Christianity: The Card Game

Sanctification, Thoughts, Trials, Temptations.

The Battle is Real. Christ Saves Sinners.

Collectable Deck-Building Card Game

Co-Op: Fight the Fight of Faith and Sanctification to be conformed to the image of Jesus Christ

Rules of Battle

Traditional Game (Around 60-90 Minutes)

Game time depends on how familiar people are with the cards.

  1. How to Win: All Righteous Players must have a Maturity Level of 3 and each player must have no Active Evil Habituals by the end of 10 rounds. As soon as those conditions are met, the Righteous Side wins.
  2. A Round is when all players each had a turn. Use a counter to keep track of the rounds.
  3. All Resistance cards may be played during the Resistance Phase. If there are no Temptation cards to resist, you may still play them and reap other benefits. [Realistic Mode: Each failed Temptation results in -1 Power loss.]
  4. Each Righteous Player starts with a Maturity Level of 0 and a Power Level of 3. You can never go below 0 power. Every time a player's Power gets to 10 or more, he or she increases a Maturity Level and Power rolls through (i.e. if you would be at 12 power, you are now up a maturity and at 2 Power) The player who increased in Maturity gets to choose one Maturity Level Abilities below.
  5. There may be other ways to increase your Maturity Level depending on different cards.

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Video Tutorials

Maturity Level Progression

As players mature, they draw more cards and face more Evil Temptations

Maturity Level 0

Righteous Draw: 2 (Maturity+2)

Evil Plays: 1 (Maturity+1)

Maturity Level 1

Check: Did all players reach Maturity Level 1?

If Yes → Gain ability for all players.

Righteous Draws:3 (Maturity+2)

Evil Plays:2 (Maturity+1)

Maturity Level 2

Check: Did all players reach Maturity Level 2?

If Yes → Gain ability for all players.

Righteous Draws:4 (Maturity+2)

Evil Plays:4 (Maturity+2)

Maturity Level 3

Check: Did all players reach Maturity Level 3?

If No → Keep Playing

If Yes → Gain ability for all players.

Do any players have any Active Evil Habituals? If NoRighteous Players WIN!

Righteous Draws:5 (Maturity+2)

Evil Plays:5 (same # Righteous Draws)

Maturity Level 4+

Players cannot Mature higher (after level 3) unless that person has no Active Evil Habituals. His or her power will be stuck at 9.

Righteous Draws:Maturity+2

Evil Plays:(same # Righteous Draws)

At any time, are all players at Maturity Level 3 or greater and do they have no Active Evil Habituals? If Yes, the game is over and Righteous Players Won! They matured into godliness in Jesus Christ without much backsliding.

Have all players played 10 turns?

→ End the Game

Maturity Abilities

Mature Together or Purchase
All-Player Abilities

When all Players reach the next Maturity Level, collectively choose an ability below or you may purchase for the price listed. This applies to all Righteous Players.

High Price (Each Player pays 11 immediately after a Player's Cost Zone Phase to purchase)
Low Price (Each Player pays 7 immediately after a Player's Cost Zone Phase to purchase)

Featured Cards

More Precious Than Jewels
Ice Breaker
Read it to all
Hurls down Crystals
Teaching and Admonishing One Another
If the dead are not raised
Godly Fellowship
Looking Forward
Knowing the Gospel - The Resurrection
Controls is a strong word here...
Every Tree
Going to Church
Get Behind Me Satan!
Joy
Honor Your Spouse
Mercy Multiplied
Breastplate of Righteousness
Overcome Evil with Good
Shield of Faith
Nothing in all of Creation
Goodness
Reminder that Christ Paid for Everything
Regain Strength
Prayer Meeting at Church
Haughty Prideful Thoughts
Kinder to Strangers Than Your Wife
Entangled
Idleness
Let People Think You are Greater
Strong in Many Areas
Reversal of Role
Ready for Martyrdom
Without Spot or Blemish
Having Fun with the Family
Righteous Never Moved
Found a book with Scripture
More Random Cards

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Setup

Your Playing Area (zones)

You may purchase Play-Mats (https://kinsman.cc/playmat) for better organization and visibility of your Play Area

Deck Building Rules

Currently,

Card Types

Phases

Start of Game: Each player draws 7 cards to Hand and draws 3 cards to Cost Zone. Determine who goes first.

