The Christianity Card Game — the rulebook

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Table of Contents

 

Introduction

What you are trying to do.

Introduction

All Righteous players reach Dependence Level 3 and have no Evil Habituals .eh in play.

1Immature (sinful)2345678910Mature (still sinful,butmore like Jesus)All Righteous players start at Dependence Level 0All Righteous players should have ≥ Dependence Level 3

Two sides. The Righteous grow in Maturity — Level L0 to Level L3 or higher — by playing cards, while Evil plays Temptations and Habituals at them. A Temptation you do not resist costs you Humility. Evil Habituals .eh that takes hold stays as a Permanent.

Setup

.arp start at 3/10 Humilitydenoted by a green Triangle symbol on the cards.

Winning — Co-op (Evil cards automatically drawn and played)

Righteous Win: All players reach Maturity Level 3 (L3) or greater and there are no Evil Habitualsin play for one full round.


Evil Wins: The Righteous side has not won by the end of round 10.

The clearing round - All Righteous Players have reached L3 Maturity

Reaching L3 is not the win if there are still any .eh in play; it starts the clock on it. The moment the last player reaches Maturity L3 (other Righteous Players can have higher Maturity Level, a clearing round opens, and it runs from the start of that player's turn until their next turn begins — one full round, every seat getting one turn inside it.

That last clause is the whole of it, so it is worth stating on its own: the clearing round never ends before the end of round 10, and it is never shorter than one full round.

 

Winning — Duel Mode

Righteous win: every Righteous player reaches Maturity L3 and there are no Evil Habituals in play — and that clean state must hold for one full round (mirroring the Evil win). Reaching L3 with a clear board arms the win; if any Evil Habitual comes back into play during that round (even one that's then removed), the countdown resets and you need a fresh full clean round. Take as long as you need — there is no time limit.

Evil side wins: Gets 7 Evil Habituals in play per Evil player (1v1 = 7, 2 evil = 14 …) and keep them there for a full round. Habituals count whether they've taken hold on a player or are sitting on the field. The moment the limit is hit, the Righteous side gets one full round — their next turn — to resist one back below the limit and avert the loss. See it on the board, answer it on your turn; only if it survives does Evil win.

Stalemate? Neither side is forced to end the game, but the app tracks a running score to break a drawn‑out game — Righteous: Maturity ×5 + Resisted pile; Evil: Failed pile + Habituals in play ×5.

Play Area

Where the cards go.

Your hand is off the mat, and so is your deck. The discard pile is anything that has finished — a resisted Temptation, a spent Unction — and nothing there is doing anything any more.

The four squares above, in the order they are named.

Co-op/Original Turn Phases

Righteous Side against the Evil Deck (automated).

1
Reset Phase AUTO

The first phase: untap (un-rotate) all your cards.

2
Check Phase AUTO

Check for active conditions and status effects.

3
Righteous Draw Phase AUTO

Draw cards equal to Maturity + 2.

4
Cost Zone Phase

Play up to 4 cards face-down from your hand to your Cost Zone. No other card types can be played this phase.

Unction Cards — play any time except the Cost Zone Phase. Last one played resolves first (stack).
5
Evil Draw / Play Phase

Evil draws and plays the same number the Righteous player draws, minus 1.

Exception: if the Righteous player is at Maturity 2+, Evil draws and plays Maturity + 2.

6
Resistance Phase

Resist temptation or suffer Chaos. Play Resistance and Unction cards. Every active temptation is then settled one way or the other: resisted, or failed.

Failing a temptation / ambush: choose either lose 1 Humility or discard 1 card from your hand or Cost Zone.
7
Main Phase

Play Maturity, Habitual, and Token cards. Rotate field cards to activate abilities. Unction cards may be played now.

8
End of Turn (discard)

Discard down to your hand limit. Nothing else happens here — this is where the turn ends and passes on.

Slight Distraction From The Will of God
A Temptation — played at you, not by you

Evil plays these at a Righteous player. A Temptation sits active until the Resistance phase, where it is resisted or it lands. It is the only kind of card that costs you something for ignoring it, which is what makes the Cost Zone worth filling before you need it.

Overcome Evil With Good
A Resistance card — what you answer with

In the Resistance phase every active Temptation is answered or failed. This is what answering looks like: pay what the Temptation asks and it is resisted, which sends it to the discard pile and costs you nothing. Fail it instead and you lose Humility H-1 — so the real question each turn is whether the cost is cheaper than the point.

Read Chapter
An Unction — the card that ignores the clock

Unctions are the exception to whose turn it is. One may be played at almost any time, yours or not, and the only phase closed to them is the Cost Zone Phase. Play several and they stack: the last one played resolves first. It does its work and goes to the discard pile — nothing of it stays on the field.

