Faith
Your coalition’s health. At zero, you lose.
Win the three Fronts, cross into enemy territory, and reduce the opposing coalition’s Faith to zero.
Citizens contest three parallel Fronts: left, center, and right. Clear a path, move a Citizen into the matching enemy Zone, then use that occupying Citizen on a later turn to Strike Faith.
Your coalition’s health. At zero, you lose.
Plays cards and refills each turn up to its current cap.
Stored Devotion that persists. Costs use current Devotion first.
Money earned from territory and spent on Emergency Procurement.
Political power earned through control and spent on recruitment and certain cards.
An Incident expires next round; a persistent Threat remains until answered, and may repeat. Counterinsurgency earns the displayed reward. Emergency Containment always works, but costs 3 Faith and a card you choose from your hand and grants no reward.
Orientation: each column is one Front. The upper Zone is the Ministry’s home; the lower Zone is yours. Every Zone header identifies its current owner and whether it is contested.
Your cards, your choice: when an effect makes you recover, surrender, sacrifice, target, heal, Ward, promote, or otherwise select a card, you choose among all eligible highlighted cards unless the effect explicitly says random, automatic, strongest, weakest, or chosen by the opponent. Optional paid recovery appears only while affordable; a queued recovery that becomes unaffordable may be declined. Awakened Threats are uncontrolled and follow their printed automatic selection rule.
Silas’s Dead Drop: at each recurring trigger, Silas bombs the empty Front containing the most Structures for 3 Integrity damage each. Forward Siege weapons are Structures and are hit too. Ties are random; if every Front contains a Citizen, nothing is bombed.
New Citizens: most can initially Repel, Suppress, or Fortify. Mobilize permits a full normal action immediately.
Structures: build over one, two, or three owner turns. They can be attacked unfinished. Engineers build and repair them; Saboteurs delay or disable them.
Training Simulations are short, deterministic encounters for combat, Structures and Siege, espionage and counterintelligence, recruitment and defection, Awakened Threats, territory income, and persistent effects. Each objective asks you to choose an action, explains an incorrect choice without advancing, and records completion in this browser.
Training is consequence-free: it grants no Rapture Credits, cards, Daily Issues, victories, losses, or matchmaking history and does not change your collection.
Open Training SimulationsSome Institutions check the affiliations of your active Programs. Government Church Apparatus restores Faith and creates Reserve while an Institution is active; Chamber of Commerce Conspiracy turns an active Faith Program into Treasury and Mandate. Program debuffs change the affected Citizen's displayed live statistics for the stated turn. If an effect says a Citizen cannot move, Advance and Reposition disappear from its legal actions.
Reactive recovery: Category A Specialist Exemption prepares face up. The next friendly Citizen that reaches Correction returns to hand if there is room, and the Exemption enters Correction instead.
The Ministry uses restrained priorities and a visibly coalition-calibrated starting Faith total. The balance target is about 60% player wins.
The Ministry uses full tactical priorities and begins with 5 Faith against either coalition. The balance target is about 40% player wins.
The Ministry receives accelerated allocation and a visibly coalition-calibrated starting Faith total, with a 2-Devotion opening cap. The balance target is about 10% player wins.
The Ministry begins with 50 Faith, 4 Devotion, 4 Reserve, $5 Treasury, and seven cards. It receives an additional requisition every Ministry turn, repairs each damaged Ministry Structure by 1, and cycles three visible Eternal Decrees: Total Allocation, National Correction, and Unanimous Broadcast. The balance target is about 1% player wins.
Nothing is hidden: the actual Ministry Faith, Devotion, Reserve, Champion benefit, active decree, and support are displayed during the match. Coalition calibration changes the Ministry’s setup, never your chosen Champion’s perk.
Your first completed non-forfeit match each Chicago calendar day awards a Basic Daily Issue generated from cards eligible for its coalition and account. Your first verified win that day upgrades the current issue to a stronger Victory Daily Issue. If you saved the Basic version first, that saved deck remains yours and the new Victory version may also be saved.
