Ether's Crossroads

All Rules

How to Start

The players should use this pattern each turn:

Optional Draw Card Phase → Prep Phase → Attack Phase

Major Rules

The goal is to either destroy all card placements in the field or have the other player run out of cards in their deck, hand, and soul pile. Running those cards out is called an economic domination or economic victory, and it is only valid when the other player completes their turn.

Certain rules can be changed as desired, such as the cards present in the Ethereal Realm, or the number of cards in the players' hands.

Game Setup

The Field

Soul Pile(enemy, top)
Enemy's Hand · Deck
Enemy Backline
Enemy Frontline
Midline / Midlandoptional; can be removed
Player's Frontline
Player's Backline
Player's Hand · Deck
Soul Pile(player, bottom)

Beside the field lie the Graveyard and the Ethereal Realm.

Dice and Points of Cards

Note: a stack of cards takes the highest-scoring card as its total.

Scores

Every card's die is its Dice Max (DM), the same number the stacking formula uses, so the scores and the stacking limits always agree.

CardScore
2–6 (Grunts)Natural point value + 1d6
7–10 (Infantry)Natural point value + 1d8
Jack10 + 1d12
Queen0, no die of her own
King11 + 1d20
Ace11, + 1d20 when it defends
JokerCopies the score and dice of the enemy (only when not stacked)

Modifiers are used for offense; on defense a card counts its natural value, unless a Queen is in the stack. When writing scores by hand, mark 6s and 9s so they can be told apart.

Dice values of cards

CardDie and role
2–61d6; Grunts
7–101d8; Infantry
Jack1d12; Knights. Can travel two adjacent spaces, or spend two movements to travel diagonally.
QueenNo dice. Prevents any advantage or disadvantage of being surrounded when with the Queen.
King1d20. A 20 grants double damage on attack or defense; if the enemy has more or equal score, then don't receive one damage. A 1 causes no damage on attack where you have the higher attack score; if your attack is an equal or lower score, take two damage. Queens prevent all drawbacks of rolling a 1 when stacked with the King.
Ace1d20. Cannot attack, and only uses its die when attacked; no penalty for 1s besides no damage done.
JokerCopies the score and dice of the enemy when alone; Jokers cannot kill Jokers. Collects the souls of cards destroyed next to it with Soul Capture, and can redeem them by ending itself, which puts the Joker in the grave and moves its stolen souls into the soul pile for spending.

Card Roles and Stacking

2–10: Soldiers

Jacks

Queens

Kings

Joker (Necromancer)

Ace

Optional Ace rule

Card placement inside Aces can be locked to only the Ace's color (red, black) or suit (diamonds, spades, hearts, clubs).

Maximum Stack Value and Dice Max

CardDice Max (DM)Maximum Stack Value (MSV)
Grunts624
Infantry824
Jack / Knight1224
King2028; anyone with a lower MSV adopts the King's MSV when mixing stacks
Queennonenone

Each card type has an MSV that limits its stacking based on its DM. Calculate how many cards can stack by dividing MSV by DM. For Grunts:

MSV ÷ DM = 24 ÷ 6 = 4 (allowing four Grunts)

Mixed stacks: different cards can stack together if their combined value doesn't exceed the highest MSV. The card in a stack with the highest MSV sets the MSV for the formula.

Stack Limit (SL): the most cards of a type that can be stacked, found by dividing the MSV by the DM for that type, or for the combined value of a mixed stack.

Σ DM ≤ MSV

where Σ DM is the sum of the dice max values of every card in the stack, and MSV is the Maximum Stack Value of the highest card in the mixed stack.

Hand Rules

Sacrificial Rules

Soul currency: each player has a pile of face-down sacrificed cards used as currency for mana, or soul points. This pile of publicly revealed cards owned by the player can be spent during the sacrificial part of the prep phase. The pile holds six mana at most.

SoulMana
Soldiers (2–10), Jacks, Jokers1
Queen, King2
Ace3

Order of the sacrificial part of prep: sacrifices first, spending mana second. Before spending, there is the free spell Grave Blessing.

Spells

Necromancy

Enchantments

Curses

Sorcery

Rolled prices: a price written with dice is rolled behind the scenes at the start of each round, once for everyone, and that price holds for the whole round; the spell list shows it and the log lists the new prices. The moon's prices replace the roll only while their phase lasts: Clairvoyance costs 6 at the New Moon and 2 at the Full Moon; Naked Hand costs 6 at the New Moon, nothing at the Full Moon and 1 under a Blood Moon.

