IMPORTANT LINKS:
To download the full PDF of the rulebook, .
To check out the rulebook and the full list of changes via GitHub, .
May 12th, 2026
Added a new section to better define types of player actions and explicitly added a default rule for actions with a value of 0 (E.g., glimpse 0, recover 0, empower 0).
Various fixes
Agility bug fixed
April 20th, 2026
Functional rewrite/rework regarding card activations/materializations/bestowments.
This rework affects the structure of the Effect Stack (kind of) as well as how activations/materializations/bestowments are placed on the stack. The "old" effects stack treated each played card as a uniquely defined instance from which all information to resolve effects, create objects, or instance further copies of that activation was sourced. This meant that any properties of that activation were identically copied but treated as separate instances, so restriction abilities were applied independently in each instance of an activation copy. This was also true for creating copies of objects on the field, which copied over activation-linked properties, but did not do the same for other effects (e.g., copying a rested object did not also make the new object rested).
April 9th, 2026
Further spring cleaning for the rulebook...
Mainly QOL, edge-case conflicts and rules, typos, etc.
Suppress written to explicitly be under the control of the trigger's controller for discerning resolution and order in the case of multiple resolving suppress triggers.
April 4th, 2026
Rulebook cleanups:
Fixed pantheon format rules issue
Added section. This applies to card ordering, typically for the main deck, and applies to effects like Glimpse, as well.
March 28th, 2026
Rulebook updated in anticipation of Radiant Origins:
Added section on and how to Boons.
Added Pantheon rules in
January 22nd, 2026
Revised Turn Orders for consistency. Highlighted breakdowns of phase steps, mostly in categories of "Turn-based Action," "Opportunity," or "State-based checks."
This revision has no significant bearing on the game except for one difference; triggered abilities generated from the act of recollecting will be handled during the recollection phase as opposed to being put on the Effects Stack in the phase and resolved during the Draw Phase.
This breakdown should help communicate when players are receiving opportunity and when state-based checks happen for the generation of triggers or other effects.
December 4th, 2025
Entries added for Phantom Monarchs Release
Fractured Memories and Phantasmagoria added as Masteries
Interdiction is added to Keywords
October 24th, 2025
Non-functional changes
Various fixes, consistency changes, organizational changes, etc. Completed remainder of rules formatting according to earlier sections.
Slight fix for reorganizing timing of state-based checks during combat to cleanup role and card-based permanence for correctly determining result of combat effects.
September 26th, 2025
Slightly expanded rules under regarding classification type of copied cards (they are also cards for the purpose of the copying). While this was true before and could be interpreted as such by the rules, it should now be explicit. No functional changes.
Cleaned up , , , and many other sections
Continued to reorganize/reserialize the rulebook for consistency and indexed/addressed rulings.
August 8th, 2025
Fixed inconsistency in rules with Ciel's mastery. Matches Index entry now. This isn't a functional change but rather fixing entry errors in the rules.
Readability/Syntax improvements
Slightly more clarity to ephemerate, added additional clarity support to On Kill, Immortality, Spellshroud
July 28th, 2025
Fixy things
Further amendment to abilities operating from the intent; properly includes static abilities (was missing)
Added missing TOC links and reorganized the hierarchy of sections within game mechanics
July 18th, 2025
Rulebook update in anticipation of DTR:
Aethercharge/Aetherwing is described under functional subtypes
Aetherwings are loaded with Aethercharge cards in the same way Guns are loaded with Bullets or Bows are loaded with Arrows. Aethercharge cards are Spells with power stats that allow the player to load them into an Aetherwing as they resolve
June 25th, 2025
No functional changes.
Added missing section describing tokens. No functional changes to how tokens are treated. (Oopsie)
Various clarity and consistency fixes.
May 29th, 2025
Rulebook revisions for MRC Alter
Added as a keyword ability of attacks
Continued to clarify language in public vs private section.
March 14th, 2025
Slightly cleaned up .
Added missing sub-layers to layer E regarding power/life modification orders ().
Moved siegeable to and reorganized this section.
March 5th, 2025
Added comprehensive in the Glossary.
Added keywords and counters new to HVN: Siegeable, Kindle, as keywords and Wither as a new functional counter.
Siegeable has required that some sections of the rulebook including On Hit, On Kill, Dies/Destroy, Cleave, and other combat-based rules to be modified to be inclusive of domains as attackable objects while not being considered units.
