Player Guide

The Rules of Fate

Prepare your deck, bind its decisive moments and let every choice resolve without chance

01

Preparation

Deck Construction

A Runes of Wyrd deck contains exactly twenty cards. Your Hero is selected separately and does not count toward this limit.

20
Cards in your deck Your Hero is selected separately
2 to 4

Equipment

Permanent cards that remain attached to your Hero

2 to 3

Triggers

Prepared reactions that wait for their condition

Exactly 2

Events

Global rules that remain until another Event replaces them

Remaining

Actions

Immediate effects that resolve in their written order

Copy limits

Every card has a limit

  • Equipment: a maximum of one copy of the same card
  • Actions, Events and Triggers: a maximum of two copies of the same card
Unique properties

Some roles can appear only once

Two cards carrying the same unique property cannot coexist in one deck. The restriction applies to the property marked as unique, not to every related theme.

Rarity capacity

Higher slots may be filled by lower rarities

These limits define the maximum number of premium cards. An unused higher-rarity slot may be occupied by a card of any lower rarity.

Rarity Natural slots Cumulative limit
Legendary 1 1 Legendary maximum
Epic 2 3 cards across Legendary and Epic
Rare 3 6 cards across Legendary, Epic and Rare
Uncommon 4 10 non-Common cards in total
Common Remaining No separate rarity limit

Example: if your deck contains no Legendary, Epic or Rare card, it may contain up to ten Uncommon cards.

Narrative structure

Divide the deck into four Chapters

Each Chapter contains exactly five cards. Cards are ordered only against the other cards inside their own Chapter.

I Opening Cards 1 to 5
II Rising Cards 6 to 10
III Turning Cards 11 to 15
IV Ending Cards 16 to 20
02

Controlled order

Wyrd Points

25
Wyrd Points

Every player receives exactly twenty-five Wyrd Points during deck preparation

01
Control the order

Initiative

Fixed Initiative ranges from -3 to +3. Its progressive cost is based on its absolute value: 1, 3 or 6 Wyrd Points.

-3 -2 -1 0 +1 +2 +3
  • Higher final scores are placed earlier
  • Initiative is compared only inside the card's Chapter
  • At shuffle, every card receives a real random value from 0 to 5, added to its fixed Initiative
02
Guarantee a sequence

Thread of Fate

7

Wyrd Points for one linked pair

Card A
Card B
  • Both cards must belong to the same Chapter
  • Card B is always placed immediately after Card A
  • Only Card A's Initiative is used for ordering
  • A card may belong to only one Thread of Fate
Ordering formula
Final Score =
Chosen Initiative
+
Random Value from 0 to 5

At shuffle, every card or Thread block receives its random value. Fixed Initiative is added, then the resulting order is locked before the duel begins.

Complete preparation order
  1. 01 Build Select twenty cards
  2. 02 Divide Create four Chapters
  3. 03 Bind Create Threads of Fate
  4. 04 Spend Assign Initiative
  5. 05 Order Calculate final scores
  6. 06 Assemble Join the four Chapters
The duel contains no random combat resolution

Once deck preparation is complete, identical game states always produce identical results

03

Automatic resolution

Battle

03

Battle Resolution

Every card resolves in order

Combat contains no attack roll, defense roll or random damage. Each value and reaction follows a precise resolution order

1

Start the turn

Resolve effects triggered at the start of the active player's turn

2

Apply deck pressure

The active player reveals and plays the next card of their prepared deck

3

Resolve the card

Conditions are checked and actions resolve in their written order

4

Resolve reactions

Hero abilities, Equipment, Triggers and the active Event may react to the card or its actions

5

Move the card

The resolved card moves to its appropriate zone

6

End the turn

Resolve end-of-turn effects, update durations and prepare the opposing player's turn

Card Types

Action

Resolves its effects immediately, then moves to the discard pile

Equipment

Remains equipped and provides persistent effects or recurring reactions

Trigger

Waits in the Trigger zone until its activation condition is fulfilled

Event

Changes the rules for both players. Playing a new Event replaces the currently active Event

Attack Resolution

Attack Damage Hero Attack + Action Attack modifiers

Armor and other defensive effects are then applied according to their specific rules. The final damage is first assigned to Shield, then to Health

Shield

Shield

Shield is consumed before Health and does not expire naturally

Shields do not stack. When gaining Shield, keep the highest value between your current Shield and the new value

