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Animo: Living Deck Bible Verse Card Game

Animo: Living Deck Bible Verse Card Game Rulebook

Table of Contents

Table of Contents

  • Types of Animo Cards
    • 1) Animo
      • Virtuous Animo
      • Sinnies
    • 2) Story Cards
    • 3) Equipment/Hindrance Cards
    • 4) Power Cards
    • 5) Truth Seekers
  • Power/Animo Types
    • Faith
    • Hope
    • Love
    • Holy Spirit
    • Wisdom
    • Worship
    • Universal
  • Scripture Types (Sub-Types)
  • Sinnie Consequence Types
  • Parts of an Animo Card
  • Play Area Zones
  • Playing the Game
    • How to Win
    • Setting Up
  • Taking a Turn
    • Parts of a Turn
    • 1. Draw Phase
    • 2. Setup Phase
  • Scoring Phase
    • Activating Animo
    • Animo Actions
    • Fellowship Bonuses
  • Scoring and Overcoming Sinnies
    • No Active Sinnie
    • Battling Sinnies
    • Ending Your Turn
  • Deck Building Rules
  • General Rules/Support
    • General Rules
    • Support

Types of Animo Cards

The Animo Bible Verse Trading Card Game consists of several different types of cards, each useful in their own ways to either help you score points, slow down your opponents, or accomplish specific strategies or advantages. There are 5 main types of cards in Animo TCG:

1) Animo

The most important and prominent type of cards you'll see are the Animo! Animo are the fictional characters discovered in Enkardia that help the Truth Seekers learn specific Bible Verses and encourage them to hide them in their hearts! Animo come in two main varieties, the Virtuous and the Sinnies.

Virtuous Animo

Virtuous Animo come in many different types depending on the power they require in order to be activated. Animo can also appear in various stages of growth known as "Levels". Level 1 (Lv.1) Animo are the most common, but many Animo have a Lv.2 or even a Lv.3 growth stage! When an Animo is referred to only by it's name, you can assume it is referring to it's Lv.1 form. Lv.2 and Lv.3 Animo are referred to as "Growth Animo".

Sinnies

Sinnies are Animo that represent the sins, struggles, or temptations you face as a Truth Seeker. When you play a Sinnie onto another player's playmat, it is known as confronting an opponent.

When you are confronted by an opponent with a Sinnie, it is placed on your playmat and referred to as your Active Sinnie.

2) Story Cards

Story cards refer to a particular event from the Bible. Story cards allow for a one-time action which gives you a specific advantage during your turn.

3) Equipment/Hindrance Cards

Equipment/Hindrance cards refer to a specific item, tool, armor, or weapon from a Bible Story. These provide a special benefit or ability to an Animo or Sinnie when attached.

4) Power Cards

Power cards are an essential part of any Animo deck! Each virtuous Animo has a cost requirement in order to be activated. Activating your Animo is the primary way to earn points and overcome Sinnies! To pay the activation cost on an Animo, you'll need to match up each symbol on the card with matching power cards that you have in play.

5) Truth Seekers

In the Animo Bible Verse TCG, you play as a Truth Seeker, and the Animo and Story cards in your deck represent the verses and lessons your Truth Seeker has hidden in their heart. Your deck should contain 1 Truth Seeker, and it is unique in that it remains in play during the entire game. Each Truth Seeker provides one power as well as a specific ability or advantage- so choose one that fits your preferred type, play style, or strategy!

Power/Animo Types

There are 7 different power types in the Animo TCG, and you will find Animo matching each of the various types in the game. The Animo 'type' can be found at the upper-right corner of the card. This is an important consideration when building your deck since Animo of a certain type tend lean toward a particular play style and will typically also require the matching type of power in order to be activated.

Faith

Faith-filled Animo hit hard with high scoring attributes. Occasionally, however these big scores come at the expense of high costs or needing to discard power cards. But have faith! Faith-filled Animo have a knack for recycling cards from your discard pile.

