Build your coalition. Open your collection, clone a starter, and save legal custom decks. Or browse all 376 possible cards.
First match? Read the six-part field orientation before choosing a Champion. It explains the board, turn sequence, combat, territory, resources, card types, and status terms without revealing hidden cards.
Or choose a deck below to begin; first-time players will be asked whether they want guidance.
Build a coalition. Seize the theaters. Break the other side’s Faith.
Champions of Greater America is a tactical card-and-board game about two rival regime coalitions fighting for control while unpredictable Awakened Threats endanger them both. Deploy Citizens, construct vulnerable infrastructure, gather intelligence, sabotage plans, recruit defectors, and decide when a temporary advantage is worth a permanent cost.
- Persistent battlefields: Citizens, Equipment, Programs, Institutions, Zones, and multi-turn Structures reshape later decisions.
- Three contested theaters: occupy enemy territory for Treasury and Mandate, then protect it—or lose control.
- Multiple attack surfaces: pressure Citizens, destroy Structures, damage Devotion capacity, or open a route to Faith.
- Espionage and counterplay: inspect hidden cards, build an Intelligence Dossier, sabotage revealed targets, and erase enemy surveillance.
- Distinct Champions and coalitions: combine a passive benefit, exclusive signature card, and custom forty-card deck.
- Shared crises: Awakened Threats punish both coalitions and force difficult choices about who spends resources to stop them.
Learn how to play Try training simulations Explore all 376 cards
Select Ministry difficulty
Order / Provision Victory Grid
Earn three rewards with each coalition at every difficulty. Complete both rows to claim the larger one-time Balanced Command bonus.
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New coalition issued
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Order always takes the first turn. A signed-in citizen’s first completed non-forfeit match each Chicago calendar day awards a Basic Daily Issue; the first verified win upgrades it to Victory quality. The first three wins at each available difficulty may also award Rapture Credits. Opening Requisition guarantees at least one playable one-cost card in your first hand.
Intelligence dossier (0)
Surveillance records cards you have inspected. Their identity stays known, but their listed location becomes uncertain after they move.
No intelligence collected. Play a Surveil card or control an intelligence-producing Zone or Structure.
Out of circulation
Used and defeated cards wait in Correction until the draw deck empties and reshuffles. Detained cards are held separately. Both lists are visible; cards still available in either draw deck remain hidden.
Your hand
Select a card, then choose a Front when deploying a Citizen.Match record
Safe to share: both hands and both future draw orders remain hidden.Civic manipulation glossary
Ward cancels the next opposing action targeting that Citizen. Roleblock prevents a Citizen from acting or moving during its controller's next turn. Repair only removes existing damage.
Controlled Absence temporarily removes a Citizen, then returns it exhausted at the beginning of its controller's next turn. Delayed damage resolves at that same timing.
Surveil privately adds inspected cards to your Intelligence Dossier. Their owner is told how many cards and which zone were inspected, but not which cards you saw. The dossier preserves identity while marking location uncertain after a card moves. Counterintelligence clears the opposing dossier of your cards. Sabotage disrupts a Surveilled target and may raise cost, delay construction, or disable an effect.
Trial by Demonstration limits two assigned Citizens to targeting one another for the round. Mutual Liability splits the first combat damage received by either linked Citizen each round.
Mutable resource limits
Hand, Reserve, and Devotion are always shown as current / maximum. A raised undamaged maximum remains for the match. Capacity damage lowers the usable maximum until repaired. Civic Capacity Restoration repairs one damage from all three limits but does not create cards, Reserve, or Devotion by itself.
Challenge rewards and private multiplayer
Challenge reward cards are exclusive entitlements. Forty modes form ten tactical ladders progressing from Faith Criminal through Citizen in Good Standing and Angel of Devotion to Eternal Leader. They cannot appear in fixed starters or ordinary Daily Issues. Persistent attempts and completion statistics are recorded by the server; Eternal Leader rewards are deliberately extreme and barred from standardized ranked decks.
