Ambush
Act - Temporary
2
If opponent just assigned a fighter and you still have an unassigned positioned fighter, may react my targeting an opponent's non-fighter in the trench; target gains fighter for remainder of turn and you must assign target to your unassigned positioned fighter.
AC8
Amraphel, King of Shinar
Character - Human - Shinaran
King.
2
Each Shinaran in the battle line is might +1.
If you just won a battle, may react by drawing X cards from your plunder pile, where X = the number of your humans in the battle line that participated in that battle.
AU9
Aner, The Amorite
F
Character - Human - Amorite
2
While positioned and unassigned, your total advantage is +1 for each Heaven act this character carries (limit +3).
AC10
Angel
Character - Spirit
2
If unassigned and your character is about to take a wound, may react by discarding 2 cards from hand to prevent that wound.
AC11
Angel
Character - Spirit
2
If unassigned and your character is about to take a wound, may react by discarding 2 cards from hand to prevent that wound.
AC11
Angel
Character - Spirit
2
If unassigned and your character is about to take a wound, may react by discarding 2 cards from hand to prevent that wound.
AC11
Angel of God
F
Character - Spirit
3
Each of your adjacent characters carrying a Heaven act is might +1.
While The Seventh Day in play, this character is might +1.
AC12
Angel of God
F
Character - Spirit
3
Each of your adjacent characters carrying a Heaven act is might +1.
While The Seventh Day in play, this character is might +1.
AC12
Angel of God
F
Character - Spirit
3
Each of your adjacent characters carrying a Heaven act is might +1.
While The Seventh Day in play, this character is might +1.
AC12
Angel of the Lord
F
Character - Spirit
4
Each of your adjacent characters not carrying a Hell card is might +1.
While The Seventh Day in play, this character is might +1.
AU13
Angel of the Lord
F
Character - Spirit
4
Each of your adjacent characters not carrying a Hell card is might +1.
While The Seventh Day in play, this character is might +1.
AU13
Angel of the Lord
F
Character - Spirit
4
Each of your adjacent characters not carrying a Hell card is might +1.
While The Seventh Day in play, this character is might +1.
AU13
Apple of Knowledge
Item - Food
Doomed.
2
Play on Tree of Knowledge.
Once during rest, may discard a card from hand to transfer this to a human or spirit with mind < 3.
Carrier is hostility +2.
AU15
Apple of Knowledge
Item - Food
Doomed.
2
Play on Tree of Knowledge.
Once during rest, may discard a card from hand to transfer this to a human or spirit with mind < 3.
Carrier is hostility +2.
AU15
Apple of Knowledge
Item - Food
Doomed.
2
Play on Tree of Knowledge.
Once during rest, may discard a card from hand to transfer this to a human or spirit with mind < 3.
Carrier is hostility +2.
AU15
Aram Naharaim
Battlefield
6
Each participating character carrying a melee weapon is might +1.
AU17
Aram Naharaim
Battlefield
6
Each participating character carrying a melee weapon is might +1.
AU17
Arioch, King of Ellasar
Character - Human - Ellasaran
King.
2
Each Ellasaran in the battle line is might +1.
Once during creation, may discard the top card from your plunder pile to play a human from hand for cost -2.
AU21
Asher, Son of Jacob
F
Character - Human - Israelite
2
If you play a food item, you may react by healing a character with "Son of Jacob" as its subtitle (once per turn per character).
AU27
Atad
Battlefield
10
When a battle is initiated, the attacking player must discard one of his or her acts from play. If that player has no such acts in play (not including those that are invulnerable), each of that player's fighters are might -2.
AU28
Bargaining with God
Act - Permanent
Hidden. Restricted.
2
Play to trench if your spirit in play.
Once during creation, may store the top card of your game deck here.
Once during a battle conflict, may discard a random card stored here. If it is a Heaven card, make your human might +2.
AU31
Barren
Act - Temporary
1
During corruption, if your spirit in play, may reveal opponent's hand. If no characters are revealed, may discard opponent's hand.
AU32
Benjamin, Son of Jacob
Character - Human - Israelite
1
While Benjamin is a fighter, he is might +1 (or +2 during conflicts you initiate).
If an opponent's character carrying an item was just killed, may react by discarding a card from hand to steal that item.
AU34
Bera, King of Sodom
Character - Human - Sodomite
King.
1
Each Sodomite in the battle line is might +1.
Once during a battle conflict, may discard your item from play to make your human might +2.
AR35
Birsha, King of Gomorrah
Character - Human - Gomorrahan
King.
1
Each Gomorrahan in the battle line is might +1.
Once during a battle conflict, may discard your act from play to make your human might +2.
AR37
Blacksmith
Vantage
2
Both players (starting with the attacking player) may play an item (for free) on a fighting character from his or her hand or discard pile.
AU39
Blacksmith
Vantage
2
Both players (starting with the attacking player) may play an item (for free) on a fighting character from his or her hand or discard pile.
AU39
Blessings of the Deep
Act - Temporary
0
During creation, if your X spirits in play, may reveal the bottom X cards of your game deck; you may then discard Y cards from hand to take Y of those cards into hand. Discard the rest.
AU43
Blindness
Act - Permanent
Doomed.
0
Play on an opponent's character if your spirit in play. Limit 1 per character.
Each time carrier becomes positioned, you may react by making opponent discard a card at random from hand.
Each Heaven card played on carrier is cost +1.
Discard this if your spirit not in play.
During creation, opponent may discard 2 cards at random from hand to discard this act.
