You are a powerful sorcerer, going to battle against another sorcerer. To help you in the battle, you've recruited three wizards. These wizards have small magic abilities and the power to call upon powerful monsters from the afterlife. These monsters, called summons, once existed in our world. They have copies of themselves conjured from the grave to be placed under your command, and are used to go to battle against other summons and gain an advantage over your opponent. How those summons came to be, or how they perished, is a story for another time.
But you are far stronger at magic than a mere wizard. You can use magic abilities called spells, which you cast at the cost of vim, the mana source of the world. But your greatest strength comes in the form of a world-ending force: A boss. In order to call upon it, you will need to complete a ritual to them, which is done by playing cards. Bosses, like summons, are creatures that once existed, but have previously died. However, these monsters contain the power to destroy the world and everyone on it in an instant. You are powerful enough to call upon them.
By beginning a battle with another sorcerer, your power causes vim begins to shatter across the battlefield, leaving behind latent energy called ether. This energy, though it is fragile and temporary, has drastic effects on the battle and gets stronger the longer the battle lasts. It can be tapped into to reduce the amount of vim you need to pay for spells or abilities.
At the beginning of the game, you have one deck of 24 cards. It consists of 3 wizards, 10 summons, 10 spells, and 1 boss, all of which will share the same color (either red, yellow, or blue). When you begin the game, you will set up your cards in various spots. Your summons are stored in a face-down pile called the castle, and your spells are stored in a face-down pile called the spellbook. Both your castle and spellbook can be kept anywhere comfortable, as long as all players can see them. You will also need one more face-up pile for all the cards you are finished using in game, which called your graveyard.
You may look at your castle and spellbook at any time. However, your opponent does not have access, because they are not public knowledge. Be sure to keep them face-down while you aren't looking at them! Also, the cards your graveyard are public knowledge, so both you and your opponents may look at each other's graveyards at any time.
You begin the game with 30 life. Bring your opponent’s life down to 0 to win! You also begin the game with 1 vim, though at the start of your first turn, it will increase.
Every card shares the same layout, with 4 spots that are universal across all card types.
The top of the card is the name of the card. Every card with the same name will have the same text on it.
In the left circle, there is a symbol to represent the type of card, followed by text that tells you the type as well.
In the right circle is the color stone, showing what color the card is.
In the box at the bottom is the ability of the card. Abilities are used to manipulate the game in your favor, and can do just about anything.
Certain card types have extra spots for more information, which will be elaborated on later in the guide.
Forest Sage: Yellow Wizard
Essence of Nature: Yellow Summon
Pyro-Maniac: Red Boss
Perfect Infusion: Blue Spell
Your wizards begin the game face-down on the play area, forming three columns with your opponent’s wizards. Your boss also starts face-down on the play area, to the left of where you will be eventually placing your summons.
Wand: Wizard position (starts face-down)
Summoning circle with hand: Summon position (not on the play area to start)
Evil horns: Boss position (starts face-down)
(You can ignore wizards when direct attacking. Think of them as being up in the castle with you, looking down on the battle occurring below them)