How to Play

Introduction

Follow the instructions and for more information check out the rules and comprehensive rulebook.

These are the basic instructions to start a game. Feel free to watch the 15min how to play video that summarizes this page.

Prologue

Before starting the game, each player needs a deck, including their hero and ability/hero card. Players also need damage counters and dice. (Players may use any other object or pen and paper for counters.)

Put Hero card into play. Put Champion, selected as the hero, into play. Determine the first player. Randomly select the first player and move counterclockwise. Shuffle decks and draw opening hands. Each player draws an opening hand of six cards. Choose whether to mulligan and begin the first day. Players may only mulligan once.

A Day consist of the start and end with player turns in-between. A power that refers to “this day” encompasses all phases of the day. On the first day there is no night or flux phase. No player can play any actions that include directs, abilities and shatters.

On the Start of Day, all players simultaneously restore all cards.

Each player begins their Start of Turn in turn order. Each turn consists of three phases, all players must complete each previous phase before continuing to that next in turn order: a morning, night and flux phase.

Morning phase

Draw, players draw two cards. The first player on the first day does not draw.

Gemstone and Gempower, players may play one gemstone into their sash. Players may play up to the maximum gempower of the champion card they selected as their hero.

Move, players may adjust position of cards on the battlefield.

Play, players may pay for costs and put those cards from their hands onto play.

Market, players may sell and buy from the market.

Night phase Combat, players may initiate parties or units into combat. Actions, players may activate powers, cost triggers or abilities.

End of turn

Maximum hand size, there is a maximum hand size of six cards by the end of a player’s turn. Once all players have completed their end of turn, flux phase begins.

Flux phase is completed simultaneously amongst all players. Players return all gempower back into their hand.

Roll, players roll a single 20-sided die to determine the next day’s turn order. Turn order is determined from highest to lowest roll value. The player with the lowest value roll receives an additional 20-sided die to roll with on the next flux. Rolls are calculated with the total value of all dice rolled. There is no limit to additional die accumulated, players remove any additional die when that player rolls the highest total roll value.

End of Day

This completes the day. Players repeat the events of a day until there is a victory.