AU44
Cain, The First Murderer
F
Character - Human - Edenite
3
Once during an offensive conflict that Cain is fighting in, if you have no cards in your hand, may make Cain might = 0 for remainder of turn to make the opponent wound one of his or her battling characters twice.
AR53
Cain's Club
Item - Melee Weapon
3
Play on your human fighter.
Carrier is might +2 and hostility +1.
If Sin in play, carrier is might +1 and hostility +1.
If carrier is Cain, he is might +1.
If carrier is battling and an opponent's battling character is killed, may react by discarding a card from hand to store all cards that character carried on Sin.
AR54
Centers of His Kingdom
Act - Temporary
1
During a conflict, may target your non-participating king to make each human of the same nationality might +1 for remainder of battle.
AC58
Centers of His Kingdom
Act - Temporary
1
During a conflict, may target your non-participating king to make each human of the same nationality might +1 for remainder of battle.
AC58
Cheated
Act - Temporary
0
During corruption, may discard X cards stored on Sin to play a character from hand; it is cost -X.
During corruption, if this card is stored on Sin, may discard it (or 2 other cards stored on Sin) to recycle a discard pile.
AR59
Cheated
Act - Temporary
0
During corruption, may discard X cards stored on Sin to play a character from hand; it is cost -X.
During corruption, if this card is stored on Sin, may discard it (or 2 other cards stored on Sin) to recycle a discard pile.
AR59
Coat of Many Colors
Item - Cloak
4
Play on a human or spirit. This card is cost -1 for each Hell card already carried by carrier.
Each adjacent character is hostility +2.
During a conflict, if the total hostility of characters adjacent to carrier is > 23, may discard a card from hand to kill carrier; you may store that character and all cards it carried on Sin.
AR61
Commanded to Work
Vantage
4
Each fighting character with might < the number of cards they carry is might -3.
AU63
A Common Language
Vantage
3
Each player's total might in this conflict is -1 for each nationality they have over 1.
AU64
A Common Language
Vantage
3
Each player's total might in this conflict is -1 for each nationality they have over 1.
AU64
A Common Language
Vantage
3
Each player's total might in this conflict is -1 for each nationality they have over 1.
AU64
Completed Creation
Act - Permanent
7
Play to trench if God in play, The Seventh Day in play, and you have not played a card this phase.
You may not play cards.
Each of your spirits in the battle line is might +2.
During creation, may discard this act.
AR65
Confuse Their Language
Act - Temporary
0
During a conflict, may make each player's total might -3 for each different participating character race they have more than 1. Also, each fighting character is hostility +1 for each adjacent character of a different race or nationality.
AU66
Conquered Territory
Act - Permanent
1
Play on your controlled battlefield. Immediately discard any opponents' cards on this battlefield. Opponents may not play cards on this battlefield.
Once during creation, may discard a card from hand to make this battlefield's game text active for remainder of turn.
Discard this act if this battlefield is forfeited.
AC67
Conquered Territory
Act - Permanent
1
Play on your controlled battlefield. Immediately discard any opponents' cards on this battlefield. Opponents may not play cards on this battlefield.
Once during creation, may discard a card from hand to make this battlefield's game text active for remainder of turn.
Discard this act if this battlefield is forfeited.
AC67
Dan, Son of Jacob
F
Character - Human - Israelite
3
If your card wounds an opponent's character, may react by discarding a card from hand to heal up to two of your characters with "Son of Jacob" as its subtitle.
AR72
The Deceit of Laban
Act - Temporary
3
If Laban is in play, this act is cost -3.
If Sin in play opponent just searched his or her game deck for a card, may react by storing that card and the top 4 cards of opponent's game deck on Sin instead.
AR73
The Deceit of Rebekah
Act - Temporary
3
If Rebekah is in play, this act is cost -3.
If Sin in play and opponent just searched his or her discard pile for a card, may react by storing that card and 4 random cards from opponent's discard pile on Sin instead.
AR74
Deception
Act - Temporary
0
If you played a temporary act, may react by discarding a card stored on Sin to place that temporary act on top of your game deck instead of discarding it.
During corruption, if this card is stored on Sin, may discard it (or 2 other cards stored on Sin) to discard a Heaven act carried by a character that carries at least 2 Hell cards.
AU75
Deep Sleep
Act - Permanent
Doomed.
2
If your spirit in play, discard X cards from hand to play this on a character with X mind and heal that character.
Cancel carrier's game text. Carrier loses fighter and is might = 0. Discard this act at the end of the turn.
AR77
Defiled
Act - Permanent
0
Play on an opponent's character. Limit 1 per character.
Once during rest, if carrier is carrying another Hell act, may store the top card of your game deck on Sin.
During corruption, if this card is stored on Sin, may discard it (or 2 other cards stored on Sin) to make a character mind -2 and hostility +2 for remainder of turn.
AR78
Desert of Beersheba
Battlefield
5
In each conflict, the might of the character carrying the most items in that conflict is +2.
AU80
Desert of Beersheba
Battlefield
5
In each conflict, the might of the character carrying the most items in that conflict is +2.
AU80
Divided
Act - Temporary
Doomed.
2
During a battle conflict, if this is the first conflict to be resolved, play in between two of your adjacent characters in the battle line.
Effectively splits battle line in two. During a conflict on one side, characters on other side cannot use special abilities, their game text does not provide any bonuses to other characters, and they are not considered to be adjacant to characters on the other side.
Discard this at the start of the rest phase.
AR82
Dothan
Battlefield
4
In each conflict, the total might of the player who has the most cards in his or her hand is +2.
