Compendium

The Rules


Start at

20

life

Chaotic at

≤5

life

Win with

3

monsters

Reduce all opponents to 0 Life Points, or be the first player to defeat three Monsters.

How a turn goes

  1. Start of Turn

    • Draw 1 card from your Tribe Deck.
    • If a Monster is in play, take damage equal to the Monster's listed damage.
    ChaoticIf you have 5 or less Life Points at the start of your turn, you go CHAOTIC! You also draw a Chaos card at the beginning of each turn as long as you stay at 5 or less life — in addition to any Chaos cards from your tribal trigger or other spell effects.
  2. Main Phase

    • Play up to one Attack card and up to one Utility card, in any order.
    • You may play any number of Reaction cards whenever their conditions are met, on any player's turn.
    • Resolve effects immediately and fully.
    • If you decide not to play a card on your turn, you draw an extra card from your player deck at the end of your turn.
  3. End of Turn

    • If you have more than 7 cards in hand, discard down to 7.
    • Check for player elimination.
    • The next player begins their turn.

Game Setup

  • Each player chooses a Tribe Deck (25 cards) and shuffles it.
  • Every player starts at 20 Life Points.
  • Shuffle the Chaos Deck (30 cards) and place it face-down in the center.
  • Place your Tribal Power card in front of you.
  • Each player draws 5 cards from their Tribe Deck.
  • Choose a starting player at random.

Going CHAOTIC

The rift opens for the desperate. Low life means the Chaos itself fights beside you.

  • If you have 5 or less Life Points at the start of your turn, you go CHAOTIC!
  • While Chaotic, you draw a Chaos card at the beginning of every one of your turns, for as long as you stay at 5 or less life.
  • Climb back above 5 Life Points and the rift closes — no more free Chaos draws.

Chaos Mechanics

Chaos cards are the heart of the game — random, immediate, and turn-interrupting.

  • Chaos cards are never drawn automatically. They are drawn only when a card effect or your tribe's Chaos Trigger instructs it.
  • A drawn Chaos card resolves immediately — it interrupts the current turn.
  • The effect that caused the Chaos draw resolves first, then the Chaos card fully resolves, then players may play valid Reactions, then the interrupted turn continues.
  • Maximum one Chaos card per player between turns from tribe triggers, unless a card explicitly allows more.
  • Simultaneous triggers: the active player draws and resolves first, then resolve clockwise from the active player's left. Each fully resolves before the next is drawn.

Tribal Powers

Once per game, each tribe calls on its power. Place the Tribal Power card in front of you at setup.

  • A Tribal Power may be activated at any time you could normally play a Reaction card, unless stated otherwise.
  • Tribal Powers are not player-deck or Chaos cards — they cannot be canceled and do not count toward card-play limits.
  • Vampires — Immortal Night: play one Attack or Utility card from your hand as if it were a Reaction card.
  • Dwarves — Hold the Line: deal damage, split any way you choose, equal to the total damage you took since your last turn.
  • Shamans — Hunt the Weak: choose a player with more Life Points than you. Until the start of your next turn, your cards deal +1 damage to that player.
  • Mystics — Collapse Probability: if an opponent has more cards in hand than you, they discard down to your hand size. They must keep at least 1 card.

Damage Keywords

  • Prevent — Prevented damage is reduced or negated. The target takes less or no damage.
  • Reflect — Reflected damage is not taken by the original target. The player who played the reflect effect chooses a legal target. Reflecting damage counts as prevention for Chaos triggers.
  • Drain (Vampires) — Drain counts as both damage dealt and healing received.

Monsters

Ancient things slip through the rifts. They hate everyone equally.

  • When a Monster is drawn from the Chaos Deck, it enters play immediately and remains until defeated.
  • At the start of each player's turn, that player takes damage equal to the Monster's listed damage.
  • Monsters are damaged by Attack cards, and damage may be reflected onto them.
  • Monsters cannot be healed and cannot be protected by prevent effects.
  • If a card says 'target a player', it may instead target a Monster, unless the card says otherwise.
  • The player who deals the final damage defeats the Monster and gains its Treasure effect. Place the Monster in front of you on the board to represent the treasure until the game ends or the treasure is destroyed.
  • If a player defeats three Monsters, they immediately win the game.

Elimination & Victory

  • When a player reaches 0 Life Points, they are eliminated immediately. All cards they control are removed from the game. Any Monsters they damaged remain in play.
  • If only one player remains, that player wins immediately — unless another player has already achieved the three-Monster victory.
  • Victory: reduce all opponents to 0 Life Points, OR defeat three Monsters. If both happen at once, the active player wins.

Multiplayer (3–4 Players)

  • Turns proceed clockwise from a random starting player.
  • 'Target player' means any opponent. 'Each opponent' means all others. 'Another player' means anyone except you.
  • Each player's tribe Chaos Trigger can fire once per round; simultaneous triggers follow the standard resolution order.
  • Multiple players may play Reactions — resolve clockwise from the active player's left.
  • Monsters affect all players, anyone may attack them, and their damage is tracked publicly.
  • Eliminated players' cards leave the game; Monsters keep affecting the remaining players.

Deckbuilding (Advanced)

The core set plays right out of the box — deckbuilding is optional.

  • Player decks are exactly 25 cards, with a minimum of 12 cards from your home Tribe.
  • Minimum 8 Attack cards, 4 Utility cards, and 4 Reaction cards.
  • The remaining cards may be additional Tribe cards, Neutral cards, or expansion cards for your tribe.
  • No more than 2 copies of the same card in a player deck. Ultra-Rare cards are limited to 1 copy per deck.
  • Chaos Deck: keep a minimum of 20 cards from the original core set; you may exchange up to 10 cards from expansions. Only one of each card in the Chaos deck.