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Rules in Testing

These rules are proposed, actively being evaluated, and not yet locked into the official ruleset. Everything here may change.

Rules in testing appear with a Testing callout throughout the rulebook. This page collects them all in one place. Your feedback on these is especially valuable — see How to Contribute.

Mulligan — Alternative Variant

Pages: Game Start

The active rule for mulliganing at game start is: choose any cards you do not want from your starting hand of 5, return them to your deck, shuffle, and draw back to 5. You may do this once.

The variant under testing works differently: return all cards in your hand to the deck, shuffle, and draw one fewer card than before. You may repeat this process as many times as you want — but each mulligan reduces your hand size by 1.

Starting hand of 5 → first mulligan draws 4 → second draws 3, and so on. The key tradeoff: unlimited resets at the cost of a progressively smaller hand.

We want to understand: does the freedom of unlimited full resets create better, more interesting game starts than the current system where you choose what to keep but can only act once? Share your experience on Discord.

Color Synergy

Pages: Color Synergy, Elements

A Block card grants +1 ATK and +1 DEF to each orthogonally adjacent Creature that shares the same element and is owned by the same player. The bonus applies during conflict resolution only — it does not permanently alter printed stats.

Previous iterations tied the bonus to Creature-to-Creature adjacency. Those were tested and found to create unintuitive clustering incentives. The Block-sourced version is the current candidate. We want to know: does it create interesting decisions at deck-building time? Does it read clearly on the board during play?

Destroying a Covered Card with an Ability

Pages: Playing Cards

When an ability arrow destroys a covered card, the question is: does this count as the ability being triggered and used? Our current position is yes — the ability fires, and any effects associated with it resolve against the covered card. But we are collecting data before locking this in.

The case that matters most is Firestorm: if a Firestorm arrow destroys a covered card with 1 point of damage, does the remainder of the Firestorm damage distribute to other targets? Under our current ruling, no — the damage was consumed by the covered card. We want to verify this feels right in play.

Shockwave Pushing Block Cards

Pages: Shockwave

Under evaluation: whether Shockwave can push Block cards. Blocks currently cannot be moved by any ability. The design intent is that Earth, as a powerful clearing element, may be able to move even the "immovable" — but this is not confirmed for current rules.

Magnetism Self-Pull

Pages: Magnetism

Under evaluation: whether the Magnetism target cell can pull the active card's own cell — effectively letting the active card reposition itself via Magnetism without triggering a standard reactivation. The design intent is to allow post-flip repositioning. Currently the active card's cell is excluded from adjacency choices.

Have thoughts on any of these? Join the discussion on Discord or read about other ways to contribute on the How to Contribute page.