The game turn
In turn, a player must perform one of the following three actions :
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Play a card
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Generate a Jewel
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Give a card to a teammate
After his action, he draws to have 3 cards in hand (if possible), then the turn passes to the next player.
If a player cannot perform any action , the game is immediately lost.
Play a card
The cards can be played:
The Field
The Field is composed of three rows (upper, middle, lower), each associated with a Terrain card (Mountain, Cave, Camp, etc.) which imposes its own rules.
Common placement rules:
Some rows add additional constraints, for example:
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Increasing values (Mountain)
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Decreasing values (Cave)
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No specific constraints (Camping)
When the last square in a row is filled, an Eternal is awakened .
Awakening an Eternal and the Curses
Awakening an Eternal allows the active player to retrieve their 8-card deck , but immediately triggers a Curse that affects all players.
Examples of curses:
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Some values can no longer be played in the Field
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Certain colors become banned.
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Rare cards can become unusable on the field
These curses remain active until they are lifted.
Generate a Jewel
To lift a curse, players must generate a Jewel using cards from their hand according to specific recipes (cards of the same value, same colors, trio 1/5/9, etc.).
The Jewel is then offered to an awakened Eternal, which:
The cards used are placed in the River , which can also offer a bonus if it fills up.
Give a card
A player can spend a Heart to give a card from their hand to a teammate, face down.
This action is crucial to prevent a player from getting stuck without a solution.
Limited communication
Players are not allowed to directly discuss the colors or values of the cards in their hand.
Instead, they use:
This constraint greatly enhances the tension and cooperative aspect of the game.