Essence Crown: Shard Wars
Interactive Play Guide & Mini Rulebook
Interactive Board Cheat Sheet
Rules
Zones
Card Types
Core Rules
Objective: Reduce opponent’s Essence to 0 or achieve special win conditions.
Essence: Your life total; start at 23, can be healed, damaged, or paid as cost.
Kundalini Level (KL): Energy resource, max 31. Recalculated each turn.
God Charges: Gained at 13 KL threshold, max 3, usable after turn 3.
Turn Structure
- Start Phase: Ready permanents, draw, recalc KL, God Threshold check.
- Main Phase 1: Play cards, activate abilities.
- Combat Phase: Attack/block, assign damage.
- Main Phase 2: Additional plays.
- End Phase: Resolve triggers, lose unused KL.
Zones Explained
- Deity Panel (Essence/KL/God Charges)
- Domain Zone (active Domain)
- Relic/Support Zone (buffs/utilities)
- Shard Row & Avatar Line (combat units & ramp)
- Veiled Deck (draw pile)
- Crypt (discard/used cards)
- Null Zone (exiled cards)
Card Types
- Deity: Leader, defines starting stats & abilities
- Domains: Permanent environment effects
- Shards: Ramp / energy bonuses
- Avatars: Combat units (Power/Guard)
- Spells/Rites: One-shot or ritual effects
- Relics/Support: Buffs, static effects
- Tokens / Echo: Temporary units
- Essence/Resource cards: Manipulate life and energy
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