February 7th, 2025
Slightly modified rules regarding steps for play methods. There is now a second mode selection step during reserve cost payment in the case of payment method either modifying or adding additional modes or selections. This is essentially a "hotfix" for Imbue.
February 3rd, 2025
Expanded section for resolving .
December 4th, 2024
Added clause to Preserve mechanic: You can return a Preserved card if you are given an option or opportunity to materialize, regardless if you have something to materialize (e.g. your material deck only consists of Preserved cards or a non-regalia card is underneath Quicksilver Grail. You would not have to reveal the card that was underneath Grail except for during the end of game procedures.
Added clause regarding multiple retaliating units and order of damage assignment. Additional rule set regarding a "killing blow" rule where only the unit inflicting lethal damage will trigger its On Kill ability. Subsequent units after the "lethal" unit can still trigger On Hit abilities if the damage dealt is in excess.
Corrected previous addendum to mode and target selection regarding In-line restriction abilities.
October 17th, 2024
Various fixes
Explicit addition of In-line vs Static Restriction Abilities and mode/target selection regarding these effects on the Effects Stack.
October 8th, 2024
Updated rulebook for Mortal Ambition release
Added keywords , and
Equestrian is added as a
September 23rd, 2024
Miscelaneous clarifications and fixes. No functional changes.
Cost payment order codified (such as the interaction between Powercell tokens, Cordelia, and payment for Overlord)
"Up to X" wording includes other similar wordings for optional targeting requirements in resolution.
August 27th, 2024
Clarified rules for cards in champion lineage.
Slightly clarified negate wording
Added clarified language on permission-based clauses (e.g. "you may") to page
August 23rd, 2024
Sacrificing an object counts as the object being destroyed (mainly to ensure intended interaction between sacrifice and Preserve)
Slightly expanded wording of negated zone destination rules
August 22nd, 2024
Cleaned up section (Drawing cards removed, rules text of cards excludes special game actions. This is mostly out of consideration for the Eternal Magistrate interaction on turn 1 for Spirit champions.)
Modified rules (negating will send things to the graveyard by default, but if the resolution of a negated card were to change the zone it would be placed in, negating will send it to the same place it would have gone upon resolution)
Cleaned up section on with respect to failure to find among public cards
July 31st, 2024
Added leveling clause (rule #8) to
Corrected language around default power stats of Champions
Slightly modified language in for clarity
July 9th, 2024
Cleaned up inconsistency between verbiage in Attack Declarations and Retaliation Step for opportunity and timing for resolving effects
(Re)Added hindered
Brew rules are now more explicit
July 1st, 2024
Slightly changed language in Champion Types to make rules clearer
Enlighten counters have been changed from an innate champion ability to an ability of the enlighten counters themselves. Therefore, champions can still draw cards through enlighten counters under effects such as Caliburn's
Expanded section on Play Timings with a section on Special Permissions that describe explicitly when and how players can play cards when instructed to do so or when they are given special permissions (Quicksilver Grail, Beseech, Naia, etc.)
June 28th, 2024
Various bugfixes/clarity changes
Sacrifice now correctly specifies that you can only sacrifice things you control
Added negative values clause for LV
May 31st, 2024
Slightly reworded Materialize phase to clarify when/if Opportunity is given. No functional changes
Clarified copies being activations/materializations themselves
May 17th, 2024 (MRC Launch)
Added entries for , , , ,
Added entries for , ,
Reorganized and realphabetized Glossary and Game Terms
April 28th, 2024
Imported rule book (v1.0.23) from the original document to GitBook for soft launch
Polished wording, fixed various typos, and restructured the rulebook
Imbue subnote added for clarity with exalted
Phantasmagoria incorrectly specifying reflexive trigger was amended
Replacement effects in a resolving player action + resolution checks (if you do, when you do, etc.) note added for clarification
Timestamps for boons/masteries clarified
Restructured End of Combat step to be better in line with other sections
Added clarity to preserve objects + banishment interaction
Reworded Attacking 2.c. for better resolution of edge-case interactions
Typos and other stuff fixed, QOL
Kinda functional change for Everflame Staff: From the last update, " 'as a spell' now counts as a spell subtype for abilities. E.g., Everflame Staff will trigger if a triggered or activated ability does damage "as a spell." This is covered as rule 17 in Abilities.' -> This ruling is incorrect. While this is kind of the intention, the rules don't support a simple way to resolve this interaction, so it is being tabled for now. The changes in Abilities.17 are still valid otherwise.
