Reduce the opposing Collector’s 12 Resolve to zero. Keep your own Resolve safe, and don’t run out of cards when a draw is required.
01
Make a connection
Select an Entity in your hand and manifest it by paying its Connection cost. In new solo encounters you can manifest two per turn, with three Entities on your field. Newly manifested Entities normally wait until your next turn to attack.
02
Build the sequence
Play a Practice before an Entity that shares its path to strengthen that Entity’s next attack. Matching your Collector’s path also builds Resonance; three charge unlocks your path signature.
03
Land the hit
Choose a ready Entity, then a legal glowing target. Guard protects other targets. In new solo encounters, an Entity retaliates only if it survives the hit; Collectors do not retaliate.
04
Keep an answer ready
Read the rival’s setup before spending everything. A prepared ward costs one Connection and reduces the next hit by two. When a counter window opens, choose a legal response before the action resolves.
Start with the tutorials.
The first lesson teaches a complete turn and awards credits. Mara’s second lesson teaches a combo and a counter, then awards a card for your next duel. Existing saved encounters can retain older rules; the battle’s available actions are always the authority.
What happens when I end my turn?
Connection capacity grows by one, up to five, and refills. Draw one card, except on the first player’s first turn. Discard down to seven cards at turn end. Your Collector ability has its own displayed cost and once-per-turn restriction.
CONNECTION COSTEDITION
ALIEN / ENTITY
The First Arrival
READ THE ABILITY · PLAN THE COMBINATION
ATTACKHEALTH
02 / ANATOMY OF A CARD
Know what you’re holding.
Connection cost
The resource you spend to play this card. Save enough for the follow-up you want.
Entity or Practice
Entities stay on the field and fight. Practices resolve their printed effect: support, damage, healing or another tactical action.
Class and path
Tags connect cards to your Collector’s growth and career combinations. A shared path can turn a simple sequence into a combo.
Ability text
The card’s exact rules, conditions and career links. Check its edition: another rarity can have different costs, stats and abilities.
Attack and health
Entities deal damage with Attack and survive using Health. Practices do not have Entity combat stats.
Illustrated anatomy guide. The game card shows the exact playable values and ability text.
03 / EIGHT WORLDS, ONE CITY
Find the connections that call to you.
Holy
Angels, guardians and restorative light.
Faith and protection.
Unholy
Demons, witches and forbidden artifacts.
Power with consequences.
Environmental
Living forests, creatures and spirits of nature.
Growth and recovery.
Technology
Machines, AI and ingenious support systems.
Linked setups and precision.
Alien
Visitors, strange species and mysterious craft.
Otherworld connections.
Spirit
Echoes, memories and entities beyond the veil.
The city remembers.
Creative
Living art, music and imagination.
Expression becomes power.
Folk
Hidden neighbors and old legends.
Ancient stories in modern streets.
Classes describe the collection. Combat paths and career links are shown on each card; some cards connect to more than one path.
04 / THE COLLECTION
Every edition has a purpose.
Common to Premium
Common, Rare, Epic and Premium editions can have different costs, stats and abilities. A more elaborate finish doesn’t replace good deck building. Inspect an owned card in My Collection, then save your deck to use it in future encounters.
Open a new connection
Buy five-card packs with game credits at the neighborhood card shop. Each pack contains five different identities. City packs cost 40 credits, class packs 60, and Beyond the Veil 120. Open the pack’s odds panel for exact probabilities.
Mythics belong to you
The Devil and Holy Trinity each have a 0.01% chance in their matching class pack. The other class Mythics each have a 0.05% chance in their matching pack. No guaranteed drop or escalating odds. All Mythics are owner-bound: no trades, auctions or recycling.
What happens to duplicate cards?
Packs stop adding an edition when you already have three copies and return 2 / 5 / 12 / 25 credits for Common / Rare / Epic / Premium duplicates. Settled auctions and returned listings never destroy your cards: any extra copies remain spares, while the normal deck copy limit still applies.
How do Faith and Infernal Power work?
Holy Trinity and The Devil have opposing power systems. Holy Trinity gains Faith at the start of your turn while it stays in your draw pile or hand. Playing an Unholy card or sacrificing one to counter loses Faith. The Devil gains Infernal Power through Unholy cards and weakens when you use Holy cards. Their glow reflects the current duel power. Read each Mythic’s current ability text for its exact effects and conditions.
05 / THE PERSON BEHIND THE DECK
A career. A path. A look of your own.
Your cards shape your Collector.
Choose a profession and specialty. The cards you use build path marks and change your Collector’s growth and appearance. Career links reward specific combinations. Try a different deck to explore another side of your character.
The Collector Atelier
Open the card shop and choose Collector clothing & styles, or enter the wardrobe from your Collector page. Preview clothing, hats, hairstyles, jewelry, glasses and face paint. Buy an item with credits, then equip it.
Victory rewards unlock a sigil after 1 encounter win, markings after 5, a laurel after 10 and champion clothing after 20. Claim them in the wardrobe. All styles are cosmetic and owner-bound, with no battle bonuses.
06 / THE EXCHANGE
Your spares can start someone else’s story.
Open the marketplace from the card shop, My Collection or the Exchange. Game credits stay inside the game and have no cash value.
TRADE
One card. One clear offer.
List an eligible edition and choose the exact edition you want. Your offered copy is held safely. Another player accepts with an eligible copy of the requested card; both sides transfer together.
AUCTION
Let Collectors bid.
Set a starting price of at least 5 credits. Auctions run 24 hours, with a minimum 5-credit bid increase. The leading bid is held; outbid players get their credits back immediately. No seller fee.
RECYCLE
Turn spares into credits.
Choose an eligible unwanted copy, review its value, and confirm its permanent removal. Common returns 1 credit, Rare 3, Epic 8 and Premium 18. Use those credits toward packs or cosmetics.
PROTECT
Keep the important things.
Mythics, starter copies and guaranteed reward copies cannot leave your account. Copies used in your saved deck cannot be offered. Remove a spare from the deck first if you want to exchange it.
When are auction cards delivered?
After 24 hours, choose Settle and deliver on the ended listing. Any signed-in Collector can settle it. The winner receives the card and the seller receives the bid. Unsold cards return to their owner. Refresh the marketplace to see another player’s latest action.
Can I cancel a listing?
You can cancel your own open trade or an auction that has no bids. A card returns to your collection when cancelled. An auction with a leading bid stays open until it ends, protecting both players.
07 / BRING ANOTHER COLLECTOR
Rivals at one table. Allies at another.
Player duels
Open Invite duel and use the lobby’s invitation flow with another signed-in Collector. Each player uses their own account and saved collection. Follow the room’s ready and turn prompts.
Co-op encounters
Open Co-op and invite another Collector to the same encounter. Coordinate your cards and protect the team. Both players need their own confirmed account and active connection.
Account help
Confirm your email before signing in. Use Forgot your password if needed. Returning players can connect an existing Collector from their account page without resetting cards or progress.