AU83
Dry Ground
Vantage
3
Each fighting human is might +1.
AC87
Dry Ground
Vantage
3
Each fighting human is might +1.
AC87
Dry Ground
Vantage
3
Each fighting human is might +1.
AC87
Enmity
Vantage
1
Each fighting character with hostility > 4 is might -1.
Each fighting character with hostility > 6 is might -1.
AU100
Enmity
Vantage
1
Each fighting character with hostility > 4 is might -1.
Each fighting character with hostility > 6 is might -1.
AU100
Enmity
Vantage
1
Each fighting character with hostility > 4 is might -1.
Each fighting character with hostility > 6 is might -1.
AU100
Enmity
Vantage
1
Each fighting character with hostility > 4 is might -1.
Each fighting character with hostility > 6 is might -1.
AU100
Er, Son of Judah
F
Character - Human - Israelite
3
Judah is hostility +1.
If this character is killed, you may react by discarding 2 cards from hand to store him and all cards he carries on Sin instead.
AR102
Euphrates River
Battlefield
2
Each fighting Heaven character is might +1.
AU106
Euphrates River
Battlefield
2
Each fighting Heaven character is might +1.
AU106
Fear and Dread
Act - Temporary
2
During corruption, if your two spirits in play, may discard X cards from hand to cause an opponent's character with X mind to lose fighter for remainder of turn.
AR110
Fell Facedown
Vantage
3
The loser of this conflict may immediately wound a losing character an additional X times to heal another character X times (or heal X other characters once).
AU111
The Fifth Day
Act - Permanent
5
Play to trench if The Fourth Day is in play. This act is cost -1 for each spirit you have in play.
When you play this, you may react by taking up to 2 animals into hand from game deck.
While The Sixth Day is in play, this act is invulnerable.
AU112
The First Day
Act - Permanent
1
Play to trench. This act is cost -1 for each spirit you have in play.
While The Second Day is in play, this act is invulnerable.
AC115
The First Murder
Act - Temporary
Doomed.
3
During a conflict, if you have no cards in your discard pile and your human with hostility > 5 is fighting, may discard X cards stored on Sin to wound an opponent's participating character in the battle line X times.
AR116
Flaming Sword
Item - Melee Weapon
3
Play on your spirit.
This is cost -1 for each battlefield you control.
Carrier is might +2.
If opponent just initiated a conflict involving carrier, may react by discarding a card from hand to make the attacking player wound one of their fighting characters.
AR117
Flaming Sword
Item - Melee Weapon
3
Play on your spirit.
This is cost -1 for each battlefield you control.
Carrier is might +2.
If opponent just initiated a conflict involving carrier, may react by discarding a card from hand to make the attacking player wound one of their fighting characters.
AR117
For the Sake of Ten
Act - Permanent
1
Play to trench.
If an opponent's character is about to take a wound that would kill that character, may react by preventing that wound to heal your character twice or draw 2 cards (once per opponent's character per turn).
Discard this if you do not have 3 characters in player carrying a Heaven act.
AU120
Formed From the Dust
Act - Temporary
0
During creation, if your spirit in play, may discard your item to play a non-spirit character from your discard pile; its cost is -1 for each of your spirits in play.
AC122
The Fourth Day
Act - Permanent
4
Play to trench if The Third Day is in play. This act is cost -1 for each spirit you have in play.
When you play this, you may react my taking up to 2 Heaven acts into hand from game deck.
While The Fifth Day is in play, this act is invulnerable.
AU124
Gad, Son of Jacob
F
Character - Human - Israelite
3
During defensive conflicts, Gad is might +1 for each other character in play with "Son of Jacob" as its subtitle (limit +6).
AR125
Garden of Eden
Battlefield
2
Each fighting Hell character is might -1.
AU126
Garden of Eden
Battlefield
2
Each fighting Hell character is might -1.
AU126
Gate of Heaven
Act - Permanent
1
Play to trench if your spirit in play.
Once during creation, may discard a Heaven act from hand to take a Heaven act into hand from your discard pile.
AC128
Gerar
Battlefield
7
Each fighting spirit is might +1.
AU129
Gerar
Battlefield
7
Each fighting spirit is might +1.
AU129
Gerar
Battlefield
7
Each fighting spirit is might +1.
AU129
Gilead
Battlefield
7
Each fighting human is might +1.
AU130
Gilead
Battlefield
7
Each fighting human is might +1.
AU130
Gilead
Battlefield
7
Each fighting human is might +1.
AU130
God, Creator of All
Character - Spirit
7
Play to trench.
God is cost -1 for each act you have in play.
Cannot be wounded or killed.
At the start of each creation phase, discard a card from hand or discard God.
Once during creation, may discard 2 cards from hand to take a card into hand from discard pile or game deck.
Once during rest, may discard a card from hand to heal two wounds.
Once during rest, may discard X cards from hand to discard a Hell card (except a character) from play with cost < X.
AR133
God's Counsel
Vantage
5
Each Heaven character is might +1 for each Heaven act they carry.
AC134
God's Counsel
Vantage
5
Each Heaven character is might +1 for each Heaven act they carry.
AC134
The Gold of the Land
Vantage
3
Target the participating player with the most items in play; that player's total might in this conflict is +2 (or +4 if the other player has no items play).
AU136
Gomorrah
Battlefield
12
Each fighting Hell character is might +2.
AU137
Gomorrah
Battlefield
12
Each fighting Hell character is might +2.
AU137
Goshen
Battlefield
3
At the start of each battle, heal each participating Heaven character.