Conjuring and Summoning

SpellCost
Soldier Conjure1 mana
Jack Conjure1 mana
Joker Conjure2 mana
Queen Conjure2 mana
King Conjure2 mana
Ace Conjure3 mana

Each conjure purchases a soul to materialize into your deck from the Ethereal Realm. In Play Game, conjuring happens in the Ether: open it from the top of the Conjuring spells to see every card you can conjure by type, cheapest first, and every soul waiting there.

The Moon

Every round sits under one phase of the moon, shown at the top of the table. A round is one turn for each player, every turn with all its phases (draw, prep, attack); when every player has finished their turn, the moon moves to its next phase, in this order, and then it repeats:

New Moon → Waxing Crescent → First Quarter → Waxing Gibbous → Full Moon → Waning Gibbous → Last (Third) Quarter → Waning Crescent

New Moon

Full Moon

Blood Moon

The Outer Darkness

Cards in the Outer Darkness can be viewed at any time, in a box the red of the Disturbed Satan chapter. Each card carries the symbol of the player it belonged to at the time of its death.

How the digital table reads the rules

Some rules leave room for the players to decide. Play Game uses these readings:

Game types and rule options

On this part of the page: Game types · Substances · Setup options · The sky · The Bank and the economy · Siege, support and mining · Fog and stealth · On the screen

Game types

Local

Two to four players on one device (up to eight in King of the Hill); any seat can be a computer. Each picks a Substance (see Substances below), a color, and a platonic solid as a symbol. The symbol marks the player's cards everywhere in the player's color, and the player's deck bar is drawn in that color, one block for every card in the deck, with a brighter overlay at its left end when the deck grows past its starting size. The mana bar is a deep indigo, one block for each mana.

Versus Computer

One to three coded opponents, not a language model, at three difficulties each, 1v1, free-for-all, or two against two with a computer as your teammate. Each turn it chooses between offense and defense from the field and the decks: defense bunkers (Kings with Queens, Aces held back, Hypostasis over a threatened stack); offense surrounds enemy stacks and casts curses. Easy plays an easier version of this, Medium is balanced, and Hard goes all out on your field and your deck, plays the Joker for souls, stacks Aces for the Grave Blessing and keeps its own deck high.

King of the Hill

A layout for Local and Versus Computer, for 2 to 8 players, on its own 25 by 25 night field: forests, mountains (tiles that aren't there) winding around the middle in a ring with 2 by 2 gaps, scattered peaks, and in the middle a 5 by 5 Hill, white and glowing, never in the fog. Spawns are 2 deep and 3 wide on the edges and in the corners, with potions along them; by default players spawn far enough from their enemies but not as far as possible, or, with Next to enemies, closer to enemies than to teammates. Team mode (on by default) makes two sides, Side A and Side B, that need not be even; a Hill tile shows its side's color, outlined in the holder's own color. At the end of every round (after the attack phase) each side holding at least one Hill tile scores 1; first to 30 or 50 points wins, or 100 in a Marathon. Double points doubles every point; Contest means nobody scores while more than one side holds the Hill. Tug of war (team mode): one shared bar from −25 to +25 that the holding side pulls its way, and that stops while both hold the Hill; pull it to the end to win. In a Marathon, holding the Hill can raise mercenaries: on each of your turns, one chance in four, a band of soldiers under a crown in your side's color, which stays yours; everyone is told. The Carriage (this mode only; standard, 13 in its corner, Carriage Conjure for 1 mana, as many as you like, not counted against the Ether): two hearts, no attack or defense; it carries any stack but one with an Archer up to 3 tiles in any direction; blows hit it first, and of the ranged cards only Archers can shoot at it; when it breaks, every card it carried rolls 1d4 and dies on a 1. The Ether starts with three decks' worth of every kind, gains one more every 10 turns, and never holds more than four decks' worth of a kind. The Bank stands beside the Hill: nothing can enter its building, the Banker beside it can't be attacked, and Debt Collectors on Carriages guard it; here the Bank's Collectors ride Carriages and cover 3 tiles a turn. Every other way to win still counts. Sight is a circle of 2 tiles (a Scout's a circle of 4, and a Scout moves up to 3 tiles in any direction), and a meteor can fall on any turn (one in twenty). The field uses the large-map camera.

