WikiTCG

Rules

Everything that decides a card’s value is public and computable. Here is exactly how.

How a game works

The goal

Two players face off, each with a 30-card deck and a Codex of 55 points. The first to bring the opposing Codex down to zero wins.

The deck

A deck holds exactly 30 cards, with no more than 2 copies of the same card and, beings aside, 3 cards with the same effect. In Casual mode, the cards lent to you at the start count; in Ranked mode, only the cards you own.

The start

Chance decides who goes first. Each player gets 4 cards. The player going second gets one extra card and one extra energy on their first turn, and the player going first does not draw on theirs: going first is already an advantage.

A turn

At the start of your turn you draw a card — your hand holds 7 at most, and one too many goes to the discard pile — and your energy refills. It is 4 on your first turn and rises by 2 each turn, up to 14; whatever you don’t spend is lost. No opposing card can take that draw away or drop your energy below 2, and start-of-turn healing never restores more than 50% of a Being’s hit points. You play cards by paying their cost, you attack, then you pass. A turn lasts 45 seconds, and 3 turns in a row without playing count as a forfeit.

The board

Each side has 4 columns, and each Being takes up one slot. You hold only one Land at a time: playing another replaces the first. You hold at most 2 Concepts: playing one more replaces one of them, of your choice. A Being carries only one Object.

The six categories

  • Being — takes a slot and fights. Once played, it can only attack from your next turn.
  • Land — acts on your side while it stands; when it strengthens your Beings, the effect is full for those of its type and half for the others.
  • Object — is equipped on one of your Beings and stays there as long as it lives.
  • Scourge — latches onto an opposing Being and acts at the start of each of its turns; some spread to its neighbours.
  • Concept — changes a rule of the game for as long as it stays in play.
  • Event — takes effect at once, then goes to the discard pile.

Attacking

Each ready Being attacks once per turn; some effects grant more, but never more than 3 per turn. It targets the opposing Being of its choice, or the Codex. The Codex is safe as long as an opposing Being stands in the attacker’s column, or as long as the opponent has at least 2 Beings in play: you must break through their defence first.

Damage

An attack deals the attacker’s Attack, multiplied by the type wheel (×1.5 with the advantage, ×0.67 with the disadvantage), minus half the target’s Defence — and never less than 1. A Being at zero hit points leaves the board, and whatever exceeds its hit points hits the Codex, divided by 10. An attack on the Codex removes the Attack divided by 10. The hit points printed on a card are its combat hit points.

Counterattack

A target that survives strikes back at once, with half the damage it would deal. There is no counterattack if the attacker is clearly faster — 8 points of Speed or more — or if an effect lets it strike first.

Abilities and effects

The rarer a Being, the more abilities it carries — up to two; the most common ones fight with their stats alone. The other cards carry an effect, all the stronger as the card is rare. Everything is written on the card: what it announces is what it does.

The end of the game

The game stops as soon as a Codex falls to zero. When your draw pile is empty, each of your turns wears down your Codex, faster and faster: 1 point, then 4, 9, 16… And after 22 turns each, both Codices wear down this way no matter what: a game always ends.

Ranked and Casual

Ranked mode moves your ranking up or down and pays 10 dust for a win, 5 for a loss; Casual mode pays 5 and 0. Giving up pays nothing, and the ranking counts it as a loss.

