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.

100
The Kingdomyou win
vs
66
The Antichristhold it back

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.

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

02 · The Seven Types

Five you play, two that stand above.

Apostle Prophet Priest Pilgrim Creator Archangel · Michael Divine · Yeshua, the King

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.

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.

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.

  1. Draw a card.
  2. Reveal any dragon or demon drawn.
  3. Act — tab Panem to Play · tab Coin to Build · commit Strength to Slay.
  4. 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.

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

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.

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