Online

Play with friends on their own devices. One player chooses Online → Open a room and shares the five-letter room code; the others choose Online → Join and type it in. The game runs in the host's browser: the others see it from their own seat and play by clicking as usual. The host sets up the game as usual, and each seat can be the host, a player in the room, or a computer. Online, play is always turn by turn and there is no phase timer. Everyone sees the same animations and hears the same sounds, from their own seat. If a player leaves, a computer takes over their seat until they come back: the game reconnects on its own for a while, and joining the same room again from the same browser gives the seat back. The host's device can hold more than one player ("Here, on this device"), who pass it as in a local game. Anyone who joins without a seat, or after the start, watches. There is a chat for everyone in the room (bottom left). No account and nothing to install: the connection is made through the free PeerJS service and then runs directly between the browsers (a few strict school or work networks block that). To try it alone, type LOCAL as the room code before opening a room, and join it with LOCAL from a second tab of the same browser.

Survival

A tower defense for one to four players, always played with the midline. Two survivors play on a 6 by 5 field, three on 9 by 6 and four on 8 by 6 by default (the width and height can be changed), splitting the bottom two lines between them; the Horde spawns once for each survivor still standing, and the survivors take their turns one after another on the device. You open with an Ace and its Jack; the Horde takes the first turn. Each round the Horde spawns a group from a fresh deck on its two lines, stacking where it can, then moves on you and attacks the stacks that threaten it most. It has no spells, hand, deck or grave: its dead vanish, unless your Joker captures them. Spells that only touch a hand or a deck (Forced Hand, Double Edged Sword, Three of Swords, Naked Hand) are off. The moon still turns and Blood Moons still rise. When a Horde Joker shoots itself, the cards it captured from you go to the Outer Darkness and you lose 1 mana. You lose when your last card on the field falls, and the round count, in Roman numerals, is your score.

RoundsGruntsInfantryJacks, Queens, Kings (random)Most spawns
1–51d4 + round1d2 − 2 + roundnone4, growing as round ÷ 2 (rounded up)
6–101d41d4 + (round − 5)1d2 − 1 + (round − 5) ÷ 23d2 + (round − 5) ÷ 2
11–151d41d4 + (round − 5)1d2 − 1 + (round − 5) ÷ 23d2 + 2
16 onas 11–153d2 + 2, +1 every five rounds

Aces never spawn. The Horde ignores two limits: a King or a Queen standing alone can still attack. When the Horde's own two lines are full, a new card takes the place of the weakest Horde stack still standing there, which fades back into the Ether. Each spawn keeps its highest cards first (Jokers, then Kings, Jacks, Queens, then soldiers from 10 down) until the limit is reached. From round 11 the Joker spawns first: roll 1d4, and on a 4 a Joker spawns and you roll again, two Jokers a round at most.

More players

Substances

A Substance is what you play as. Each one changes your deck, your spells or your limits. Random picks one when the game starts, and only the Beginner can be played by more than one player.

Beginner

The learning Substance: a bigger hand, an early army, and one free shield.

  • Eight starting cards, eight mana at most and an eight-card hand.
  • A second Ace and a Joker in hand, and three Grunts already on the field.
  • Scouts, an Assassin, Archers, a Wall, Repairmen and a Battering Ram in the deck; a Miner in the first Ace.
  • Archers cost 1 mana, and a free Scout comes every Full Moon (while you hold fewer than two).
  • Please Don't Hurt Me: once a game, none of your stacks can be attacked until your next turn.
  • The only Substance more than one player can pick.
Every detail

eight starting cards (six drawn, plus a second Ace and a Joker), eight mana at most and an eight-card hand, and three Grunts already standing as one stack on the center of your frontline (or just left or right of it). Please Don't Hurt Me (Enchantment, free, once a game): none of your stacks can be attacked until your next turn begins; your cards turn pink and everyone is told. The Beginner's deck also holds two Scouts, an Assassin, two Archers, a Wall, two Repairmen and a Battering Ram, the first Ace comes with a Scout and a Miner, Archers cost the Beginner 1 mana, and a free Scout comes every Full Moon while they hold fewer than two.

Angel Machine

Antony's mech: Samson fights, and Antony rises from his corpse.

