IFour steps
The whole game in 30 seconds.
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Gather your gems
Draw from your 8-card Gem deck to fuel everything — playing Beings, evolving cards, or exhausting gems to draw extra cards.
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Summon Beings
Spend gems to deploy gods, spirits, and legendary Beings to the battlefield. They can't attack the turn they're played — unless you're at 0 life.
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Evolve & ascend
Pay the cost difference to evolve a card from Level 1 → 2 → 3, once per turn. The evolved form gains the power of the cards beneath it and transforms its art.
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Attack & defend
Strike your opponent's life or their Beings. Defenders can block and discard cards to boost power — you need 1 more than the attacker to survive.
IIDeck construction
- Your main deck is the Being deck. It must contain exactly 36 cards.
- That 36 is made up of 12 unique Beings, each represented by all three of their levels (L1 + L2 + L3).
- Every Being in the deck must have all three levels included — no partial sets. This keeps power progression balanced across decks.
- 12 Beings × 3 levels = 36 cards.
- Your secondary deck is the Gem deck. It contains exactly 8 gem cards of your choice. Duplicates are allowed.
- All gems are mechanically identical (1 gem = 1 resource). Color and rarity differentiate art only.
IIIGame setup
- Both players shuffle their Being deck and Gem deck separately.
- Decide who goes first with a random game of chance.
- Each player draws 6 cards from their Being deck.
- Mulligan. Choose any number of cards to keep. Place the rest on the bottom of the deck, then draw that many new cards off the top.
- Each player shuffles their Being deck.
- Place 3 life cards from the top of your Being deck in your life area, face-down.
- Player 1 places 2 gems in their gem zone (active, face-up); Player 2 places 3 gems.
- Play begins. Player 1 does not draw and cannot attack on their first turn.
IVTurn structure
- At the start of each turn, draw 1 card and gain 2 gems. (Player 1 skips the draw on their first turn.)
- Refresh all rested cards (Beings and Gems) back to active.
- Take actions in any order: play Beings, attack, evolve, or spend gems.
- You may take any number of actions as long as you have the gems to pay for them.
- A Being can only attack once per turn — even if a skill re-actives it, it cannot attack again that same turn.
- Exception at 0 life: if a Being attacks and is then evolved and re-actived by an effect, the newly-evolved Being can attack again — it's considered a new card.
- When you're done, pass the turn.
VGems & resources
- Your Gem deck holds up to 8 gem cards that fuel all actions.
- Each turn you gain 2 gems into your Gem zone.
- Gems can be spent to:
- Play Beings.
- Evolve cards.
- Draw cards (1 gem = 1 card draw). Multiple gems may be spent in one turn.
- All gems refresh to active at the start of your turn.
- Once your Being deck reaches 0 cards, active gems can instead be equipped to Beings in play. Each equipped gem grants +1 power on both players' turns. Equipped gems return to the Gem zone at the start of your next turn.
VILocations
- There are 3 shared locations on the field: Left, Center, and Right. Both players play Beings to the same locations.
- Locations don't have unique abilities at this time — they serve as strategic zones that restrict which cards can attack where.
- When playing a Being, declare which location you're placing it in.
- Each location can hold one Being per player at a time.
- If all 3 locations are occupied and you want to play a new Being, one existing Being must be sent to the Abyss to make room.
VIIBeings & combat
- Cards played from hand are called Beings.
- Beings cannot attack the turn they are played — unless their owner is at 0 life.
- When a Being is defeated in battle, it goes to its owner's Abyss (discard pile).
- Cards do not deal counter damage — only the attacker deals damage.
VIIITypes & interactions
Each Being has one of 12 types. Every card shows its strength (+) and weakness (−) symbols based on its type's matchups. The full chart lives at the Type Chart.
- Double damage (single condition). If the attacker's `+` matches the defender's type → attack power × 2.
- RESIST / halved damage (mutual condition). Only when the attacker is `−` into the defender and the defender is `+` into the attacker → attack power × 0.5.
- Buffs and debuffs from skills apply after the multiply or halve.
- When halving yields a fraction, round up. (7 → 4, not 3.)
IXBeing skills
Skills trigger at the moment stated on the card.
play- Triggers when a Being is first played onto the field.
turn- Triggers during the turn once a Being is in play, on the timing the skill defines.
attack- Triggers when the Being declares an attack.
block- Triggers when the Being is used to block an incoming attack.
XEvolution
- Cards evolve from Level 1 → 2 → 3 by paying the difference in cost between the levels.
- A Level 1 can evolve directly to Level 3 by paying 2 gems in the same turn (skipping Level 2 entirely).
- Cards cannot evolve backwards.
- A card can only evolve once per turn. Multiple Beings may each evolve once during the same turn.
- You may also play any card at its full cost instead of evolving, even replacing a same-name Being at a location if you'd rather not evolve.
- Power = sum of the stack. The evolved Being's effective power is the sum of the printed power of every card in the stack. An L3 evolved up from L1 → L2 → L3 fights at L1.power + L2.power + L3.power. Skipping levels means a smaller stack and less power — the trade-off for paying less cost.
- Skills come only from the top card. Underlying cards' skills don't fire; only the top card's
play,turn,attack, andblockskills are active. - A newly-evolved Being has summoning sickness — it cannot attack the turn it evolves, unless its owner is at 0 life. If you want to attack and then evolve, attack first.
- Evolution may be used as a response during a block, provided you have the active gems to pay.
XICombat, blocking & life
- An attacker can target a player's life area or a rested Being in play. Active Beings cannot be targeted.
- Being → Being attacks are limited by location: directly across or one location diagonal. Center can hit L/C/R; Left can hit L/C; Right can hit C/R.
- Being → Life attacks may come from any location.
- When an attack is declared, the defender may declare a block using one of their Beings.
- Blocking and defending are two separate steps:
- Block — absorbs the attack with a Being.
- Defend — counter with additional power (discard cards from hand to add their power; spend active gems to evolve a Being as a defensive response). Counter actions can be declared in any order.
- To successfully defend, total defensive power must be at least 1 higher than the attacker's power (a 7-power attack needs 8+ to survive).
- When a Being is defeated in combat, it goes to the Abyss. Life cards are not lost — life is only lost when an attack hits the life area directly.
- Each player starts with 3 life cards. An unblocked attack on life adds one life card from the life area into the defender's hand.
- At 0 life, instead of losing a life card, the defender gets a defense step on every life attack: they may counter with cards from hand or evolve Beings in play. Failing to meet the power threshold → game over.
- While at 0 life, all of your Beings can attack on the turn they are played (no summoning sickness). This is the desperate-comeback mechanic.
XIIThe Abyss
- The Abyss is each player's discard area.
- Defeated Beings and discarded cards are placed here.
- Some card abilities may interact with the Abyss.