You may play an active issue directly or save the exact deck under a name. A saved Daily Issue remains a complete account-bound deck; it does not add those cards as loose collection copies. An account may retain up to twenty named decks total, including custom decks, cloned starters, and saved Daily Issues.
A Daily Issue is not a uniform random pile: lower-rarity cards receive greater selection weight, while every result must remain a legal forty-card deck with at least sixteen Citizens and no more than six Neutral cards.
Power limits: Basic issues allow at most eight Rare+, two Exalted+, and one Rank 6+ card. Victory issues allow at most twelve Rare+, four Exalted+, and two Rank 6+ cards. Normal copy limits also apply. The recorded seed reproduces the exact result.
The face-up used pile. Played, recycled, and defeated cards wait here until the draw deck empties, then shuffle into the new deck.
A separate temporary holding area. Detained Citizens return to Correction at the stated release time.
The Citizen has used its action and cannot act again this turn.
Spend an action for temporary Armor until the Citizen’s next turn.
Temporarily reduce enemy Strength. This differs from suppressing a Threat.
Cancels the next opposing action targeting that Citizen.
Prevents acting or moving during the controller’s next turn.
Temporarily removes a Citizen; it returns exhausted.
Inspect the stated opposing hidden zone and add identities to your private Intelligence Dossier. The opponent learns the source, number, and area inspected, but not the identities. Hand surveillance is deliberately rarer than draw-deck surveillance.
Clears opposing Intelligence about your cards or blocks an inspection. The opponent is visibly notified when an inspection is blocked.
A Structure built in enemy territory that repeatedly damages Faith once active. Escorting Citizens screen it from Structure attacks.
Makes information public, usually in the Match Record.
Disrupts a specified card, Citizen, Zone, or Structure. Dossier-guided sabotage can tax or relocate a card previously identified by Surveillance.
Corrective → Labor → Civic → Upper → Elite. Recruitment thresholds are respectively Loyalty 4, 3, 2, 1, and 0.
Resistance to recruitment and defection. Bonuses, coercion, Equipment, Structures, and Institutions can change it. Actual Loyalty 0 causes defection at the beginning of that Citizen’s controller’s turn if the opposing battlefield has room.
Transfers an enemy Citizen when its effective Loyalty meets its displayed Caste threshold and the Recruiter can pay the displayed Mandate cost. Protection and Counter-Recruitment can stop it.
A card effect may let you choose a sufficiently disloyal friendly Citizen to change coalitions in exchange for the printed benefit.
The original red number. Discounts change payment, not printed cost.
Current Devotion that cannot exceed the cap; permitted overflow may fill Reserve.
The named timing condition at the start of an Event card must be open before it can be played. The card explains why a closed window is unavailable.
Start-of-turn effects resolve before actions; control-income effects resolve at the end of a complete round; continuous effects last only while their source is active.
Name and keep up to five matches. Signed-in saves follow the account; browser saves survive closing and reopening this browser.
Copy or download the complete public action log and current battlefield as readable text or structured JSON. Both hands and both future draw orders remain hidden, so the record is safe to share during an active match.
During play, the action console states the next legal step, highlighted cards mark legal choices, and the Match Record explains what resolved.
Begin a matchEvery Champion begins with 30 Faith and supplies a passive benefit plus one Signature card that only that Champion may play. The Guardian is exclusive to Order. The Shepherd is exclusive to Provision. Margaret Holloway and the other unrestricted Champions may lead either coalition.
Margaret Holloway: Institutional Memory lets you pay 2 Faith at the start of your turn to choose any card in your Correction and return it to hand. It receives no automatic discount. Her Signature card is The Holloway Archive. Margaret exists only as a Champion, not as an ordinary Citizen card.