AU138
Goshen
Battlefield
3
At the start of each battle, heal each participating Heaven character.
AU138
Govern the Day
Vantage
5
Each fighting Heaven character is might +1.
AC139
Govern the Day
Vantage
5
Each fighting Heaven character is might +1.
AC139
Govern the Day
Vantage
5
Each fighting Heaven character is might +1.
AC139
Govern the Day
Vantage
5
Each fighting Heaven character is might +1.
AC139
Govern the Day
Vantage
5
Each fighting Heaven character is might +1.
AC139
Govern the Day
Vantage
5
Each fighting Heaven character is might +1.
AC139
Govern the Night
Vantage
5
Each fighting Hell character is might +1.
AC140
Govern the Night
Vantage
5
Each fighting Hell character is might +1.
AC140
Govern the Night
Vantage
5
Each fighting Hell character is might +1.
AC140
Govern the Night
Vantage
5
Each fighting Hell character is might +1.
AC140
Govern the Night
Vantage
5
Each fighting Hell character is might +1.
AC140
Govern the Night
Vantage
5
Each fighting Hell character is might +1.
AC140
The Great City
Act - Temporary
0
During a battle conflict, may make your human might +1 for each non-participating king you have in play.
AU141
The Greater Light
Act - Temporary
2
During a battle conflict, if you have no non-spirit characters in play, may make each of your spirits might +1 and hostility +1 for remainder of battle.
AR143
The Greater Light
Act - Temporary
2
During a battle conflict, if you have no non-spirit characters in play, may make each of your spirits might +1 and hostility +1 for remainder of battle.
AR143
Grief and Fury
Act - Temporary
2
During a battle conflict, may make each participating human might +1 for remainder of battle for each Hell act played on him or her (limit +2 for Hell characters).
AU144
Guardian of Eden
Character - Spirit
7
If an opponent initiates a battle or a conflict, may react by making this chararacter gain fighter for remainder of turn.
If The Seventh Day in play, this character gains fighter and is might +1.
AR145
Hovering Over the Waters
Vantage
4
Each fighting spirit is might +1.
AC153
Hovering Over the Waters
Vantage
4
Each fighting spirit is might +1.
AC153
Hovering Over the Waters
Vantage
4
Each fighting spirit is might +1.
AC153
Issachar, Son of Jacob
F
Character - Human - Israelite
1
Hell acts play for cost -1 on this character.
Each character with "Son of Jacob" as its subtitle that is adjacent to Issachar is might +1.
AR163
Jacob, Son of Isaac
Character - Human - Israelite
3
During creation or rest, may discard 2 cards from hand to discard a Hell act carried by your character with "Son of Jacob" as its subtitle.
While you have more characters with "Son of Jacob" in play than X opponents have total characters, each of your characters with "Son of Jacob" as its subtitle is might +X.
AR164
Jacob's Ladder
Item
3
Play to trench.
If you play a spirit, may react by discarding a card from hand to do one of the following: make an opponent discard one of his or her acts (once per turn), draw a card, or heal your human (once per turn per human).
Discard this if you do not have 4 spirits in play.
AR166
Jacob's Sword
Item - Melee Weapon
0
Play on your human.
Carrier gains fighter and might +1.
If carrier is Jacob, he is might +1.
AR169
Jealousy
Act - Permanent
0
Play on a character.
When you play this, target another character with the same allegiance. Each time target uses an ability in its game text, carrier is hostility +2 for remainder of turn.
Discard this act if target not in play.
AC171
Joseph, Son of Jacob
F
Character - Human - Israelite
3
Each other character with "Son of Jacob" as its subtitle is mind +1 and hostility +1.
Each distance weapon, arrow, and quiver you play on Joseph is cost -1.
Once during a conflict, if Joseph is a bowman and is fighting, may discard an arrow he carries to discard a Hell act carried by a character with "Son of Jacob" as its subtitle.
AR173
Joseph's Chariot
Item - Chariot
Transport.
1
Play on your human.
Carrier is health +2.
If carrier is Joseph, he is might +2.
AU174
Judah, Son of Jacob
F
Character - Human - Israelite
3
During a conflict, may return your card carried by Judah to your hand to make another character with "Son of Jacob" as its subtitle might +X, where X = the cost of the returned card.
AR176
Kedorlaomer, King of Elam
Character - Human - Elamite
King.
2
Each Elamite in the battle line is might +1.
If your human is about to take a wound, may react by discarding a Heaven card from hand to prevent that wound.
AU178
Kept Back
Act - Temporary
1
If opponent just initiated a battle, may react by making a fighter character in opponent's trench lose fighter for remainder of turn. Your opponent may choose a fighter in your trench to lose fighter for remainder of turn.
AR179
Leave My Presence
Act - Temporary
Doomed.
1
If an opponent just assigned a character to your human with greater mind, may react by returning opponent's character to owner's trench (opponent may immediately assign a different character). Returned character cannot be assigned to that same human again this turn.
AR182
The Lesser Light
Act - Temporary
2
During a battle conflict, if you have no non-spirit characters in play, may make each of your spirits might +1 and hostility +1 for remainder of battle.
AR183
The Lesser Light
Act - Temporary
2
During a battle conflict, if you have no non-spirit characters in play, may make each of your spirits might +1 and hostility +1 for remainder of battle.
AR183
Let There Be Light
Act - Temporary
0
During creation, if your spirit in play, may discard a Heaven act from hand to take a Heaven act into hand from game deck.