Primary Gameplay is when no human plays the Evil Deck, There have been thoughts of having a Human playing Evil Deck, but needs to be tested.

If you have 3 or more players, you may all play on the same team or have one player play the Evil Deck. Most Play-Testing has occurred when all players playing are on the Righteous Side. Try these rules if you want to have a human player play the Evil Deck:
If one player plays the Evil Deck then they draw 7 cards and draws 3 cards to Cost Zone. When it is time for Evil Draw/Play Phase like in the other mode, instead he draws to hand plus 1 more card directly to the Cost Zone. At the end of that Righteous Player's turn, he Un-Rotatess his cards in Cost Zone and may put more in Cost Zone. Now he or she may play Evil cards against anyone as long as he Rotates cards in the Cost Zone. At the end of every Round The Evil Player may shift cards to or from his or her Cost Zone to his or her Hand

Primary Gameplay, Players take turns, each turn consists of several phases:

  1. Check Phase: This is the first possible phase before you Un-rotate any cards in the Reset Phase.
  2. Reset Phase: Un-Rotate all your cards to make them usable.
  3. Righteous Draw Phase: Draw the number of cards equal to your Maturity Level + 2
  4. Cost Zone Phase: No cards can be played during this time (not even Unctions) Play up to 4 of your cards to the Cost Zone face down. (Choose wisely because you will not get to play them again unless you gain Vibrancy)
  5. Evil Draw/Play Phase: Evil Deck draws and plays the number of your Maturity Level + 1 If there are no more cards in the Evil Deck, re-shuffle the non-resisted cards in the discard pile (Evil cards that could not be Resisted) back into the Evil Deck and continue drawing.
  6. Resistance Phase: Resist Temptation cards or give into more Chaos. Evil Cards that were Resisted go in a separate Resisted Pile, ones that could not be Resisted go into a Unresisted Pile Do not play any card other than a Resistance or Unction card during this time.
  7. Main Phase: Play cards (such as Maturitys or Habituals).
  8. Discard Phase: Discard down to 7 cards.
  9. Unction cards are special and may be played at any time (except during Cost Zone Phase); the most recent Unction gets resolved first (stack mechanics).

Phrases and Definitions

Boosts may only be played once per Person unless otherwise specified. If other cards cause boosts to cost less, they may never go below 1 (come on, that would be too easy).

Phase Grid

1. Check Phase
🔍 Check for conditions
2. Reset Phase
🔁 Un-Rotate all your cards
3. Draw Phase
✍️ Draw = Maturity + 2
4. Cost Zone Phase
❌ Play up to 4 cards face-down
No other cards can be played.
🔮 Unction Cards
Play any time
except Cost Zone Phase
Last one resolves first (stack)
5. Evil Draw/Play Phase
😈 Evil draw and plays the same number of cards the Righteous Draws minus 1 except for when Player is at 2 Maturity or higher, then Evil Draws and plays Maturity + 2
6. Resistance Phase
🛡️ Resist Temptation or suffer Chaos
7. Main Phase
🎮 Play cards (Maturity, Habituals, etc.)
8. Discard Phase
🗑️ Discard down to hand limit

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Prices higher because made in USA (on-demand publishing, not bulk)

Setup Example

All Players draw 7 cards in their hands and draw 3 face-down in Cost Zone. Players start with a Maturity of 0 and a Power of 3. Each time players increase to 10 Power, they go up 1 Maturity If all players get to 3 and have no Active Evil Habituals by 10 Rounds, then you win the game

Choose who goes first, and they start their at the Righteous Draw phase drawing 2 (Maturity+1)

It is recommended for beginners to play with Hand face up on the table to help each other play and work together.