Game rules

Online strategy duel game

Victory conditions

Capture the Akrios

Reach the enemy Akrios's tile with one of your Warriors or Djinns.

Crush the enemy

Eliminate 10 units of the enemy Tribe to win the duel.

Win on time

If you play with the timer: when your opponent's clock reaches 0, you win (just like in chess).

Your Deck

A Deck holds 10 cards: 1 Legendary and 4 Rank 1 cards, 3 Rank 2 cards and 2 Rank 3 cards, of any type (Move, Attack or Magic), all different.

A card's Rank (1 to 3) is shown by the stacked hexagons in its top-right corner: the more there are, the more powerful the card.

Turn sequence

Start of turn

Do only ONE of these actions:

  • Summon a Spirit: Select a Spirit card from your Hand and place it in the Summoning zone. Follow exactly what the card says.
  • Discard: Discard a card to move a Warrior using its basic movement (without using the card's power).
  • Activate your Skill: Spend a Gem from your Skill card (chosen in your Deck) to play its effect instead of a card: no draw this turn.
  • Awakening move: Once your Awakening has triggered at the end of a turn (the card's condition is met and the Base is placed under the Slayer), spend a Gem to move the Slayer beyond 3 tiles, capturing the enemies along its path. While the Base is in place, it no longer plays with Spirit cards.

End of turn

Your turn ends on its own after your last action: there is no button. These steps follow automatically:

  • Your Djinns advance automatically by one tile along their path.
  • Release a Djinn if you have reached 3 or 6 captures: choose the side (left or right), the Djinn appears, then the turn passes to your opponent.
  • Automatic draw so you always have 3 cards in hand.

When your Deck is empty, all summoned and discarded cards are automatically shuffled to rebuild your Deck.

The Warriors

Warriors move in a single direction (always straight along the same line). They cannot jump over tiles occupied by a unit. Exception: if a card states an exception, it overrides this rule. No movement can pass through the Temple of Gonia.

Dreamer (x7)

Moves to one adjacent tile and can capture the enemy standing there. Their number (7) lets you control several areas. With the right card, a Dreamer can cross the whole board!

Guardian (x2)

Up to 3 tiles in one direction, through the EDGES only. Can immobilize an enemy Djinn

Slayer (x1)

Up to 3 tiles in one direction, through the EDGES or the VERTICES. The ONLY unit that can eliminate a Djinn!

Movement types

The hexagonal board uses a 3-colour system. Understanding the difference between EDGE and VERTEX is key to playing well! The board alternates between 3 colours that help you spot the directions of movement.

Edge (adjacent)

Two tiles touch along a whole side. You pick one of the 6 sides of your tile and move straight ahead, as far as you like. Here, colour doesn't matter at all.

Vertex (colour)

The tiles only touch at a small corner (a vertex). Your move goes through these corners, from tile to tile. Key rule: you always move to a tile of the SAME COLOUR.

Vertex blocked by 2 pieces

When you go through a vertex, you slip through a corner shared by 2 neighbouring tiles. If those 2 tiles are occupied (enemy, ally or magic token) → the way is BLOCKED.

  • 0 or 1 piece around the corner → Way open
  • 2 pieces around the corner → BLOCKED

The Temple of Gonia

The Temple stands at the centre of the board: you can neither stop on it nor pass through it. Edge: you must stop right before the Temple. Vertex: your move is blocked as soon as the corner you pass through touches the Temple.

The Djinns

Release a Djinn

  • 3 kills: 1st Djinn available
  • 6 kills: 2nd Djinn available

Releasing is optional and happens at the end of your turn. Choose the left or right path.

Eliminate a Djinn

Only the Slayer can eliminate a Djinn (by moving onto it or with an attack card).

An eliminated Djinn does not count as a kill (only Warriors count towards Djinns and victory) and can never be summoned again. It is still recorded for Summoner cards.

Automatic advance: at the end of every turn, the Djinn must move one tile forward along its marked path. It wipes out every opponent in its way. Immunity: the Djinn is unaffected by the Guardian and by magic tokens. Only the Slayer can eliminate it!