3 lanes - Sky, Earth, Underworld - and 6 rounds. Win 2 of 3 lanes: a lane is won by strict total-power majority among the units surviving there at the end of round 6. If neither player wins 2 lanes, the tiebreak is total surviving power across all lanes; a full tie is a draw (0.5 each). Converted followers count for their current controller.
Each round both players draw 1 card, then secretly commit up to 2 cards (passing is legal), then reveal simultaneously. Resolution order: sacrifices are consumed first, then new units deploy, then Gods convert, then each contested lane clashes.
Flock = 1 card, TWO bodies, placed into any lanes (same or different). Followers are your score, your blockers, and your sacrifice fuel.
A Champion costs 1 follower body - one of YOURS that was on the board before this round - or play it UNBLESSED with no sacrifice at printed power -2, permanent.
A God (power 2) costs 2 bodies, at least 1 from its target lane. On ARRIVAL it converts up to TWO enemy followers in its lane, then up to ONE at every later reveal while it survives (lowest power first). Any reveal it converts NOTHING it permanently grows +2 power - starving a God feeds it. Max 1 God per player per lane per round. Sacrifices resolve before conversions, so a defender who eats their own followers can leave a God nothing to steal - but that empty lane makes it grow.
In each lane where both players have units, the lower total power loses one unit: the STRONGEST if the winner also outnumbers the loser, else the weakest. A power tie means no death.
Win 2 of 3 lanes; tiebreak total surviving power; full tie = draw (0.5 each).