How to Play
Condensed Rules, version 0.3. Enough to play a first game. For examples and edge cases see the Rules. Keywords are listed on Abilities.Contents
- Goal
- Setup
- Deck
- The Two Resources
- Mana
- Facets
- Card Types
- Priority
- Triggered Abilities
- Turn Structure
- Zones
- Colors
- Quick Reference
Goal
Each player starts with 30 Life. Reduce the opposing player's Life to 0 to win.
Setup
Each player starts with:
- 30 Life
- 0 Armor
- 1 Mana Capacity
- 1 available Mana
- 0 Facets
- 9 cards in hand
Shuffle the rest of your cards into a deck. Determine the first player randomly.
Deck
- 45 cards
- Maximum 3 copies of any individual card
- Cards belong to one of five colors: Red, Blue, Green, Yellow, Purple
- Decks may mix colors. Facets limit how well mixed-color cards can be customized.
The Two Resources
Mana determines which cards you can play.
Facets determine how those cards can be modified.
Every card in your hand can be used in one of three ways:
| Use | What happens | |
|---|---|---|
| Play it | Pay its Mana Cost to initiate. After it resolves, you may spend Facets to enhance it as it enters the battlefield. | |
| Harvest it | Place it in your Facet Zone. It becomes 1 Facet of its color. | |
| Shatter it | Permanently remove it to increase your Mana Capacity by 1. |
You may harvest one card per turn and Shatter one card per turn.
Mana
- Mana is colorless and pays any card's Mana Cost unless a card says otherwise.
- Mana Capacity is your maximum Mana each turn. It starts at 2 and does not increase automatically.
- The only way to increase Mana Capacity is Shattering.
- At the start of your turn, available Mana is restored to your Mana Capacity.
- Unspent Mana does not carry over and does not increase Capacity.
Shattering
Once per turn, on your turn, you may Shatter one card from your hand:
- Remove it from your hand.
- Place it in the Shatter Zone.
- Mana Capacity increases by 1.
- Available Mana immediately increases by 1.
Shattered cards are gone for good. They cannot return to hand, enter play, become Facets, or be recovered from the Graveyard.
Facets
Facets are colored gems Harvested from cards. They customize creatures and Weapons, change Enchantments, and pay for extra Spell abilities on the opponent's turn. Once per turn, on your turn, you may Harvest one card from your hand
- Harvest a card from your hand into the Facet Zone.
- That card provides 1 Facet of its color.
- Maximum 5 Facets.
- A newly harvested Facet can be used immediately.
- When a Facet is spent, that Facet card becomes exhausted. It cannot be spent again until it is readied at the start of your turn.
- A Facet granted by a Spell is temporary. It does not ready an exhausted Facet, does not go in the Facet Zone, and is lost at the End Phase.
- You may still replace an exhausted Facet.
Replacing Facets
If you already have 5 Facets, you may still harvest by replacing one existing Facet:
- Choose an existing Facet card (exhausted or ready).
- Send it to the Graveyard.
- The new card enters the Facet Zone and is immediately available.
You still harvest only one card per turn.
Card Types
Creatures
Permanents that stay on the battlefield.
- Attack the opposing player. Cannot attack other creatures.
- Block attacking creatures.
- Have: Mana Cost, Attack, Defense, Base Ability, four Facet Abilities, and a Tribe.
Base Ability: Matches the creature's color. Requires no Facet.
Facet Abilities: Four additional abilities, generally other colors. Each can be added as an enhancement by spending 1 Facet of its associated color.
Enhancements are paid after the creature resolves, while it enters the battlefield — not when you first pay Mana, and not after it is already in play.
You may enhance several Facet abilities, subject to the Facets you have available and the 5 Facet maximum.
Creatures enter ready, but cannot attack the turn they are played unless an ability allows it. Exhausted creatures cannot block.
Ready / Exhausted = can this creature block or use exhaust abilities?
Newly played = can this creature attack this turn?
Spells
Temporary effects. After a Spell resolves, it goes to the Graveyard unless a card says otherwise.
Every Spell has five abilities, each a different Facet color.
You can only cast a Spell when you have priority.
On your turn:
- Select one ability: it resolves, then you receive 1 temporary Facet of that ability's color. This does not ready an exhausted Facet. It is lost at the End Phase.
- Select two abilities: both resolve, and you do not receive a Facet.
- No extra Facet is required for the second ability.
On an opponent's turn (you must have priority):
- You never receive a Facet.
- Select one ability for free.
- Each additional ability costs 1 Facet of that ability's color (second and third).
Pay the Spell's Mana Cost regardless of how many abilities you select.
Enchantments
Permanents that create ongoing board-state effects (your field, the opponent's field, creatures, players, resources, or rules).
