How to Play · Everything is in the cards

HOLY HUNDRED

A game you build together

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.

100The Kingdom
Glory · you win
vs
66The Antichrist
hold it back
Glory is the road to 100 — earned three ways: Player · Builder · Slayer. The more you add to the hundred, the better the player you are.
Play Build Slay Panem plays People Coin pays Strength fights the Antichrist

01 Your Deck

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.

02 On a Card

  • Score (0–100) — how high the card is.
  • Strength — might to fight Dragons & Demons.
  • Special — a unique ability, drawn from the saint's real historic deed.

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.

03 The Seven Types

Five you play Apostle Prophet Priest Pilgrim Creator
Above the five Archangel · Michael Divine · Yeshua, the King

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.)

04 Rarity — how often a card comes from the bread boxes

Commodus · common Sanctus · holy Rarus · rare Maximus · rarest

05 The Three Glories — the road to 100, each bolder

Player Glory

Tab Panem to play a person. Earn a tenth of their Score.

safe · Score / 10
Builder Glory

Tab Coin to pay for Structures. They score each round they stand; some defend.

more · up to 2× Player Glory
Slayer Glory

Surmount 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 Glory

06 The Antichrist — Dragons & Demons (demons are dragons' lesser kin)

D&D · Strength each round Saints & Structures soak leftover Antichrist ↑ 66 surmount Slayer Glory · up to 3× cast into Hell

Each 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.

07 The Five Piles

Deck
Your own cards — what you draw from.
Exile
A saint defeated in battle returns after 3 rounds.
Heaven
Resurrection: send a saint here by choice for 3 rounds — he returns with double Strength, for good.
Grave
A saint slain outright lies here; only a resurrection Special raises him.
Hell
Slain Dragons & Demons — cast down forever, no return.

08 A Turn — in order

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.

  • 1 Draw a card.
  • 2 Reveal any dragon or demon drawn.
  • 3 Act (any order): tab Panem to Play · tab Coin to Build · commit Strength to Slay.
  • 4 The Antichrist strikes — soak with saints & Structures; a defender holds if its Strength ≥ the hit; outmatched → Exile; unsoaked → Antichrist ↑.

Tab a Panem or Coin (turn it slightly) to mark it used; next round it untabs and serves again.

09 The Numbers

Win / Lose100 · 66
Opening hand7 · draw +1/turn
Player GloryScore / 10
Builder Gloryup to 2× Player
Slayer Gloryup to 3× Player
Communion+2 Strength
Exile → return3 rounds
Heaven → return3 rounds · 2× Strength
Coin · Cu/Ag/Au1 · 3 · 5

10 Win — Together

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.

Hero & Legend. The same Glory you build together is also yours by share — whoever's share is greatest in a game is the Hero. Be the Hero three games in a row — across any days or any tables — and you become a Legend.
Your first game — the simplest start

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.

Foundation
Hypostatic Union
Nicene Creed · 325 AD
Holy Hundred · PNC Bread · Each card carries its own QR — scan it in the app to keep your collection and trade safely