Losing Shield is not Health loss and does not activate effects that require Health loss

Break Shield

Break Shield

Each point of damage counts as two against Shield

Any remaining damage continues normally against Health

04

Cold and Heat

Temperature

04

Temperature

Between deadly frost and consuming fire

Each Hero has an individual Temperature Cursor ranging from Cold 3 to Heat 3. Temperature effects normally resolve at the end of that Hero's turn. Extreme levels resolve immediately

Cold 3 Immediate
Cold 2 End of turn
Cold 1 End of turn
Temperature Cursor Neutral
Heat 1 End of turn
Heat 2 End of turn
Heat 3 Immediate
-3

Cold 3

Immediate resolution
Frozen Bleeding
  • Gain permanent Frozen
  • Suffer 3 True Damage
  • Remove all Bleeding effects
  • Gain Bleeding Immunity for 3 turns
  • Your next Action is discarded if you remain Frozen
  • Return immediately to Cold 1
+3

Heat 3

Immediate resolution
Burning Vulnerable
  • Gain permanent Burning
  • Suffer 3 True Damage
  • Gain Vulnerable 1 for 3 turns
  • Return immediately to Heat 1
-2

Cold 2

  • Remove Kindled and Burning
  • Permanent Frozen remains permanent
  • If you are not Frozen, gain Frost 1
-1

Cold 1

  • Remove Kindled and Burning
  • Reduce Frost by 1
0

Neutral

  • Permanent Burning becomes temporary for 3 turns
  • Permanent Frozen becomes temporary for 3 turns
  • Permanent Kindled becomes temporary for 2 turns
  • Existing temporary durations naturally decrease
  • Reduce Frost by 1
+1

Heat 1

  • Remove Frost and Frozen
  • Permanent Kindled becomes temporary for 2 turns
  • Existing temporary Kindled naturally decreases
+2

Heat 2

  • Remove Frost and Frozen
  • Existing Burning becomes permanent
  • If you are not Burning, gain permanent Kindled
05

Unique powers

Heroes

Skörta, Andfuglsjá Queen

Andfuglsjá Queen

Skörta

Attack 3
Armor 2
Health 40
Difficulty
Orientation

Skörta is an aggressive ritualist who weaponizes Ravens, Bleeding and mental pressure. She creates Raven Sight through careful sequencing, then consumes it to transform risky cards into protected or empowered versions

Raven Sight
Hero Ability

Hrafnsálbinding

After Skörta resolves one of her own cards with the Raven property, she gains Raven Sight

Raven Sight

Raven Sight is Skörta's personal resource. She gains it after resolving one of her own cards with the Raven property

Raven Sight remains active until an effect explicitly consumes it. Cards may check whether it is active, alter their resolution or consume it after applying their empowered effect

Mikal-Finnvard, Jarl of Skalvheim

Jarl of Skalvheim

Mikal-Finnvard

Attack 2
Armor 2
Health 40
Difficulty
Orientation

Mikal-Finnvard builds elemental Attunements over time. His power comes from maintaining several elements, filling the Green Circle and deciding when to spend Harmony or pursue One with Nature

The Green Circle
Hero Ability

The Green Circle

Each different element Mikal-Finnvard Attunes to is permanently marked on the Green Circle

Air Attunement Air
Earth Attunement Earth
Fire Attunement Fire
Water Attunement Water

Green Circle Progression

The first time each turn that a newly gained Attunement marks a new element on the Green Circle, extend every other active Attunement by 1 turn, without exceeding 3 turns

Reapplying an already marked element does not activate this extension

Harmony

Harmony

When all four elements have been marked, the Green Circle resets and Mikal-Finnvard gains Harmony until an effect consumes it

One with Nature

One with Nature

When all four Attunements are active simultaneously, Mikal-Finnvard enters One with Nature for 4 turns

The final Attunement that completes the set determines which elemental bonus below is applied

Earth

Gain Armor +1 and Thorns 1

Fire

Gain Attack +1. Melee attackers move 1 toward Heat and may gain Burning

Water

Gain Regeneration 1. Melee attackers move 1 toward Cold and may become Frozen

Air

Each Action card played also performs an additional Ranged Attack

Ash, Bard of Niflheim

Bard of Niflheim

Ash

Attack 2
Armor 3
Health 35
Difficulty
Orientation

Ash is a scaling musical Hero. Her cards build a Performance with either Cello or Hurdy-Gurdy. She transforms sustained music into immunities, Memory bonuses and powerful Deep Perform effects

