► Playing ► Beginning of game Establish a turn order for the players. Establish the player who turns first. 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. Move all the cards (including the custom ones) to the void. Each player must recruit all the ruin and triumph cards which have his / her faction. All the remaining void 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, invisible to the players. Each player may refill, starting with the player who has to turn first. The player who has to turn first must start his / her first turn. ► Playing ► Turn During a turn, the player may execute various actions during two phases: "Obstruct" and "Plot". 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. The player must end each phase of a turn, "Obstruct" and "Plot", in maximum 5 minutes. The "Obstruct" phase (of the turn) starts. ► Playing ► Turn ► Obstruct If this is the first turn of the game, skip this phase. The player may engage 1 card; the player may continue to engage cards as a combo action. After the player finishes engaging all the desired cards, calculate the total sway of the cards from the timelines of both players. Each epic card from a timeline increases the total sway from the timeline with the number of cards from the timeline, limited to an increase of maximum 20. If the total sway of the player's timeline cards is lower than the total sway of the rival's timeline cards then the player has failed to obstruct, the rival wins the current round and the "Ending round" phase must be immediately executed (skipping the rest of the steps of this phase). If this step is reached, it means that the player has successfully obstructed, so the current round continues. 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 all the experience cards to the ops. The player who has more ops cards than his / her rival must discard ops cards until both players have the same number of ops cards; this is executed only once. The time interval between now and the end of the game is called finale. The "Plot" phase (of the turn) starts. ► Playing ► Turn ► Plot The player must engage 1 card; the player may continue engage cards as a combo action. If this doesn't happen, the turn ends, the rival rival wins the current round and the "Ending round" phase must be immediately executed (skipping the rest of the steps of this phase). The effects of all the abilities which have an effect during a turn, end. Some abilities may have an effect over multiple turns. If the rival forcefully ends the player's turn during the plot, using an ability, all the mandatory / non-optional steps of the plot have to be executed up to this point before the rival's turn starts. The player's turn ends and the rival's turn starts. ► Playing ► Turn ► Ending round This phase may be executed only if there is a round winner. A round ends when a player fails to obstruct a plot, or when a player must start a plot but doesn't. The effects of all the abilities which have an effect during a turn, end, including for the abilities which have an effect over multiple turns. The round loser must discard 1 ruin or triumph card, which reduces his / her chances to win the last round of the game and the game. If such a card can't be discarded, or his / her last one was discarded, the game ends and is won by the round winner. If the game ends, the game's ending story is told by the lore of the ruin card which was last engaged by the game winner. If such a card was not engaged, the game's ending story is told by the lore of the triumph card which was last engaged by the game winner. (Skip the rest of the steps of this phase.) The timeline cards of both players must be discarded. Each player may refill, starting with the round loser. Each player may recruit 2 cards, starting with the round winner. Each player may unlock 1 ability, starting with the round winner. The round loser must start a new turn. ► Abilities The following is a list of abilities which may be executed when the card which has each ability is engaged, and the rules which must be followed either then or at the time that each rule specifies. Not all abilities are on the official cards, but may be unlocked, or may be used on custom cards. Battle: The player may engage 2 cards. A battle card may be engaged only if the player's timeline doesn't contain any 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 any battle or warfare cards. Battle or warfare cards may be engaged only if the player's timeline doesn't contain any covert card. If this ability is executed during a plot (not during an obstruction), 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. Enlist: The player may recruit 1 card whose sway is equal with or lower than the sway of the enlist card. Leadership: The player may engage 2 cards. Logistics: The player may refill. Navigation: The player may draw 2 cards. Negotiation: If the player has fewer ops cards than the rival, he / she may draw cards until both players have the same number of ops 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. Sabotage: The player may engage 2 cards. If the cards were engaged during a plot (not during an obstruction), keep them invisible to the rival; their abilities may not be executed during the current plot. The invisible cards must be revealed, and have their abilities executed, after the rival finishes obstructing. Sacrifice: The player may engage 1 card. The rival has 2 turns to win the round. If the player successfully obstructs during the first or second turn then the player wins the round, else the rival wins. Strike: The player may engage any number of cards from the ops (but not from the experience). The cards which are moved in any way to the ops (for example through drawing) as an effect of the executed abilities may not be engaged during the current obstruction or plot. 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.