Authoritative multiplayer: signed-in players may create an invitation-only lobby or enter a skill-matched queue with a legal saved deck. Players may request Order, Provision, or Either. Order chooses its Champion first and takes the first turn; Provision must choose a different Champion. Matchmaking keeps separate Order and Provision skill estimates so coalition experience is measured without hidden unit-stat bonuses. Every move is resolved by the server against the locked current version of the complete battlefield; stale or illegal actions are rejected. Reconnect loads the latest accepted state, while hidden opposing hands and draw order remain redacted. While waiting, the opponent sees a live turn countdown; after expiry, a confirmed timeout claim is revalidated against the locked match version before it can award victory. Chat and ranked seasons remain separate future systems.
Caste, Loyalty, and Zone control
Caste runs Corrective → Labor → Civic → Upper → Elite. Promotion and Status Revocation move a Citizen one rung without silently changing its printed combat statistics.
Loyalty controls recruitment and defection. Lower Castes are generally easier and cheaper to recruit. A Citizen at zero Loyalty defects at the beginning of its controller's turn if the opposing battlefield has room.
Control belongs to the only coalition occupying a Zone. If both sides occupy it, the Zone is contested: its last uncontested controller remains its owner, but its income and control benefit are suspended until the contest ends.
Mandate is earned from uncontested enemy territory you occupy and is spent on recruitment and political actions. An Upper or Elite occupier controlling the Upper Class Conclave produces one additional Mandate. A Corrective occupier controlling Prison Camp M-West produces one Reserve.
Treasury is territorial income. Your three home Zones each produce $1 every round, even while empty. Each enemy Zone you occupy uncontested produces an additional $3. Emergency Procurement spends Treasury to choose an eligible Citizen or Structure from your remaining draw deck; a Citizen deploys ready to act, while a Structure begins its printed construction time.
Structures take one, two, or three owner turns to build. They can be attacked while unfinished and provide no effect until active. Three-turn Structures are intended to be match-shaping installations.
Persistent-effect timing: “At the start of your turn” effects resolve after construction and sabotage timers advance, before you take actions. Zone control and Treasury/Mandate effects resolve during control income at the end of each complete round. Continuous effects apply only while their source is active; unfinished, disabled, replaced, or destroyed sources provide no benefit.
Engineers may use their action to remove one remaining build turn from a nearby Structure or restore up to 3 lost Integrity. Saboteurs add one turn to nearby enemy construction or disable an active Structure through its owner's next turn. Siege damages Structures after Armor; screening troops must be cleared when the target rules require it.
The Ministry monitors imminent three-turn Structures, territorial disadvantage, and low Faith. It may preserve Treasury during stable turns or order its own Emergency Procurement during a crisis.
Merit Elevation Review costs 3 Devotion and 2 Mandate; it promotes a friendly Citizen and grants +1 Loyalty. Status Revocation Order costs 3 Devotion and 1 Mandate; it demotes an enemy Citizen and removes 1 Loyalty.
Information control glossary
Inspect lets only the controlling player see the named cards. Reveal makes the named information public in the Match Record. Moving a card to the bottom does not shuffle the deck.
Network Specials occupy their own persistent support slot. Playing a new Network Special sends the old one to Correction; they do not replace Programs. A Network discount applies to the first eligible card each turn, and the card in hand displays its reduced payable cost. David and Goliath Competition Network discounts an inexpensive Citizen; Civic Gaming Hall discounts an Incident.
Program and Institution combinations may check one another's affiliation. Government Church Apparatus converts an active Institution into public Faith and Reserve; Chamber of Commerce Conspiracy converts an active Faith Program into hidden Treasury and Mandate. Temporary Program penalties alter the affected Citizen's displayed live statistics. “Cannot move” removes Advance and Reposition for the stated turn.
Daily-life systems: Zone and Structure effects resolve only while their source is active. Twelve Red Pins is a Planning Event that also requires at least one occupied enemy Zone. Category A Specialist Exemption triggers when a friendly Citizen reaches Correction and returns it to hand only when hand space is available.
Draw phase means the automatic draw at the beginning of a turn. The Dead Internet prevents every other draw, but each player may once per turn send their entire hand to Correction and draw that many replacements.
One True Signal reveals both hands in the Match Record, discards both Programs, and temporarily switches off affiliation-based Citizen bonuses. Base stats, equipment, upgrades, and non-affiliation effects still function.
While an inspection or prediction choice is waiting, resolve it before playing, recycling, requisitioning, renewing, acting, or ending the turn.