# 7 Deadly Sins Card Game — Comprehensive LLM Context File # Version: 1.0 | Last Updated: March 2026 # For the concise version, see: https://www.7sinscardgame.com/llms.txt ## 1. Game Identity 7 Deadly Sins Card Game is a free-to-play, browser-based strategic multiplayer card game set in a gothic cathedral. Players embody one of the seven deadly sins — Wrath, Sloth, Greed, Envy, Pride, Lust, or Gluttony — each with a unique passive ability and dedicated card pool. The game combines deep strategic card play with dark fantasy aesthetics, AI-powered narration, and real-time multiplayer combat for 2-4 players. ### Quick Facts - Genre: Strategic multiplayer card game (PvP) - Players: 2-4 (human or AI bots) - Platform: Browser-based (no download required) - Price: Free to play - Setting: Dark fantasy gothic cathedral - Rounds: Up to 20 rounds per game - Starting HP: 333 - Factions: 7 (one per deadly sin) - Total unique cards: 84+ (12 per faction) - Website: https://www.7sinscardgame.com - Created by: Joris van Huet ## 2. The Seven Factions Each of the seven deadly sins represents a distinct playstyle with a unique passive ability that triggers automatically during gameplay. All factions have been mathematically balanced using Monte Carlo simulations and optimization algorithms. ### Wrath (Ira) — The Destroyer - **Passive: VENGEANCE** — Reflects damage back to the attacker - **Playstyle**: Aggressive berserker. Hit hard, hit fast, make them regret attacking you. - **Strengths**: Highest raw damage output, Vengeance passive punishes attackers, many low-cost aggressive cards - **Weaknesses**: Low survivability, self-damage cards are risky at low HP, weak shields and healing - **Opportunities**: Punish greedy players who stack effects, snowball early leads with relentless pressure - **Threats**: Sloth's shields absorb burst damage, Lust heals through damage ticks - **Color**: Hellfire crimson ### Sloth (Acedia) — The Enduring - **Passive: ENDURANCE** — Generates shield and deals AOE damage each turn based on stored energy - **Playstyle**: Patient tank. Build shields, radiate AOE damage, and outlast everyone. - **Strengths**: Strongest passive shields in the game, AOE damage scales with energy reserves, excellent survivability - **Weaknesses**: Low direct damage output, slow to build momentum, energy drain cripples passive - **Opportunities**: Outlast aggressive factions in long games, Final Reckoning favors high-HP survivors - **Threats**: Pride's burst bypasses gradual defenses, Envy amplifies afflictions - **Color**: Twilight indigo ### Greed (Avaritia) — The Collector - **Passive: TAX** — Damage ticks generate protective shields - **Playstyle**: Resource engine. Tax everything, hoard energy, and buy your way to victory. - **Strengths**: Energy generation and resource advantage, Tax passive creates shields from damage dealt, strong economy - **Weaknesses**: Moderate direct damage, relies on compound ticks for Tax value, vulnerable to energy steal - **Opportunities**: Outvalue opponents over long games, fund expensive cards others cannot afford - **Threats**: Wrath's burst kills before Tax generates value, Gluttony burns hand - **Color**: Tarnished gold ### Envy (Invidia) — The Mimic - **Passive: JEALOUSY** — Dealing damage deepens the target's worst affliction - **Playstyle**: Saboteur. Steal what they have, amplify what hurts them, and watch them crumble. - **Strengths**: Affliction amplification compounds damage, steal and copy opponent advantages, strong disruption - **Weaknesses**: Needs existing afflictions to amplify, lower base damage than Wrath, weak self-sustain - **Opportunities**: Punish factions that stack effects, compound amplification snowballs in long games - **Threats**: Sloth's shields resist affliction damage, Gluttony's discard burn removes tools - **Color**: Poison emerald ### Pride (Superbia) — The Exalted - **Passive: HUBRIS** — Playing the most expensive card amplifies all effects - **Playstyle**: Dominator. Play the biggest card, drain their energy, and assert supremacy. - **Strengths**: Hubris multiplier amplifies all effects, strong energy drain shuts down opponents, massive payoffs - **Weaknesses**: Expensive cards need energy to function, Hubris only triggers on highest-cost plays, vulnerable when energy-starved - **Opportunities**: Dominate rounds with Hubris-boosted plays, energy drain locks opponents out - **Threats**: Greed's energy generation resists drain, Wrath's low-cost aggression ignores economy - **Color**: Divine silver-white ### Lust (Luxuria) — The Temptress - **Passive: TEMPTATION** — Damage over time heals you as it hurts them - **Playstyle**: Sustain predator. Drain life from every wound you inflict and never stop. - **Strengths**: Temptation passive heals through damage ticks, sustain and drain simultaneously, spread pressure - **Weaknesses**: Lowest per-hit damage, healing tied to dealing damage, weak