Hope

Hope-filled Animo are always looking on the bright side... as well as into your deck. This Animo type is great for draw engines, large hand sizes, and manipulating the order of your deck. Many of these Animo require power cards to be shuffled back into the deck in order to be activated... but that shouldn't be a problem for you.

Love

Love-filled Animo always play well with others! While they may not be the highest scoring Animo, most of these Animo have fellowship bonuses that give extra points when played with Animo of another type. In addition to this, they are very strong at combating the effects of Sinnies. After all, "love covers a multitude of sin".

Holy Spirit

Spirit-filled Animo excel at strategies for growth (leveling up your Animo) and their activation costs will never require more than 1 Holy Spirit power, making them easy to pair with other types. This card type represents the POWER given to us from the Spirit (not the Holy Spirit himself).

Wisdom

Wisdom Animo emphasize the benefits of scripture memorization. Unlike other Animo types, every Wisdom Animo has a sub-type (scripture type) which makes them highly effective at exploiting Sinnie weaknesses.

Worship

Worship Animo typically have high virtue point totals or powerful actions, but require two different power types in order to be activated.

Universal

Universal Animo are the most flexible of all the Animo types. They don't require any specific power type but in exchange for their flexibility, tend to have lesser abilities and lower value virtue points.

Scripture Types (Sub-Types)

Growth Animo (Lv.2 and Lv.3 Virtuous Animo) will have one of 6 sub-types known as "Scripture Types" identifiable by the icon at the upper-right corner of the card, just beneath the main type icon. The scripture type on a particular card is based on which book of the Bible the card's verse is found. Sinnies often have weaknesses to Animo with specific scripture types, so keep your eyes out!

  • Law: Genesis, Exodus, Leviticus, Numbers, Deuteronomy
  • History: Joshua, Judges, Ruth, 1+2 Samuel, 1+2 Kings, 1+2 Chronicles, Ezra, Nehemiah, Esther, Acts
  • Poetry/Wisdom: Job, Psalms, Proverbs, Ecclesiastes, Song of Solomon
  • Prophets/Prophecy: Isaiah, Jeremiah, Lamentations, Ezekiel, Daniel, Hosea, Joel, Amos, Obediah, Jonah, Micah, Nahum, Habakkuk, Zephaniah, Haggai, Zechariah, Malachi, Revelation
  • Gospels: Matthew, Mark, Luke, John
  • Letters: Romans, 1+2 Corinthians, Galatians, Ephesians, Colossians, 1+2 Thessalonians, 1+2 Timothy, Titus, Philemon, Hebrews, James, 1+2 Peter, 1+2+3 John, Jude

Sinnie Consequence Types

Similar to the virtuous Animo, Sinnies are categorized into different types. When a Sinnie is played to confront an opponent, an action/effect is performed/applied that hinders the confronted player in some manner. These different effects are called "consequences", and how the effect is applied is determined by it's type. Here is a brief overview of the different consequence types:

  • Instant: Sinnies with an Instant consequence type apply a one-time effect the moment the card is played.
  • Affliction: Sinnies with an Affliction consequence type negate the Actions, Abilities, or Fellowship Bonus of the confronted player's Animo, by placing tokens on them.
  • Constant: Sinnies with a Constant consequence type have an effect that lasts as long as the Sinnie remains active.
  • Compounding (Stacking): Sinnies with a Compounding consequence type may be stacked on top of another Animo, combining the resistance of both Sinnies.
  • Counter: Sinnies with a Counter consequence type may be played during another player's turn.

Parts of an Animo Card

The parts of an Animo card are: Scripture Type, Animo Type, Animo Name, Growth Level, Virtue Points (VP), Attribute, Action/Ability, Bible Verse, Verse Reference, Expansion Symbol, Card Number & Rarity, Artist Name, and Activation Cost.

