Rift Commanders

Four factions fight over a rift. Only one commander walks out.

Recruit from the rift

Each player starts with ten weak cards and a commander at 40 health. In the middle of the table, eight cards wait for a buyer: creatures, spells and traps from all four factions.

You buy with the essence of your souls and play with your allegiance. Your starting faction is not a prison: the best cards require two.

Four factions

Each has its commander, its style and its Rite, kept for the first player who reaches 6 allegiance.

Brutal Death

Hosuld, Wraith of Dread

Poison, sacrifices, discard. It wins slowly, then all at once.

  • Necroverse
  • Herald of the Apocalypse
  • Void Caller
See the cards

Sacred Sentinels

Loth, Supreme Inquisitor

Healing, defense, Cure. It holds the line while the others wear out.

  • Empress Salome
  • Divine Artillerist
  • Auto-da-fé
See the cards

Servi Scientia

Dr. Zetètikós

Exile, Rift, card search. It builds the deck it wants.

  • Dispossessed
  • Tactical Intelligence
  • Wormhole
See the cards

Heart of the Abyss

Narr’manox, the Mad Lord

Massive Wound and Rush. It strikes before you finish your sentence.

  • Temptress
  • Meteor
  • Chaos Incarnate
See the cards

A turn in three beats

  1. Initiation

    Poison strikes: as much damage as you have counters, then one counter fades.

  2. Strategy phase

    Play your souls, buy, summon, activate your creatures, cast your spells. In any order you like.

  3. Cleanup

    Ready your creatures, keep up to two cards, draw up to five.

Reading a card

Hover or tap a marker.

Cost
The essence price to buy it from the recruitment zone. Playing it afterwards is free.
Type
A claw for a creature, a spiral for a spell, a wolf for a trap.
Allegiance
Each icon requires one allegiance point in that faction to play the card.
Effects
⟳ marks an ability you activate by exhausting the creature. The tombstone marks Demise.

Your opponent’s turn is never quiet

Traps are played during your opponent’s turn, and each one draws you a card. Keep one in hand, or make them believe you have one.