The five stats

ATK

Attack

Article length

10 → 120

DEF

Defence

Reference density and count

10 → 120

HP

Hit points

Age and revision count

40 → 400

SPD

Speed

Recent edit activity and view trend

1 → 30

AURA

Aura

Language editions and incoming links

0 → 100

The seven rarities

C

Common

Dust per duplicate : 5

60.00 % Pull rate

PC

Uncommon

Dust per duplicate : 15

23.00 % Pull rate

R

Rare

Dust per duplicate : 40

10.00 % Pull rate

E

Epic

Dust per duplicate : 120

4.50 % Pull rate

L

Legendary

Dust per duplicate : 400

1.90 % Pull rate

M

Mythic

Dust per duplicate : 1,200

0.55 % Pull rate

P

Prism

Dust per duplicate : 4,000

0.05 % Pull rate

FA

Full art

Dust per duplicate : 12,000

0.00 % Pull rate

The eight-type wheel

Knowledge

Strong against : Cosmos, Land · Weak against : Myth, Power

Cosmos

Strong against : Life, History · Weak against : Knowledge, Culture

Life

Strong against : Land, Power · Weak against : Cosmos, Myth

Land

Strong against : History, Culture · Weak against : Life, Knowledge

History

Strong against : Power, Myth · Weak against : Land, Cosmos

Power

Strong against : Culture, Knowledge · Weak against : History, Life

Culture

Strong against : Myth, Cosmos · Weak against : Power, Land

Myth

Strong against : Knowledge, Life · Weak against : Culture, History

Effects and abilities

A Being can carry abilities, from Rare upward; every other card carries a single effect, chosen by its rarity. Numbers show the range printed on cards: each card has its own, drawn from its article. A name leads to the cards that carry it.

Abilities of Beings45 abilities
  • VengefulRare → Prism

    Attack +30% while your Codex is lower than the opponent’s.

  • FleetingRare → Prism

    Speed +40%, Attack +15%, Hit points −20%.

  • LaureateRare → Prism

    Attack +15%.

  • DormantRare → Prism

    Speed −20%, Defence +25%.

  • SentinelRare → Prism

    Counts as two beings when it comes to keeping your Codex safe.

  • BodyguardRare → Prism

    Enemy blights and events that target only one of your other beings target it instead.

  • ProlixRare → Prism

    Hit points +12%.

  • ConciseRare → Prism

    Speed +25%.

  • PolyglotRare → Prism

    Attack +12%.

  • DocumentedRare → Prism

    Defence +12%.

  • NewcomerRare → Prism

    Attack +20%, Defence −10%.

  • SourcedEpic → Prism

    Takes 15% less damage.

  • ViralEpic → Prism

    +1 energy on the turn this card is played.

  • LivingEpic → Prism

    Recovers 5% of its Hit points each turn.

  • ContestedEpic → Prism

    Reflects 20% of damage taken.

  • EruditeEpic → Prism

    Defence +18%.

  • PackEpic → Prism

    Attack +8% per other allied being of the same type.

  • PhalanxEpic → Prism

    Defence +10% per occupied adjacent square.

  • SeasonedEpic → Prism

    Gains 5% of its Attack each turn.

  • WeatheredEpic → Prism

    Gains 5% of its Defence each turn.

  • ShieldedEpic → Prism

    Never takes splash damage.

  • ThrustEpic → Prism

    Ignores 30% of its target’s Defence.

  • InitiativeEpic → Prism

    Always strikes first: its target never counters.

  • RiposteEpic → Prism

    Its counter-attack deals 50% more damage.

  • VeteranLegendary → Prism

    Hit points +10%, and immunity to the first effect taken.

  • CornerstoneLegendary → Prism

    Shields an adjacent allied card.

  • ColossusLegendary → Prism

    Also affects both adjacent squares.

  • MonumentalLegendary → Prism

    Hit points +25%.

  • SquireLegendary → Prism

    When played, your strongest ready being may strike once more this turn.

  • EntrenchedLegendary → Prism

    Takes 30% less damage until it attacks.

  • UnshakeableLegendary → Prism

    Its abilities cannot be silenced.

  • ExecutionerLegendary → Prism

    Deals 50% more damage to a target below half its Hit points.

  • BreakerLegendary → Prism

    Deals 40% more damage to the Codex.

  • AntithesisLegendary → Prism

    No longer suffers the type disadvantage.

  • ProvokerLegendary → Prism

    While it stands, the opponent can only target it.

  • ScoutLegendary → Prism

    You draw a card on the turn it is played.

  • HarvestLegendary → Prism

    +1 energy each time it kills a being.

  • LeechLegendary → Prism

    Recovers 25% of its Hit points each time it kills a being.

  • UniversalMythic · Prism

    Acts on an entire row instead of a single target.

  • ArmouredMythic · Prism

    No single blow can take more than 25% of its Hit points.

  • ProphylaxisMythic · Prism

    No blight can attach to it.

  • TenaciousMythic · Prism

    Survives the killing blow once per game, at 1 Hit points.

  • AffinityMythic · Prism

    Its type advantage rises to ×2.

  • RelentlessMythic · Prism

    Attacks twice per turn.

