Create a deck with 5 cards per player (the actual cards inside do not matter). Shuffle. Deal all players 5 cards.
The game ends when a player is out of cards, or all players have decided they’re done.
The winner is the player with the strongest squad in their hand.
Youngest player starts. Take clockwise turns. On your turn …
- Pick an opponent who is not “done”.
- Pick a number: 1, 2 or 3.
- You and your opponent choose that many cards from your hand (your Squad)
- Reveal your squads at the same time and decide who wins (see next section)
- Trade squads. (You get the opponent’s squad, they get yours.) However, the winner picks one card that they do not have to give away.
You can’t pick a number larger than the number of cards you or your opponent have.
After the fight, if you’re satisfied with your squad, you can decide to stop. Say “I’m Done!” You don’t get any more turns. (Un-spread your hand to signal this.)
Your opponent can do so too, after you’ve chosen what to do.
Creatures always belong to one element (their “main type”; the large icon in the center and corners). The rest of the card has a mix of powers: types and actions.
Determine your squad’s strength with three simple steps.
- The player who has the most actions, must execute one of them. (If tied, defender wins.)
- Every type is worth +1 point for you.
- However, types that match an element played by the opponent are worth nothing for you. (They are “Countered”.)
The player with the highest score wins. If tied, defender wins.
When calculating your final score at the end of the game, pretend you’re fighting your own hand!
- All your elements Counter yourself.
- All actions score +1 point, but can be Countered as usual.
- The actions from the player who has the most (out of all players), however, aren’t countered. (They all count +1, always.)
Each game will have 4 elements (red, blue, green, purple). Each element has 4 options to choose from, which you can pick on the website.
Each action tells you whether it must be executed BEFORE the fight or AFTER it.
Red stands for aggression, attacking, destroying.
Blue stands for change, multitype, fluidity.
Green stands for defense, blocking, safety.
Purple stands for revealing, randomness, surprises.
About the “Magic” action:
- If you continue the fight, reveal the extra secret cards and continue as normal.
- If you cancel the fight, both players take their squads back into their hand, and nothing more happens.