You all play on one team. Together you raise the Kingdom to 100 — and the hundred is Glory, the points you earn as you go. The dragons and demons — the Antichrist — try to climb to 66. Reach 100 and you all win.
Bring your own deck — up to 33 cards from your collection; draw only from it. Include as much of the Antichrist as you dare — no limit. Inside: People, Panem, Coin, Structures, Dragons & Demons, and Archangel Michael & Yeshua.
Panem and Coin are cards you play to your table and tab to use. You may give or trade any card, permanently — so balance your deck, and help each other. The Holy in full — People, the Angels, and Yeshua the King — are the Sonship.
People earn Player Glory = Score / 10 when played. Dragons & Demons also carry a Score — slay one for Glory set by the card, up to 3× Player Glory — and a Special of their own.
Communion: three or more different types in play together → +2 Strength to each. Different gifts as one beat the same gift repeated. (Archangel and Divine stand above the five and do not count toward Communion.)
Tab Panem to play a person. Earn a tenth of their Score.
safe · Score / 10Tab Coin to pay for Structures. They score each round they stand; some defend.
more · up to 2× Player GlorySurmount a dragon or demon's Strength with your saints' combined Strength, and slay him — the Glory is set by the card, up to 3× Player Glory.
most · up to 3× Player GloryEach round a D&D strikes the team for its Strength; saints & defending Structures soak it — leftover raises the Antichrist toward 66. Undefended an unsoaked strike reduces Team Glory — the hundred can fall below zero, and any hit below zero counts double. Outmatched a saint too weak to hold falls to Exile, 3 rounds, then returns. It destroys a D&D's Special can raze Structures and pull Glory back. Slain Dragons & Demons are cast into Hell — no return, ever.
"There was war in heaven: Michael and his angels fought against the dragon… and the great dragon was cast out" — Rev 12:7–9; "into the lake of fire… tormented for ever and ever" — Rev 20:10.
6 dragons, rising in Strength and rarity · 39 demons, small and many. Any player may help fight any threat. Summon by speaking the name: Archangel Michael clears one card, or Yeshua the King clears them all — for one round. Cleared means it deals no damage that round; it is not cast away or sent to Hell. Only the physical Michael and Yeshua cards hold this power, and they earn no Glory — they are called to rescue.
To begin, deal each player 7 cards. Any dragon or demon in your opening hand is played open at once; draw on until you again hold 7.
Tab a Panem or Coin (turn it slightly) to mark it used; next round it untabs and serves again.
Reach 100 Glory and the Kingdom is built: you all win. Should the Antichrist reach 66, you're overrun this game. There is one Glory, shared; no second score, only your share of the hundred.
A handful of People, a little Panem, one weak dragon — nothing else. Play People, let the dragon strike, soak it, and slay it. Race to a small target before the Antichrist climbs. That is the whole game in miniature. Add one piece each time you play: Coin and Structures, then more of the Antichrist, then the great helpers.