Goal of the Game
In Faith Battle, players take on the role of strategists in a duel of faith. The main objective is to reduce the opponent's Faith Points to zero. Victory is achieved when the adversary loses all their points, when they are unable to draw cards at the start of their turn, or if they are targeted by an unconditional victory effect.
Setup
To begin the match, follow these steps:
- Each player must have their own Deck and Play Area.
- Position the card piles and Tokens in their respective places on the field. >
- Each player starts with 15 Faith Points and draws 5 starting cards.
- Mulligan: Players may exchange any number of cards from their hand, shuffling and drawing the same amount. This action can be repeated up to 2 times (you must keep the third hand).
- Randomly determine who will start the match.
- At the start of the first player's turn, everyone simultaneously adds one hidden Wisdom Card (face down) to their respective Wisdom Zones.
Gameplay Flow
The game is divided into rounds, and each turn follows a three-stage structure:
Start of Turn
- Place Wisdom Cards in the Wisdom Zone (place them face down).
- If you are the first player of the round, everyone gains +1 Wisdom Card and adds it to their respective zones. >
- Draw one card from your Deck (the first player skips this step due to having the advantage of attacking first). >
- "At the start of the turn" effects are triggered (you choose the order of resolution).
Main Phase
- You may play as many cards as you want from your hand, provided you can pay the Wisdom (G) costs. To pay, reveal the required number of Wisdom Cards.
- Heroes and Artifacts can be played during this stage. Enter abilities activate immediately.
- Miracles and Sins can be played at any time, including during the opponent's turn.
- You may advance Heroes that have already started their turn in the Preparation Zone to the Battle Zone, provided they have not attacked.
- Artifacts can be equipped or unequipped only in the Preparation Zone. >
- Perform your Attack (only one per turn).
End of Turn
- "At the end of the turn" effects are triggered.
- Discard cards until you have 7 cards in hand.
- Pass the turn to the next player.
Actions and How to Play
There are various actions and card types that define the strategy:
Card Types and Actions
- Heroes: Enter directly into the Preparation Zone. They are used to attack and reduce the opponent's Faith. >
- Artifacts: Equipment that enhances heroes. They must be equipped in the Preparation Zone. If an equipped hero dies, the artifact is also destroyed. >
- Miracles: Green cards that interact with heroes in battle. They can be played at any time by paying the Wisdom cost. >
- Sins: Trap cards (red) that affect cards in the Battle Zone. They can be played at any time, but require an action (such as an attack) to be activated and cost 1 Faith Point to be activated. >
- Legendary: Higher-level cards. To activate a Legendary Hero, you must play its basic version, pay the activation cost for the second time, and fuse the two cards. >
- Wisdom Cards: Function as the "energy" of the game, allowing plays to be made. >
Special Mechanics
- Enter: When a card enters play. >
- Bury: Sending a card directly from the game to the Sea of Oblivion (does not trigger destruction or sacrifice effects). >
- Search: Looking for a card in the Deck. If it is a specific card, it must be revealed; if it is random, it does not need to be. The Deck must be shuffled after the action. >
- Transform: Changes a target card into something else (e.g., transforming a hero into an artifact without abilities). >
- Attack and Combat: During combat, the attacker can be blocked by a hero from the defender's Battle Zone. If there is no blocker, the damage goes directly to the defender's Faith. >
- Priority Queue: When a play is in progress, other players may interrupt with cards, creating a queue where the last effect played is the first to be resolved. >
End of Game and Scoring
The game ends immediately when one of the following triggers occurs:
- A player has their Faith Points reduced to zero. >
- A player reaches the draw phase at the start of their turn and has no more cards in their Deck. >
- A player is targeted by an unconditional victory effect (such as the "Armor of God" combo). >
- In timed/round-counted matches, the player with the most Faith Points wins. >
Tips for Winning
Consult the manual for details regarding this section.
Prefer the Official PDF?
Download the official Faith Battle rulebook or browse it online with our AI rules assistant.
View Rulebook PDF
Want to compare prices and check reviews?
Find where to buy at the lowest price, price history, and our full game review.
View Faith Battle