
Brief
A party card game about belief, betrayal, and control. For 4–8 players. 40–60 minutes. Ages 12+.
Each player becomes a sect Leader, using every means necessary to expand their influence and gather believers.
The goal is simple: collect the most believer cards to win.
But the path is volatile—as the game unfolds, players may surrender, form multi-player sects, betray one another, or become wanderers.
With a card system featuring mental and physical attacks, as well as other strategic actions, the game turns faith into a fluid and unstable battlefield.
In this game, belief isn’t just a theme—it’s the battlefield.
Published
2023 Chinese version (Taiwan)
2024 English version (UK / EU)
Purchase Available via:
Mechanics
Core Loop: Draw → Play → End Turn ( or Surrender )
Players cycle through cards, managing mental and physical attacks while manipulating trust and control between sects.
No two turns feel the same—alliances shift, leaders fall, belief flips.
Game ends when the believer deck runs out, or when one player manages to absorb all others into a single unified sect.
Victory goes to the player with the most believers—whether earned through devotion, conquest, or betrayal.
Unique Design Features
No Elimination. Ever.
Even fallen leaders stay on the board—as followers or wanderers. Everyone plays until the end.
Roles Evolve with the Conflict
Everyone starts as a Leader. You may lose power, become a follower, or go wanderers — but every role can still win.
Reversible Power
Betray your sect. Become the threat. Flip control from the inside.
Card-Driven Psychological Warfare
Every action card has social weight—conversion, pressure, subversion. Strategy is in the hand, but threat lies in how you play it.
Dynamic Sect Takeovers
Sects aren’t fixed. Players can absorb others, get absorbed, or rise back after collapse. Faith is fragile, power is stolen.
Contents
All visual assets, card layouts, and component illustrations were designed by Yen.

Believer cards x 60 (5 types)
The core scoring element. Believers represent your followers—acquire them, defend them, or lose them to rivals.

Action cards x 78
Divided into strategy, physical attack, and mental attack. These shape every conflict and turning point in the game.

Skill Cards x 16
Each Leader begins with a unique ability that can tilt the balance of power—if used wisely.

Leader Tokens x 8
Track which player controls each sect. These can change hands mid-game through surrender or betrayal.

Rulebook
Includes detailed rules, setup guides, and quick references for all players.
Download and Introduce Links
Public Appearances
Featured at major tabletop conventions across the UK, Germany, and Taiwan.
Notable appearances include UK Games Expo, SPIEL Essen, and multiple events in Taiwan.
Showcased internationally.
From Taiwan to Essen, every table was a battlefield.
The game has been playtested, demoed, and translated live across multiple regions.




















