Setup

Create a deck with 5 cards per player (the actual cards inside do not matter). Shuffle. Deal all players 5 cards.

Objective

The game ends when a player is out of cards, or all players have decided they’re done.

The winner is the player with the strongest squad in their hand.

Gameplay

Youngest player starts. Take clockwise turns. On your turn …

The five simple steps of every turn, visualized.

You can’t pick a number larger than the number of cards you or your opponent have.

After the fight, if you’re satisfied with your squad, you can decide to stop. Say “I’m Done!” You don’t get any more turns. (Un-spread your hand to signal this.)

Your opponent can do so too, after you’ve chosen what to do.

Squads

What different card parts mean.

Creatures always belong to one element (their “main type”; the large icon in the center and corners). The rest of the card has a mix of powers: types and actions.

Determine your squad’s strength with three simple steps.

  1. The player who has the most actions, must execute one of them. (If tied, defender wins.)
  2. Every type is worth +1 point for you.
  3. However, types that match an element played by the opponent are worth nothing for you. (They are “Countered”.)
An example of how to resolve a battle (actions, counters, sum what's left).

The player with the highest score wins. If tied, defender wins.

When calculating your final score at the end of the game, pretend you’re fighting your own hand!

Upgrades

Each game will have 4 elements (red, blue, green, purple). Each element has 4 options to choose from, which you can pick on the website.

Each action tells you whether it must be executed BEFORE the fight or AFTER it.

Red

Red stands for aggression, attacking, destroying.

Blue

Blue stands for change, multitype, fluidity.

Green

Green stands for defense, blocking, safety.

Purple

Purple stands for revealing, randomness, surprises.

About the “Magic” action: