Quick start

Learn the basics in about five minutes. Playtest rules v0.2 · 4 players · 45–60 minutes

Everyone races to finish a 5-step Ritual. Each step is a Rite card you try to cast on the Altar, and the other three players team up to block it. The first player whose Step 5 Rite gets through wins.

Blocking costs cards, so every player would rather someone else paid for the block. Nobody is ever knocked out: a blocked Rite gives you Favor and cards back, so you can try again.

What you play with

Ember Throne Crown card
Crown: your faction and its special ability
Ember Throne tracker card
Tracker: counts your Favor (and your faction's counter)
Spark, an Ember Throne Step 1 Rite
Rites: your 5 Ritual steps, kept in order beside your deck
Flame Herald, a Champion
Main deck: 40 cards you draw and play

Your turn

1

Dawn

Ready your Champions, gain 3 Favor, draw 1 card.
2

Main

Play Champions, Tactics and Pacts by paying their Favor cost.
3

Combat

Your Champions may attack other players' Champions.
4

Rite

Attempt your next Ritual step (once per turn).
5

Dusk

Discard down to 7 cards. Damage clears. Pass to the left.

Save some Favor. You only gain Favor on your own turn, and leftover Favor is what pays for Interrupts on everyone else's turns.

Casting a Rite

  1. Pay and place it. Pay your next Rite's Favor cost and put it on the Altar in the middle of the table.
  2. Opponents can block. Going around the table, each opponent may put any number of cards from their hand face down into the Defense Pool. You can bluff with a 0-Block card.
  3. Flip and count. Add up the Block on the flipped cards. If the total reaches the Rite's Ward, it's blocked. If not, it resolves and you move up a step. The committed cards are discarded either way.
Step12345
Favor cost12345
Ward (Block needed to stop it)23568

Fighting

Champions only fight other Champions, never players. You attack to knock out the leader's Champions so their Rites are easier to block. Your attackers deal their total Power as damage; if that reaches the target's Guard (the second number, as in 3/2), it's destroyed. The target always strikes back at one attacker. Attacking turns your Champions sideways, so they don't add Ward to your own Rite that turn.

Your first game on this table

  1. Sit and pick a deck. Click Sit here, then choose a starter deck. Any faction works, and two players can pick the same one.
  2. Join voice and start. Click 🎙 Join voice, then 🎲 Pick who goes first. Everyone clicks Draw opening hand to draw 6.
  3. Set starting Favor. Going clockwise from the first player, players 1 and 2 start with 0 Favor, player 3 with 1 and player 4 with 2. Use the + on your tracker.
  4. Take your turn. Click Dawn, then drag cards from your hand onto the table. Click any card for options, or hover a card and press E to turn it sideways.
  5. Attempt a Rite. Drag the top Rite onto The Altar and lower your Favor by its cost. Opponents drag cards into the Defense Pool; they go in face down. Click Flip all, then Resolved ✓ or Blocked ✕.
  6. End your turn. Click Dusk to clear damage, then End turn.
This table doesn't enforce rulesIt works like a real tabletop: you move the cards and adjust your own counters, and the table keeps a log so everyone can see what happened.