Setup
Bring an Atlas of 30 Sites (your land deck) and a Spellbook of 50 Spells (your main deck).
Place your Avatar card in front of you — it starts at 20 life.
Shuffle both decks. Draw 3 Sites from the Atlas and 3 Spells from the Spellbook as your opening hand.
Randomly decide who plays first. The first player skips their draw on turn 1.
How to play
- 1
Each turn, you may play one Site from your hand onto the shared realm, adjacent to your Avatar or an existing friendly Site.
- 2
Sites produce mana matching their elemental thresholds (Air, Earth, Fire, Water) and act as the physical spaces minions occupy.
- 3
Spend mana to cast Spells: Minions (creatures that stand on Sites), Magic (sorcery-speed), Aura (enchantments), and Artefacts.
- 4
Minions move and attack across the realm — positioning matters as much as raw stats.
- 5
Attack the enemy Avatar directly once a minion reaches an adjacent Site, or trade blows on the realm to control the map.
- 6
Reduce the enemy Avatar to 0 life to win.
Anatomy of a turn
- 1
Start
Ready your tapped cards, resolve start-of-turn effects.
- 2
Draw
Draw 1 Site and 1 Spell (first player skips draw on turn 1).
- 3
Main
Play up to one Site, cast Spells, and move/attack with your Minions.
- 4
End
Resolve end-of-turn triggers and pass the realm to your opponent.
Rules to know
Two decks
The Atlas (30 Sites) and Spellbook (50 Spells) are drawn from separately each turn. Site draws never mill your Spellbook and vice versa.
Thresholds
Spells require elemental thresholds — you need enough Sites of the matching element in play, not just raw mana. Deck-building is a puzzle of curves and colors.
The realm
Sites form a shared 2D grid. Minions physically occupy Sites, move square-to-square, and can only attack what they can reach.
Genesis & abilities
Genesis triggers fire when a card enters play. Many minions also have Charge, Lance, Ranged, Flying and Submerge that change how they attack and are attacked.
Avatar as a card
Your Avatar is a real card on the realm with its own square. Some effects can target, move, or interact with the Avatar directly.
Win conditions
Reduce the opposing Avatar's life to 0.
Deck out — your opponent cannot draw a required Spell or Site.
Alternate win conditions printed on specific Avatar and Spell cards.
Play smarter, faster
Play Sites toward the center of the realm — reach matters more than raw board size.
Track threshold requirements as you draft Sites. A stranded spell you can't cast is a dead card.
Don't ignore the Avatar's position. Cornered Avatars die to a single well-placed Lance or Ranged strike.
Genesis triggers are the game's tempo swings — plan around when yours (and theirs) will fire.
