Christianity Strategy Card Game — Original / co-op vs the Evil deck
Un-rotate all your cards.
Check for active conditions and status effects.
Draw cards equal to Maturity + 2.
Play up to 4 cards face-down from your hand to your Cost Zone. No other card types can be played this 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.
Resist temptation or suffer Chaos. Play Resistance and Unction cards. Every active temptation is then settled one way or the other: resisted, or failed.
Play Maturity, Habitual, and Token cards. Rotate field cards to activate abilities. Unction cards may be played now.
Discard down to your hand limit. Nothing else happens here — this is where the turn ends and passes on.
Start at 3/10 Humility (Power). Humility (Power) is changed only by card effects (e.g. "Gain X Humility (Power)" H+X, "Resist an Ambush → Gain X −3 Humility (Power)") and by failing temptations: −1 Humility (Power) H-1 if you have any; if Humility (Power) 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 (Power).
Reach Maturity L3 on all righteous players to win. Level up Maturity by playing Maturity-type cards: each resolved Maturity card raises your Maturity level by 1 (0 → 1 → 2 → 3).
Right-click the Humility (Power) or Maturity badge to adjust either stat manually (house rules, testing, or card effects not yet implemented).
The Righteous team can unlock shared abilities. Each time all players reach the next Maturity 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).
Toggle the whole system on/off in the game menu (Maturity Abilities) or with ?matAbilities=0. These Righteous abilities are also available in ⚔️ Duel mode (the lone Righteous seat unlocks them by leveling up or purchasing with Cost).
🏆 Righteous Win: All players reach Maturity L3 and there are no Evil Habituals in play for one full round.
💀 Evil Wins: the Righteous side has not won by the end of round 10.
Reaching L3 is not the win; it starts the clock on it. The moment the last player reaches Maturity L3, 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.
Lose L3 during the clearing round, or take a new Evil Habitual, and you are simply not finished: the condition is judged at the end of the round, not the moment it started.
Prefer head-to-head? Try ⚔️ Duel Mode (Righteous vs Evil decks) — its rules appear here when you launch a duel.
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.
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.
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 (Power) 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.
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.
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.
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.
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.
If a card causes you to lose Humility (Power) H-1 while already at 0 H0, you must discard 1 card per Humility (Power) lost from your hand or Cost Zone.
For every keyword, cost pattern, and trigger that appears on cards in the deck — boosts, rotate, search, attach, reveal, conditional effects, and so on — see the full 📖 Rules Glossary (opens in a new tab).
📖 Every keyword, cost pattern, and trigger on the cards: see the Rules Glossary.
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