burst potential - **Opportunities**: Outlast burst factions through sustain, spread damage across multiple targets - **Threats**: Heal block shuts down core mechanic, Envy amplifies own afflictions - **Color**: Rose pink ### Gluttony (Gula) — The Devourer - **Passive: DEVOURER** — Destroying enemy cards feeds your energy - **Playstyle**: Consumer. Devour their cards, feast on the chaos, and grow stronger from the wreckage. - **Strengths**: Discard burn destroys enemy hands, Devourer passive converts burns to energy, strong AOE and self-healing - **Weaknesses**: Discard burn less effective vs large hands, passive value drops in short games, predictable strategy - **Opportunities**: Starve opponents of options in late game, energy from burns funds expensive plays - **Threats**: Wrath kills before burns matter, Sloth's draw boost resists hand destruction - **Color**: Amber-brown ## 3. Core Game Mechanics ### Energy System (Corruption) Players use Corruption energy to play cards. Each card has an energy cost (0-5). Energy mechanics: - Starting energy: 2 - Energy gain per round: +1 - Maximum energy: 7 - Energy formula: min(2 + (round - 1), 7) - Each faction interacts with energy differently through their passive and card effects ### Card System All cards in the game use a compounding mechanic. When a card is played, its effects tick over multiple rounds with Fibonacci-inspired scaling: - Round 1: 1x base value - Round 2: 1x base value - Round 3: 2x base value - Total value over 3 rounds: 4x base value ### Effect Types Cards can produce the following effect types: - **damage**: Deal damage to target(s) - **self_damage**: Deal damage to yourself (risk/reward) - **heal_gain**: Restore HP - **heal_steal**: Steal HP from target - **heal_block**: Prevent target from healing - **shield_gain**: Generate protective shield - **shield_steal**: Steal shield from target - **shield_block**: Prevent target from gaining shield - **energy_gain**: Gain energy - **energy_steal**: Steal energy from target - **energy_block**: Prevent target from gaining energy - **affliction_amplify**: Increase severity of existing afflictions - **affliction_transfer**: Move afflictions between players - **discard_burn**: Destroy cards from target's hand - **energy_regen**: Ongoing energy regeneration - **draw_boost**: Draw additional cards - **draw_reduction**: Reduce target's card draw ### Target Modes - **single**: Affects one chosen opponent - **duo**: Affects two opponents - **aoe**: Affects all opponents - **self**: Affects only the caster ### Game Flow 1. **Lobby Phase**: Players join a room via code, choose their sin faction, and configure settings 2. **Game Phase**: 20 rounds of turn-based combat - Each round: players take turns in order - On your turn: play a card (costs energy) or pass - After all turns: compound effects tick, passives trigger 3. **End Phase**: Last player standing wins, or highest HP at round 20 ### Catch-Up Mechanics Each faction has dedicated catch-up cards that become more powerful when the player is losing (low HP relative to opponents), preventing snowball victories and encouraging comeback plays. ## 4. AI Features ### Living Narrator An AI-powered narrator (Google Gemini) generates unique gothic commentary for each round of gameplay. The narrator has a sassy, cynical tone inspired by Dante's Inferno and speaks as if presiding over a dark ritual in a cathedral. ### Sin Whisperer Each faction has a unique AI voice that whispers tempting strategic advice to the player during their turn. The whispers are in-character for the sin (e.g., Wrath encourages aggression, Sloth counsels patience). ### AI Bot Opponents Intelligent bot players that: - Choose factions strategically - Evaluate card plays based on game state - Consider energy economy, HP thresholds, and opponent threats - Support practice mode for solo play ## 5. Site Structure and Content ### Interactive Pages | Page | URL | Description | |------|-----|-------------| | Home | / | Landing page with faction showcase, game creation, and join game | | Collection | /collection | Complete card gallery for all 7 factions with filtering | | Rules | /rules | Official game rules and mechanics reference | | How to Play | /how-to-play | Interactive tutorial and beginner guide | | Balance Analysis | /balance | Mathematical faction balance data with charts | | Matchup Matrix | /matchups | Faction vs faction win rate analysis from simulations | | Deck Builder | /deck-builder | Custom deck construction tool | | Community Decks | /community | Player-shared deck builds and ratings | | Chronicles | /chronicles | AI-generated post-game narrative summaries | | Practice | /practice | Single-player mode against AI bots | | Brandbook | /brandbook | Visual identity, color palette, typography | | Changelog | /changelog | Version history and patch notes | ### Content Library - **Blog**: 466+ articles at