Play Area Zones

  1. Truth Seeker: Each player should place their Truth Seeker in this space before the game begins. It will remain here all game.
  2. Power Pool: As a game goes on, players will amass power cards by adding them to this zone. The power pool can hold a maximum of 5 power cards at a time.
  3. Small Group: In order for Animo to be grown or activated, they must be in the small group. A player may have up to 4 Animo in their small group at a time, and any Animo played here must first enter as a Lv.1.
  4. Discard Pile: Each player has their own discard pile. Cards that a player chooses to discard, as well as Animo that have been activated (after Sinnie is overcome and/or points are reconciled) will go here.
  5. Deck: Each player starts with their own deck and places it face down here. Unless a card is played that states otherwise, a player may not look at or change the order of the cards in their deck. When a player is to draw cards, they will always draw from the top of the deck.
  6. Overcome Sinnies: When an opponent overcomes a Sinnie that you played onto their playmat, it goes here. It may not return to the game.
  7. Active Sinnie: When an opponent confronts you (plays a Sinnie onto your playmat), it goes here. This is considered your active Sinnie.

Playing the Game

How to Win

There are 3 ways to win a game:

  1. Meet (or exceed) the Virtue Score win condition (as indicated on your Truth Seeker).
  2. Meet (or exceed) the Overcome Sinnies win condition (as indicated on your Truth Seeker).
  3. If your opponent is not able to draw the required number of cards during the draw phase of their turn (they ran out of cards).

Note: If a player runs out of cards in a 3 or 4 player game, they are eliminated, and play will continue with the remaining players.

Each Truth Seeker has it's own win conditions located at the upper-left corner of the card. If playing with Series 2 Truth Seekers, the default win conditions are as follows: Virtue Score 77, Overcome Sinnies 6.

Setting Up

  1. Spread your playmat out in front of you and place your Truth Seeker in the designated zone.
  2. Shuffle your deck and allow your opponent to cut. Place it face down in the designated zone.
  3. Make sure you have power tokens, affliction tokens, overcome Sinnie marker, and score dial close at hand. A pencil and notepad is a good idea to have as well in order to keep track of verses recited.
  4. Shake hands with your opponent and flip a token (and call heads or tails) to see who goes first. The player who goes first may not use their Truth Seeker's ability, nor confront an opponent (play a Sinnie) on their first turn!

Taking a Turn

A turn consists of 3 phases:

  1. Draw Phase
  2. Setup Phase
  3. Scoring Phase

Parts of a Turn

1. Draw Phase

You must do this at the start of every turn!

A. Reset your power. Remove any power tokens from the power cards in your power pool (or your Truth Seeker) that were spent on your previous turn.

B. Draw cards from the top of your deck until you have 5 cards in your hand. If you have 5 or more cards in your hand when your turn begins, draw 1 card.

2. Setup Phase

The following actions are optional, and may be done in any order:

A. Play a power card from your hand into your power pool. Only 1 power card can be played from your hand into your power pool per turn!

Your power pool can hold up to 5 power cards. If it is full, you may swap a power from your hand with one in your power pool. Discard the power that was swapped out. B. Play Level 1 Animo into your small group. You may play as many Lv.1 Animo from your hand into your small group per turn as you like (or are able).

C. Grow Animo in your small group. To grow a Lv.1 Animo, place a Lv.2 Animo of the same name directly on top the Lv.1 card. Lv.2 Animo may be grown to Lv.3 Animo in the same manner.

EXAMPLE: Growing Lv.1 Aquillion into Lv.2 Aquillion

Any equipment that is attached to an Animo is to remain attached to that Animo when it is grown.

Conversely, affliction tokens on an Animo are to be removed if that Animo is grown.

NEW RULE: Growing Animo takes either time OR power! Starting with Series 3, Animo may not be grown for free in the same turn in which it is played (enters your small group). In order to grow an Animo in the same turn in which it is played, you must pay a "Rapid Growth" cost of one purple crown symbol (the Universal icon) by marking any 1 power in your power pool as spent by placing a token on it. This means, you will not be able to use that power during this turn's scoring phase!

D. Confront an opponent by playing a Sinnie from your hand into the 'Active Sinnie' zone on their playmat. The player who goes first may not confront on their first turn!

Once a Sinnie is played onto an opponent's playmat it's consequence becomes active. Read it (aloud if you want) and do what it says. Refer to p.11 for an overview on the different consequence types.

