OMG Rules

Oh My Gods — Complete Rules Reference

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Overview

OMG is a 2-player card game where each player controls a team of Gods (Beings) doing battle across three locations.

The goal is to reduce your opponent to 0 Life cards. When a player has 0 Life cards and their opponent attacks them, they lose.

Each player builds a deck of 36 Being cards and up to 8 Gem cards.

Setup

Each player draws 6 cards as their opening hand and sets aside 3 cards face-down as their Life cards.

Each player may Mulligan once: select which cards to keep, and the rest are shuffled back into the deck. You draw replacements for the cards you cycled.

The first player is chosen randomly. The second player receives 3 Gems on their first turn instead of 2.

Turn Structure

Each turn has four phases that happen automatically: Refresh → Draw → Gem Charge → Advancement.

Refresh

All your Beings and Gems become active (un-rested).

Per-turn power modifiers are cleared.

Draw

The active player draws 1 card. The first player skips their draw on turn 1.

Gem Charge

2 Gems are added from your Gem deck to your Gem zone (3 on the second player's first turn).

Your Gem zone can hold a maximum of 8 Gems.

Advancement Phase

This is your main action phase. You may take any number of actions in any order until you click End Turn.

Playing Beings

Any card of any level may be played to an empty location as long as you can pay its Gem cost.

Higher-level cards cost more Gems but are more powerful. Playing a higher level card directly (without evolving) means you don't get the benefit of the stacked power from lower cards.

Gems are spent from your active Gem zone. Spent Gems become rested and are refreshed at the start of your next turn.

A Being cannot attack on the turn it is played (summoning sickness). Exception: if you have 0 Life cards.

Evolution

If you have a higher-level version of the same Being in hand, you can Evolve the one already at a location.

Evolving costs only the difference in Gem cost between the two levels. Example: evolving from L1 (cost 2) to L2 (cost 3) costs just 1 Gem.

Evolving stacks the cards — the evolved Being's power equals the sum of all cards in the stack.

Each Being may only evolve once per turn.

You cannot evolve backwards. If you skip from L1 to L3, an L2 cannot be played to that stack.

The evolved Being inherits the active/rested state of the card beneath it.

Displacing

If all three of your locations are occupied, you may choose to send all cards at a location to the Abyss to free up that spot.

You may only displace when all three locations are occupied — if any location is empty, you must use it instead.

Attacking

During your Advancement phase, any active Being that hasn't attacked this turn may declare an attack.

Click an active Being on your side to select it as the attacker, then choose a target from the action bar that appears.

Attack Targeting

A Being can attack the location directly across from it, or one diagonal location to either side.

Left can attack: Left, Center.

Center can attack: Left, Center, Right.

Right can attack: Center, Right.

You may only attack a rested (horizontal) opposing Being, or attack the opponent's Life directly.

If the opponent has no rested Beings in range, only a Life attack is available.

Life Attacks

When you attack Life directly, the opponent may choose to block (intercept with an active Being) or add defense cards from their hand.

If the opponent does not block and does not add defense, one of their Life cards is destroyed.

Defending (Life Attacks Only)

When your Life is attacked, you may choose to Block or add Defense.

Blocking

Declare one of your active Beings at a valid location as a blocker.

The blocker intercepts the attacker. Both sides compare power; the side with lower power takes the damage.

A tie results in no damage to either side.

Adding Defense

Even if you block, you may discard cards from your hand to add their power to your defending Being.

Each discarded card adds its power value to the defender's total.

If you choose not to block at all, discarding cards from hand adds their power to your Life's "defense pool."

Being vs. Being Attacks

When attacking a rested Being, combat resolves immediately — no blocking is available.

The attacker's power is compared to the defender's power, applying type advantages. The weaker Being is destroyed (sent to Abyss).

Type Advantages

Each Being has a type (e.g., Fire, Water, Earth) and is Strong Against one type and Weak Against another.

If an attacker's type is Strong Against the defender's type, damage is doubled.

If an attacker's type is Weak Against the defender's type, damage is halved.

Gems

Gems are the resource used to play and evolve Beings.

Active Gems can also be rested (spent) to draw 1 card from your deck.

Once your Being deck reaches 0 cards, you may equip active Gems to your Beings in play. Each equipped Gem grants +1 power until your next Refresh phase.

Winning

A player wins when they attack the opponent's Life directly and the opponent has 0 Life cards remaining.

A player may also forfeit by clicking Quit.

Being Abilities

Each Being has a Skill Type: Play (triggers when played), Turn (passive effect while active on the field), Attack (triggers when this Being attacks), or Block (triggers when this Being blocks).

Ability text is visible by hovering over any card on the board or in your hand.