  • InexhaustibleMythic · Prism

    +2 energy on the turn this card is played.

Land60 effects
  • PassCommon

    Your beings gain 9–34% Attack — half outside its type.

  • DefileUncommon

    Your beings strike first: their targets never counter.

  • Saddle PassRare

    Your beings arrive ready to strike.

  • GorgeEpic

    Attackers take 12–46% of the damage they deal.

  • ThermopylaeLegendary → Prism

    Your beings no longer take splash damage.

  • MarchCommon

    Your beings gain 9–34% Attack — half outside its type.

  • FrontierUncommon

    Enemy beings lose 10–38% Attack.

  • LimesRare

    Attackers take 10–40% of the damage they deal.

  • WallEpic

    Your beings take 12–46% less damage — half outside its type.

  • Iron CurtainLegendary → Prism

    Each enemy being takes 4–17 damage at the start of your turn.

  • FordCommon

    Your beings gain 9–34% Attack — half outside its type.

  • CrossroadsUncommon

    Your beings arrive ready to strike.

  • BridgeRare

    Your beings strike first: their targets never counter.

  • ViaductEpic

    You draw one extra card each turn.

  • IsthmusLegendary → Prism

    You gain one extra energy each turn.

  • TrailCommon

    Your beings arrive ready to strike.

  • CaravanUncommon

    Your beings gain 10–38% Attack — half outside its type.

  • Silk RoadRare

    You gain one extra energy each turn.

  • Trading PostEpic

    You draw one extra card each turn.

  • EmporiumLegendary → Prism

    Your beings gain 13–52% Hit points — half outside its type.

  • HermitageCommon

    Your beings take 9–34% less damage — half outside its type.

  • RefugeUncommon

    Your beings recover 2–10% of their Hit points each turn — half outside its type.

  • MonasteryRare

    Your beings no longer take splash damage.

  • AbbeyEpic

    You draw one extra card each turn.

  • ThebaidLegendary → Prism

    Your beings gain 13–52% Hit points — half outside its type.

  • TemenosCommon

    Your beings recover 2–9% of their Hit points each turn — half outside its type.

  • SanctuaryUncommon

    The enemy terrain has no effect on your beings.

  • NecropolisRare

    Your beings no longer take splash damage.

  • TempleEpic

    Attackers take 12–46% of the damage they deal.

  • ZigguratLegendary → Prism

    Your beings gain 13–52% Hit points — half outside its type.

  • RedoubtCommon

    Your beings take 9–34% less damage — half outside its type.

  • BastionUncommon

    Your Codex is safe as soon as one of your beings is in play.

  • CitadelRare

    Attackers take 10–40% of the damage they deal.

  • KremlinEpic

    Your beings recover 3–12% of their Hit points each turn — half outside its type.

  • StrongholdLegendary → Prism

    Enemy beings lose 13–52% Attack.

  • BarbicanCommon

    Each enemy being played loses 9–34% of its Hit points.

  • FortressUncommon

    Attackers take 10–38% of the damage they deal.

  • Curtain WallRare

    Enemy beings strike no more than twice per turn.

  • GatehouseEpic

    Each enemy being takes 4–15 damage at the start of your turn.

  • Great WallLegendary → Prism

    Enemy beings lose 13–52% Attack.

  • FumaroleCommon

    Your beings gain 9–34% Attack — half outside its type.

  • GeyserUncommon

    Each enemy being takes 3–13 damage at the start of your turn.

  • SolfataraRare

    Attackers take 10–40% of the damage they deal.

  • CalderaEpic

    Your beings strike first: their targets never counter.

  • VolcanoLegendary → Prism

    Enemy beings lose 13–52% Attack.

  • GladeCommon

    Your beings recover 2–9% of their Hit points each turn — half outside its type.

  • RadianceUncommon

    Your beings gain 10–38% Hit points — half outside its type.

  • Sylvan WoodRare

    Your beings take 10–40% less damage — half outside its type.

  • RainforestEpic

    Your beings no longer take splash damage.

  • EdenLegendary → Prism

    You draw one extra card each turn.

  • WellCommon

    Each turn, you draw from two cards: you keep the most expensive one you can pay for, and the other goes to the bottom of your deck.

