IFour steps

The whole game in 30 seconds.

  1. Gather your gems

    Draw from your 8-card Gem deck to fuel everything — playing Beings, evolving cards, or exhausting gems to draw extra cards.

  2. 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.

  3. 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.

  4. 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

  1. Both players shuffle their Being deck and Gem deck separately.
  2. Decide who goes first with a random game of chance.
  3. Each player draws 6 cards from their Being deck.
  4. 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.
  5. Each player shuffles their Being deck.
  6. Place 3 life cards from the top of your Being deck in your life area, face-down.
  7. Player 1 places 2 gems in their gem zone (active, face-up); Player 2 places 3 gems.
  8. 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, and block skills 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.