Roll dice. The player with the lower value begins.
Draw 6 hand cards. You may put up to 3 cards on the bottom of your deck. Draw an equal number of new cards. Player one starts their first round by drawing a card.
Draw a card.
Play a creature and/or place. Play spells (no order restrictions).
End your turn.
Once all fields on the battleground are filled, the game ends.
All player tokens are counted and the player with the most wins.
If its a tie the player that had the last turn loses. (since the last turn is a very impactful one the player having it, has to achieve a higher number of player tokens).
If a player does not play a creature or place in their round, they pass. Once a turn is passed the opponent gets to choose a creature to tame at the start of their turn. If there are no creatures left to tame, the passing player loses the game.
The tamer determines the faction of your deck and therefore the methods and cards you can use to earn victory. Each tamer has a unique passive and active effect which can be combined with other card effects to perform powerful combinations. The passive effect gets triggered by specific events during the game. Active effects can only be used once.
Creatures build a deck’s core and are the player’s representatives on the battleground. They have 4 attack values and fight each other in all 4 cardinal directions when entering the battleground.
Creatures that are already on the battleground can therefore get tamed any time they get attacked. After a fight player tokens are put on top of all creatures to symbolize their allegiance.
Similar to creatures, places are set into play on the battleground. Places do not get a player token and therefore have no allegiance. Places do not have attack values but can have a variety of effects for tweaking the odds in your favor while serving as a means of security to cover up your weak spots or block your opponent’s moves.
Spells let you unleash powerful combos and can only be used in your turn. Currently, one type of spell is in the game: rapid spells with instant effects. Spells can be used to prepare that one impactful turn or to ensure control over the opponent’s presence on the battleground.
Fields in the 4 cardinal directions of a card.
A chip that represents the current allegiance.
Shows which player controls a creature.
In a fight the adjacent attack values of two creatures are compared. If the attack value is higher, the attacking creature tames the other creature. If the attack value is the same or lower, the attacking creature does not tame the other creature. Tamed creatures change their allegiance to the attacker’s.
A space where creature and place cards are played on. It is visualized as a grid that holds a limited number of card slots.