  • WellspringUncommon

    You draw one extra card each turn.

  • AqueductRare

    Your beings recover 3–10% of their Hit points each turn — half outside its type.

  • ThermaeEpic

    Your beings take 12–46% less damage — half outside its type.

  • Fountain of YouthLegendary → Prism

    Your beings gain 13–52% Hit points — half outside its type.

  • Palm GroveCommon

    Your beings recover 2–9% of their Hit points each turn — half outside its type.

  • OasisUncommon

    You gain one extra energy each turn.

  • DeltaRare

    You draw one extra card each turn.

  • Fertile CrescentEpic

    Your beings gain 12–46% Attack — half outside its type.

  • GranaryLegendary → Prism

    At the start of your turn, if you have fewer beings than the opponent, you draw one extra card.

Object59 effects
  • DaggerCommon

    The bearer gains 9–34% Attack.

  • EstocUncommon

    The bearer ignores 10–38% of its target’s Defence.

  • RapierRare

    The bearer strikes first: its target never counters.

  • MisericordeEpic

    The bearer recovers 12–46% of the damage it deals.

  • Armour-piercerLegendary → Prism

    The bearer attacks twice per turn.

  • RelicCommon

    The bearer gains 9–34% Attack.

  • OriflammeUncommon

    The bearer gains 10–38% Defence.

  • GrimoireRare

    The bearer gains 10–40% Hit points.

  • SceptreEpic

    The bearer splashes onto the target’s neighbours.

  • SabreCommon

    The bearer gains 9–34% Attack.

  • BladeUncommon

    The bearer strikes first: its target never counters.

  • GreatswordRare

    The bearer ignores 10–40% of its target’s Defence.

  • FlambergeEpic

    The bearer splashes onto the target’s neighbours.

  • DurandalLegendary → Prism

    The bearer recovers 13–52% of the damage it deals.

  • HammerCommon

    The bearer gains 9–34% Attack.

  • MaulUncommon

    The bearer splashes onto the target’s neighbours.

  • Battering RamRare

    The bearer ignores 10–40% of its target’s Defence.

  • CatapultEpic

    The bearer returns 12–46% of the damage it takes.

  • TrebuchetLegendary → Prism

    The bearer attacks twice per turn.

  • HauberkCommon

    The bearer gains 9–34% Defence.

  • ByrnieUncommon

    The bearer reduces all damage it takes by 10–38%.

  • BreastplateRare

    The bearer takes no splash damage.

  • HarnessEpic

    The bearer never loses more than a quarter of its Hit points in one blow.

  • Plate ArmourLegendary → Prism

    The bearer cannot receive any blight.

  • ArmourCommon

    The bearer gains 9–34% Defence.

  • Coat of MailUncommon

    The bearer gains 10–38% Hit points.

  • EscutcheonRare

    The same enemy being can strike the bearer only once per turn.

  • RondacheEpic

    The bearer returns 12–46% of the damage it takes.

  • CarapaceLegendary → Prism

    The bearer never loses more than a quarter of its Hit points in one blow.

  • TargeCommon

    The bearer gains 9–34% Defence.

  • AegisUncommon

    The bearer takes no splash damage.

  • MantletRare

    The bearer reduces all damage it takes by 10–40%.

  • ParapetEpic

    The bearer returns 12–46% of the damage it takes.

  • RampartLegendary → Prism

    The bearer cannot receive any blight.

  • BannerCommon

    The bearer gains 9–34% Defence.

  • PortcullisUncommon

    The bearer reduces all damage it takes by 10–38%.

  • PaviseRare

    The bearer draws every attack.

  • BastideEpic

    The bearer returns 12–46% of the damage it takes.

  • KeepLegendary → Prism

    The bearer never loses more than a quarter of its Hit points in one blow.

  • AstrolabeCommon

    The bearer gains 9–34% Attack.

  • SextantUncommon

    The bearer can attack the turn it is equipped.

  • ChronometerRare

    The bearer strikes first: its target never counters.

  • CompassEpic

    The bearer attacks twice per turn.

  • ClockLegendary → Prism

    The bearer attacks three times per turn.

  • TalismanCommon

    The bearer gains 9–34% Hit points.

  • AmuletUncommon

    The bearer gains 10–38% Defence.

