Comprehensive Rules

Tournament (2 Host) Format



# Reading a Card

  • 1. Cost

    The cost of the card determines what resources you must pay to use the card.

    2. Faction

    The faction of the card. This does not determine anything other than for certain card effects.

    3. Name/Type - Subtype/Effects

    The card's name, type(s) - subtype(s), and effect(s) are found here.

    4. Health

    The card's health. Determines how much damage an Entity can take before it is destroyed, or how much damage your Host can take before you lose the game. If an Entities health becomes 0, it is sent to the drop zone.

    5. Power/Soul

    An Entities power determines how much damage it deals to other Entities. A Host's soul determines the max handsize of the player.

# Victory Conditions

  • Your opponent's damage zone contains an equal number of cards to their Host's health.

    When your Host takes damage, place a card from your hand into your damage zone face down, and then draw a card.

    Your opponent runs out of cards in their deck.

    Your opponent has no cards in their hand, and need to take a damage.

# Card Types


Your Host determines your resource type, and the playstyle of your deck.


Entities are your attackers and defenders. They cannot attack the turn they are created.


Sorceries are spells you can cast in your turn that have powerful single use effects.


Placed face down and held until the moment they activate.


Forms are permanents that give you lasting effects, but you can only control 1 of each named form.

# Play Area

  • 1. Resources

    Gaining resources will increase them here. $ is a generic resource that you can use any type to fulfil.

    2. Front Row Slots

    Entities are created into your front row slots.

    You have 5 front row slots available.

    3. Back Row Slots

    Sorceries and Ambushes are cast/lay here.

    You have 4 backrow slots available (as the Host occupies what would be the middle Back Row slot).

    4. Host Slot

    Your Host starts the game in this slot, and will remain there until the game ends.

    5. Deck Area

    Your deck goes here.

    6. Drop Area

    Used or destroyed cards will go here.

    7. Damage Area

    When you take damage put a card from your hand face down into your Damage Area, then draw a card.

    8. Form Area

    Forms you control go here.

# Deck Building/Construction

Resource Types/Factions

You can include cards of any resource type in your deck, just be aware that they will be more difficult to play as a result.

! - Emotion
£ - Strife
& - Authority
% - Amity
$ - Factionless

Choose your HOST

Your Host card signifies your main resource type, as well as setting your playstyle - choose carefully.

  • Your Deck must contain exactly 50 cards.

    You may not have more than 4 of each named card in a deck (this is determined only by card name).

# Game Setup

  • 1. Host Setup

    Place your Host face down into your back row center slot.

    2. Determine First Player

    Determine who chooses first/second by random method.

    3. Deck Setup

    Place your shuffled deck into the deck area.

    4. Hand Setup

    Draw 5 cards for your initial hand.

    5. Mulligan

    Select any number of cards from your opening hand, put them on the bottom of the deck, draw the same number of cards, and then shuffle the deck.

    6. Reveal your Host

    Both players flip up their Host cards, and the game begins.

# Action Points

  • # is the symbol for Action Points. At the start of your turn, you will go up to 4 Action Points (the first player, on their first turn, will have 3 action points). You can spend them on several things:

    #: Draw

    Draw a card from your deck.

    #: Gain 1 resource

    Gain 1 resource of your Host's type.

    ##: Gain another resource

    Gain either !, £, %, or &.

# Playing Cards

  • 1. Spend Resource

    Lose resource equal to the cost of the card you want to play.

    Remember that $ can also be paid for with any resource (!, £, % or &), but $ cannot be used to pay for any resource.

    2. Play the card

    Place the card into its designated spot.
    For each card type this is called slightly different:

    Entity: Create.
    Sorcery: Cast.
    Ambush: Lay.
    Form: Embody.

    Ambush cards are slightly different. You do not pay resource until the card activates, so place it face down into a back row slot and that's it.

# Attacking

  • 1. Declaration

    Choose the Entity you wish to attack with, and the Entity you wish to attack (if none of your opponent's Entities can block, or your opponent controls no Entities, you can attack the Host).

    Entities may only attack once per turn.

    If you attack your opponent's Host, you deal 1 damage to their Host regardless of your Entities power (if your Entity has 0 power, it cannot deal any damage to a Host).

    When your Host takes a damage, put a card from your hand into your damage zone face down, then draw a card.

    2. Damage Dealing

    Place damage counters onto each Entity in battle equal to the other Entities power. If damage ever equals or exceeds an Entities health, it is destroyed.

    Damage is persistent, and is not removed unless an Entity is healed.

    3. Destroy Entities

    Any Entities destroyed by the battle are sent to the drop zone.

# Turn Order

  • 1. Start Turn

    Perform 'At the start of the turn' effects.
    Turn player goes back to 4 Action Points (the first player, on their first turn, will have 3 action points). All Entities the turn player controls with creation delay lose creation delay.

    2. Action Phase

    Spend Action Points, and play cards from your hand.

    3. Battle Phase

    You may declare attacks with any Entities you can attack with.

    4. Action Phase 2

    Spend Action Points, and play cards from your hand.

    5. End Phase

    Perform 'At the end of the turn' effects.
    Discard down to your maximum hand size.

# Effect Types

1. Triggered Effects

Generally starting with 'When', 'If', or 'At'. Triggered effects are mandatory when they occur, unless otherwise stated.

2. Activated Effects

Activated effects can only be activated during your action phase. Pay the cost before the ':', then perform the effect afterwards.

You may only use any activated effect with '#' in the cost once per turn.

3. Continuous Effects

Continuous effects do not trigger, cannot be responded to, and apply instantly and continuously while that card is on the field.

# FAQs

  • What happens if I gain $?

    Gaining $ allows you to only spend that resource for $ in card's and effect's costs. Be sure to make note that the resource you gain is, indeed, $.

    If I have ! and £, can I play a card that costs $!?

    You can, as ! can pay for the !, and £ can pay for the $ (which can take any resource).

    Can I overplay any of my cards?

    You cannot. You cannot play or place cards into slots that are occupied (this includes all card types). If an effect requires you to do this, the effect will not resolve.