The whole game in one line
Be the first player to 20 lore. You gain lore by sending characters on quests — everything else is about protecting your questers or stopping your opponent's.
What you need
- A 60-card deck built from at most 2 of the 6 ink colors: Amber, Amethyst, Emerald, Ruby, Sapphire, Steel.
- A way to track lore — the official play mat and dials, or just dice or paper.
- An opponent with their own deck. Two starter decks are the easiest way to begin.
The goal
Race your opponent to 20 lore. Most of your lore comes from questing: exert a ready character and gain lore equal to the number next to the leaf icon on its card. Some cards and abilities also grant lore directly.
A turn, step by step
- Ready. Stand up all of your exerted (sideways) cards.
- Set. Resolve anything that happens "at the start of your turn."
- Draw. Draw one card. (The player who goes first skips their draw on turn one.)
- Main phase. Do any of the actions below, in any order, as many times as you can pay for.
- End of turn. Resolve "end of turn" effects, then pass to your opponent.
Your options during the main phase
- Ink a card. Once per turn, put a card with the swirl symbol in the corner face-down into your inkwell. Each card there gives you 1 ink to spend per turn.
- Play a card. Pay its ink cost to put a character, item, or action (including songs) into play.
- Quest. Exert a ready character to gain its lore.
- Challenge. Exert one of your ready characters to attack an exerted opposing character. Both deal damage equal to their Strength; a character with damage at or above its Willpower is banished.
- Use an ability. Pay any ink or exert cost printed on the card.
Drying ink
A character can't quest, challenge, or use exert abilities the turn you play it — unless it has Rush. It can still be challenged, though.
Words you'll hear at the table
- Exert / ready — turning a card sideways to use it; standing it back up at the start of your next turn.
- Inkwell — your face-down resource pile. Card count = ink per turn.
- Lore — your score. First to 20 wins.
- Shift — play a character on top of another version of the same character for a discounted cost.
- Bodyguard — must be challenged before your other characters; may enter play exerted.
- Ward — can't be chosen by opponents' effects.
- Evasive — can only be challenged by other evasive characters.
- Singer — can exert instead of paying ink to sing a song of the listed cost.
Where to go next
- Grab a starter deck and play a few games.
- Read the beginner articles for deck ideas and common mistakes.
- Watch real games in the Advanced Video Search to see the flow in action.
- Ready to build your own? Head to the deckbuilders.