- 91cards
- 4factions
- 2players
- 30minutes
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.
Sacred Sentinels
Loth, Supreme Inquisitor
Healing, defense, Cure. It holds the line while the others wear out.
Heart of the Abyss
Narr’manox, the Mad Lord
Massive Wound and Rush. It strikes before you finish your sentence.
A turn in three beats
Initiation
Poison strikes: as much damage as you have counters, then one counter fades.
Strategy phase
Play your souls, buy, summon, activate your creatures, cast your spells. In any order you like.
Cleanup
Ready your creatures, keep up to two cards, draw up to five.
An arsenal to recruit
Creatures, spells, traps and Rites: every card you buy changes your deck for the rest of the game.
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.
























































