Welcome to the Rise's rules

Welcome to the Rise's rules

How to play a multiplayer game :

  • You must have a Rise deck, if you don't, you can print one here.
  • Before the first turn, toss a coin or a dice and decide which player starts.
  • The starting player draws 6 cards directly, the other players draw only 4 cards,
  • If you don't like your cards, you can reshuffle them and draw up to 3 times, after which you must play with your last hand or concede victory.
  • During the first turn, the player(s) who does not start may still tilt their summoners to invoke "Imminent" type cards, but may not perform Skills until their first turn.

Phase during your turn :

Restoration/awakening phase :

Awakening phase:

  • You must straighten your summoners, creatures and other cards that may be tilted (if nothing prevents it).
  • And your summoners regain their capacity points.

During the restoration phase :

  • You can draw your cards: you can draw up to 2 cards at each of your turns, you can draw only one card or not draw at all.
  • Depending on the chosen effect, your stock automatically increases by one or two coins. (there is no limit to the number of cards in your hands)
  • This is when your constant cards that each turn or cycle generate a gain do so (coins, charges, other cards etc.)
  • From this moment until the end of the turn you can increase the level of your summoners (does not tilt summoners, and maximum 1 per turn.

Invocation Phase :

During this phase, you can :

  • Tilt your summoners to put cards of all types on the battlefield or to cast skills related to your summoners. (which costs one capacity point)
  • Creatures cannot attack the turn they come into play ( except if an ability, a basic effect or an action allows it )-( On the other hand, from this phase you can activate your actions, even if the card has just come into play)

Attack phase :

  • The attack phase is in no case obligatory, it can be forced if a card, a skill, an effect or an action forces a targeted player to attack with one or all of his creatures.
  • you must announce all your attacking creatures at the same time

Announce and engage attacking creatures.

  • You can dispatch your army on several opponents, the opponent targeted by one of your creatures chooses if he wants to defend and with whom he wants to defend if he can and wants to.
  • An attacking creature can't be defended if your opponent doesn't have a creature or a door on the same plane.
  • If no creature or door is defending, the damage will go to the opposing summoners.
  • Before the damage is resolved you (and all other players) can respond by activating actions or by summoning imminent cards as well as by casting a skill via a summoner . ( see stacking rule )
  • The basic rule is that a creature can only defend one creature. Creatures that have horde ability and doors it can defend several attacking creatures until they reach their defense points, if they are on the same plane.

Damage resolution :

  • If the creatures are on the same plane and that there is confrontation and fighting.:
  • If the points of attack are superior or equal to the points of defense: there is destruction if both have points of attack superior or equal to the points of defense, there is mutual destruction (defender creature dies first).
  • Otherwise there is no destruction (nothing happens).
  • If a creature is undefended, or if it exceeds the defending creature's or door's defense points and has the ability " Pierce " : it hits an opposing summoner:
  • Except in special cases, it is the opponent who chooses on which summoner the damage is dealt.
  • A damage cannot be divided between your summoners, the targeted summoner takes all the damage of the attack.
  • In the special case of "Advantage" ability , the attacker chooses the defending creature (if on the same plane) or the opposing summoner who will take the attack if no defense is announced.

End of turn phase :

  • After the attack phase and before the end of the turn you can still perform a skill, activate actions or summon cards .
  • You may now finish your turn and allow an opponent to take their turn.
  • During an opponent's turn, you can perform a skill related to your summoner or play imminent cards, which will result in your summoner being tilted.
  • Each turn you can play your actions, so during an opponent's turn too, unless a rule forbids it.
  • Do not forget (at the beginning of each turn) to manage the charge counters if you have any in play and according to the rules indicated on the cards.

additional notes :

  • Like all games of this kind, these rules can be modified for a better balance and to make the game more fluid.
  • the rules on the cards prevail over those listed here.