  • ReliquaryRare

    The bearer recovers 10–40% of its Hit points each turn.

  • ChaliceEpic

    The bearer recovers 12–46% of the damage it deals.

  • GrailLegendary → Prism

    The bearer cannot receive any blight.

  • SaddleCommon

    The bearer gains 9–34% Attack.

  • StirrupUncommon

    The bearer can attack the turn it is equipped.

  • TackRare

    The bearer strikes first: its target never counters.

  • BardingEpic

    The bearer reduces all damage it takes by 12–46%.

  • DestrierLegendary → Prism

    The bearer attacks twice per turn.

  • UnguentCommon

    The bearer gains 9–34% Hit points.

  • PhylacteryUncommon

    The bearer recovers 10–38% of its Hit points each turn.

  • ElixirRare

    The bearer ignores the next enemy blight or event that affects it.

  • PanaceaEpic

    The bearer recovers 12–46% of the damage it deals.

  • AmbrosiaLegendary → Prism

    The bearer cannot receive any blight.

Scourge57 effects
  • BlightCommon

    Attached to an enemy being, it gnaws 9–34% of its Hit points each turn.

  • WoundUncommon

    Attached to an enemy being, it gnaws its Attack.

  • UlcerRare

    Attached to an enemy being, it gnaws its Defence.

  • NecrosisEpic

    Attached to an enemy being, it chokes its whole side.

  • SepsisLegendary → Prism

    Attached to an enemy being, it gnaws 7–26% of its Hit points each turn and spreads to its neighbours.

  • RotCommon

    Attached to an enemy being, it gnaws 9–34% of its Hit points each turn.

  • GangreneUncommon

    Attached to an enemy being, it gnaws 10–38% of its Hit points each turn and worsens each turn.

  • PutrefactionRare

    Attached to an enemy being, it chokes its whole side.

  • CarrionEpic

    Attached to an enemy being, it costs its side one energy each turn.

  • NumbnessCommon

    Attached to an enemy being, it gnaws 9–34% of its Hit points each turn.

  • ParalysisUncommon

    Attached to an enemy being, it makes it skip its next turn.

  • TetanusRare

    Attached to an enemy being, it gnaws its Attack.

  • ShackleEpic

    Attached to an enemy being, it lets it strike only once per turn.

  • PetrificationLegendary → Prism

    Attached to an enemy being, it forbids it any healing.

  • MiasmaUncommon

    Attached to an enemy being, it chokes its whole side.

  • PestilenceRare

    Attached to an enemy being, it costs its side one energy each turn.

  • SmogEpic

    Attached to an enemy being, it gnaws its Defence.

  • Pyroclastic FlowLegendary → Prism

    Attached to an enemy being, it gnaws 7–26% of its Hit points each turn and spreads to its neighbours.

  • GnawingCommon

    Attached to an enemy being, it gnaws 9–34% of its Hit points each turn.

  • ErosionUncommon

    Attached to an enemy being, it gnaws its Defence.

  • CorrosionRare

    Attached to an enemy being, it gnaws its Attack.

  • OxidationEpic

    Attached to an enemy being, it gnaws its neighbours’ Defence too.

  • DissolutionLegendary → Prism

    Attached to an enemy being, it dissolves its objects — those it carries and those it is given later.

  • UnderminingCommon

    Attached to an enemy being, it gnaws 9–34% of its Hit points each turn.

  • SappingUncommon

    Attached to an enemy being, it gnaws its neighbours’ Defence too.

  • SubsidenceRare

    Attached to an enemy being, it gnaws its Defence.

  • CollapseEpic

    Attached to an enemy being, it chokes its whole side.

  • AbyssLegendary → Prism

    Attached to an enemy being, it gnaws 7–26% of its Hit points each turn and spreads to its neighbours.

  • DilapidationCommon

    Attached to an enemy being, it gnaws 9–34% of its Hit points each turn.

  • RuinUncommon

    Attached to an enemy being, it gnaws its Attack.

  • DownfallRare

    Attached to an enemy being, it gnaws its Defence.

  • WitheringEpic

    Attached to an enemy being, it costs its side one energy each turn.

  • AgonyLegendary → Prism

    Attached to an enemy being, it forbids it any healing.