Uncaring Attitude
Rotating — how a card is spent

#rot# means rotate this card: turn it sideways to show it is spent. That is how a cost is paid — a cost of C2 rotates two cards in your Cost Zone — and how some cards charge for their own ability. A rotated card does nothing further until it stands up again #unr# in your Reset phase.

Humility & Maturity

Start at 3/10 Humility. Humility is changed only by card effects (e.g. "Gain X Humility" H+X, "Resist an Ambush → Gain X −3 Humility") and by failing temptations: −1 Humility H-1 if you have any; if Humility is already 0 H0, the overflow forces a discard per point — from hand OR Cost Zone (your choice). Placing cards in the Cost Zone does not change Humility.

Reach Maturity L3 on all righteous players to win. Level up Maturity by playing Maturity-type cards: each resolved Maturity card raises your Dependence level by 1 (0 → 1 → 2 → 3).

Maturity Abilities — "Mature Together"

The Righteous team can unlock shared abilities. Each time all players reach the next Dependence Level (L1, L2, L3), you collectively choose one ability for the whole team — free. You may also purchase an ability by spending Cost (11 high-tier / 7 low-tier) right after your own Cost Zone phase (from the abilities bar, bottom-left).

Co-op Win Conditions

Righteous Win: All players reach Maturity Level 3 (L3) or greater and there are no Evil Habitualsin play for one full round.


Evil Wins: The Righteous side has not won by the end of round 10.

The clearing round - All Righteous Players have reached L3 Maturity

Reaching L3 is not the win if there are still any .eh in play; it starts the clock on it. The moment the last player reaches Maturity L3 (other Righteous Players can have higher Maturity Level, a clearing round opens, and it runs from the start of that player's turn until their next turn begins — one full round, every seat getting one turn inside it.

That last clause is the whole of it, so it is worth stating on its own: the clearing round never ends before the end of round 10, and it is never shorter than one full round.

 

Duel Mode

Righteous decks against Evil decks. Experimental.

Duel Mode — Righteous vs Evil decks (experimental)

A head-to-head variant: any number of players split into two sides — at least one Righteous deck and one Evil deck (the Evil deck: Temptations and Evil Habituals). Righteous seats share the Righteous win; Evil seats share the Evil win.

1
Reset / Check AUTO

Un-rotate all your cards, then check conditions.

2
Draw Phase AUTO

Righteous: Maturity + 2 (+ outnumbered bonus). Evil: the strongest Righteous player's Maturity + 2 (+ outnumbered bonus) — Evil never matures, so its draw tracks the top Righteous level.

3
Cost Zone Phase

Righteous: play up to 4 cards/turn face-down to your Cost Zone. Evil: no per-turn cap — bank as much Cost as you can lay.

4
Main Phase

Evil plays Temptations (instant speed) and Evil Habituals onto the shared field. Righteous plays Maturity/Habitual/Token/Resistance cards and rotates field cards for abilities.

5
End of Turn

Discard to your hand limit. Any threat you didn't resist gets through (see below).

Turns

Evil goes first, and the sides do not alternate: every Evil seat takes its turn, then every Righteous seat (E E → R R → E E…). Evil opening is the point — the Righteous side answers a board that already has something on it.

Every seat, either side, takes the same full turn: Draw → Cost Zone → Main → End of Turn. There is no separate Evil or Resistance phase in a duel — threats are answered the moment they land.

Attacking & Defending

Laziness
What an attack costs the attacker

An attack is not free to make. The cost in the corner is paid by the seat that plays it — C2 rotates two of their own Cost Zone cards — so a big Temptation is also a turn the Evil seat spent. Reading the cost tells you what they could not also afford to do.

Evil Combo — back-to-back plays get cheaper

Habitual Dominance — a standing discount

Evil Micro-Rewards

An Evil seat earns a micro-reward in either of these ways:

For each reward, that seat chooses one of:

On a 5th (special) reward, you may also direct any of the rewards (Draw / Untap / Flip) to another allied Evil player instead of yourself.

Same-turn bonus. If you rack up rewards fast, you get an extra one:

Righteous Micro-Boosts

Lacking Wisdom
A boost — the extra you may pay for

The band across the foot is a boost: an offer attached to the card, not a separate play. The card's own action resolves first, then the boosts top-down as printed. The glyph says who may pay — #self-boost# you, #any-boost# anyone at the table, #brotherly-boost# another player on your behalf. Paying is always optional.

