How to play

Learn the climb

Vallelujah is a climbing game of miniature units. Field battalions, capture the fallen, and empty your army before anyone else.

Scroll to walk through the rules — each step awakens as you arrive.

The units

Banners, powers, and your army

There are 54 units: six banners (crimson, azure, forest, gold, slate, coral), each with powers 1 through 9.

At the start of a round you are dealt 9 units — that hand is your army. Units you play leave your army; units you capture come back in.

4
5
6
7
8
9

Six banners · powers 1–9

Battalions

What you can play

Every play must be a valid set: either the same banner (any mix of powers) or the same power (any mix of banners).

A single unit is always legal. A mixed jumble that matches on neither banner nor power is not.

2
7
4

Same banner — legal

5
5
5

Same power across banners also works

Strength

Battalion power is a number, not a sum

Sort each unit's power highest to lowest, then read the digits as one number. Playing a 7 and a 2 makes 72 — not 9.

Higher number wins. So 72 beats 7, and 931 beats 72. Ties do not beat — you need strictly higher power.

7
2
7+2→ 72

Digits high → low, read as one number

Your turn

Lead, beat, or take — never pass

If the arena is empty, you must lead with exactly one unit.

If it is occupied and you have a legal beat, you must play one — sitting out is illegal. If you cannot beat it, you cannot go instead.

4

Empty arena → lead with 1

You cannot pass

Winning a clash

Beat, then take one from the fallen

To beat, play a valid set with equal count or count + 1 and strictly higher battalion power.

Your battalion becomes active. From the army you just defeated, take exactly one unit into your hand; discard the rest. Then play continues to the next player.

8
6
3
1

Defeated army — 4 units

When you are stuck

Cannot go clears the arena

Only when the arena is occupied and you have no legal beat do you take one unit from the active battalion into your army. The rest of that battalion is discarded, the arena empties, and your turn ends.

The next player then leads with one unit. An empty arena is never “cannot go” — if it is your turn and the board is clear, you lead.

9

Cannot beat the 9 — take it

Example

Lead, beat, and climb

Ava leads a gold 4. Ben answers with an azure 7 (equal count, higher power) and takes the 4 into his army.

Cora then plays two forest units — 8 and 2 — for power 82. Count + 1 is allowed after a single, so the climb continues and she captures Ben's 7.

4

Ava leads gold 4

Example

Cannot go on a nine

Ava leads a crimson 9. Ben has nothing that can beat it — no higher single, no legal two-unit climb — so he cannot go. He takes the 9, the arena clears, and his turn ends.

Ava leads again with one unit. Taking was not a skip; it reset the board so play could continue without a pass.

9

Ava leads crimson 9

Rounds & match

Empty your army. First to three.

A round ends when someone empties their army. That player scores +1 for the round win; everyone else scores 0.

By default the match is first to 3 round wins (hosts can change the threshold in the lobby). Turns also have a timer — if it expires, the game auto-picks a legal action for you.

2
9
4
First to 3 round wins

Empty your army to claim the round

Ready for the arena?

Practice against bots, or party up with a QR code and invite friends into a private lobby.