The Adjudicator: damaged enemy Citizens have -1 Discipline. The Shepherd: the first Citizen deployed each turn restores 1 Faith and creates 1 Reserve; matching another friendly affiliation restores 1 additional Faith.
The Algorithm: Predictive Governance inspects the top two cards of both draw decks and lets you choose one of your own to draw. It unlocks only after your account has defeated Angel of Devotion with both Order and Provision. It is intentionally a little stronger than the ordinary Champion curve and cannot be selected in ranked play. The physical Continental Algorithm Core remains a distinct Structure.
Champion exclusivity means the Champion may lead only the named coalition. Both coalitions receive five opening cards: Order acts first with 1 Reserve; Provision receives the first normal draw and begins with 2 Reserve.
Each difficulty has separate Order and Provision rows. The first three verified wins in each row earn that difficulty’s normal Rapture Credit prize: 1,000 RC on Faith Criminal, 3,000 RC on Citizen in Good Standing, 10,000 RC on Angel of Devotion, and 30,000 RC on Eternal Leader.
Balanced Command: completing both three-win rows at one difficulty grants a larger one-time daily bonus: 3,000, 10,000, 30,000, or 100,000 RC respectively. The grid resets at the Chicago calendar-day boundary.
During an active match, Report Match Problem saves the current game state, recent action timeline, game build, and general browser/viewport details with your description. This lets authorized staff reproduce bugs that occur only on the live site. The confirmation dialog states exactly what is sent before you submit.
Hidden game information is included: a submitted diagnostic snapshot contains both hands and draw decks. It excludes chat, private messages, passwords, and authentication tokens. Reports are restricted to authorized staff.
Match analytics record the generated starting state, actions, cards played, outcomes, failures, and version information so balance and ignored mechanics can be measured from human play. You may turn routine analytics off on the setup screen. Filing a report still sends its disclosed snapshot. Routine event history is retained for 90 days; resolved diagnostic reports may be retained for up to one year.
Every match randomly deals six different named map locations from the current pool. Each appears only once: three are assigned to the Ministry row and three to the citizen row.
Program now means a broadcast, show, campaign, or scheduled public program. Durable organizations, state apparatuses, algorithms, ration-control systems, and offices are Institutions. Unique story settings are Zones; repeatable facilities built inside a location are Structures.
Emergency Conviction: once per turn, sacrifice 3 Faith to gain 4 temporary Devotion. You must have at least 7 Faith, because the action cannot reduce you below 4. Temporary Devotion fills current capacity, then Reserve up to 3; excess is lost.
Collection: fixed Order and Provision starters are always playable, but their individual cards are not automatically owned. Your collection contains only earned or acquired cards. In the Workshop, clone a recipe, use + beside an owned card to add it, use − in the deck list to remove it, select a coalition and Champion, name the result, and save it when all forty-card rules pass.
Mobile layout: Resources, the current action prompt, and your hand can each be pinned or unpinned independently. Those choices persist in this browser.
Every Citizen on the board displays lifetime damage dealt and damage taken for its current deployment. Specialists also display healing performed. These totals survive turns and temporary buffs, but reset when a new copy is deployed.
Wade: Judgment deals 7 damage, but it may target only a Citizen whose displayed DEALT total is zero. Ordinary combat, special attacks, and an Omega-forced attack all update the same visible history.
When recruitment or defection transfers a Citizen, its attached Equipment returns to the original coalition's Correction. The Citizen changes sides exhausted; the Equipment does not change ownership.
Both fixed starter coalitions include an affordable Program, Virtue, and Network Special. Play them to establish persistent advantages: Programs represent continuing broadcasts or campaigns, one active Virtue guides your Citizens, and a Network Special supports a recurring card-family strategy.
Both coalitions receive a five-card opening package. Order acts first with 1 Reserve. Provision receives the first normal draw and begins with 2 Reserve. Citizen in Good Standing uses equal Ministry durability; Easy and Angel visibly calibrate Ministry Faith or opening allocation for the selected coalition.