The Righteous side earns micro-boosts two ways (both count all Righteous players together):

For each micro-boost, the Righteous side chooses one — and may give it to any Righteous player (more options added later):

Cost Zone & Draw per side

Knowing The Gospel - The Law
Drawing off a card

D2 on a card means draw that many, on top of the draw the phase already gives you. Worth reading against the hand limit at the end of the turn: cards drawn are cards you may have to discard if you cannot spend them, and a card spent into the Cost Zone is a card that keeps paying.

"Extra opponents" = how badly a side is outnumbered — the other side's seat count minus your own, never below 0. The outnumbered handicap is now the same for both sides (+1 opening Cost + 1 draw per extra opponent). Only the smaller side gets it; an even match (1v1) gives neither side one.

Two separate numbers: the opening Cost Zone is a one-time stack dealt at the start of the game; the draw is how many cards you pick up at the start of every turn.
vs

"Maturity" = your current level; "top Maturity" = the strongest Righteous player's level (Evil never matures, so its draw tracks it).

Humility & Maturity

Start at 3/10 Humility. Humility changes only via card effects and by failing temptations: −1 Humility (Power) if you have any; if your Humility is already 0, the overflow forces you to discard a card per point — from hand OR Cost Zone (your choice). Level up Maturity by playing Maturity-type cards — but Maturity may only grow 1 level per turn in a duel (no racing to L3 in one turn). Need to clear stuck Evil Habituals for the win? Unlock the Deliverance Maturity Ability (see below) — then use it once per level-up to break up to 3.

Duel Win Conditions (no round clock)

Righteous win: every Righteous player reaches Maturity L3 and there are no Evil Habituals in play — and that clean state must hold for one full round (mirroring the Evil win). Reaching L3 with a clear board arms the win; if any Evil Habitual comes back into play during that round (even one that's then removed), the countdown resets and you need a fresh full clean round. Take as long as you need — there is no time limit.

Evil side wins: Gets 7 Evil Habituals in play per Evil player (1v1 = 7, 2 evil = 14 …) and keep them there for a full round. Habituals count whether they've taken hold on a player or are sitting on the field. The moment the limit is hit, the Righteous side gets one full round — their next turn — to resist one back below the limit and avert the loss. See it on the board, answer it on your turn; only if it survives does Evil win.

Stalemate? Neither side is forced to end the game, but the app tracks a running score to break a drawn‑out game — Righteous: Maturity ×5 + Resisted pile; Evil: Failed pile + Habituals in play ×5.

Maturity Abilities — "Mature Together"

The Righteous side can unlock shared abilities in duel too. Each time you reach the next Dependence Level (L1, L2, L3) you choose one ability — free. In duel there is no buying with Cost — abilities are earned only by leveling up. Double Resistance is available only at Dependence Level 2 or higher.

Rule Differences Grid

The two modes side by side, then the rules that do not change.

Co-op and duel, side by side

Co-opDuel
Who plays EvilNobody. The deck runs itself to fixed rules.A person, choosing every play.
Solo, 1 playerYes — with the Target-Change fee.No. A duel needs somebody on each side.
Turn orderEach Righteous seat takes a turn; the Evil deck acts inside it.Evil first: all Evil seats, then all Righteous seats. No alternating.
The turn8 steps, including an Evil phase and a Resistance phase.5, the same for every seat: Draw, Cost Zone, Main, End of Turn.
Answering a threatIn the Resistance phase, once a turn.The moment it lands, on anyone's turn. There is no separate Resistance phase in duel mode: Resistance cards may be played only in response to a Temptation .t or an Evil Habitual .eh.
Evil's economyFixed by the rules.Combo discount, Habitual Dominance, micro-rewards.
Righteous extras—Micro-boosts.
Round clockYes.None.
Righteous winAll Righteous at Maturity L3 with no Evil Habituals in play. The same in both.
Evil winThe clock, or Humility gone.Humility ground to nothing. No clock.

Game modesCo-op: the deck plays Evil · Duel: a person does

Co-op (the original game)

Any number of players on the Righteous team, together against the Evil deck. Nobody plays Evil: the deck runs itself to a fixed set of rules, and the table wins or loses as one.

Solo — one player

The co-op rules, played alone: your Righteous deck against the Evil deck.

Solo plays fine with the many cards that do not involve another player on your team. For a card that does need one — a boost somebody else would pay, an effect aimed at a teammate — pay a Target-Change fee of C1 and read the card as pointing at you. Pay it the ordinary way, by rotating #rot# a card in your Cost Zone.

Raise the fee to C2 or C3 for a harder game.

Duel (experimental)

People on both sides. One or more players run Righteous decks; one or more run Evil decks, choosing which Temptations and Habituals to play and who to play them at. That is the whole difference: in co-op the Evil deck follows fixed rules and cannot think, and in a duel it can. The Righteous side still wins by Maturity; the Evil side wins by grinding Humility to nothing. Everything in the duel half of this book is the machinery that keeps a played Evil side fair — micro-rewards, micro-boosts, and a Cost Zone sized to how outnumbered each side is.