  • DilapidationCommon

    Attached to an enemy being, it gnaws 9–34% of its Hit points each turn.

  • DecrepitudeUncommon

    Attached to an enemy being, it gnaws its Attack and its Defence.

  • SenescenceRare

    Attached to an enemy being, it gnaws its neighbours’ Defence too.

  • ObsolescenceEpic

    Attached to an enemy being, it costs its side one energy each turn.

  • OblivionLegendary → Prism

    Attached to an enemy being, it silences its abilities.

  • InfestationCommon

    Attached to an enemy being, it gnaws 9–34% of its Hit points each turn.

  • VerminUncommon

    Attached to an enemy being, it gnaws 10–38% of its Hit points each turn and makes you draw a card each turn.

  • SwarmRare

    Attached to an enemy being, it chokes its whole side.

  • InvasionEpic

    Attached to an enemy being, it costs its side one energy each turn.

  • Seven PlaguesLegendary → Prism

    Attached to an enemy being, it gnaws 7–26% of its Hit points each turn and spreads to its neighbours.

  • ContagionCommon

    Attached to an enemy being, it gnaws 9–34% of its Hit points each turn.

  • EpidemicUncommon

    Attached to an enemy being, it gnaws 5–19% of its Hit points each turn and spreads to its neighbours.

  • PandemicRare

    Attached to an enemy being, it chokes its whole side.

  • HecatombEpic

    Attached to an enemy being, it gnaws its Defence.

  • ExterminationLegendary → Prism

    Attached to an enemy being, it costs its side one energy each turn.

  • MutenessCommon

    Attached to an enemy being, it gnaws 9–34% of its Hit points each turn.

  • SilenceUncommon

    Attached to an enemy being, it silences its abilities.

  • AphasiaRare

    Attached to an enemy being, it gnaws its Attack.

  • AmnesiaEpic

    Attached to an enemy being, it gnaws its Defence.

  • NothingnessLegendary → Prism

    Attached to an enemy being, it forbids it any healing.

  • AnathemaUncommon

    Attached to an enemy being, it silences its abilities and forbids it any healing.

  • BewitchmentRare

    Attached to an enemy being, it gnaws its Attack.

  • DamnationEpic

    Attached to an enemy being, it chokes its whole side.

  • PerditionLegendary → Prism

    Attached to an enemy being, it costs its side one energy each turn.

Concept60 effects
  • PolemicCommon

    Your beings gain 9–34% Defence.

  • HeresyUncommon

    Your beings deal 10–38% more damage.

  • DisputationRare

    Your beings strike first: their targets never counter.

  • InquisitionEpic

    Enemy abilities stop working.

  • RevolutionLegendary → Prism

    While you have fewer beings than the opponent, your beings cost 1 less.

  • CrusadeCommon

    Your beings deal 9–34% more damage, but they also take more.

  • Holy WarUncommon

    Your beings strike first: their targets never counter.

  • ReconquestRare

    You draw one extra card each turn.

  • ChivalryEpic

    Your beings take less damage.

  • EmpireLegendary → Prism

    The opponent draws one fewer card, never fewer than one per turn.

  • AudacityCommon

    Your beings deal 9–34% more damage.

  • Flash of InsightUncommon

    Your beings strike first: their targets never counter.

  • PanacheRare

    You gain one extra energy each turn.

  • MomentumEpic

    You draw one extra card each turn.

  • GeniusLegendary → Prism

    Enemy abilities stop working.

  • Printing PressCommon

    Your beings gain 9–34% Defence.

  • EnlightenmentUncommon

    You draw one extra card each turn.

  • AcademyRare

    You gain one extra energy each turn.

  • UniversityEpic

    Your beings recover 12–46% of their Hit points each turn.

  • EncyclopedismLegendary → Prism

    Enemy Concepts stop working.

  • TraditionCommon

    Your beings gain 9–34% Defence.

  • DoctrineUncommon

    Your beings gain 10–38% Defence.

  • MagisteriumRare

    Your beings recover 10–40% of their Hit points each turn.

  • ConstitutionEpic

    Your beings take less damage.

  • SovereigntyLegendary → Prism

    Enemy abilities stop working.

  • CatechismCommon

    Your beings gain 9–34% Defence.