AC184
Let There Be Light
Act - Temporary
0
During creation, if your spirit in play, may discard a Heaven act from hand to take a Heaven act into hand from game deck.
AC184
Levi, Son of Jacob
F
Character - Human - Israelite
3
Levi is might +1 for each weapon he carries and hostility +1 for each Hell act carried by an adjacent character.
AR185
Lines of Descent
Act - Permanent
0
When you play this, target the subtitle of a character in play.
Each character with that subtitle is mind +1.
AU187
Live By the Sword
Act - Permanent
2
Play on your spirit or human.
Carrier gains fighter.
AC189
Live By the Sword
Act - Permanent
2
Play on your spirit or human.
Carrier gains fighter.
AC189
Mahanaim
Battlefield
3
When a battle is initiated, the Heaven player may react by taking a Heaven card into hand from their game deck.
AU194
Mahanaim
Battlefield
3
When a battle is initiated, the Heaven player may react by taking a Heaven card into hand from their game deck.
AU194
Man of Gomorrah
Character - Human - Gomorrahan
2
Once per turn, if you play a Hell act on this character, may react by making this character gain fighter, might +2, and hostility +2 for remainder of turn, and you may heal this character.
AC196
Man of Sodom
Character - Human - Sodomite
2
While carrying a Hell act, this character gains fighter and is might +2 and hostility +1.
AC197
Melchizedek, King of Salem
Character - Human - Salemite
King.
2
Each Salemite in the battle line is might +1.
Once during creation, may reveal the top card of your game deck. If it is a Heaven or neutral human, play it immediately for cost -4 (if possible). Otherwise, discard it and a card from hand.
AU200
Men of Renown
Act - Permanent
1
Play to trench.
When you play this, may react by adding a talent here for each of your humans in play with mind > 4.
During a conflict, may remove a talent from here to make your human with mind > 4 might +2 (limit once per character per conflict).
AR201
Mercy
Vantage
3
The winner of this conflict may immediately choose to prevent all wounds to losing characters to heal all wounds from the winning characters (or one wound from another character in the battle line).
AU202
Mercy
Vantage
3
The winner of this conflict may immediately choose to prevent all wounds to losing characters to heal all wounds from the winning characters (or one wound from another character in the battle line).
AU202
Messenger of Jacob
Character - Human - Israelite
1
Once during creation, may discard a character from hand with "Son of Jacob" as its subtitle to take a character into hand from game deck with "Son of Jacob" as its subtitle.
AC203
A Mighty Warrior
Act - Temporary
0
During a conflict, target your human with X might to make that character might +X (limit +5).
AR206
Mount Ararat
Battlefield
5
In each conflict, the might of the character carrying the most acts in that conflict is +2.
AU207
Mount Ararat
Battlefield
5
In each conflict, the might of the character carrying the most acts in that conflict is +2.
AU207
Mountain of Moriah
Battlefield
5
In each battle conflict, the total might of the player who has the most participating fighters in that battle is +1.
AU208
Moved On
Vantage
2
The winner of this conflict may immediately return a winning character to hand (carried cards go to owner's hand).
AU209
Naphtali, Son of Jacob
F
Character - Human - Israelite
3
Twice per turn, if you play a character with "Son of Jacob" as its subtitle, you may react by discarding a card from hand to make that character might +2 for remainder of turn.
AR210
Night and Day
Act - Permanent
Hidden. Restricted.
2
Play to trench if your spirit in play.
Once during corruption, may store the top card of your game deck here.
Once during a conflict, may discard a random card stored here. If it is a Hell card, make your human might +2.
AU212
Nimrod, Mighty Warrior
F
Character - Human - Hamite
6
Nimrod is might +2 for each opponent who has less cards in hand than you.
AR213
Nineveh
Battlefield
3
When a battle is initiated, the Heaven player may react by taking a Heaven card into hand from their game deck.
AU214
Noah's Drunkenness
Act - Permanent
0
Discard X cards from hand to play on a character with X mind. Limit 1 per character.
Carrier is might -1 and hostility +2 for each Hell act he or she carries.
Discard this at the end of the turn.
AR217
Onan, Son of Judah
F
Character - Human - Israelite
3
Judah is hostility +1.
If this character is killed, you may react by storing him on Sin instead.
AC219
Paddan Aram
Battlefield
4
In each battle conflict, the total might of the player who has the least participating fighters in that battle is +1.
AU221
Peniel
Battlefield
9
Each fighting Heaven character is might -1.
AU223
Pillar of Salt
Item
Doomed.
2
Play to trench only using below game text.
If opponent's character carrying a Hell act was just killed and you have a spirit in play, may react by playing this item from your hand and storing that character here instead.
Limit 1 character stored here.
Characters stored here are in play for uniqueness purposes only.
AR226
Plain of Jordan
Battlefield
6
Each fighting character carrying a distance weapon is might +1.
AU228
Please Turn Aside
Vantage
1
The winner of this conflict may immediately return a losing character to hand (carried cards go to top of owner's game deck in order determined by owner).
AU230
Please Turn Aside
Vantage
1
The winner of this conflict may immediately return a losing character to hand (carried cards go to top of owner's game deck in order determined by owner).
AU230
Pleasing to the Eye
Vantage
3
Each fighting character is might +1 for each item they carry.
AU231
Pleasing to the Eye
Vantage
3
Each fighting character is might +1 for each item they carry.
AU231
Pleasing to the Eye
Vantage
3
Each fighting character is might +1 for each item they carry.
AU231
Pleasing to the Eye
Vantage
3
Each fighting character is might +1 for each item they carry.
