
Rules of Play v1.3
OBJECTIVE
Be the player with the highest score at the end of the round(s). Score points by creating Melds. Melds can be three or more of a kind or sequence of three in a suit. Aether (purple circle) is wild. Avoid holding Collapse cards at the end.
COMPONENTS
- The Deck: 5 Elemental Suits (Fire, Water, Earth, Air, and Aether (Wild). Numbers 2–10 double as action cards. 65 Cards.
- 10 Collapse Cards: -20 Points per card
SETUP
- Shuffle the deck (including Collapse cards).
- Deal 7 cards to each player. If a player is dealt a collapse card they can discard it to the burn pile and draw from the top of the Draw Pile.
- Place the remaining deck face-down as the Draw Pile.
- Flip the top card to start the Discard Pile.
- Designate an area for the Burn Pile
TURN SEQUENCE
On your turn, perform the following phases in order:
1. DRAW PHASE
Draw 1 card from the Draw Pile OR the Discard Pile.
If you draw from the discard pile you must a) use the drawn card to make a meld that round and b) add all the cards above it to your hand
2. ACTION PHASE (Optional)
You may play Action Cards from your hand to influence the game.
You may play one action card per turn (you may play any number of action cards as a reaction).
- How to Play: Reveal the card and announce the Action (text at the bottom).
- The Cost: Place the card in the Burn Pile.
- The Replenishment: Immediately draw 1 Replacement Card from the Draw Pile unless the action yields a card (ie steal or harvest)
3. MELD PHASE (Optional)
You may play valid sets of cards (Melds) face-up on the table to score points.
- Set: 3, 4, or 5 cards of the same Rank (e.g., three 7s).
- Run: 3 or more consecutive cards of the same Suit (e.g., Fire 4, 5, 6).
- Aether (Wilds): Can represent any suit.
- Laying Off: You may add cards to existing melds (yours or opponents’).
- Runs may go Q, K, A, 2, 3
4. DISCARD PHASE (Mandatory)
You must discard 1 card to the Discard Pile to end your turn.
(Restriction: You cannot discard a Collapse card.)
KEY MECHANICS
I. COLLAPSE
Collapse cards are -20 points. You cannot Discard them, and you cannot go out (“Gin”) while holding one.
Collapse cards can be dealt with in several ways. You can use a 10 / STABILIZE card as an action to put the card in the burn pile. You can sacrifice a meld to a burn pile. You can burn a Collapse card with an Elemental Mastery card (you retain the Mastery card). The Collapse card can leave your hand by being stolen, by using TRANSFER COLLAPSE (the ace) or by ELEMENTAL SHIFT (the 7).
I. MASTERY
There are 5 Elemental Mastery cards worth 20 points each. If you play a meld containing 3 of the same element (earth, air, fire, water, aether) you collect that card. This card can be stolen from you by another player who has a single meld with more of the same element. In addition, Elemental Mastery cards protect the player who possesses them from Collapse cards of the same element either when drawn or when the Elemental Mastery card is obtained.
ENDING THE ROUND
The round ends when:
- A player discards their last card (“Going Out”).
- A player has only a Collapse card in their hand at the end of their turn (after drawing and discard)
- The Draw Pile is empty.
SCORING:
- Melds on Table: Face Value (Ace = 15, Face Cards = 10, Numbers = Rank).
- Collapse Cards in Hand: -20 Points each.
- Deadwood (Cards left in hand): Subtract their face value from your score.
ACTION REFERENCE SHEET
(Card Actions override standard rules)
2 STEAL: Take 1 random card from an opponent. (Do not draw a replacement).
3 HARVEST: Claim one card from the discard pile. (Do not draw a replacement).
4 CHANGE FUTURE: Look at the top 3 cards of the Draw Pile. Return them in any order. Draw a replacement card.
5 SENTINEL: Play as a reaction to another card. Blocks STEAL, COMBUSTION, ELEMENTAL SHIFT. Draw a replacement card.
6 RESURRECT: Take a card from the burn pile. (Do not draw a replacement).
7 ELEMENTAL SHIFT: Swap entire hand in the direction of play. Blocked by NULLIFY or SENTINEL. (Do not draw a replacement).
8 NULLIFY: Play as a reaction to another card to stop any Action. Can be NULLIFIED. Draw a replacement card.
9 COMBUSTION: Destroy 3 cards from an opponent’s Meld (send to Burn Pile). Draw a replacement card.
10 STABILIZE: Neutralize a Collapse card. Burn both the Stabilize and the Collapse card. Draw 1 Replacement.
A TRANSFER: Give another player your Collapse card. Draw 1 Replacement.