How to Play · Everything is in the cards
The Rules
You all play on one team. Together you raise the Kingdom to 100 — the hundred is Glory. The Antichrist tries to climb to 66. Reach 100 and you all win.
01 · The Three Glories
The road to 100, each bolder.
Player Glory is static — a tenth of the Score, earned once when a person is first played. Builder and Slayer Glory are set by each card; the caps give direction.
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 Glory02 · The Seven Types
Five you play, two that stand above.
Communion: three or more different types in play together grant +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.)
03 · The Antichrist
Dragons & Demons.
Together, the dragons and demons are the Antichrist. Drawn face-up, a dragon or demon strikes the team each round for its Strength; your saints and structures soak it, and leftover raises the Antichrist toward 66. Surmount its Strength to slay it — the Glory is set by the card, up to 3× Player Glory — and cast it into Hell, forever.
Six dragons, rising in Strength and rarity. Thirty-nine demons, small and many. An attack left undefended doesn’t just stall you — it reduces Team Glory, and the hundred can fall below zero early on; any hit that drives Glory below zero counts double. Speak a name to summon a rescue: 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.
“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.
04 · The Five Piles
Where every card rests.
05 · 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.
- Draw a card.
- Reveal any dragon or demon drawn.
- Act — tab Panem to Play · tab Coin to Build · commit Strength to Slay.
- The Antichrist strikes — soak with saints & structures; outmatched saints go to Exile; unsoaked damage raises the Antichrist.
Tab a Panem or Coin to mark it used; next round it untabs and serves again.
06 · The Numbers
At a glance.
07 · Win — Together
United in the win, your own in the Glory.
Reach 100 Glory and the Kingdom is built — you all win. Should the Antichrist reach 66, you are overrun this game. There is one Glory, shared; no second score, only your share of the hundred. Whoever's share is greatest is the Hero; be the Hero three games in a row — across any days or tables — and you become a Legend.
Build your deck →