AU231
Potiphar's Wife
Character - Human - Egyptian
2
Potiphar is might +1.
When you play this, you may react by playing a Hell act from your game deck on an opponent's character.
AR235
Rage
Vantage
1
Each fighting character with hostility > 3 is might +1.
AU239
Rage
Vantage
1
Each fighting character with hostility > 3 is might +1.
AU239
Rage
Vantage
1
Each fighting character with hostility > 3 is might +1.
AU239
Rage
Vantage
1
Each fighting character with hostility > 3 is might +1.
AU239
Rallied Strength
Act - Temporary
0
During a retaliation battle conflict, may make each of your human fighters might +1 for remainder of battle.
AR242
Rallied Strength
Act - Temporary
0
During a retaliation battle conflict, may make each of your human fighters might +1 for remainder of battle.
AR242
Refuge
Act - Permanent
0
Play to trench.
If your human is about to be killed and no other cards are stored here, may react by storing that character here instead.
Once during creation, may discard a card from hand to take a card stored here into hand.
Cards stored here are in play for uniqueness purposes only.
AR248
Reuben, Son of Jacob
F
Character - Human - Israelite
3
If an opponent's character is about to take a wound that would kill that character, may react by preventing that wound to heal your character twice or draw 2 cards (once per opponent's character per turn).
AR250
Reuben, Son of Jacob
F
Character - Human - Israelite
3
If an opponent's character is about to take a wound that would kill that character, may react by preventing that wound to heal your character twice or draw 2 cards (once per opponent's character per turn).
AR250
Revenge
Act - Temporary
Doomed.
0
During a retaliation battle conflict, may discard a card stored on Sin to make your total might in this conflict +4 (or +1 for each Hell card carried by a single fighting Heaven character). May discard a card from hand and 2 cards stacked on Sin to return this to your hand instead of discarding it.
AR251
Robe of Fine Linen
Item - Cloak
0
Play on a human or spirit.
Each adjacent character is hostility +1.
AC252
Robe of Fine Linen
Item - Cloak
0
Play on a human or spirit.
Each adjacent character is hostility +1.
AC252
Robe of Fine Linen
Item - Cloak
0
Play on a human or spirit.
Each adjacent character is hostility +1.
AC252
Satan, The Serpent
F
Character - Animal, Spirit
6
Once during corruption, may take one Tree of Knowledge or Apple of Knowledge into hand from game deck.
Satan is might +1 for each Tree of Knowledge and Apple of Knowledge in play.
AR255
Satan, The Serpent
F
Character - Animal, Spirit
6
Once during corruption, may take one Tree of Knowledge or Apple of Knowledge into hand from game deck.
Satan is might +1 for each Tree of Knowledge and Apple of Knowledge in play.
AR255
Satan, The Serpent
F
Character - Animal, Spirit
6
Once during corruption, may take one Tree of Knowledge or Apple of Knowledge into hand from game deck.
Satan is might +1 for each Tree of Knowledge and Apple of Knowledge in play.
AR255
Scattered
Act - Permanent
Doomed.
2
Play to trench.
While you have two battling spirits, characters in battle lines are not considered to be adjacent to each other.
Discard this if you do not have two spirits in play or you lose a conflict.
AR257
Scattered
Act - Permanent
Doomed.
2
Play to trench.
While you have two battling spirits, characters in battle lines are not considered to be adjacent to each other.
Discard this if you do not have two spirits in play or you lose a conflict.
AR257
The Second Day
Act - Permanent
2
Play to trench if The First Day is in play. This act is cost -1 for each spirit you have in play.
When you play this, you may react by taking God, The Holy Spirit, and/or Jesus into hand from game deck.
While The Third Day is in play, this act is invulnerable.
AC258
Second in Command
Act - Permanent
1
Play on your human with mind > 3.
While carrier is in the trench, each of your characters in the battle line is might +1.
Discard this if carrier's mind < 3.
AU259
Serpent
F
Character - Animal
Doomed.
2
If Satan is in play and is an animal, this character loses doomed, is health +1 and, once during a conflict (twice each battle), if fighting, may discard a card from hand to make opponent wound one of their fighting characters with mind < 3.
AC261
Serpent
F
Character - Animal
Doomed.
2
If Satan is in play and is an animal, this character loses doomed, is health +1 and, once during a conflict (twice each battle), if fighting, may discard a card from hand to make opponent wound one of their fighting characters with mind < 3.
AC261
Serpent
F
Character - Animal
Doomed.
2
If Satan is in play and is an animal, this character loses doomed, is health +1 and, once during a conflict (twice each battle), if fighting, may discard a card from hand to make opponent wound one of their fighting characters with mind < 3.
AC261
The Setting Sun
Act - Temporary
Doomed.
0
If opponent runs out of cards in his or her hand and your spirit is in play, may react by making that player wound one of his or her characters for each card you have in your hand (limit 6).
AR262
Seven Years of Abundance
Act - Permanent
Dream.
0
Play to trench.
When you play this, you may react by discarding Seven Years of Famine to draw 4 cards.
At the start of each of your creation phases, each player may draw 2 cards.
AR263
Seven Years of Famine
Act - Permanent
Dream.
0
Play to trench.
When you play this, you may react by discarding Seven Years of Abundance to make an opponent discard 4 cards from hand.
At the start of each opponent's creation phase, each player must discard 2 cards from hand.
AR264
The Seventh Day
Act - Permanent
Invulnerable.
7
Play to trench if The Sixth Day is in play, and only as the first action of your creation phase. This act is cost -1 for each spirit you have in play.
