“Sharpen Your Sword” is the full Animo Trading Card Game experience, designed for strategy, deck building, and competitive play. Build a custom deck, face off against opponents, and use Scripture-powered characters to overcome challenges and claim victory.
RULES UPDATES
The above rule book was modified to account for several rule updates accompanying the release of "FEARLESS". Here is a brief summary:
- Deck Building rules have been modified to allow for up to 3 of any combination of ULTRA AND up to 3 of any combination of MEGA Animo.
- Victory condition updated for competitive or tournament play (VP of 77 to win). Casual play remains at 60VP.
- Actions or Abilities with a specific name (as opposed to just the generic word "ability" or "action") are considered UNIQUE. Unique actions or abilities of the same name are limited to once per turn and are also accompanied by a (1x) icon as a reminder.
- Updated Banned, Errata, and Restricted Card list may be found below.
Basic card elements
Character Level & Name
In standard play, you can only have 3 Virtuous Animo of the same level and name in your deck. Animo must first enter your small group in their level 1 form.
Virtue Points
Once activated, your Animo's virtue points get added to your score. If you're facing a Sinnie, the virtue points must first be applied to that Sinnie's resistance.
Attribute

Animo Type
Animo of specific types tend to be geared toward different play styles and will usually require power of the same type in order to be activated. This is important to remember when building your deck!
Activation Cost
To activate an Animo, you must possess the correct quantity and type of powers as shown here. Place tokens on those powers in your power pool to mark them as 'spent' for the remainder of the turn. Then move the Animo into the playing field.
Bible Verse
This represents the verse this Animo helped you to learn! Animo cards in your deck represent the verses your Truth Seeker has hidden in their heart!
The playing field
Playmats are not required to play the game. Regardless, each player's card layout should follow this format:
Truth Seeker
Your Truth Seeker is who you play as! Even though your Truth Seeker counts as a card in your deck, it will always be in placed in play (in this space) before the game begins.
Power Pool
Here is where you will accumulate the power used to activate your Animo! You may only play 1 power card per turn from your hand. You may have a maximum of 5 power cards in your power pool.
Small Group
The small group is where your Animo enter play. Animo must enter your small group in their level 1 form- and may only be grown or equipped if they are in your small group. Each player may have up to 4 Animo in their small group at a time.
Playing Field
The playing field is for displaying active cards while performing their actions. For example, when a story card is played, place it here until its action has been performed. When Animo are activated, move them from your small group out onto the playing field.

Active Sinnie Spot
During play, an opponent may "confront" you by playing a Sinnie into your active Sinnie spot. This represents a sin/struggle/temptation that your Truth Seeker is facing. Points may not be added to your score unless your active Sinnie is overcome!
Overcome Sinnie Pile
When a Sinnie that you have played (used to confront an opponent) has been overcome, it does not get discarded, but instead gets placed in the "Overcome Sinnie Pile" of the player who played it. Overcome Sinnies may not re-enter play.
Deck
Each player starts with their own deck of 50-60 cards to play the game. After placing your Truth Seeker in the appropriate spot, the rest of your deck is shuffled and placed here.
Discard Pile
Each player has their own discard pile. Any cards that are removed from play get placed here. When Animo are discarded, all growth levels or attached equipment gets discarded with it- unless a card is played that states otherwise.