Margaret Holloway: pay 2 Faith at the start of your turn to choose a card in Correction and return it to hand; it receives no automatic discount. The Adjudicator: damaged enemies have -1 Discipline. The Shepherd: the first Citizen deployed each turn restores 1 Faith and creates 1 Reserve; matching another friendly affiliation restores 1 additional Faith.
The Algorithm: Predictive Governance remains intentionally stronger and requires its Angel victories to unlock, but The Algorithm cannot be selected in ranked play.
Every resource display uses current / maximum. The base hand limit is 7, Reserve capacity is 3, and Devotion capacity rises normally during play. Cards can permanently raise an undamaged maximum for the match, damage the opponent’s usable maximum, or repair capacity damage.
Repair versus gain: Civic Capacity Restoration repairs one damage from all three limits. Repairing a limit does not itself draw a card or create Reserve or Devotion. Citizen Services Filing Expansion, Strategic Reserve Annex, and Devotional Capacity Grant raise their respective undamaged maxima; Information Quarantine Order, Reserve Impoundment Order, and Allocation Grid Sabotage damage the opposing limits.
Ten families test Fortification, Intelligence, Loyalty, Siege, Faith, Economy, Correction, Combat, Awakened Threats, and Territory. Clear each family on Faith Criminal to unlock Citizen in Good Standing, then Angel of Devotion, then Eternal Leader.
A locked reward cannot appear in a starter, ordinary Daily Issue, or account collection. Beginning a challenge creates a seeded authoritative battlefield. The server resolves player actions and Ministry turns, records the relevant statistics, preserves the attempt for reconnection, and evaluates the finished match before granting its card; browser-submitted completion claims are never trusted. Eternal Leader rewards occupy an intentionally extreme non-ranked tier and are unavailable in standardized ranked decks.
A signed-in player may create a private lobby with a legal saved deck and turn timer, then share its invitation code. The invited player joins with the opposite coalition and both players mark ready. Players may instead enter the public queue as Order, Provision, or Either. Matchmaking keeps separate Order and Provision skill estimates, initially calibrated from recent AI games and refined by completed human matches.
Order chooses its Champion first and takes the first turn. Provision then chooses a different Champion. These visible draft and initiative rules are the coalition-balancing levers; the game does not secretly increase Order’s unit statistics. Champion perks, coalition card access, initiative, and objectives can be tuned from measured results.
The server—not either browser—resolves every card play, target, combat, movement, persistent effect, random result, victory, and rating update. Mandatory target, card, private-intelligence, Prototype, and free-movement choices must be completed before another action. Emergency Procurement, support changes, The Dead Internet cycling, and Omega commands are also server-validated actions. Each action names the battlefield version it was made against; the database locks that version while resolving the move, so stale or simultaneous submissions cannot both succeed. Reconnect loads the latest accepted state, with opposing hidden hands, draw order, and intelligence dossier redacted. This engine/storage separation also permits multiple application workers later without assigning permanent ownership of a match to one machine.
Turn timeout: while you wait, the battlefield shows the opponent’s remaining time. When it reaches zero, Claim timeout victory appears. Claiming asks for confirmation, then the server rechecks the deadline, participant, and exact battlefield version. A stale or premature claim is rejected and the browser reconnects. A valid claim ends the match, updates ratings, and enters the replay beside forfeits and ordinary actions.
Chat and ranked seasons remain future systems.
Live multiplayer uses short turn clocks and expects both players to remain present. Correspondence multiplayer uses 24-hour turns by default, stores the authoritative match on the server, and lets either player close the game and reopen it later. Public matchmaking pairs only players who requested the same pace. Private correspondence lobbies may use one-, three-, or seven-day turns.
Solo asynchronous play: use Save game for later during an AI match. Signed-in saves are stored with the account and can be resumed after closing the tab; this uses the same ordinary solo rules without a turn deadline.