Learn to play
The complete rules of the game, taken from the official reference sheets. Blue for passive abilities, red for active abilities.
Goal of the game
Keep at least one Summoner alive. If both your Summoners die, you lose.
Setup
Each player brings a 50 card deck and their two Summoners, placed face up in front of them.
How a turn works
A turn always unfolds in the same order, in seven phases.
- 1
Awakening
Untap all your cards, except Doors.
- 2
Restoration
Draw 2 cards and gain 1 coin, or draw 1 card and gain 2 coins.
- 3
First invocation phase
Apply the effects of your constant cards if you have any. Play 1 level ONLY during your turn, on the Summoner of your choice. Then ALWAYS tap your Summoner FIRST to summon a card from your hand or use an unlocked Summoner skill, except on the active player's first turn. THEN use your levels to summon other cards or use other Summoner skills.
- 4
Attack phase declaration
You announce to your opponent that you are entering the attack phase.
- 5
Combat
You may declare, if you wish, the attacking creature or creatures.
- 6
Second invocation phase
Works like phase 3: always tap your Summoner first, then use your levels.
- 7
End of turn
The active player announces the end of their turn.
Players take turns until both Summoners of one player are dead.
Card types
Le logo en haut de la carte indique quand elle se joue, si elle reste sur le champ de bataille et si elle se redresse au début de ton tour.
Combat
If a creature is declared as an attacker, you MUST tap it, BUT it cannot serve as a blocker until it is untapped.
THEN your opponent MAY declare a blocker to defend against ONE single attacker, or several blockers if several attackers are present. They must designate the attacking creature for each blocker.
AFTER that, the opponent chooses which combat to resolve first, THEN the next combat, and so on.
Priority and resolution
On each activated card effect, Summoner skill used, or action of a card you control, your opponent may respond by playing Imminent cards, actions or Summoner abilities. If they do, you may in turn respond in the same way. Otherwise, it resolves.
The four levels
- Level 1: activated card effect, Summoner skill used, or action of a card you control.
- Level 2: new card played, or card action activated that you control.
- Level 3: your opponent may play an Imminent card, activate a Summoner skill or an action of a card they control.
- Level 4: you may respond by playing an Imminent card, activating a Summoner skill or an action of a card you control. Your opponent can then only counter with Imminent cards.
The coin toss
Some active Abilities do not resolve automatically: they play out on a Success or a Fail. The active player tosses the coin in full view of everyone, and the result is final.
The definitions of active Abilities specify what happens on a Success, and where applicable on a Fail.
Passive abilities
Les Aptitudes passives ne demandent aucune action : elles s'appliquent d'elles-mêmes. Elles sont identifiées en bleu sur les fiches officielles.
AdvantageIf this card would deal combat damage to a Summoner, the controller of this card chooses which Summoner takes the combat damage.
CandyThis card is also of the Candy type.
ConstancyThis card cannot receive -X / -X Charges.
RangeThis card can only be blocked by a Creature with the « Range » Ability or by a « Door » on the same terrestrial or celestial plane. And through « Reach ».
DrainAfter the Combat phase, if this Creature was blocked and survived, it gains a +1/+1 Charge.
ElectricThis card is also of the Electric type.
TogetherSummoning this card requires spending 2 invocation points, 1 from each Summoner.
EquipmentThis card is linked to the card it equips as long as that card is in play. If the equipped card is returned to hand, sent to the Cemetery or Excluded, this card follows the same destination.
FireThis card is also of the Fire type.
HordeWhen this creature is declared to defend against an attack, it can defend against an additional Creature as long as the combined attack values of the Creatures already defended are lower than this card's defence value.
ImmunityThis card cannot be infected by a disease.
DiseaseThis card's Effects are diseases.
MorphWhen this card arrives it copies a target specified in the Effect.
MultitargetWhen Activating an Action on this card, it may be Reactivated as many times as desired by paying its cost. The target may be changed at each Reactivation. All Actions on this card are subject to « Fixed Cost ».
FoodThis card is of the Food type.
WallpassThis creature cannot be defended by a Door and cannot be affected by an Effect or the Action of a Door.
Iron SkinWhen this creature blocks, it gains a +1/+1 Charge after the Combat phase.
PierceIn a combat where this creature is attacking, if it is blocked by a card, it deals to that card's controller the difference between its attack value and the blocking card's defence value.
PoisonOnly Food type Creatures can carry Poison. At the start of the Invocation phase of the Controller of the poisoned Creatures, one of their Summoners loses 1 HP per card with Poison, chosen by the controller of the poisoned card.
ReachThis creature can defend against all cards that are not Unblockable.
Fixed CostThe cost of this card's Actions cannot be modified.
RiposteWhen this card blocks in a combat, its base attack value is doubled for the resolution of that combat.
BleedWhen this Creature is blocked and survives, the Creature that blocked it gains a -1/-1 Charge after the Combat Phase.
VelocityA Creature with Velocity can attack on the turn it enters play, but its printed attack points drop to 0. It can still benefit from +1/+1 Charges.
FlightThis card is on the Celestial plane.
Active abilities
Les Aptitudes actives demandent une activation, et se résolvent le plus souvent sur un lancer de toss. Elles sont identifiées en rouge sur les fiches officielles.
CloningSuccess: duplicate this creature on your battlefield. Fail: destroy this creature. Only activatable during your turn.
DiversionSuccess: until the end of the turn, the target Creature cannot defend. Only activatable before the Combat Phase.
ExhumationSuccess: a target creature you control gains a +1/+1 Charge. If that target is of the « Zombie » type, it gains a +2/+2 Charge instead. Activatable when this creature is Destroyed.
PossessionSuccess: after the Combat phase, and even if this Creature is no longer on the battlefield, take control of an opposing Creature that took part in that combat. Untap it and place it on your battlefield until its owner's next turn. Only activatable when this creature attacks or has blocked.
RageSuccess: this creature gains a +1/+1 Charge. On Activation, you may toss an extra coin as long as you keep getting Successes. This Creature gains a +1/+1 Charge per successful toss. Remove these Charges at the end of the turn.
RevivalSuccess: this card stays on the battlefield and is Reset. It gains a +1/+1 Charge. If this card would be Destroyed again, Exclude it instead. Only activatable when this creature is Destroyed.
ReturnThe card in question returns to its owner's hand.
Card symbols
Cards use a set of pictograms to indicate values and conditions.
- Summoner: designates a Summoner.
- Ether: the resource of the multiverse.
- Coin toss: this ability resolves with a coin toss.
- Action cost: the number of coins to spend.
- Hit point: a Summoner's HP.
- Filled square: constant effect.
- Tilde: effect.
- Filled circle: condition.
Glossary
Cycle and turn
A cycle equals a number of turns equal to the number of players. It begins with one player and ends when their turn comes round again. A turn is the play turn of a single player.
Game vocabulary
- Ether: resource of the multiverse, spent to act.
- Summoner: your avatar. You have two, they gain levels.
- Tap: turn a card to show it has acted.
- Untap: set a card upright again, at Awakening.
- Reset: return a card to its starting state.
- Cemetery: zone where resolved or destroyed cards go.
- Exclude: permanently remove a card from the game.
- +1/+1 Charge: counter that raises attack and defence.
- -1/-1 Charge: counter that lowers attack and defence.
- Terrestrial and Celestial planes: determine who can block whom.
- Invocation Sickness: a creature summoned this turn cannot attack.
- Unblockable: cannot be blocked.
- Incantation zone: area where Incantations are placed.