Implementing different consequence types:

  • Instant: When played, read the consequence and immediately apply it's effect. This is a one-time effect that does not repeat.
  • Constant: When played, read the consequence. It's effect lasts as long as the Sinnie remains in play (until it is overcome).
  • Counter: A Sinnie with this consequence type may be played during an opponent's turn! Read the consequence carefully, as there are often effects which may only be applied if played in specific situations. Of course, Counter Sinnies may also be played during your own turn-- but often at the expense of applying it's effect.
  • Affliction: When you play a Sinnie with this consequence type, you may apply a specific number of affliction tokens to Animo in your opponent's small group. Unless otherwise stated, affliction tokens may be applied to any bonus element on a virtuous Animo card. A bonus element with an affliction token on it may not be utilized.

Bonus elements include the following: Actions, Abilities, and Fellowship Bonuses.

To apply affliction to an Animo, place an affliction token directly on top of the specific bonus element you wish to cancel out. For example, placing an affliction token on top of an Animo's ability means that Ability may not be used as long as that token remains on it.

  • Each player may have up to 3 affliction tokens in play at one time.
  • Unless a card is played (or in-play) that states otherwise, affliction tokens are to remain on the Animo to whom they've been applied until: 1) the Animo is grown, 2) the Animo is activated, OR 3) the Animo is discarded.
  • Once removed, affliction tokens are to be returned to the player to whom they belong (the one who applied them).

Compounding (Stacking): Compounding Sinnies may be combined (or "stacked") with 1 other Sinnie. When this happens, the confronted player MUST overcome them at the same time (meet or exceed the sum of both Sinnie's resistance points) before scoring.

EXAMPLE: Your opponent has "Scornit" (a Compounding Sinnie) as their active Sinnie. You have "Fibbitz" in your hand- which may be stacked with another Compounding Sinnie. To stack them, place Fibbitz on top of Scornit, enough to cover the majority of the card, but leaving the top portion of the card visible- so that the resistance (10) and name (Scornit) are still visible.

Note, that the resistance points of Scornit and Fibbitz are now combined, and your opponent must score at least 17 VP in order to overcome them.

Even though their resistance points are combined, Sinnies that are "stacked" still count as 2 Sinnies when they are overcome.

When 2 Sinnies are "stacked", only the weakness on the top card applies. If weakened, only the Sinnie on top has it's resistance reduced.

E. Attach an Equipment/Hindrance to an Animo in play and apply its effect.

Equipment cards may be attached to virtuous Animo in your small group, while Hindrance cards may be attached to a Sinnie in play. To attach, place the card beneath the Animo, with the information bar remaining visible to the right of the Animo card. Only 1 equipment card of a specific name may be played from your hand per turn.

Equipment cards remain on the Animo to whom it's attached- even if the Animo grows!

Equipment and Hindrance cards always follow the fate of the Animo to whom they are attached. Ex. If an Animo with equipment is to be discarded, the attached equipment will also be discarded.

F. Play a Story Card. To play a story card, place it into the center of your playmat (where others can see) and follow the instructions on the card. After you've done what it says, discard the story card. Only 1 story card may be played per turn.

G. Use Animo Abilities. Many Animo have special abilities which can be used during the setup phase of your turn. Be sure to read carefully, as each ability is different. Some only apply when a specific condition is met (such as when reciting a Bible verse or when the card is played into your small group)- while others may be used once per turn, or apply an effect that lasts as long as the Animo is in play.

Unique Abilities & Actions: Some Animo are equipped with "unique" abilities or actions. You can identify them because they will have a (1x symbol) followed by a specific name (as opposed to the generic terms, "Ability" or "Action". Unique abilities or actions are limited to one use per turn per name. For example, Manty has the unique ability, "HARVEST". If you use this ability, you may not use any other actions or abilities with the name "HARVEST" on this turn.

H. Use your Truth Seeker's Ability. Similar to Animo Abilities, Truth Seekers also have abilities which may provide a useable action during your setup phase. Read the ability carefully to understand how and when to utilize this ability to your advantage!

NEW RULE: If you see a power symbol before the word "ABILITY" on your Truth Seeker's card, it means that they have an ability that requires a power in order to use. In other words, you may use either the Truth Seeker's ability or the power it provides, but not both in the same turn. If you use one of these abilities, place a power token on the card to indicate that it has been spent.

The player who goes first may NOT use their Truth Seeker's ability on their first turn.

Beginning with Series 3, any Series 2 Truth Seekers with a non-passive ability (for example, an ability that you can make a choice to use), will require a power be paid in order to use their ability.

I. Weaken Your Active Sinnie by reciting the Bible verse (without looking) from an Animo in your small group which has a type or sub-type that matches the Sinnie's weakness. You may only attempt this once per turn.

EXAMPLE: Skortch is your active Sinnie, who has a weakness to Animo with a Letters sub-type. Lv.2 Mousetro is in your small group and has a Letters sub-type! Therefore, you can weaken Skortch by reciting the verse on Mousetro's card! When you do this, hold the card up toward your opponent so that they can verify that you have said the verse correctly. If recited correctly, you have successfully weakened Skortch! Place the "Weakened" token on Skortch to indicate that his resistance has been reduced by the amount on the token (in this case, his resistance is reduced by 1/2 or 5).

If a Sinnie's resistance is an odd number, and the weakness results in reducing it by 1/2, always round UP when calculating the new resistance. (Ex. Base Resistance of 11 would become 6.)

For the purpose of weakening a Sinnie, a specific Bible verse (as identified by it's reference) may only be attempted once per game- whether the attempt was successful or not.

Each Sinnie can only be weakened once. It's resistance may not be further reduced a second time- even if you have another Animo in your small group matching it's weakness.

J. Discard cards from your hand. You may do this as often as you want during your setup phase, but may only claim a Sinnie discard bonus once per turn.

NEW RULE: Sinnies in Series 3 are equipped with a "Discard Bonus (trash can icon)", which allows you to perform a basic action when the Sinnie is discarded from your hand. This bonus is noted at the right-hand side of the card, just to the right of the attribute. While you may discard multiple Sinnies from your hand in a turn, you may only claim a discard bonus once per turn.

Discard Bonus Actions: There are currently 3 possible discard bonus actions as depicted by the following icons:

  • Draw Cards from the top of your deck equal to the number listed on the card icon.
  • Apply 1 Affliction token to an action, ability, or fellowship bonus of any Animo in play.
  • Search for a Sinnie from your deck, reveal it and put it into your hand. Shuffle your deck.

Scoring Phase

The scoring phase begins as soon as you activate an Animo-- and once you have, you may no longer perform any of the setup phase actions. If you are unable (or don't want) to activate any Animo, you will simply skip this phase and end your turn.

Activating Animo

Activating your Animo is how you score points, overcome Sinnies, unlock their actions, and ultimately, how you win the game! For an Animo to be eligible for activation, it must be in your small group, and you must have the required powers available in your power pool that match the "activation cost" of the Animo.

EXAMPLE: Level 1 Aquillion (shown above), requires 1 Spirit power and 1 of any power in order to be activated.

Activation Costs: The activation cost of an Animo is located adjacent to it's primary attribute. Note the specific type(s) and quantities of power required to be "paid" in order to activate the Animo. In addition to the main power types, here are some additional cost types you will find in Animo TCG:

  • Purple crown symbol = May be paid using ANY power.
  • Grey symbol with red X = Must be paid by DISCARDING the power indicated.
  • Grey symbol with green arrow = Must be paid by SHUFFLING the power indicated back into your (card holder's) deck.

To Activate an Animo:

  1. Choose the Animo you wish to activate.
  2. Place tokens on the powers in your power pool that you are using to pay that Animo's activation cost.
  3. Move the Animo forward (out of your small group) and into the playing field (center of your playmat). If the Animo has an ACTION, you may perform it now (see p.31).
  4. If the Animo has a FELLOWSHIP BONUS, apply it (if and when it qualifies) by rotating the card (see p.32).