This card source is treated as a template for the activation of the card, which is its own instance and refers to the card source.
For ability activations, the card source is treated as wherever the card currently is (it isn't moved to the effects stack), and last-known information rules will apply for resolving effects. The "activation" is one of the instances where, in essence, the game is given instructions to read off the template source card to generate effects, objects, or copies.
This way, any effects ascribed to the card, such as Imbued, Brewed, or Prepared will still be copied over. This also has the effect of allowing instances to copy over the state of restriction abilities from the controller of that card source. E.g., if my opponent activates a card with a restriction ability that says Level 10+ and meets this requirement, a copy of that card activation I create (and control) will also have that restriction ability unlocked, even if I do not meet the Level 10+ requirement. This will apply to class bonuses, champion bonuses, etc. The change will also now apply to things such as Empower and also track additional cost payment information.
This change also specifically affects Empower, which we've changed to reflect the functional changes and moved it to a property of cards on the effects stack. Copies of activations of empowered cards will thereby also be empowered.
The second effect this change will have is the following: Regarding negation effects, negations that target a card activation target specifically an activation instance, not the card itself. The card remains in the effect stack and is removed as a state-based check for when the last activation instance is resolved, fizzles, or is removed from the stack. If the card itself is removed, then all above or pending activations will fizzles due to not having the card reference for the card activation. E.g., Frostbind will banish the card of the activation, moving it from the Effects Stack to Banishment. Any remaining activations of that card fizzle since there is no card to "read" and activate.
While the cards that are added to the effects stack are naturally timestamped, the cards themselves don't follow a specific ordering or placement in the stack. The activations, however, do, and will still follow the structured first-in-last-out ordering for resolution, regardless of what time point their corresponding card was given.
The wording in the Copy section has been slightly reworded with these changes in mind.
Other:
Bug regarding play permissions fixed
Split ability resolution and card resolution sections to allow us greater ability to be specific and explicit when discussing one or the other, since "activation" can be ascribed to both cards and abilities. There are no functional changes pertaining to how abilities are activated, tracked, and represented in this update.
"As a spell" now counts as a spell subtype for abilities. E.g., Everflame Staff will trigger if a triggered or activated ability does damage "as a spell." This is covered as rule 17 in .
Regarding "modal" triggers: To cover any ambiguities and accommodate future design space, modal triggers will have the mode be determined during resolution, rather than when they are placed on the effects stack. This will clear up interactions with Ciel's Servile Possessions mastery, where, after the triggered ability is added to the Effects Stack during combat, players will be given Opportunity to affect the amount of Omens in banishment before the ability resolves. See , rule 5.b.
Other fixes
Included Pantheon tag in border information
Added section on Statuses
Added section on Dice Results / D Effects for "D6" rolls.
Added ruling for Recovering while having 0 damage counters. E.g., Recover 1 while having 0 damage counters will still trigger "whenever you recover" abilities.
Added note that counters can be placed on card activations.
Modified Names section for clarity regarding restrictions, lineages, and conventions of champion names
Reorganized Imbue keyword to be more comprehensive/combine Imbue types
Added First Boon as a keyword, as well as Level Locked, and Class Locked.
Updated type masterlist
Addressed the implied hole regarding resolution of champion materializations: An N+1 champion materialization that becomes an N+2 champion (due to deleveling while the champion card is pending resolution) fizzles, however, this was not explicitly stated. This is not a functional change.
(This rule change also cleans up the Eternal Magistrate issue *whew*)
Masteries can get counters (kind of implied, but rules are a little more explicit now)
Broadened language regarding the Ephemeral property (applies to card activations as well as objects; activations that would become objects are only ephemeral when they hit the field, whilst Actions (or non-object) and like card activations become ephemeral on the stack.
Addendum 12/12/25
Correctly added Anomaly under master type list
Ammended Attack Declarations to be more explicit with a breakdown of timings for payments and options associated with attack declarations
Corrected slight bug with Turn One under start of game procedures
Corrected slight bug with X cost verbiage. X costs for objects are counted as 0 for effects like Unbroken Mustang. For cards (not objects, not on the effects stack) value-wise, still counts as 0 when under a non-discrete set (e.g., "less than 3") but will need to match "X" when part of a discrete set. E.g., specified as "card with cost X" is valid. Finding a "card with cost 0" will not allow selecting a card with X cost while "cards with cost 2 or less" and "cards with cost 0 or X" will be valid for finding an X cost card). (edited)
Correctly added missing Commanded Will ability entry.
