Christianity Strategy Card Game โ Righteous vs Evil decks
A head-to-head variant: any number of players split into two sides โ at least one Righteous deck and one Evil deck (Evil = Fire-colored cards: Temptations & Fire-Habituals). Righteous seats share the Righteous win; Evil seats share the Evil win.
Un-rotate all your cards, then check conditions.
Righteous: Maturity + 2 (+ outnumbered bonus). Evil: the strongest Righteous player's Maturity + 2 (+ outnumbered bonus) โ Evil never matures, so its draw tracks the top Righteous level.
Righteous: play up to 4 cards/turn face-down to your Cost Zone. Evil: no per-turn cap โ bank as much Cost as you can lay.
Evil plays Temptations (instant speed) and Fire-Habituals onto the shared field. Righteous plays Maturity/Habitual/Token/Resistance cards and rotates field cards for abilities.
Discard to your hand limit. Any threat you didn't resist gets through (see below).
Righteous goes first, then turns alternate (R โ E โ R โ Eโฆ). Every seat โ either side โ takes its own full turn: Draw โ Cost Zone โ Main โ End of Turn. There is no separate Evil or Resistance phase in a duel.
Evil plays at instant speed. The Evil side may drop a Temptation or Fire-Habitual at (almost) any time โ even in the middle of a Righteous player's turn, not just on its own โ and aims it at whichever Righteous player it chooses. Both evil threat kinds are instant-speed. The only limit is the rule everyone shares: no plays while a player is mid-way through laying their Cost Zone ("only before or after, never during").
Instant mini-resistance. The moment a Temptation or Fire-Habitual is aimed at you, you get an immediate window to resist it โ tap Cost Zone cards or play a Resistance card right then, even on someone else's turn. Evil may keep interrupting as long as it can pay the Cost for each threat, and you answer each one on its own. Any threat you don't resist gets through: โ1 Humility (Power), and a Fire-Habitual takes hold and blocks your L3 win until it's resisted.
The whole interrupt behaviour is toggleable: Evil Interrupt in the game menu (or ?evilInterrupt=0). Turn it off for the classic rule where Evil only acts on its own turn.
๐ฅ Evil Combo. Evil cards played back-to-back chain into a discount: the first play is full price, the next costs C1 less, then C2 less, and so on. When a play lands free (C0) the chain restarts. The chain also resets once the Righteous side responds (resists / takes a hit) or on the next turn. With more than one Evil seat you can't combo against yourself โ a partner has to play the next card to keep the discount growing (one Evil deck can chain solo).
๐ฅ Habitual Dominance. An Evil seat pays C1 less for all its cards per every 3 of its own Fire-Habituals in play (they took hold โ were not resisted): 3 โ C1 less, 6 โ C2 less, and so on. Only that seat's own Habituals count (not a partner's), and it's a standing discount that drops as Habituals leave play. Righteous resistance is unaffected โ the righteous player still resists each temptation at its written cost.
An Evil seat earns a micro-reward in either of these ways:
For each reward, that seat chooses one of:
On a 5th (special) reward, you may also direct any of the rewards (Draw / Untap / Flip) to another allied Evil player instead of yourself.
Same-turn bonus. If you rack up rewards fast, you get an extra one:
The Righteous side earns micro-boosts two ways (both count all Righteous players together):
For each micro-boost, the Righteous side chooses one โ and may give it to any Righteous player (more options added later):
"Extra opponents" = how badly a side is outnumbered โ the other side's seat count minus your own, never below 0. The outnumbered handicap is now the same for both sides (+1 opening Cost + 1 draw per extra opponent). Only the smaller side gets it; an even match (1v1) gives neither side one.
"Maturity" = your current level; "top Maturity" = the strongest Righteous player's level (Evil never matures, so its draw tracks it).
Start at 3/10 Humility (Power). Humility (Power) changes only via card effects and by failing temptations: โ1 Humility (Power) if you have any; if your Humility (Power) is already 0, the overflow forces you to discard a card per point โ from hand OR Cost Zone (your choice). Level up Maturity by playing Maturity-type cards โ but Maturity may only grow 1 level per turn in a duel (no racing to L3 in one turn). Need to clear stuck Evil Habituals for the win? Unlock the โ Deliverance Maturity Ability (see below) โ then use it once per level-up to break up to 3.
Right-click the Humility (Power) or Maturity badge to adjust either stat manually (house rules / testing).
๐ Righteous win: every Righteous player reaches Maturity L3 and there are no Evil Habituals in play โ and that clean state must hold for one full round (mirroring the Evil win). Reaching L3 with a clear board arms the win; if any Evil Habitual comes back into play during that round (even one that's then removed), the countdown resets and you need a fresh full clean round. Take as long as you need โ there is no time limit.
๐ Evil win: get 7 Fire-Habituals in play per Evil player (1v1 = 7, 2 evil = 14 โฆ) and keep them there for a full round. Habituals count whether they've taken hold on a player or are sitting on the field. The moment the limit is hit, the Righteous side gets one full round โ their next turn โ to resist one back below the limit and avert the loss. See it on the board, answer it on your turn; only if it survives does Evil win.
โ๏ธ Stalemate? Neither side is forced to end the game, but the app tracks a running score to break a drawnโout game โ Righteous: Maturity ร5 + Resisted pile; Evil: Failed pile + Habituals in play ร5.
Start a duel: the โ๏ธ New Duel item in the game menu, or the duel scenarios menu.
The Righteous side can unlock shared abilities in duel too. Each time you reach the next Maturity Level (L1, L2, L3) you choose one ability โ free. In duel there is no buying with Cost โ abilities are earned only by leveling up. Double Resistance is available only at Maturity Level 2 or higher.
Toggle the whole system on/off in the game menu (Maturity Abilities) or with ?matAbilities=0.
If a card causes you to lose Humility (Power) while already at 0, you must discard 1 card per Humility (Power) lost from your hand or Cost Zone.
For every keyword, cost pattern, and trigger that appears on cards in the deck โ boosts, rotate, search, attach, reveal, conditional effects, and so on โ see the full ๐ Rules Glossary (opens in a new tab).
๐ Every keyword, cost pattern, and trigger on the cards: see the Rules Glossary.
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