Repeat these steps to activate as many Animo as you want (or until you run out of power or Animo)!

Figure 1

EXAMPLE (refer to fig. 1 on the previous page): You chose to activate Conquersaur which requires 2 Hope powers and 1 purple crown symbol (any power) in order to activate. Place a power token on your Truth Seeker, Link (who provides 1 Hope power per turn), place 1 power token on the Hope power card, and lastly, place 1 token on a Holy Spirit power card to fulfill the final power cost. Finally, move Conquersaur onto the playing field.

Figure 2

You still have Animo in your small group, so don't end your turn yet (see fig. 2 above)! The power cards in your power pool with tokens on them have been spent, so they are unavailable to use again until next turn. But you still have a couple power cards available to use-- a Fasting power (which can provide either 1 Holy Spirit power or 2 any powers) and a Holy Spirit power. While there are a few Animo in your small group, we only have the power to activate Lv.2 Aquillion. Do so by placing tokens on the remaining power cards and moving Lv.2 Aquillion into the playing field with Conquersaur.

Animo Actions

Some Animo are equipped with ACTIONS which become unlocked as soon as that Animo is activated. Actions will appear in a black text box beneath the character's attribute and cost bar.

Actions are to be performed immediately after the Animo to whom it belongs is activated. To use an action, simply do what the text says on the card!

EXAMPLE: Glorify has the action "ACTION: Search your deck for 1 Hope power, reveal it and put it into your hand. Shuffle."

Actions are always optional, but may only be performed at the time the Animo with the action is activated.

If you are activating multiple Animo with actions in the same turn, you must perform the actions as each Animo is activated-- so consider the order in which you Activate your Animo!

Fellowship Bonuses

Some Animo are equipped with a fellowship bonus which appears as a circular gem in the lower-left corner of the card. The number on the gem represents the new VP that the Animo will earn if it is activated in the same turn as an Animo of another type (as specified by the color of the gem and the adjacent icon).

EXAMPLE: You activate Aquillion ULTRA which has a Hope fellowship bonus. In the same turn, you activate Glorify, a Hope Animo. Therefore, the condition is met to unlock Aquillion ULTRA's fellowship bonus! Rotate the card 90° clockwise to indicate that his VP is now 15 (instead of 12)!

A fellowship bonus on an Animo is unlocked as long as another Animo is activated in the same turn that has a type matching that of the fellowship bonus. The order in which they are activated does not matter.

Scoring and Overcoming Sinnies

After you have activated as many Animo you want (or are able), it is now time to reconcile your points. How many points that will be counted toward your score will depend on a few factors:

No Active Sinnie

In this scenario, you do not have a Sinnie in the Active Sinnie spot on your playmat to contend with. Therefore, any Animo that you have activated this turn will have their points totaled and added to your score. After you have added their points to your score, discard them and end your turn.

EXAMPLE: Conquersaur and Lv.2 Aquillion were both activated on this turn. Since there is no Active Sinnie present, the sum of the VP of the activated Animo (13) gets added directly to your score (Virtue Score). Once the scoring is completed, both Animo are placed in your discard pile.

Battling Sinnies

If you are facing a Sinnie (an opponent has confronted you by placing a Sinnie in your Active Sinnie spot), the virtue points earned by activating Animo must first go toward overcoming that Sinnie- with any points leftover being added to your score. Therefore, when a Sinnie is active, there are two possible outcomes:

1) Sinnie is Overcome:

EXAMPLE: Activated Animo 13 (Conquersaur and Aquillion) against Active Sinnie Wingeye (resistance 8). 13 - 8 = +5.

Since the number of virtue points is equal to or greater than the Sinnie's resistance points, the Sinnie is overcome! Place it in the Overcome Pile belonging to the player who confronted you, and advance the (overcome) token on your Sinnie Tracker accordingly. Any points leftover are added to your total score (Virtue Score +5).

2) Sinnie is NOT Overcome:

EXAMPLE: Activated Animo 13 against Active Sinnie Thresher (resistance 15). 13 < 15 = Outcome 0.