  • Always Bone white with the cracked mask.
  • Samson in the deck: two hearts, defense 12, with the Slugshot Cannon, the Arm Blade and the Mech Slam.
  • When Samson falls, Antony takes his tile: two hearts, 12 + 6d4 to attack, 12 to defend.
  • A bolt for every card you lose defending and every card Antony kills. Three bolts cast Lightning Strike, which pins a stack.
  • Three of Swords costs 1 mana.
Every detail

Antony's Substance, always Bone white with the cracked mask (no one else can pick Bone). Three of Swords costs 1 mana. You earn a bolt for every card you lose while defending against an enemy's attack, and for every card Antony kills. With three bolts, Lightning Strike (Astrology, free) immobilizes an enemy stack for 1d2 + 1d2 − 1 of its turns: a blue bolt with the count sits on it. The deck holds Samson, the mech suit: two hearts, defense 12; one step straight or one or two diagonal; the Slugshot Cannon (3d20, at an enemy two tiles away in a straight line or one diagonal, and from two away a miss costs him nothing), the Arm Blade (12 + 3d8, up close) or the Mech Slam (16 + 1d4, up close). When Samson falls, everyone is told that the angel Antony was sharing his form, lodged in his heart, and has raised his corpse with himself: Antony takes his tile, with two hearts, 12 + 6d4 on attack, 12 on defense, and Samson's movement. Samson wanders through Limbo and Antony, when he falls, goes missing: both show up as tabs (Limbo, Unknown) inside the Outer Darkness, and neither returns. Neither stacks with anything but an Ace.

Satan

One overwhelming card, and a curse that turns a stack against itself.

  • Always dark crimson with the claw.
  • The Satan card: three hearts, 6d12 to attack and defend, no modifiers, never stacks.
  • Hate (Curse, 3 mana): an enemy stack's strongest card turns red; the stack fights at disadvantage and its attackers at advantage.
  • When Satan falls, he falls into the Outer Darkness.
Every detail

always his very dark crimson with the claw. The Satan card: three hearts, 6d12 on attack and on defense with no modifiers (no moon bonus, no odds, no Hate), never stacks, and falls into the Outer Darkness, where it statics red. Hate (Curse, 3 mana): an enemy stack's strongest card turns red; while it lives, its stack has disadvantage on every attack and defense, and everyone attacking it has advantage.

Binah

The Southern tribe of the Euclids: Slavemasters capture, and Slaves shoot.

  • Three Slavemasters in the deck (8 + 1d8, they stack like Infantry).
  • Enemy soldiers killed in a Slavemaster's fight become your thralls, ten at most.
  • Slaves (Necromancy, free): a thrall stands up as a Slave, a rifle of 10 + 1d12 at two tiles.
  • Jokers add 3 to their attacks.
  • Never pays Saturn.
Every detail

three Slavemasters in the deck (8 + 1d8, stacking like an Infantry). Enemy soldiers killed in a Slavemaster's fights become your thralls, ten at most. Slaves (Necromancy, free) puts a thrall down on an empty tile of your ground as a Slave: a rifle of 10 + 1d12 at an enemy two tiles away in a straight line or one diagonal (from two away a miss costs it nothing), one straight step a turn, no defense, and it stands alone. When a Slave dies it goes to the grave as the soldier it was. Binah's Jokers add 3 to their attacks.

Jester Fool

The Tree, the Puppets and the BullGoat: a living base that feeds you mana.

  • A seven-card hand and seven mana at most.
  • Every soldier in the deck is a Puppet (its own card, with the score of a 2).
  • The Tree of Neither Life Or Death: three hearts, holds six cards, gives 2 mana a turn and grows a Puppet every two rounds.
  • BullGoat (Conjuring, 3 mana): charges two or three tiles, and comes back as the Goatbull, whose Stomp pins stacks.
  • Deck of Cards: once a game, while the Tree stands, your deck is full again.
  • Puppets fight like a 2 Grunt and always go to the Outer Darkness when they die; only the Jester can buy them from the Ether, two (1d1 + 1) for 1 mana.
Every detail