  • CanonUncommon

    Your beings take less damage.

  • StoicismRare

    Nothing can make your beings skip their turn.

  • ConcordEpic

    Your beings recover 12–46% of their Hit points each turn.

  • OrderLegendary → Prism

    Enemy Concepts stop working.

  • BureaucracyCommon

    Your beings gain 9–34% Defence.

  • InertiaUncommon

    The opponent loses one energy each turn.

  • ProtectionismRare

    Enemy beings cost 1 more.

  • AutarkyEpic

    The opponent draws one fewer card, never fewer than one per turn.

  • StagnationLegendary → Prism

    Enemy beings strike no more than twice per turn.

  • IndexCommon

    The opponent keeps no more than five cards in hand: anything drawn beyond that is discarded.

  • CensorshipUncommon

    The opponent draws one fewer card, never fewer than one per turn.

  • Auto-da-féRare

    The opponent keeps no more than five cards in hand: each draw beyond that makes them discard their costliest card.

  • ObscurantismEpic

    Your beings take less damage.

  • DogmaLegendary → Prism

    Enemy Concepts stop working.

  • HumanismCommon

    You draw one extra card each turn.

  • ParadigmUncommon

    Your beings recover 2–10% of their Hit points each turn.

  • ProgressRare

    You gain one extra energy each turn.

  • UtopiaEpic

    Your beings deal 12–46% more damage.

  • Golden AgeLegendary → Prism

    Enemy abilities stop working.

  • ReformationCommon

    Your beings gain 9–34% Defence.

  • RebirthUncommon

    Your beings recover 4–15% of their Hit points each turn.

  • RestorationRare

    Your beings take less damage.

  • ResilienceEpic

    While your Codex is lower than the opponent’s, your beings gain 12–46% Attack.

  • EternityLegendary → Prism

    Enemy Concepts stop working.

  • ExcommunicationCommon

    Your beings gain 9–34% Defence.

  • ScholasticismUncommon

    The opponent loses one energy each turn.

  • SchismRare

    Enemy abilities stop working.

  • SynodEpic

    You draw one extra card each turn.

  • MagisteriumLegendary → Prism

    Enemy Concepts stop working.

  • LiturgyCommon

    Your beings gain 9–34% Defence.

  • PatristicsUncommon

    Your beings recover 10–38% of their Hit points each turn.

  • InfallibilityRare

    You gain one extra energy each turn.

  • OrthodoxyEpic

    Enemy Concepts stop working.

  • RevelationLegendary → Prism

    Enemy abilities stop working.

Event59 effects
  • SkirmishCommon

    Deals 9–34% of its Hit points to the most wounded enemy being.

  • RaidUncommon

    Deals 10–38% of their Hit points to the two most wounded enemy beings.

  • CataclysmRare

    Deals 10–40% of their Hit points to every enemy card, then leaves play.

  • PurgeEpic

    Deals 12–46% of their Hit points to every enemy being, double to the most wounded; those it kills leave the game.

  • ExtinctionLegendary → Prism

    Destroys the most wounded enemy being and deals 13–52% of their Hit points to the rest; whatever it destroys leaves the game.

  • DownpourCommon

    Deals 9–34% of their Hit points to every being, yours included.

  • ThunderstormUncommon

    Deals 10–38% of their Hit points to enemy beings and drains 1 energy from the opponent.

  • DelugeRare

    Deals 10–40% of Hit points to every being — yours included, at half.

  • EarthquakeEpic

    Deals 12–46% of their Hit points to enemy beings and destroys their terrain.

  • RallyCommon

    One of your spent beings may strike again.

  • MusterUncommon

    Beings you played this turn may strike immediately.

  • OathRare

    All your beings may attack again this turn.

  • ChargeEpic

    All your beings may strike again and gain 12–46% Attack.

  • EpicLegendary → Prism

    All your beings strike again, gain 13–52% Attack, and you draw a card.

  • HarangueCommon

    Your most wounded being gains 9–34% Attack.

  • StandardUncommon

    Play the most expensive being in your hand for free, facing the strongest enemy if a square allows.

  • ProclamationRare

    Your beings gain 10–40% Attack for the rest of the game.

  • TriumphEpic

    All your beings gain 12–46% Attack and 12–46% Defence.