When the activated Animo do not have enough VP to Overcome a Sinnie, they are placed on top of the Sinnie- with virtue/resistance points visible (as shown here). Animo left here when your turn ends are considered to be "battling the Sinnie". Their efforts will carry over to next turn, where you may be able to overcome the Sinnie with the help of additional Animo and a freshly reset power pool.

EXAMPLE: On your previous turn, you had activated Lv.2 Aquillion and Conquersaur. They combined for 13 VP, not enough to overcome your Active Sinnie, Thrasher MEGA, with a resistance of 15. On this turn, you do the following during your scoring phase (see fig. 3):

  1. Activate Aquillion ULTRA. Return the affliction token to your opponent since Aquillion ULTRA is no longer in your small group.
  2. Activate Glorify. You may not perform the ACTION on Glorify's card since it is being blocked by an afflictin [sic] token. Now that you've skipped the action, return the affliction token to your opponent.
  3. Unlock Aquillion ULTRA's fellowship bonus. Once Glorify is activated, Aquillion ULTRA's fellowship bonus gets unlocked. Rotate Aquillion ULTRA 90° clockwise.

You aren't able to activate any more Animo, so it's time to reconcile your points. Adding up the Animo's VP gives a total of 31. Of those 31 points, you need to apply 15 to overcome Thrasher MEGA, leaving you with 16 points to add to your total score (Virtue Score +16, (overcome) +1).

Figure 3

Ending Your Turn

After you've reconciled your points, discard your activated Animo (unless they are left battling a Sinnie) and return any overcome Sinnie(s) to the Overcome Pile of the player who played it/them. End your turn.

Deck Building Rules

Building your own deck can be challenging but a lot of fun... and very rewarding when your strategies work out as planned! Whether modifying a strategy deck, or constructing a new deck from scratch, there are rules you'll need to follow:

  • Your deck must consist of no less than 50 cards, and no more than 60 cards, including 1 Truth Seeker (which counts toward the total number of cards).
  • Except for Standard Powers (which have no limitations) and Sinnies (explained below), you can only have 3 cards of the same name in your deck-- even if the artwork or other supporting text is different. Keep in mind that the LEVEL of an Animo, as well as the word "ULTRA" are considered part of an Animo's name.
    • Example: A deck may contain 3 "Lv.1 Armorino", 3 "Lv.2 Armorino", 3 "Lv.3 Armorino", and 3 "Armorino ULTRA", since they technically all have different names.
  • All Sinnies in your deck must be different- you may not have more than 1 of a particular Sinnie in your deck. A Sinnie is considered the same if it has the same name, even if the artwork or supporting text is different. Keep in mind that the word "MEGA" is part of a Sinnie's name.
  • You may have no more than 3 of any combination of ULTRA characters in your deck.
  • You may have no more than 3 of any combination of MEGA/MEGA+ characters in your deck.

General Rules/Support

General Rules

  • If a card's text ever contradicts the rules of the game, you may follow what the card says!
  • Whenever a card tells you to search your deck for a specific type of card, you must show it to your opponent-- even if the card doesn't explicitly say to do so. If the card permits you to search for any card, you do NOT need to show your opponent.
  • Anytime you search your deck for a card, you must shuffle your deck afterwards- even if the text does not explicitly say to do so.
  • Anytime you search your deck for a card, it must go into your hand unless otherwise specified.
  • If there are abilities/effects in-play that directly contradict one another, i.e. An Animo in your small group has an ability that says "Ignore the effects of Sinnie Consequences", while your Active Sinnie says, "Ignore the abilities of Animo", whichever entered play first, takes priority and would cancel out the other.
  • If there are abilities/effects that trigger simultaneously, they should be resolved in this order: Abilities -> Equipment -> Sinnie Consequence -> Hindrance

Support

For game play help, tips, rulings, tutorials, FAQ's, and more-- scan the QR code or visit our website: www.animocards.com

Join the Animo Discord Community: https://discord.gg/animotcg

Join the Animo Insiders Group: https://www.facebook.com/groups/625989837944678