a seven-card hand and seven mana at most. Every soldier in the deck is a Puppet (its own card, with the score of a 2). The Tree of Neither Life Or Death starts in your hand: put it on an empty tile of your ground. It has three hearts and cannot defend; it holds up to six cards like an Ace, but never Kings or tens; it gives 2 mana at the start of each of your turns and grows a free Puppet inside it every two rounds; it falls into the Outer Darkness with every card in it. BullGoat (Conjuring, 3 mana) brings a BullGoat into your hand: two hearts, defense 10, 10 + 1d20 up close, or a charge of 10 + 2d20 at an enemy two or three tiles away in a straight, empty line that carries it up to its target, even in the attack phase. When the BullGoat dies it goes back into your deck and comes out as the Goatbull: two hearts; Horns (10d2 + 1d10, up close); a Charge of 10 + 2d20 at exactly two tiles; and Stomp, an ability check of its 1d20 with advantage against the target's 1d20 with disadvantage (Samson rolls plain). If it wins the stack is Behooved, pinned for 2d2 of its turns (1d2 on a tie), unable to move or attack; a roll of 16 or more that the target doesn't match also deals 1 damage, and at the start of each later pinned turn it checks again needing 5 less (11, then 6…). A Goatbull attacked while it pins loses its advantage in later checks. The Goatbull falls into the Outer Darkness. The Tree takes no damage from ranged attacks. Deck of Cards (Conjuring, 6 mana, once a game, while the Tree stands) makes your deck full again as it was at the start; the cards left in it go to the grave and your hand stays.

Tiphareth of Kether

The Northern tribe of the Euclids: Traffickers chain souls and sell them.

  • Three Traffickers in the deck (8 + 1d8) chain enemy cards that die beside them, three prisoners each.
  • Life for Sell: put a prisoner up at the Auction; you approve the sale.
  • The Blindfold: keep a Delusion three turns longer.
  • Immune to the Leviathan's toll.
  • Jokers add 1 to their attacks.
Every detail

the Northern tribe of the Euclids, with a symbol of your choice. Three Traffickers in the deck (8 + 1d8, stacking like an Infantry) chain any enemy card that dies on the eight tiles around them, three prisoners each, wildcards included. Life for Sell (Sorcery, free) puts a prisoner up at the Auction, which opens beside the Outer Darkness: any player can offer mana or cards from the hand, and the sale goes through only if you approve it; the buyer takes the card into the hand. The Blindfold (Enchantment, 2 mana, while you are under a Delusion): when the Delusion ends you keep it three more turns, blind but with nine mana and the free dice, and without anything Lucifer paid to stifle it. Immune to the Leviathan's toll. Jokers add 1 to their attacks.

Lucifer & Ouroboros

Delusions: blind yourself for mana, then blind your enemy and starve them.

  • Always the ink and scroll.
  • Delusion of Ouroboros: for 2d2 turns you see only as far as your cards reach, but your mana rises to nine and you get 3d2 free mana a turn.
  • Delusion of Lucifer: the same on an enemy, and you can pay to stifle its gifts.
  • Deconjured: no conjuring at the next Full Moon, or for everyone next round.
  • Pleasure and Joy: your dead return to your deck, or each hit on you steals a mana for you.
Every detail

always the ink and scroll; the color is yours. Delusion of Ouroboros (Sorcery, 1d2 mana, rolled each round): for 2d2 of your turns you and your teammates can't see enemy cards beyond your own cards' reach (the tiles around them, and two tiles away in a straight line), and meanwhile your mana can rise to nine and you get 3d2 free mana at the start of each turn. Delusion of Lucifer (Curse, 6 mana, free in a round you cast Ouroboros on yourself): the same Delusion, with the same blindness and the same gifts, on an enemy; then you can stifle it, paying 2 mana or 2 random cards from your deck for each maximum mana or free die you take from them while it lasts. Deconjured (Curse) has two forms: the full curse (2 + 1d2 mana) stops all conjuring at the next Full Moon and the grave gift at the next New Moon; the short curse (2 mana) stops everyone's conjuring, yours too, for the next round. Pleasure and Joy (Curse) has two forms, until your next turn: Pleasure and Joy (1 + 1d2 mana) makes your cards glow and sends those that are killed back into your deck instead of the grave; Joyful Theft (1d3 − 1 mana) takes 1 mana from an enemy for every damage it deals to your units, and gives it to you.

The Leviathan

The black serpent: it rises onto the moon and takes a toll every New Moon.

