
Players try to score virtue points, and even when players play Sinnies onto each other, they are revealing sin in their opponents’ lives so their opponent can attack it. Theologically, Animo’s gameplay pairs well with the theme of pursuing righteousness. If a Sinnie is present, the number on the top left of the Sinnie is deducted from the total Virtue earned, but the Sinnie is defeated so long as the value of the Animo is higher.Īnimo ends in 3 ways: someone scores 60 virtue points, someone defeats 6 Sinnies, or only 1 player remains (this is rare, as players can only be eliminated if they are supposed to draw from their deck and cannot do so). If no Sinnie is present, those points go directly toward the players’ virtue points. Once activated, Animo score the number on the top left of their card. Each card in the Power Pool can only be used once per turn, so players need to consider how to best activate each Animo in their Small Group. Each Animo has a cost to activate and players must use their Power Pool cards to activate Animo. The scoring phase is how players earn points or defeat Sinnies. Finally, players use their Power Pool to activate Animo and score them. Next, players play power cards into their Power Pool, Animo into their Small Group, story and equipment cards to their respective places, and/or Sinnies onto their opponents’ Sinnies space. Within the deck, there are a few different types of cards: story cards, which grant players a special action during a turn (like taking an Animo out of their discard pile) Sinnies, which can be played on an opponent Animo, which are the creatures players use to gain points and defeat Sinnies powers, which are needed to play Animo and equipment, which can be played on Sinnies or Animo to augment their stats.ĭuring players’ turns, they draw up to 5 cards, or just 1 card if they already have 4 or more in hand. The main differences are that the titular Animo are used to score points (they don’t directly battle each other), there aren’t as many trainer cards, and power cards don’t need to be directly attached to Animo in order to activate them.Įach player will have their own deck of 50-60 cards. This is not a bad thing, as Pokémon is one of the most successful card games out there. The creators of Animo said they wanted to borrow mechanics from Pokémon and add a few of their own, and it shows in the gameplay. Does it fulfill its ambitious goal, or does it flop like so many scripture-based games? Review All cards have scripture verses on them, and the game strives to be both mechanically and theologically sound. Animo is a living deck, trading-card game based heavily on Pokémon.