Ash's Memory
Hero Ability

Frozen Requiem

Ash builds her Perform level while maintaining a limited Performance duration. At Perform 5, she unlocks instrument immunities and Memory. At Perform 10, she begins Deep Performing

Level

The current Perform value. It determines which instrument and Memory bonuses are active

Instrument

The Cello or Hurdy-Gurdy currently used by the Performance

Duration

The remaining turns before the Performance ends. Losing Health may reduce this duration

Perform Cello

Cello at Perform 5

Gain Frozen Immunity. Frost and Frozen linked to this immunity are removed or prevented

Perform Hurdy-Gurdy

Hurdy-Gurdy at Perform 5

Gain Burning Immunity. Kindled and Burning linked to this immunity are removed or prevented

Memory

Memory

After an opposing card finishes resolving, Ash records every compatible property on it

  • Compatible properties are Offensive, Defensive, Magic, Environment and Spirit
  • Each stored property lasts 2 turns and does not decrease during the turn in which it was learned
  • Learning an already stored property refreshes its duration
  • Several different properties may coexist
  • Perform 5 is required to acquire properties. Stored properties remain active below Perform 5 while Ash is still Performing
  • When the Performance ends, every stored Memory property is lost
Property Perform 5 to 9 Deep Perform 10+
Offensive Attack +1 Attack +2
Defensive Armor +1 Armor +2
Magic The first Magic card played each turn extends Performance by 1 turn, without exceeding 3 turns Same effect. Temporary buffs and negative statuses created by Ash's Magic cards last 1 additional turn
Environment At the start of Ash's turn, move her Temperature Cursor 1 toward Neutral Same effect. If already Neutral, gain Thorns 1 for 1 turn instead
Spirit At the start of Ash's turn, Heal 1 At the start of Ash's turn, Heal 2
Torstein, Oathkeeper of Trondheim
Living form
Torstein, Oathbound Beyond Death
Ethereal form

Oathkeeper of Trondheim

Torstein

Attack 3
Armor 2
Health 25
Difficulty
Orientation

Torstein is a resilient oath warrior whose first defeat opens a second combat phase. His cards prepare an Oath and strengthen the Ethereal Form that follows Eir's Intervention.

Eir's Last Intervention
Hero Ability

Eir's Last Intervention

Torstein starts combat with 1 Eir's Intervention. He does not lose maximum Health from Fatigue, but he still gains Fatigue levels, loses Armor and is defeated at Fatigue 3. When his Health reaches 0, he consumes an Intervention instead of being defeated and enters Ethereal Form for 4 turns. If he survives that form, he returns with 5 Health.

Ethereal form

How Essence works

Essence becomes Torstein's life resource throughout Ethereal Form. Health is no longer used to absorb damage during this phase.

Attack 4 Armor 2 Essence 5
  1. Entering the form

    Torstein begins with 5 maximum Essence and restores it immediately to full. His base statistics become 4 Attack and 2 Armor, his Shield is removed, and Ethereal Armor or Ethereal Weapon bonuses are added when the form begins.

  2. Start of each Ethereal turn

    Essence returns to its current maximum before Torstein acts, unless an effect specifically prevents the next restoration. He then performs a Spiritual Attack 4. His next card is discarded instead of resolving normally, after any effect written specifically for Ethereal play has resolved.

  3. Damage and defeat

    Damage suffered in Ethereal Form removes Essence. If Essence reaches 0, Torstein is definitively defeated and cannot resurrect. Restoring Essence never exceeds his current maximum.

  4. End of the form

    The turn on which Torstein entered Ethereal Form does not consume one of its 4 turns. If he still has at least 1 Essence after the fourth complete Ethereal turn, he resurrects with 5 Health, returns to his living statistics and loses all remaining Essence.

The three Oaths

The three Oaths

Only one Oath may be active. Applying a new Oath replaces the previous one. The Oath captured when Torstein enters Ethereal Form determines the following bonus.

Oath of Protection

Maximum Essence becomes 7 instead of 5, and the form starts with all 7 Essence.

Oath of Fidelity

Torstein resurrects with 10 Health instead of 5 if he survives Ethereal Form.

Oath of Vengeance

While Torstein is Ethereal, an opposing non-Ranged Attack can trigger Riposte 0. A normal Riposte takes priority, and a Ranged Attack or another Riposte cannot trigger it.

Opening the chronicles...