  • The Leviathan card: three hearts, 6d4 + 1d2 + 6, never stacks. What it kills falls into the Outer Darkness.
  • Rise to the Moon (at the New Moon): every enemy pays 2d4 deck cards, 2 hand cards and 1 mana each New Moon after.
  • On the moon your maximum mana grows with the Outer Darkness, twelve at most, and it can be attacked only at the New Moon.
  • Exile: one of your Jokers sends the souls it captured into the Outer Darkness.
Every detail

color and symbol are yours. The Leviathan card: three hearts, 6d4 + 1d2 + 6 on attack and defense, no stacking and no Queen bonus; what it kills falls into the Outer Darkness, and so does it when it dies. Rise to the Moon (Sorcery, free, only at the New Moon while it is on the field) lifts it onto the moon, with the serpent's words in a box and then Spit the empty full into: from the next New Moon until it is dead, every enemy pays 2d4 random deck cards, two random hand cards and one mana into the Outer Darkness at each New Moon (Tiphareth of Kether is immune). On the moon your mana cap rises by one for every card in the Outer Darkness, up to twelve. Any enemy unit can attack it there, only at the New Moon (select the stack, then click the moon or the attack button), and it defends with advantage. Antony's lightning needs no roll against it and takes one heart; if lightning takes the last one, the box tells of the twelve strikes. Exile: the Outer Darkness (Necromancy, free): a Joker of yours sends the souls it captured into the Outer Darkness.

The Firmament

Master of the sky: it hangs Heavenly Bodies in the moon's place.

  • Always the six-pointed star.
  • Untouched by the Moon's and Saturn's harms, the Leviathan's toll and meteors.
  • Starts with a Miner on the moon: 1d2 − 1 mana a turn.
  • Sorcery and Illusion: Blood Moon, Rain, Asteroid and Fog.
  • Astrology: Mars, the Second Sun, Venus, Jupiter and Mercury.
Every detail

always the six-pointed star. Above the harms of the Moon and Saturn: no Full Moon toll, drawing and necromancy under the Full Moon, no New Moon surcharges, its dead never fall into the Outer Darkness under a Blood Moon, no Saturn tax, no Leviathan toll; meteors and its own Asteroid can't touch it. A Miner on the moon brings 1d2 − 1 mana every turn, until the moon leaves the sky or the Leviathan climbs onto it. Blood Moon (Sorcery, 2d2 + 2d3): the next Full Moon turns red. Rain (Sorcery, 1d2 + 1): until your next turn, every sacrifice gives one more mana, and every sacrifice by someone else gives you one. Asteroid (Astrology, 3d2): on a selected stack, one damage there, one damage on a 4 of 1d4 around it (Walls 1d2 + 1), fire for two rounds. Fog (Illusion, 2d2, once every three turns, not under the Full Moon): for 1d2 of your turns enemies see only what is beside their cards and their Scouts one less; at the New Moon they are blind and your own cards see one tile. Mars (Astrology, 2d3): Mars takes the moon's place: every turn, stacks of only Grunts and Infantry get advantage on their next attack on 1–5 of 1d8. Second Sun (Astrology, 2d3, and one of your Jokers shoots itself): an indigo sun takes the moon's place; no fog of war while it burns; every 2d2 turns it judges every other player (1d6 mana to the Bank, 1d2 damage to their stacks or 1d2 + 1d3 deck cards, or blindness for 1d3 turns). Second Sun's Fall (free): the Sun crashes on a selected stack: two damage, one on a 2 of 1d2 around it, one on a 10 of 1d10 on the ring beyond, your own troops too; a Black Sun destroys the tile for good (and on a 6, the tiles around it). Venus (Astrology, 2d3): +2 mana a turn and +2 maximum for you or a teammate, or (not in Survival) +1 mana a turn while every enemy gets +2 maximum. Jupiter (Astrology, 2d3): Ace miners bring 1d2, two conjurings on sale each round, trades at the Auction, more mana for a Jester's Sacrificial Suicide, and sometimes a mana for you when others buy on sale or trade.

Yaldabaoth

The Demiurge: it eats the sky and the dead, and brings Saturn.

