Print & Play · Free

The Sample Deck

The whole game in thirty-three cards.

You don't need a box yet. Print five pages, cut, and play Holy Hundred to a hundred — learning by doing, one act at a time. The print is the invitation; the real card is the relic.

33 cards / player2–4 playersCo-op~7–12 roundsAges 8+

How it works

One team. Each builds a Kingdom to a hundred — together you hold the Antichrist below sixty-six.

Everyone plays an identical deck of thirty-three. You learn in four acts — Play, Build, Stand, Mastery — each adding a little more, until you're playing the whole thing.

0
Your Kingdom
Glory · you win
versus
0
The Antichrist
hold it back

Try a round

Six moves to a hundred.

No rules to read first. Click the glowing move and watch the Kingdom rise while the Antichrist is held back.

The Kingdom0 / 100
The Antichrist0 / 66

Your hand is dealt. Tab a loaf of Panem and play your first saint.

Act I

Play the People

Start here. Tab a loaf of Panem to bring a saint into play, and earn a tenth of their Score as Player Glory — banked the moment they arrive. Notice Simon Peter scores 0 and holds Strength 7: in this kingdom you matter by being present, not impressive.

Teaches · resources, Player Glory, the five types

Act II

Build the Kingdom

Now spend Coin to raise Structures. Churches earn Builder Glory and stand each round; the Defense Wall absorbs the blows to come. Builder Glory can climb to twice your Player Glory — the people come first, then the building multiplies them.

Teaches · Coin, Structures, Builder Glory, defense

Act III

Stand against the Antichrist

The dragons and demons live in your own deck. Drawn face-up, they attack every round and press the table toward sixty-six. Defend with Walls, Churches and your saints' Strength. Surmount a foe's Strength and you slay it — cast into Hell, never to return — for Slayer Glory, the boldest of all.

Teaches · combat, Slayer Glory, Exile, Hell

Act IV

Mastery

The last things to learn don't come on a card you draw — they come from how you play.

Synergy

Communion

Keep three or more different types in play and every saint gains +2 Strength. Joining is stronger than standing alone — and Martha makes it stronger still.

Resurrection

Heaven & the Grave

A defeated saint waits in Exile and returns. Send one willingly to Heaven and after three rounds they come back at double Strength. Lazarus and Miriam can raise the fallen outright.

Rescue

Summon the Name

Any player may speak the name of Archangel Michael or Yeshua the King to clear every attacker for one round. They earn no Glory — they rescue. The deed is in the saying.

A worked first game

Three players. One deck each. Watch the hundred get built.

Round 1
Each player opens with seven cards and lays down Panem. Anna plays Paul (+9) and Martha (+6.2); the table banks its first Player Glory. A lone Demon of Sloth is held off by a saint's Strength.
Round 3
Coin appears. Benedict makes the first Church cheaper; two Churches go up (+12 each) and a Defense Wall rises. Builder Glory starts to compound the saints already in play.
Round 5
Dragon the Second attacks for 8. The Wall soaks 6; Elijah (Fire from Heaven, +2 vs dragons) surmounts the rest and slays it — +14 Slayer Glory. The Antichrist stalls at 11.
Round 7
With three types in play, Communion lights up: +2 Strength all round. A bad draw sends a saint to Exile — Miriam's First Witness brings her straight back.
Round 10
Player + Builder + Slayer carry all three Kingdoms past 100. The Antichrist never reached 30. The table wins together — and reaches for the real boxes.

Print & play

Five pages. Scissors. Twenty minutes.

One per playerEach player prints their own 33-card deck — four card pages plus a rules-and-back page, A4.
True card size63 × 88 mm, nine to a page. Cut along the hairlines; sleeve them if you like.
Every card a QRScan any card to open its living page here — the full story, and where to collect the real one.
One dialPlay Gentle for a first game, Standard as printed, or Faithful for a real fight. The key is on the last page.

The invitation

The print is the invitation.
The real card is the relic.

Learn the whole game here for nothing. When it has its hooks in you, every loaf of PNC Bread carries one real card — heavier, brighter, worth keeping.