Playing a Card — the order of things

Every play follows the same five steps, whoever made it and whatever the card is. Boosts are not an exception to this; they are step five.

  1. Pay for the card and play it.
  2. It may be resisted. The resistance cost on the card — R5, RX — is what answering it takes. Resisted, it never reaches the stack and nothing on it happens.
  3. Unresisted, it goes on the stack, ready to resolve.
  4. If nothing else is played onto the stack — an instant, a fast card — the card resolves fully: its rules text first, and then its boosts.
  5. Boosts, in any order. Whoever is allowed to pay may take any boost on the card, in whatever order they like — the printed order is how they are listed, not a sequence you are held to. Nothing is taken that is not paid for.

A boost goes on the stack like a card

Pay for a boost and its action goes on the stack, exactly as if it had been played as a card of its own. The same window opens: anyone may respond, and a response goes on top.

But a boost action cannot be countered — as the game stands today. A response can do its own work around a boost, and it can change what the boost lands on, but nothing takes a paid boost off the stack.

The boosts belong to the player who played the card, whoever is allowed to pay for them: the glyph says who may pay, never who decides.

The exception is marked on the card

A boost that changes what the card itself is about to do cannot wait until afterwards — by then there is nothing left to change. Those carry the fast mark, a bolt before the boost glyph, and they are taken before the card's own action. Everything else about them, the stack included, is unchanged.

If a card shows no bolt, its boosts are offered after the action. The bolt is the only thing that moves a boost earlier, so a card cannot be ambiguous about its own timing.

Boosts printed at the top of a card

Some cards print their boosts above the rules text. On those cards, if the card was boosted, its boost actions resolve first, before the rules text below them — which is what lets a rule ask whether it was boosted. A card with its boosts at the foot keeps the ordinary order.

For example:

#bb# C3: Do nothing, but this card is marked as boosted.
#bb# C5: Choose one below and do it.

If this card was boosted, do both, otherwise choose one:
– D3 to .hand
– D1.cz .fup

Paid for, the first boost resolves before the card's text and does nothing but mark it boosted — so the rule underneath then does both. Unpaid, the card is not boosted and its controller chooses one. The second boost is a choice of its own, made when it resolves, before the rules text.

The Marks on a Card

Every symbol a card can carry, and what it means. These are the real marks, drawn by the same code that prints the cards — so this list cannot fall out of date with the deck.

Humility Loss at 0 (Overflow Rule)

Reset
Gaining Humility back

Humility only moves when a card says so. This one says so: H+1 puts a point back, up to the ceiling of 10. The timing is the whole of it — a point gained before the Resistance phase is a point you can afford to lose in it; gained after, it is only insurance for next turn.

If a card causes you to lose Humility H-1 while already at 0 H0, you must discard 1 card per Humility lost from your hand or Cost Zone.

The Cards

What the words above look like in your hand.

Growth by Power
A Habitual — it stays

Played from your hand in the Main phase. A Habitual does not resolve and leave: it stays on the field and keeps doing what it says for the rest of the game, or until something breaks it. The cost in the corner is paid by rotating cards in your Cost Zone — C2 means two of them.

Covet Someone's Vacation
A Temptation — resist it or it lands

This one is played at you, not by you. In the Resistance phase you either pay to resist it or you fail it, and failing costs you Humility H-1. If you are already at H0 you discard a card for each point instead. Resisted, it goes to the discard pile and is over.

He Gave His Only Son.
A Maturity card — how you level up

Maturity is how you win, and this is how you gain it. Play it in the Main phase and your Level goes up — L0 through L3 — which also raises the number of cards you draw each turn, because the draw is Maturity + 2. One Level per turn.

Cleverly Devised Fables
A card with a boost

The band across the foot of this card is a boost: an extra effect you may pay for on top of the card itself. Play the card, its own action resolves first, and then the boosts resolve top-down in the order they are printed — all of it belonging to the player who played the card.

The glyph at the start of the band says who may pay: #self-boost# only you, #any-boost# anybody at the table, #brotherly-boost# another player on your behalf. Paying is always optional; an unpaid boost simply does not happen. A stone #permanent# in front of it means the boost stays rather than resolving once, and a bolt #fast-any-boost# is the one exception to the order above — it resolves before the card's own action.

A card that prints its boosts at the top, above its rules text, resolves them first when it was boosted — so its rules can say “if this card was boosted…”. A boost there that only says “this card is marked as boosted” exists for exactly that.