain Vibrancy)
  5. Evil Draw/Play Phase: Evil Deck draws and plays the number of your Dependence Level + 1 If there are no more cards in the Evil Deck, re-shuffle the non-resisted cards in the discard pile (Evil cards that could not be Resisted) back into the Evil Deck and continue drawing.
  6. Resistance Phase: Resist Temptation cards or give into more Chaos. Evil Cards that were Resisted go in a separate Resisted Pile, ones that could not be Resisted go into a Failed Pile Do not play any card other than a Resistance or Unction card during this time.
  7. Main Phase: Play cards (such as Maturitys or Habituals).
  8. Discard Phase: Discard down to 7 cards.
  9. Unction cards are special and may be played at any time (except during Cost Zone Phase); the most recent Unction gets resolved first (stack mechanics).

Reference Cards

Every symbol and badge used on the cards, gathered on cards of their own.

Reference Card - Game Types
Game Types
Reference Card - Legend
Legend
Reference Card - The Journeys of Paul
The Journeys of Paul
Reference Card - Phases of the Game
Phases of the Game
Reference Card - Places on the Table
Places on the Table
Reference Card - Symbols
Symbols
Reference Card - Badges
Badges
Reference Card - Boosts
Boosts

Phrases and Definitions

Boosts may only be played once per Person unless otherwise specified. If other cards cause boosts to cost less, they may never go below 1 (come on, that would be too easy).

When boosts resolve. A card's own rules text resolves first, then its boosts. But a card that prints its boosts at the top, above its rules text, resolves those boosts first when it was boosted — so its rules can ask “if this card was boosted…”. For example:

Brotherly-Any-Boost 3: Do nothing, but this card is marked as boosted.
Brotherly-Any-Boost 5: Choose one below and do it.

If this card was boosted, do both, otherwise choose one:
– Draw 3 to your Hand
– Draw 1 to your Cost Zone face up

Paid for, the first boost resolves before the card's text and only marks it boosted, so the text below does both. Unpaid, the card is not boosted and its player chooses one.

Phase Grid

1. Reset Phase
🔁 Un-Rotate all your cards
2. Check Phase
🔍 Check for conditions
3. Draw Phase
✍️ Draw = Maturity + 2
4. Cost Zone Phase
❌ Play up to 4 cards face-down
No other cards can be played.
🔮 Unction Cards
Play any time
except Cost Zone Phase
Last one resolves first (stack)
5. Evil Draw/Play Phase
😈 Evil draw and plays the same number of cards the Righteous Draws minus 1 except for when Player is at 2 Maturity or higher, then Evil Draws and plays Maturity + 2
6. Resistance Phase
🛡️ Resist Temptation or suffer Chaos
7. Main Phase
🎮 Play cards (Maturity, Habituals, etc.)
8. End of Turn (discard)
🗑️ Discard down to hand limit