“Put on the whole armour of God…” — Ephesians 6:10–18
A cooperative card adventure. You and your team are not fighting each other — you stand together, spot the enemy’s tricks, answer with God’s Word, and stand in faith.
Your real Kingdom Cards™ artwork is in the game — the Armor pieces, the Identity in Christ cards, and the enemy’s Tricks, with the “Armor of God” card back every card shares.
Same code = same battle. Play together on a call — everyone opens the game, enters the same room code, and faces the exact same rounds in the same order.
Two players, head-to-head: one of you stands as the Kingdom Warrior — the other plays the Enemy Strategist, working the Tricks of the Enemy and learning how the Word answers every one. Pass-and-play on one device.
Share this room code with your friends. Everyone enters the same code on their own phone and gets the exact same battle, round by round. Stay on a call together, take turns leading the Talk About It moment after each round, and win as a team.
Your code is already filled in below — or type a friend’s code to join their battle instead.
Send this link to a friend and tell them “let’s play.” It opens the game right here in the online section with your room code already filled in — all they add is their name.
Add your names — the Discussion Leader rotates each round. Leave boxes blank if it’s just a couple of you.
Every card in the set in its original Kingdom Cards™ artwork. Tap a card to flip it over and see the “Armor of God” back every card shares. View Large opens the spotlight so you can really read the design.
Kingdom Cards™ — Battle for Truth · Official Game Rules · Version 1.0
Two sides face off in a strategy battle: a Kingdom Warrior, standing in the Armor of God, and the Enemy Strategist, working the enemy’s tricks. The enemy side can be intelligent and difficult — but the game always teaches that Christ is greater than the enemy. The dice bring the excitement; Scripture and strategy are what win — nobody wins just for rolling a six.
| HP | Tokens | Starting Cards | |
|---|---|---|---|
| Kingdom Warrior | 100 | 3 Faith | 5 |
| Enemy Strategist | 100 | 3 Influence | 5 |
Each side brings a 20-card deck. A match lasts a maximum of 10 rounds — one turn per player per round.
Roll the die at the start of your turn — the roll sets your Action Points for that turn. You may take multiple actions, up to the rolled allowance:
| Action | Cost |
|---|---|
| Basic attack | 1 |
| Guard | 1 |
| Draw a card | 1 |
| Summon a warrior or enemy | 2 |
| Standard skill | 2 |
| Powerful skill | 3 |
| Ultimate skill | 5 |
An ultimate still requires the correct cards and resources — a six does not automatically win the battle.
Battle Points are awarded once per qualifying action. Both sides score by the same rules — and either side may attempt Scripture challenges.
| Feat | Points |
|---|---|
| Summon a character | +5 |
| Land a basic attack | +5 |
| Block an attack | +5 |
| Use a special ability successfully | +10 |
| Complete a three-hit combo | +15 |
| Correctly answer a Scripture challenge | +20 |
| Defeat an enemy or warrior | +25 |
| Complete a battlefield objective | +30 |
There are three ways to win a match:
If Battle Points are tied after round 10, play one sudden-death round — more Battle Points in that round wins; repeat only if still tied.
The teaching guardrail: an enemy victory represents a temporary tactical setback — never the defeat of Christ, and never a judgment about anyone’s salvation.
Every enemy has a unique style, weakness, and Scripture counter. These are symbolic characters — not claims about what demons literally look like.
Paralyzing Doubt: spend 2 Influence to reduce the warrior’s next dice roll by 1 (minimum 1).
Counter: Shield of Faith + 2 Timothy 1:7
False Glory: spend 2 Influence to disable one Armor card for one turn.
Counter: Humility + James 4:6
Clouded Mind: spend 1 Influence to hide one random card in the warrior’s hand for one turn.
Counter: God’s Promises + James 1:6
Root of Resentment: spend 2 Influence to deal 5 damage at the end of the next two warrior turns.
Counter: Forgiveness + Ephesians 4:31–32
Beautiful Lie: spend 2 Influence to make the warrior choose between two face-down challenge cards, one harder than the other.
Counter: Sword of the Spirit + Matthew 4:1–11
Summoning a card follows the same sequence every time:
When an enemy skill lands, the game presents a Scripture challenge. For example — Fear’s Paralyzing Doubt against the Shield of Faith:
“Which Scripture teaches that God has not given us the spirit of fear?”
The answer choices are shuffled each time, so position can’t be memorized. A child-friendly mode offers simpler questions. A correct answer cancels the linked enemy status effect — it does not undo HP damage already dealt, and it does not by itself win the match.
Kingdom player’s turn:
Enemy player’s turn:
| Feat | XP |
|---|---|
| Complete a match | 25 XP |
| Win a match | +50 XP |
| Complete five Scripture challenges | +25 XP |
| Finish an enemy training lesson | +20 XP |
| Complete a daily mission | +20 XP |
Both sides earn learning XP — the enemy side earns it for studying tactics and identifying biblical counters. XP unlocks character appearances, arenas, animations, card backs, and additional Bible lessons.
No pay-to-compete: players should never have to pay for stronger characters to stay competitive.
The Training Ground
Choose the card that counters this trick:
Tap a card to play it · tap the gold ⓘ to see it large
The counter landed! Now finish the battle — which Scripture answers this attack?
The journey is complete — every warrior takes home an Identity in Christ card, given by name. Save yours, keep it close, and pass it on to somebody who needs to hear who God says they are.
Two players, head-to-head, the way the Official Rules describe it. One of you stands as the Kingdom Warrior in the Armor of God. The other plays the Enemy Strategist, working the Tricks of the Enemy — and learning exactly how each trick is answered by God’s Word.
The Enemy in this game is symbolic — the lies and pressures every believer faces — never a picture of Christ being defeated. If the Enemy wins a match, it is a temporary tactical setback, and the match always ends by teaching how the Warrior answers every trick with Scripture.
Versus is pass-and-play: play together on this one device, passing it back and forth each turn — a pass screen keeps each player’s hand hidden. Send your friend the code or link below so they can open the same match setup, follow along on the call, and be ready for their turns. Same code = same decks and same dice, in the same order.
This link opens the Versus setup with your room code already filled in — your friend takes the Enemy Strategist seat.
The match: 100 health each · 3 tokens to start · 5-card hands · 20-card decks · up to 10 rounds. Roll the die each turn for Action Points. Win by knockout, by Battle Points, or by completing three battlefield objectives.


Tap the card to flip it over — every card in the set shares the same “Armor of God” back. Tap Hear About This Card to listen to what it does and what Scripture it carries.