► Playing ► Beginning of game Each player must choose his / her faction from the factions of the cards with which the game is played; each player must choose a different faction. Establish a turn order for the players. Establish the player who turns first. Move all the cards (including the custom ones to use in the game) to the void. Each player must recruit all the non-custom ruin and triumph cards which have his / her faction. Each player may recruit a number of cards equal with a value agreed on by both players. Each player must recruit one card at a time and then let the other player recruit a card, starting with the player who has to turn first. Only the advanced players should use the rules related to recruiting. All the remaining non-custom cards must be moved to the destiny. Shuffle the destiny very well and make it a deck in which the cards are with their faces down. Each player may refill, starting with the player who has to turn first. The players must start turning one after another. ► Playing ► Turn During a turn, the player may execute various actions. The rival may not execute any actions. Some abilities may allow the rival to engage a card, ending the player's turn and starting the rival's turn. At any time during the turn, the player may move all the experience cards to the ops; all the cards must be moved together. Experience cards don't take space in the ops, but may be engaged as desired. However, the cost for this is that if not all the cards are engaged in a combo action, the unengaged cards will be discarded when the first card is drawn, if the ops is full. Only the advanced players should use the rules related to experience. At any time during the turn, the player may move any number of reserve cards to the ops. Ruin and triumph cards may be moved only if there are no destiny cards. The player must end turning in maximum 5 minutes. ► Playing ► Turn ► Obstruct If the rival has no timeline cards, skip this phase. The player may engage 1 card; the player may continue to engage cards as a single combo action. After the player finishes engaging all the cards that he / she wants, if the sway of the player's timeline cards is equal with or higher than the sway of the (remaining) rival's timeline cards then the player has (successfully) obstructed, else the player has failed to obstruct, the rival wins the current turn and the "Winning turn" phase must be immediately executed. The timeline cards of both players must be discarded. The effects of all the abilities which have an effect during a turn, end. Some abilities may have an effect over multiple turns. If there are no destiny cards, each player must move the experience cards to the ops. Only the advanced players should use the rules related to experience. If there are no destiny cards, the player who has more ops cards than his / her rival must discard cards until both players have the same number of ops cards. This may be executed only once. The time between now and the end of the game is called finale. ► Playing ► Turn ► Plot The player must engage 1 card; the player may continue engage cards as a single combo action. If this doesn't happen, the turn ends, the rival wins the current turn and the "Winning turn" phase must be immediately executed. After the player finishes engaging all the cards that he / she wants, the player may move 1 ops card to the experience. Only the advanced players should use the rules related to experience. The effects of all the abilities which have an effect during a turn, end. Some abilities may have an effect over multiple turns. The player's turn ends and the rival's turn starts. ► Playing ► Turn ► Winning turn This phase may be executed only if there is a turn winner. The effects of all the active abilities end. The turn loser must discard 1 reserve card. If the turn loser has no reserve cards, or there are no destiny cards and no ops cards (for both players), the game ends and is won by the turn winner. If the game has ended, the game's ending story is told by the lore of the ruin card which was last engaged by the player. If no such card was engaged, the game's ending story is told by the lore of the triumph card which was last engaged by the player. The timeline cards of both players must be discarded. Each player may refill, starting with the turn loser. The turn loser may turn. ► Abilities Battle: The player may engage 2 cards. A battle card may be engaged only if the player's timeline doesn't contain a covert card. A battle card may be engaged at any time during the rival's plot, ending his / her turn and starting the player's turn, with the battle card being the first card engaged during the player's obstruction. Covert: The player may engage 1 card. A covert card may be engaged only if the player's timeline doesn't contain battle or warfare cards. Battle or warfare cards may be engaged only if the player's timeline doesn't contain a covert card. If this ability is executed during the player's plot, the rival may not engage battle or warfare cards during his / her next obstruction (after the covert card is engaged). Engineering: The player may draw 1 card and then may engage 1 card. Leadership: The player may engage 2 cards. Logistics: The player may refill. Navigation: The player may draw 2 cards. Omen: The player may take and look at 4 cards from the top of the destiny, may move 1 of the cards to the ops, and must put the others at the bottom of the destiny, with their faces down, in any order. The card to move to the ops must have either no faction or the player's faction. This ability may be executed only if the player has less than 7 ops cards. Persuasion: The player may discard 1 card from the rival's timeline and then may engage 1 card. Rescue: The player may engage 1 card. A rescue card may be engaged at any time during the player's obstruction, even if the player's timeline already has cards and those cards don't allow more cards to be engaged. Ruin: The player may engage 1 card. Triumph: The player may engage 1 card. Valor: The player may draw 1 card and then may engage 1 valor card. Vengeance: The player may draw 2 cards and then may move 2 ops cards to the experience. Vision: The player may engage any number of cards whose (total) sway plus the sway of the vision card is maximum 7. Warfare: The player may engage 1 card. A warfare card may be engaged only if the player's timeline doesn't contain a covert card.