When you play this act, take any 3 cards into hand from game deck and end your creation phase. You may not initiate battles or conflicts this turn.
AR265
Shechem, Son of Hamor
F
Character - Human - Hivite
3
Once during a conflict, if fighting, may discard 4 cards from hand to discard an opponent's character in their trench.
AR267
Shemeber, King of Zeboiim
Character - Human - Zeboiiman
King.
2
Each Zeboiiman in the battle line is might +1.
If your human is about to take a wound, may react by discarding a Hell card from hand to prevent that wound.
AR269
Shinab, King of Admah
Character - Human - Admahian
King.
1
Each Admahian in the battle line is might +1.
If you just won a battle, may react by making opponent draw X cards from his or her plunder pile, where X = the number of your humans in the battle line that participated in that battle.
AU270
Signs to Mark the Seasons
Vantage
4
Target the participating player with the most acts in play; that player's total might in this conflict is +2 (or +5 if the other player has no acts play).
AU272
Signs to Mark the Seasons
Vantage
4
Target the participating player with the most acts in play; that player's total might in this conflict is +2 (or +5 if the other player has no acts play).
AU272
Signs to Mark the Seasons
Vantage
4
Target the participating player with the most acts in play; that player's total might in this conflict is +2 (or +5 if the other player has no acts play).
AU272
Simeon, Son of Jacob
F
Character - Human - Israelite
3
Once during a conflict, if fighting, may return an item carried by Simeon to owner's hand to choose an opponent who must wound one of their characters in their battle line.
AR274
Sin
Act - Permanent
Doomed. Invulnerable. Restricted.
6
Play to trench. This act is cost -1 for each spirit you have in play.
If an opponent's character carrying a Hell act was killed, may react by storing all Hell cards that character carried and the top 2 cards of your game deck here.
AR275
Sin
Act - Permanent
Doomed. Invulnerable. Restricted.
6
Play to trench. This act is cost -1 for each spirit you have in play.
If an opponent's character carrying a Hell act was killed, may react by storing all Hell cards that character carried and the top 2 cards of your game deck here.
AR275
Sin
Act - Permanent
Doomed. Invulnerable. Restricted.
6
Play to trench. This act is cost -1 for each spirit you have in play.
If an opponent's character carrying a Hell act was killed, may react by storing all Hell cards that character carried and the top 2 cards of your game deck here.
AR275
Sin is Crouching
Act - Temporary
0
During corruption, if you have Sin in play, may reveal a card at random from opponent's hand. If it is a Hell card, opponent must store that card and another random card from hand on Sin.
AR276
Sin is Crouching
Act - Temporary
0
During corruption, if you have Sin in play, may reveal a card at random from opponent's hand. If it is a Hell card, opponent must store that card and another random card from hand on Sin.
AR276
Sin is Crouching
Act - Temporary
0
During corruption, if you have Sin in play, may reveal a card at random from opponent's hand. If it is a Hell card, opponent must store that card and another random card from hand on Sin.
AR276
The Sixth Day
Act - Permanent
6
Play to trench if The Fifth Day is in play. This act is cost -1 for each spirit you have in play.
When you play this, you may react my taking up to 2 animals or 2 humans (or 1 of each) into hand from game deck.
While The Seventh Day is in play, this act is invulnerable.
AU277
Sodom
Battlefield
11
When a battle is initiated, the defending player may discard one of his or her opponent's acts from play. If that opponent has no such acts in play (not including those that are invulnerable), each of that opponent's fighters are might -2 for remainder of battle.
AU281
Spirit of Darkness
F
Character - Spirit
3
This character is might -1 if Satan not in play.
AC282
Spirit of Darkness
F
Character - Spirit
3
This character is might -1 if Satan not in play.
AC282
Spirit of Darkness
F
Character - Spirit
3
This character is might -1 if Satan not in play.
AC282
Subdue the Earth
Vantage
3
Target the participating player with the most total characters in play; that player's total might in this conflict is +X, where X = the difference in total characters (limit +6).
AU288
Sword of Bela
Item - Melee Weapon
1
Play on your human.
Carrier is might +2.
AC291
Sword of Bela
Item - Melee Weapon
1
Play on your human.
Carrier is might +2.
AC291
Sword of Shinar
Item - Melee Weapon
1
Play on your human.
Carrier is might +2.
AC292
Sword of Shinar
Item - Melee Weapon
1
Play on your human.
Carrier is might +2.
AC292
Tambourine
Item - Musical
0
Play on a human or spirit.
During corruption, may discard a card from hand to make any 3 characters hostility +1 for remainder of turn. If you use this ability more than twice in one phase, discard this item at the end of that phase.
AC294
Tambourine
Item - Musical
0
Play on a human or spirit.
During corruption, may discard a card from hand to make any 3 characters hostility +1 for remainder of turn. If you use this ability more than twice in one phase, discard this item at the end of that phase.
AC294
Tambourine
Item - Musical
0
Play on a human or spirit.
During corruption, may discard a card from hand to make any 3 characters hostility +1 for remainder of turn. If you use this ability more than twice in one phase, discard this item at the end of that phase.
AC294
Teem With Living Creatures
Vantage
3
Both players reveal their hand. Each player's total might in this conflict is +X, where X = the number of characters that player revealed (limit +6).
AU297
Teem With Living Creatures
Vantage
3
Both players reveal their hand. Each player's total might in this conflict is +X, where X = the number of characters that player revealed (limit +6).
