Learn the Rules
How to Play God Card
Everything you need to command the gods and conquer the battlefield.
Objective
- Reduce your opponent's life points from 20 to 0. Do it with warriors, direct attacks, card effects, or by destroying their summoned deity.
Setup
- Each player starts with 20 life points and 7 cards in hand.
- Decks contain 50–80 cards, up to 3 copies of any non-deity card.
- Choose 1 deity before the match — deities are not part of your main deck. Both players may run the same deity.
- The starting player does not draw on their first turn.
The Energy System
- Every card has an energy cost. On deity and warrior cards this value is shown as the card's Level — and every deity is Level 10.
- Each player begins with 3 maximum energy.
- At the start of each of your turns, your maximum energy increases by 1, capped at 20 (barring special card effects).
- Your energy refreshes to your current maximum at the start of your turn.
- Spend energy to summon warriors and play spells, relics, miracles, covenants, and rituals.
- You don't have to spend it all — unspent energy carries into your opponent's turn, so you can hold energy back to interrupt them.
- Miracles are quick-play cards you can activate on either player's turn, in response to an action (or a specific action, depending on the card). Some negate what they respond to; some don't — it depends on the Miracle.
- If you run out of energy, you can't act again until it refreshes at the start of your next turn — and only if you then have enough.
Turn Structure
- Draw 1 card at the start of your turn (except the starting player's first turn).
- Summon warriors, attack, and activate cards in a flexible order.
- No attacks may be made on the first turn of the game.
- Non-warrior cards may be played before summoning, after summoning, or between attacks.
- Illegal actions are blocked automatically by the server-authoritative engine.
Combat
- Warriors attack enemy warriors, deities, and sometimes players directly.
- When a warrior has higher attack than the warrior it fights, the difference can carry through as damage.
- Life points are lost through direct attacks, battle damage, and card effects.
Deities
- Your deity waits outside the battlefield — like a Yu-Gi-Oh field card — until you summon it into a warrior position.
- A deity's passive (or active) ability is in effect even before it is summoned.
- Once summoned, a deity gains an activated ability and can attack, and it can be attacked.
- Damage to a summoned deity reduces its defense — not your life points.
- A destroyed deity isn't lost for good — it returns to its field-card position and can be summoned again.
The Seven Card Types
| Deity | Chosen before the game, kept outside the deck. Passive from turn one; gains abilities plus attack and defense when summoned. |
|---|---|
| Warrior | Primary combat units with attack and defense. May have passive or activated abilities. |
| Relic | Attach to a warrior or deity for bonuses, protection, or special abilities. |
| Spell | Single-use effect cards played from hand on your turn. |
| Miracle | Quick-play cards that can be activated on either player's turn. |
| Covenant | Continuous cards that remain on the field with ongoing effects. |
| Ritual | Delayed cards that resolve after one turn — summoning a warrior or a powerful effect. |