1 to 4 players, one phone: everyone is a Light player with their own Mentor and deck, and you pass the phone. A cover screen says “Pass the phone to Player N” and hides every hand until that player taps “I’m ready”. You win together by demolishing 5 Strongholds; then the player with the most Maturity Points (✦) is the champion. Darkness wins if every Light player is eliminated, or if 5 Strongholds are in play at once.
Win: demolish 5 Strongholds. Lose: your Life (❤) hits 0 a second time, or 5 Strongholds are in play at the same time (the Encroaching Dark). The “Strongholds active” meter above the Dark Field counts them. The first time you are Defeated, you Resurrect at the start of your next turn at 15 Life, losing 5 MP (minimum 0). The ✝ in the top bar shows whether your one Resurrection is ready or used.
One Stronghold is already in play when you begin. Its effect is on from the start, but it does not attack until the first Dark Turn. You can attack it from Round 1.
Free mulligan: if your opening 5 cards have no Anointing card, you are offered one free redraw of all 5 at the start of the game (once).
Your turn: tap the gold button to move through Ready → Draw → Anoint → Main → Attack → End. The bar always tells you what you can do now.
Anointing is your power. Play one Anointing card a turn, then tap it to add its color to your pool. The pool empties at the end of your turn.
Costs: a letter is one anointing of that exact color; the number is generic (any color). R+2 = 1 Red and 2 of any color. No color is wild — Red is a color like the other six. Glowing cards are playable, and the game taps your Anointing cards to pay. Tap a grey card to see why it can’t be played.
Intercession: once per turn, if you are missing a color, the game may pay one colored requirement with 2 anointing of any color instead (it happens automatically when it is the only way to pay).
Card effects run step by step. When a card needs a choice, the board dims and valid targets glow. Tap to choose, then Confirm. You can Cancel before anything is spent.
Attack: in the Attack phase, tap a glowing Living Truth, then a Stronghold. Damage stays on Strongholds between turns.
Darkness:at the end of Round 3, and then every 2nd round (solo: Round 4, then every 2nd round), a new Stronghold rises and then every Stronghold in play attacks every Light player, one Stronghold at a time and each player in turn order. When it is your attack, play Reactions, then tap your own Living Truths to block. Leftover damage hits your Life. With 2 to 4 players every Stronghold gets +1 ATK and +2 HP for each player beyond the first.
Mentor: your Mentor gives a passive bonus and transforms into a 7/7 Living Truth when you play a Transform card.