As a reminder :

  • A game ends when a player still has at least one summoner alive.
  • Not having a card in your Library does not mean that you have lost the game. Starting your next turn, your summoners will lose 5HP each, then the next turn and so on until the game ends.
  • To use your summoners (put a card in play or do a skill) you must tilt them. The restoration phase put it right them.
  • To attack with your creatures you must tilt them and they cannot attack when they come into play (even if that creature is also imminent), unless an effect, an action or a rule indicates the opposite)

How to play a multiplayer game :

  • You must have a Rise deck, if you don't, you can print one here.
  • Before the first turn, toss a coin or a dice and decide which player starts.
  • The starting player draws 6 cards directly, the other players draw only 4 cards,
  • If you don't like your cards, you can reshuffle them and draw up to 3 times, after which you must play with your last hand or concede victory.
  • During the first turn, the player(s) who does not start may still tilt their summoners to invoke "Imminent" type cards, but may not perform Skills until their first turn.

Phase during your turn :

Restoration/awakening phase :

Awakening phase:

  • You must straighten your summoners, creatures and other cards that may be tilted (if nothing prevents it).
  • And your summoners regain their capacity points.

During the restoration phase :

  • You can draw your cards: you can draw up to 2 cards at each of your turns, you can draw only one card or not draw at all.
  • Depending on the chosen effect, your stock automatically increases by one or two coins. (there is no limit to the number of cards in your hands)
  • This is when your constant cards that each turn or cycle generate a gain do so (coins, charges, other cards etc.)
  • From this moment until the end of the turn you can increase the level of your summoners (does not tilt summoners, and maximum 1 per turn.

Invocation Phase :

During this phase, you can :

  • Tilt your summoners to put cards of all types on the battlefield or to cast skills related to your summoners. (which costs one capacity point)
  • Creatures cannot attack the turn they come into play ( except if an ability, a basic effect or an action allows it )-( On the other hand, from this phase you can activate your actions, even if the card has just come into play)

Attack phase :

  • The attack phase is in no case obligatory, it can be forced if a card, a skill, an effect or an action forces a targeted player to attack with one or all of his creatures.
  • you must announce all your attacking creatures at the same time

Announce and engage attacking creatures.

  • You can dispatch your army on several opponents, the opponent targeted by one of your creatures chooses if he wants to defend and with whom he wants to defend if he can and wants to.
  • An attacking creature can't be defended if your opponent doesn't have a creature or a door on the same plane.
  • If no creature or door is defending, the damage will go to the opposing summoners.
  • Before the damage is resolved you (and all other players) can respond by activating actions or by summoning imminent cards as well as by casting a skill via a summoner . ( see stacking rule )
  • The basic rule is that a creature can only defend one creature. Creatures that have horde ability and doors it can defend several attacking creatures until they reach their defense points, if they are on the same plane.

Damage resolution :

  • If the creatures are on the same plane and that there is confrontation and fighting.:
  • If the points of attack are superior or equal to the points of defense: there is destruction if both have points of attack superior or equal to the points of defense, there is mutual destruction (defender creature dies first).
  • Otherwise there is no destruction (nothing happens).
  • If a creature is undefended, or if it exceeds the defending creature's or door's defense points and has the ability " Pierce " : it hits an opposing summoner:
  • Except in special cases, it is the opponent who chooses on which summoner the damage is dealt.
  • A damage cannot be divided between your summoners, the targeted summoner takes all the damage of the attack.
  • In the special case of "Advantage" ability , the attacker chooses the defending creature (if on the same plane) or the opposing summoner who will take the attack if no defense is announced.

End of turn phase :

  • After the attack phase and before the end of the turn you can still perform a skill, activate actions or summon cards .
  • You may now finish your turn and allow an opponent to take their turn.
  • During an opponent's turn, you can perform a skill related to your summoner or play imminent cards, which will result in your summoner being tilted.
  • Each turn you can play your actions, so during an opponent's turn too, unless a rule forbids it.
  • Do not forget (at the beginning of each turn) to manage the charge counters if you have any in play and according to the rules indicated on the cards.

additional notes :

  • Like all games of this kind, these rules can be modified for a better balance and to make the game more fluid.
  • the rules on the cards prevail over those listed here.

As a reminder :

  • A game ends when a player still has at least one summoner alive.
  • Not having a card in your Library does not mean that you have lost the game. Starting your next turn, your summoners will lose 5HP each, then the next turn and so on until the game ends.
  • To use your summoners (put a card in play or do a skill) you must tilt them. The restoration phase put it right them.
  • To attack with your creatures you must tilt them and they cannot attack when they come into play (even if that creature is also imminent), unless an effect, an action or a rule indicates the opposite)

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