  • Always the symbol of Saturn.
  • Night's Judgement: eat the moon (at the New or Full Moon) or any Heavenly Body.
  • God Hunger: eat 1d2 cards, twice a turn, for mana or for the hunger.
  • At seven hunger, Regurgitate Saturn: every enemy pays each turn, or a Debt Collector rises.
  • The Sun Cries: make the Second Sun weep until it becomes the Black Sun.
Every detail

always the symbol of Saturn; the color is yours. Night's Judgement (Sorcery, free, at the New Moon or the Full Moon): he eats the moon; it leaves the sky and its phases stop. A Leviathan on it goes back into its player's deck. Take 3 mana, or count the moon as three cards toward the hunger. God Hunger (Necromancy, 1d2 mana, twice a turn): eat 1d2 cards from the grave, your own deck, the selected stack on the field (not cards with hearts, Aces or the Tree), or an enemy's deck; for an enemy's deck they roll 1d4 against yours, and if you don't beat it you lose 2 mana to them. Each time, take the eaten as mana, or feed the hunger (the eaten fall into the Outer Darkness). At seven, Regurgitate Saturn (free): Saturn takes the moon's place, and every enemy, at the start of each turn, pays 1 (a random hand card, the top deck card or 1 mana) into your soul pile, or refuses and a Debt Collector rises on your ground. A Debt Collector copies the leading card of whatever it fights, without its advantage, and each one still standing at a new round raises the price by 1 for everyone. Binah never pays.

Substance cards with hearts lose one heart each time they take damage and fall at none. They can't be sacrificed, and they never lie in the grave. One-time spells say so when they are cast. Big moments come up as a box; smaller ones as a short notice across the top of the screen, in the color of the player they belong to.

Setup options

The sky

Before a game (Starting Heavenly Body): the moon (default), no starting Heavenly Body, or a Heavenly Body from the start: Saturn, Mars, the Second Sun, Venus, Mercury or Jupiter. A Heavenly Body from the start keeps the Firmament out (and Saturn keeps Yaldabaoth out), and its favors go to the Bank. A Leviathan can coil on Mars, Venus or Jupiter, with its toll every eighth round. Hover or tap the sky in a game for what it means for you.

SkyFormHow it comesWhat it does
The MoonForm of FateThe default sky.Turns one phase a round. The New Moon gives 1d2 grave cards; the Full Moon takes its toll and forbids drawing and necromancy; one Full Moon in twenty is a Blood Moon.
SaturnForm of LimitationYaldabaoth, at seven hunger; or the sky from the start.Every enemy pays 1 each turn (a hand card, the top deck card or 1 mana), or a Debt Collector rises. Binah never pays. From the start, its favors go to the Bank.
MarsForm of StrifeThe Firmament (2d3); or the sky from the start.Each turn, stacks of only Grunts, Infantry or Puppets get advantage on their next attack on 1–5 of 1d8.
The Second SunForm of JudgementThe Firmament (2d3, and a Joker shoots itself); or the sky from the start.No fog of war. Every 2d2 turns it judges each other player: 1d6 mana to the Bank, 1d2 damage to their stacks, or 1d2 + 1d3 deck cards, or blindness for 1d3 turns. Three cries from Yaldabaoth turn it into the Black Sun.
VenusForm of HarmonyThe Firmament (2d3); or the sky from the start.+2 mana a turn and +2 maximum for the caster or a teammate, or +1 mana a turn while every enemy gets +2 maximum.
MercuryForm of GuileThe Firmament (2d3); or the sky from the start.Votes for Peace or Total War, bought Peace, and, under its Oath, Betrayal, Declare War and Bribe the Banker.
JupiterForm of AbundanceThe Firmament (2d3); or the sky from the start.Ace miners bring 1d2, two conjurings on sale each round, trades at the Auction, and more mana for a Jester's Sacrificial Suicide.

The Bank and the economy

Siege, support and mining

Fog and stealth

On the screen

Events and their rarity

EventChanceWhat it does
New Moonevery 8 roundsPlayers choose 1d2 cards from the grave for free. Clairvoyance and Naked Hand cost 6 mana.
Full Moonevery 8 roundsGive a random stack of two (or a card, or three deck cards), or pay 2d2 + 2 mana. Decks shuffle; no drawing or necromancy. Naked Hand is free, Clairvoyance costs 2.
Blood Moon5% of Full MoonsNew Moon gifts with Full Moon prices and no Full Moon drawbacks. Every card killed goes to the Outer Darkness, and a Joker's suicide sends it and its cards there too. The table turns crimson and glitches.