AU297
Teem With Living Creatures
Vantage
3
Both players reveal their hand. Each player's total might in this conflict is +X, where X = the number of characters that player revealed (limit +6).
AU297
Teem With Living Creatures
Vantage
3
Both players reveal their hand. Each player's total might in this conflict is +X, where X = the number of characters that player revealed (limit +6).
AU297
The Terror of God
Act - Permanent
2
Play on a human or spirit (except God).
Carrier is might +3 and loyalty +1.
Once during rest, may discard a Hell act played on carrier.
Discard this act if God not in play.
AR299
The Third Day
Act - Permanent
3
Play to trench if The Second Day is in play. This act is cost -1 for each spirit you have in play.
When you play this, you may react my taking up to 2 food items into hand from game deck.
While The Fourth Day is in play, this act is invulnerable.
AC301
Tidal, King of Goiim
Character - Human - Goiiman
King.
1
Each Goiiman in the battle line is might +1.
If you play a temporary act in a conflict in which you have a human fighting, you may react by discarding a card from hand to place that act underneath your plunder pile instead of discarding it.
AU303
Tree of Knowledge
Item - Tree
Doomed.
4
Play to trench if your spirit in play.
Once during corruption, may draw a card (or 2 cards if a character carries Apple of Knowledge).
AR305
Tree of Life
Item - Tree
Doomed.
4
Play to trench if your spirit in play.
Once during creation, may draw a card.
AR306
Unbearable Punishment
Vantage
1
Wound each character that carries an act of the opposite allegiance.
AU308
Valley of Hebron
Battlefield
6
Wounds may not be healed or prevented during battles.
AU309
Valley of Siddim
Battlefield
8
When a battle is initiated, each Hell player may react by taking a Hell card into hand from their discard pile.
AU310
Vengeance of the Lord
Act - Temporary
1
If your character is killed and your spirit is in play, may react by targeting a character that was adjacent to that character; he or she is might +5 and hostility +3 until the end of your next Heaven turn. If God in play, may also take a Heaven act into hand from discard pile.
AR313
The Violence of Men
Act - Temporary
0
During rest, may initiate a conflict between your human fighter an opponent's fighter. Wound each losing character, and that character's owner must discard 2 cards at random from his or her hand.
AR314
Viper
F
Character - Animal
Doomed.
4
Once during a conflict, if fighting, may discard a card from hand to make opponent wound one of their fighting characters.
AR315
Viper
F
Character - Animal
Doomed.
4
Once during a conflict, if fighting, may discard a card from hand to make opponent wound one of their fighting characters.
AR315
Viper
F
Character - Animal
Doomed.
4
Once during a conflict, if fighting, may discard a card from hand to make opponent wound one of their fighting characters.
AR315
Warrior of Admah
F
Character - Human - Admahian
2
Once during a conflict, may discard a card from hand to make this character might +2 for each adjacent character with hostility > 4.
AU319
Warrior of Bela
F
Character - Human - Belan
1
If you play a card on this character, may react by making an adjacent character hostility +2 for remainder of turn.
AC320
Warrior of Bela
F
Character - Human - Belan
1
If you play a card on this character, may react by making an adjacent character hostility +2 for remainder of turn.
AC320
Warrior of Gomorrah
F
Character - Human - Gomorrahan
3
While this character has hostility > 5, he is might +1.
While this character has hostility > 6, he is might +2.
AC324
Warrior of Gomorrah
F
Character - Human - Gomorrahan
3
While this character has hostility > 5, he is might +1.
While this character has hostility > 6, he is might +2.
AC324
Warrior of Gomorrah
F
Character - Human - Gomorrahan
3
While this character has hostility > 5, he is might +1.
While this character has hostility > 6, he is might +2.
AC324
Warrior of Sodom
F
Character - Human - Sodomite
4
While this character has hostility > 5, he is might +1.
While this character has hostility > 6, he is might +1.
While this character has hostility > 7, he is might +2.
AC326
Warrior of Sodom
F
Character - Human - Sodomite
4
While this character has hostility > 5, he is might +1.
While this character has hostility > 6, he is might +1.
While this character has hostility > 7, he is might +2.
AC326
Warrior of Sodom
F
Character - Human - Sodomite
4
While this character has hostility > 5, he is might +1.
While this character has hostility > 6, he is might +1.
While this character has hostility > 7, he is might +2.
AC326
Warrior of Zeboiim
F
Character - Human - Zeboiiman
2
While this character has hostility > 5, he is might +2.
AC327
Warrior of Zeboiim
F
Character - Human - Zeboiiman
2
While this character has hostility > 5, he is might +2.
AC327
A Wild Donkey of a Man
Vantage
1
Each character with hostility > 6 is might +5.
AU329
A Wild Donkey of a Man
Vantage
1
Each character with hostility > 6 is might +5.
AU329
A Wild Donkey of a Man
Vantage
1
Each character with hostility > 6 is might +5.
AU329
A Wind Over the Earth
Vantage
4
Both players (starting with the attacking player) may play an act (for free) on a fighting character from his or her hand or discard pile.
AU330
A Wind Over the Earth
Vantage
4
Both players (starting with the attacking player) may play an act (for free) on a fighting character from his or her hand or discard pile.
AU330
Within Their Nations
Act - Permanent
0
Play on a character.
Each character with the same nationality as carrier is mind +1.
AC331
Zebulun, Son of Jacob
F
Character - Human - Israelite
3
Once during creation, may discard a card from hand to play an item from your game deck on your character with "Son of Jacob" as its subtitle.
AC335
250