Each Enchantment has five abilities, one per color. Only one is active at a time.
- When played, the ability matching its color identity is active. No Facet required.
- During your Main Phases, spend 1 Facet of a chosen color to switch to that color's ability.
- Enchantments use Facets to switch their active ability and may only have one ability active at one time.
Weapons
Permanents attached to you, not to a creature. Can only be played on yourself.
- A player may wield only one Weapon at a time.
- Playing a new Weapon destroys the one you currently wield (Entomb triggers). The new Weapon then enters.
- Weapons have: Mana Cost, Attack, Armor, and four Facet Abilities. No Base Ability.
- Pay Mana to play it. After it resolves, 1 matching Facet = Enhancement while it enters.
- When it enters, add its Armor to your Armor pool.
- Weapons are permanents: they can be targeted, Silenced, Bounced, and Pacified.
- Weapons exhaust. An exhausted Weapon cannot attack. Triggered abilities still function.
Armor is a pool on the player, not creature Defense.
- Armor never recovers at the End Phase. It stays until damage reduces it or more Armor is added.
- Replacing a Weapon does not remove existing Armor; the new Weapon's Armor is added on top.
- If a Weapon leaves play some other way, Armor does not change.
- You can have Armor with no Weapon. Hitting 0 Armor with no Weapon does nothing extra.
- All damage to a player hits Armor first, then leftover damage hits Life.
- Effects that say a player loses Life (including Siphon) bypass Armor.
- If you wield a Weapon and Armor is reduced to 0, the Weapon is destroyed as part of that same damage event.
Attacking with a Weapon (Main Phases only, once per turn unless a card says otherwise):
- You may attack the turn the Weapon is played. Attacking exhausts it and passes priority, similar to declaring blockers.
- If the opponent has any creatures, you must attack a creature. Any opposing creature is legal (including Exhausted and newly played). Shroud and Taunt do not apply.
- If the opponent has no creatures, you may attack the opposing player.
- If an opponent plays an Ambush a creature in response to a weapon attack, that creature becomes the new target.
- The Weapon and the creature deal damage at the same time. Damage you take hits Armor, then Life.
- If you attack the player, nothing deals damage back.
- Deadly on the Weapon destroys the creature. Deadly on a creature does nothing to a player.
- Lifelink on the Weapon heals you for the Weapon's damage.
- Overwhelm on the Weapon deals leftover damage to the creature's controller.
- Flying has no effect on a Weapon fight.
- Creatures still cannot attack other creatures. This is the only way a player fights a creature.
- A Weapon does not strike back during Combat. It only deals damage when you attack with it.
Priority
The current player has priority. The opponent cannot play spells unless they have priority.
Whenever the current player initiates an action, priority is passed to the opponent. This includes:
- Changing phases
- Casting a spell
- Playing a creature
- Playing a weapon
- Attacking with a weapon
The action does not complete, and the phase does not change, until the opponent has received priority and passed.
If the opponent plays a spell, that also passes priority back.
After both players pass, the action completes and priority returns to the current player.
Playing a spell uses priority. Triggered abilities do not. See Triggered Abilities below. Full examples are in Core Rulebook Section 17.1.
Examples:
- You pay Mana to play a creature → opponent may spell or pass → if they pass, it resolves → you may spend Facets as it enters → you have priority again.
- You try to leave Main Phase → opponent may spell or pass → if they pass, Combat begins.
- You cast a spell → opponent may respond or pass → if they pass, your spell resolves.
Triggered Abilities
A triggered ability is text that starts with When, Whenever, or At. You do not play it. It happens because something just happened (you drew, a creature died, you Scry, and so on).
Triggers are not spells. They do not pass priority. No one may play a spell until the current chain of triggers has finished.
Once per chain. Each line of text on a card may fire only once in the same chain. That is what stops two cards from looping forever (draw → Scry → draw → Scry …).
How it runs, in short:
- Something happens. Every matching ability is noted immediately (it still runs even if that card later leaves play).
- The player who had priority and caused it owns the chains. Each of their matching abilities starts its own chain. They choose the order and finish one chain completely before the next.
- Inside a chain, work depth-first: that ability, then whatever it caused, then whatever those caused.
- If one of those events would trigger another of your unused lines, that line joins this chain. It does not start a new chain.
- Opponent abilities noted from your action wait until the end of each of your chains. They choose the order of theirs. Two of your chains can let the same opponent ability run twice (once per chain).
- If you have no matching trigger but they do, you still own one chain that is only their abilities.
Two copies of the same card are two separate lines. A Base Ability and a Facet Ability on the same card are two separate lines. Optional “you may” choices stay in the same chain.
This applies to all triggered abilities, not replacement effects (“if you would … instead”).
