Christianity Strategy Card Game — Righteous vs Evil decks
⚠ Beta: the duel rules are still in beta and actively being play-tested — expect them to change.
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.
| Co-op | Duel | |
|---|---|---|
| Who plays Evil | Nobody. The deck runs itself to fixed rules. | A person, choosing every play. |
| Solo, 1 player | Yes — with the Target-Change fee. | No. A duel needs somebody on each side. |
| Turn order | Each Righteous seat takes a turn; the Evil deck acts inside it. | Evil first: all Evil seats, then all Righteous seats. No alternating. |
| The turn | 8 steps, including an Evil phase and a Resistance phase. | 5, the same for every seat: Draw, Cost Zone, Main, End of Turn. |
| Answering a threat | In 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 economy | Fixed by the rules. | Combo discount, Habitual Dominance, micro-rewards. |
| Righteous extras | — | Micro-boosts. |
| Round clock | Yes. | None. |
| Righteous win | All Righteous at Maturity L3 with no Evil Habituals in play. The same in both. | |
| Evil win | The clock, or Humility (Power) gone. | Humility (Power) ground to nothing. No clock. |
Un-rotate all your cards, then check conditions.
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.
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.
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.
Discard to your hand limit. Any threat you didn't resist gets through (see below).
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.
The whole interrupt behaviour is toggleable: Evil Interrupt in the game menu (or ?evilInterrupt=0). Turn it off for the classic rule where Evil only acts on its own turn.
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:
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):
"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.
"Maturity" = your current level; "top Maturity" = the strongest Righteous player's level (Evil never matures, so its draw tracks it).
Start at 3/10 Humility (Power). Humility (Power) changes only via card effects and by failing temptations: −1 Humility (Power) if you have any; if your Humility (Power) 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.
Right-click the Humility (Power) or Maturity badge to adjust either stat manually (house rules / testing).
🏆 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 win: get 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.
Start a duel: the ⚔️ New Duel item in the game menu, or the duel scenarios menu.
The Righteous side can unlock shared abilities in duel too. Each time you reach the next Maturity 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 Maturity Level 2 or higher.
Toggle the whole system on/off in the game menu (Maturity Abilities) or with ?matAbilities=0.
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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