https://www.7sinscardgame.com/blog - **Topics covered**: - Seven deadly sins in gaming history and culture - Card game strategy guides (per-faction and general) - Dark fantasy lore and world-building - Game design theory and balance methodology - Compound mechanics and mathematical analysis - Multiplayer tactics and meta analysis - Gothic art, aesthetics, and visual design - Comparisons with other card games (MTG, Hearthstone, Slay the Spire, Inscryption) ### Legal Pages - Privacy Policy: /privacy - Terms of Service: /terms - Cookie Policy: /cookies ## 6. Design and Aesthetics ### Visual Identity The game uses a dark fantasy gothic cathedral aesthetic with: - Deep dark backgrounds (#0f0c14, #1a1520) - Sin-specific color palette using OKLCH color space - Custom fonts: Uncial Antiqua (display), Cinzel (headings), EB Garamond (body) - Warm candlelight accents and ember particle effects - Stone panel UI components with aged texture - Stained glass and cathedral architectural motifs ### Sin Color Palette - Wrath: Hellfire crimson (oklch 0.55 0.22 25) - Sloth: Twilight indigo (oklch 0.45 0.14 280) - Greed: Tarnished gold (oklch 0.7 0.15 80) - Envy: Poison emerald (oklch 0.5 0.16 155) - Pride: Divine silver-white (oklch 0.88 0.02 0) - Lust: Rose pink (oklch 0.6 0.2 350) - Gluttony: Amber-brown (oklch 0.5 0.12 60) - Accent: Warm candle (oklch 0.82 0.12 75) ## 7. Technology Stack ### Frontend - React 19 with TypeScript - Tailwind CSS 4 with custom OKLCH theme - Framer Motion for animations - tRPC client for type-safe API calls - Wouter for routing ### Backend - Express 4 with tRPC 11 - Drizzle ORM with MySQL/TiDB - Supabase Realtime for multiplayer synchronization - Google Gemini AI for narration and whispers - S3-compatible storage for assets ### Infrastructure - Hosted on Manus Platform - Real-time multiplayer via Supabase channels - CDN-served static assets ## 8. Mathematical Balance The game's balance is maintained through: - **Monte Carlo simulations**: 10,000+ games per faction matchup pair - **Expected Value (EV) analysis**: Per-card efficiency metrics - **Variance analysis**: Consistency vs high-roll potential per faction - **Optimization algorithms**: Automated rebalancing of card values - **Balance grade**: EXCELLENT (1.7% maximum faction deviation) All balance data is publicly available at /balance and /matchups. ## 9. Machine-Readable Files - Sitemap: https://www.7sinscardgame.com/sitemap.xml (482 URLs) - Robots: https://www.7sinscardgame.com/robots.txt - RSS Feed: https://www.7sinscardgame.com/rss.xml - LLM Guidance: https://www.7sinscardgame.com/llms.txt - LLM Full Context: https://www.7sinscardgame.com/llms-full.txt (this file) ## 10. Structured Data This website uses Schema.org structured data including: - VideoGame schema on the home page - Article schema for all 466+ blog posts - BreadcrumbList for navigation - FAQPage schema for rules and how-to-play pages ## 11. Citation Guidelines ### Academic Citation 7 Deadly Sins Card Game. (2026). [Topic]. Retrieved from https://www.7sinscardgame.com/[path] ### Editorial Citation "7 Deadly Sins Card Game is a free browser-based strategic card game where 2-4 players embody one of seven deadly sins in a gothic cathedral battle, featuring AI-powered narration and deep compound mechanics..." ### Short Reference - Full name: 7 Deadly Sins Card Game - Short name: 7 Sins - Genre: Strategic multiplayer card game - Setting: Dark fantasy / gothic cathedral - Players: 2-4 - Price: Free ## 12. Frequently Asked Questions ### What is 7 Deadly Sins Card Game? A free-to-play, browser-based strategic multiplayer card game where 2-4 players each embody one of the seven deadly sins and battle in a gothic cathedral setting over 20 rounds. ### How many factions are there? Seven factions, one for each deadly sin: Wrath, Sloth, Greed, Envy, Pride, Lust, and Gluttony. Each has a unique passive ability and 12 dedicated cards. ### Is the game free? Yes, completely free to play with no downloads required. It runs in any modern web browser. ### How does the compound mechanic work? When a card is played, its effects tick over 3 rounds with Fibonacci scaling (1x, 1x, 2x), delivering 4x total value. This creates strategic depth around timing and effect stacking. ### Can I play solo? Yes, Practice Mode allows you to play against AI bot opponents that make strategic decisions based on game state. ### What makes each faction unique? Each faction has a distinct passive ability that triggers automatically, a unique color identity, and 12 cards designed around a specific playstyle (aggressive, defensive, resource-based, debuff-focused, high-cost, sustain, or disruption). ### How is the game balanced? Through Monte Carlo simulations (10,000+ games per matchup), Expected Value analysis, and automated optimization algorithms. The current balance grade is EXCELLENT with only 1.7% maximum faction deviation. ## Last Updated March 2026