For a more in depth explaination with examples, see Core Rulebook Section 17.1.
Turn Structure
Beginning → Main Phase → Combat → Second Main Phase → End
Beginning Phase
- Start-of-turn effects happen.
- Available Mana restores to Mana Capacity.
- Facets and other resources are readied.
Main Phase
You may, in any order:
- Play creatures
- Play enchantments
- Play a weapon
- Attack with your Weapon (once per turn). See Weapons above.
- Change an Enchantment's active ability (1 matching Facet)
- Play spells when you have priority
- Harvest one card for a Facet
- Shatter one card
Playing a creature, playing a weapon, attacking with a weapon, casting a spell, or changing phases passes priority to your opponent.
Combat Phase
1. Declare Attackers
Choose which eligible creatures attack the opposing player. Newly played creatures cannot attack unless an ability allows it. Declaring attackers passes priority to the defender.
2. Declare Blockers
The defender may block each attacker with one creature, multiple creatures, or none. Exhausted creatures cannot block. After blockers are declared, the attacking player has priority first.
3. Combat Priority
Players may play spells and abilities before damage. Same priority rules as the rest of the game. Damage is not dealt until both players pass.
This is the combat-trick window. The attacker can respond after seeing blockers.
4. Combat Damage (simultaneous)
- Unblocked: Attacker deals its Attack to the defending player (Armor first, then Life). If Armor hits 0 while a Weapon is wielded, that Weapon is destroyed. The Weapon does not strike back.
- Blocked: Attacker distributes its damage among blockers however it wants (including all to one). Blockers deal their Attack back to the attacker at the same time.
- No excess damage: A blocked attacker does not deal leftover damage to the player (unless it has Overwhelm).
- Creatures with damage ≥ Defense are destroyed. Damage stays marked until the End Phase.
Example: A 7/7 is blocked by a 3/3 and a 4/4. You may assign 3 and 4 (both die) or 7 and 0 (only the 3/3 dies). The 7/7 takes 7 damage back.
Second Main Phase
Same actions as the first Main Phase, if you have not already harvested or Shattered this turn.
End Phase
End-of-turn effects resolve. Temporary “until end of turn” effects expire. Turn passes to the next player. All damage is removed; each creature’s Defense returns to its maximum (printed Defense plus counters). Temporary Facets from Spells are lost. Turn passes to the next player.
Zones
| Zone | What it is | |
|---|---|---|
| Deck | Face-down library. | |
| Hand | Cards you can play, harvest, or Shatter. | |
| Battlefield | Permanents in play. | |
| Facet Zone | Cards currently used as Facets. | |
| Graveyard | Discarded, destroyed, or replaced Facet cards. | |
| Shatter Zone | Permanently removed cards. |
Colors
- Red — Aggression: Damage, attacking, sacrifice, risk and reward.
- Blue — Knowledge: Card draw, manipulation, control, countering, returning cards.
- Green — Growth: Large creatures, buffs, healing, resource growth.
- Yellow — Tempo: Dictating combat, high-defense blockers, protection, Lifelink, positioning.
- Purple — Decay: Graveyard, life drain, debuffs, death, resource denial.
Quick Reference
- Start: 30 Life, 0 Armor, 1 Mana, 0 Facets, 9 cards.
- Restore Mana at the start of your turn. Capacity does not grow unless you Shatter.
- Harvest 1 / Shatter 1 per turn.
- Max 5 Facets.
- Play: pay Mana to initiate. Enhance Creatures/Weapons only after the card resolves, as it enters.
- Creatures: Base Ability plus 1 matching Facet per enhancement on enter. Weapons: no Base Ability; 1 matching Facet per enhancement on enter. Playing a Weapon adds its Armor to your pool.
- One Weapon at a time. Replacing a Weapon destroys the old one (Entomb triggers) but Armor stays and the new Armor is added.
- Attack with a Weapon during Main Phases, once per turn. Must attack a creature if any are present; otherwise you may attack the player. Ambush can retarget a player attack onto the Ambush creature.
- Enchantments: enter on their color; switch with 1 matching Facet during your Main Phases.
- Spells: 1 ability on your turn grants a temporary Facet (does not ready an exhausted Facet; lost at End Phase). 2 abilities grant none. On the opponent's turn, extra abilities cost 1 matching Facet each.
- Damage is removed and Defense restores to maximum at the End Phase.
- Current player keeps priority. Actions and phase changes pass it to the opponent.
- Creatures attack the player, not creatures. No leftover combat damage through blockers unless Overwhelm.
- Weapon fights happen in Main Phase. Damage to players hits Armor first unless the effect says lose Life.
- Damage is removed and Defense restores to maximum at the End Phase.