Reminder to check the GitHub commit history for exact changes
Added section on simultaneous selection rules
Will start to reorganize rules such that each entry, if it is not a general description within a section, will be itemized under subchapter headings to give better indexing of rules. E.g., A chapter flow should read starting with a broad description (if applicable), followed by General Rules, and then subsequent specific subchapters delineating specific areas of those rules. This reformatting will be trialed and prone to feedback. The first section to undergo this change is General Rulesm, which has also received reorganization and clarification changes in each section
Consolidated Durability, Life, Power, and Speed under Stats section
Revamped Object and Targeting section
Other various changes (have fun)
Integrated with GitHub via GitSync. Now any changes will be reflected on GitHub, along with diffs of the changes. This patch will troubleshoot this feature
Aethercalling Added to keywords
Cardistry added as a label keyword
Section on special continuous effects added, which includes time distortion
Ephemerate and On Charge added to keywords
Ephemeral added as a property
Exalted element added
Servile Possessions mastery added
Amended conditions for attacker roles in combat. Previously, the attacker's role ended simultaneously with the loss of all defending units. The attacker role will be preserved until the end of combat, and its attack target can be redirected or reselected from a legal/null target/no target to a valid target
Amended rules for ability activations from the intent. Cards in the intent can activate abilities as if they were objects, with the exception of costs such as resting and sacrificing (since you can't rest or sacrifice an intent, you can only do these actions with objects)
Additional rule for Command attack cards added regarding the intent
Various fixes
Added missing keywords
Searching and Finding section updated for clarity on instructions to Put or move cards across zones (e.g., Incarnate Majesty, Slime King)
Section on copying clarified, additional support for considerations like Imbue.
Phase ending ruling added (regarding not self-banishing)
Empower 0 ruling added, stacking clause added
Revised section on card/ability resolutions with "default choice" on optional resolving modes added
Other minor fixes...
Added section on double-faced cards and the player action transform.
Modifed rules regarding setting stat characteristics: If an effect sets a value that the object previously did not have, such as setting a champion's power to 3, the effect will concurrently "give" that object stat which is set to a default of 0 for as long as that effect applies.
Slightly expanded public vs private information concerning previously-public or previously-private information and play permissions.
Clarified damage events from the perspective of damage sources.
Clarified Opportunity context in the Materialize phase
Updated typing and characteristics of triggers to inherit those of their sources. This is important for Strategem triggers vs Spellshroud and other similar cases. The definition of Spellshroud has been updated accordingly.
Updated Format Conventions regarding draft to match the TRG (and fixed a minor duplicated numbered list bug)
Cleaned up the section regarding the intent, now should read as intended.
Fixed bug in logic regarding leveling/playing champion requirements (now explicitly have to satisfy legal conditions).
Expanded "discrete events" regarding drawing cards to other similar classes of deck interaction, e.g. banishing, putting into graveyard, etc.
Fixed consistencies regarding On Attack triggers.
Shifted obedience clause on Intercept in the ability definitions rather than under obedience definitions for clarity.
Various fixes, QOL improvements (such as download link at the top of this page)
Clarified rules for information across zones and last-known information
Expanded section and added in dedicated page to detailing tracking of card and object information across zones: Card and Object Information
Functional change to Dusklight Communion (now the effect will apply and persist even if Dusklight Communion leaves the field)
Clarified what happens if an attack card is activated during active combat (it fizzles)
And that a resolved attack card must choose a valid target (can't opt to not pick and let it fizzle)
State checks will test for loss/win conditions first (now explicit)
Reconciled language on Enlighten counters across various sections on the rulebook
Fixed On Hit being unclear with regards to combat damage sources (applies to retaliation as well)
Adjusted negative LV rules (split cases for when negative values don't apply.)
Clarified Brew ruling for additional activation costs
Cleaned up Ending the Game section
Reworked properties section. Intrinsic properties has been relabeled to Card Characteristics and is now its own section under General Rules.
Reworked section on Properties and States to be more explicit/straightforward
Added note on copying object activations
Fixed card types only specifying activation at slow speed (playing at slow speed is default)
Updated Sideboard rules.