A fantasy strategy game of conquest

Mystic

Begin the journey

The journey begins

How to Play

Build the map, summon your creatures, and carve out a realm — before your rivals carve out yours.

Setting up

  1. Place one land tile down randomly, then take turns placing tiles in any configuration — the map must remain a single connected continent.
  2. Divide the cards into two decks: the Creature deck and the Lands & Spells deck.
  3. Roll the die to decide who starts.
  4. Draw your opening hand: 1 creature card and 2 land/spell cards, plus 4 gold.
  5. Choose your card orientation — it marks everything you own on the board.

Safety net: end a turn with no creature on the board and you receive 1 gold.

Your turn

Each turn grants 3 actions. Spells and abilities are free — they cost neither gold nor actions — though abilities activate only once unless stated. When your actions are spent, announce the end of your turn.

Reading the board

Cards face their owner

Your seat decides your orientation — every card you play is turned to face where you sit. Your creatures and claimed lands are readable from your side of the table, your rival’s from theirs, so positions and allegiance are discerned at a glance.

Take a tile and its land card turns to face you. Lose it, and it turns away.

Up to six players — one per side of the hexagon. Introduced at setup, step 5.

The five actions

The art of conquest

Core Mechanics

Summoning

Summoning requires both a creature card and its matching land card. Pay the creature's gold cost, place your land card on its tile in your orientation, and set the creature on top. Each land card summons only once — afterwards it marks your control of the tile.

Claiming land

Move onto a tile holding another player's land card and turn it to your orientation — it is yours. Unoccupied land is there for the taking, so defend what you claim.

Harvesting

Spend an action to harvest gold equal to the value on a land tile your creature occupies. A creature may harvest several tiles in a turn, but each tile yields only once per turn.

Battle

Both sides roll a six-sided die and add their strength modifier. Win by 4 or more and the enemy is destroyed. Win by less and the defender must retreat to an adjacent unoccupied tile beyond the attacker's reach — with nowhere to run, they fall, and the attacker claims the vacated tile.

Nine realms

Biome Synergies

Every creature and every land belongs to a biome. Match the land and be buffed; mismatch it and be debuffed. Consult the chart whenever a creature interacts with a new land tile.

Biome movement restrictions apply to battle retreats too: a defender that cannot legally leave its biome is destroyed, even with open tiles nearby — unless the biome simply costs extra actions to cross.

Ten lineages

Creature Types

From angelic hosts to risen undead — every creature bears a type, a biome, a strength modifier and, for some, a lightning-bolt reaction.

The path to victory

Control the realm

Before the first tile is placed, agree on the size of a winning realm: 3–7 connected land tiles. Fewer tiles make quick skirmishes; more tiles make long campaigns.

“I am in check.”

Complete your chain, announce it at the end of your turn, and hold it until your next turn begins — the realm is yours.

Rule of thumb: eight minus the number of players.