  • ApotheosisLegendary → Prism

    All your beings gain 13–52% Attack, Defence and Hit points.

  • RemonstranceCommon

    The best-defended enemy being loses 9–34% of its Defence.

  • ArmisticeUncommon

    Until your next turn, no attack can reach your Codex.

  • TreatyRare

    Discards the costliest object an enemy being carries, and everything it granted.

  • CapitulationEpic

    All enemy beings lose 12–46% of their Attack and Defence.

  • SurrenderLegendary → Prism

    All enemy beings lose 13–52% of their Attack and Defence, and skip their turn.

  • ReadingCommon

    You draw a card.

  • StudyUncommon

    You draw a card and gain 1 energy next turn.

  • CouncilRare

    You draw two cards.

  • LibraryEpic

    You draw three cards.

  • EncyclopediaLegendary → Prism

    You draw three cards and gain 2 energy next turn.

  • BanishmentCommon

    Returns the cheapest enemy being to its owner’s hand.

  • RelegationUncommon

    Returns the cheapest enemy being to hand and drains 1 energy from the opponent.

  • ExodusRare

    Returns the costliest enemy being to its owner’s hand.

  • ProscriptionEpic

    Returns the costliest enemy being to hand and starves the opponent of energy.

  • Damnatio memoriaeLegendary → Prism

    Sends the costliest enemy being to the bottom of its owner’s deck.

  • MigrationCommon

    Returns the two cheapest enemy beings to hand.

  • EvacuationUncommon

    Returns every enemy being to hand except the costliest.

  • DiasporaRare

    Returns every enemy being to hand, to be paid for again.

  • Great ExileEpic

    Returns every enemy being to hand and starves the opponent of energy.

  • ErasureLegendary → Prism

    Sends every enemy being to the bottom of their deck.

  • RespiteCommon

    Your most wounded being recovers 9–34% of its Hit points.

  • InfirmaryUncommon

    Your two most wounded beings recover 10–38% of their Hit points.

  • DiscoveryRare

    Restores 10–40% of their Hit points to all allies, then leaves play.

  • ProvidenceEpic

    All your beings recover 12–46% of their Hit points and shed their blights.

  • MiracleLegendary → Prism

    All your beings recover 13–52% of their Hit points, shed their blights, and you draw a card.

  • RemissionCommon

    Your most wounded being sheds every blight.

  • HealingUncommon

    Your most wounded being sheds its blights and recovers half of what it is missing.

  • RenewalRare

    Restores all Hit points to your most wounded being and clears its blights.

  • ResurrectionEpic

    Your most wounded being returns to full, and you take a being back from your discard pile.

  • PhoenixLegendary → Prism

    Your most wounded being returns to full, and a being from your discard pile returns to play.

  • ExpropriationCommon

    Destroys the enemy terrain.

  • DearthUncommon

    The opponent loses 1 energy next turn, and you gain 1.

  • EmbargoRare

    The opponent loses energy on their next turn.

  • RequisitionEpic

    Refunds its cost, plus 3 energy this turn; you lose 2 next turn.

  • BankruptcyLegendary → Prism

    The opponent loses energy, you gain as much, and they discard their costliest card.

  • TollCommon

    The opponent’s energy cap drops for one turn.

  • QuarantineUncommon

    The opponent’s energy cap drops for two turns.

  • BlockadeRare

    Lowers the opponent’s energy ceiling for three turns.

  • SiegeEpic

    The opponent’s energy cap drops for four turns, and they lose 1 energy.

  • InterdictLegendary → Prism

    The opponent’s energy cap drops for five turns, and they discard their costliest card.

Frequently asked questions

What is WikiTCG?

WikiTCG is a trading card game where every card is a real Wikipedia article. You open packs, collect, trade and battle with your collection, in a browser with nothing to install.

Are the card stats made up?

No. Every value is computed from public measurements of the article: its length, its references, its age, its traffic and its incoming links. The calculation is deterministic — the same measurements always give the same stats.

Is the game free?

Yes. You can play, collect and climb the leaderboard without ever paying. The shop only sells dust, the in-game currency: no card, no pack and no rank can be bought directly.

Is WikiTCG affiliated with Wikipedia?

No. It is an independent project with no link to the Wikimedia Foundation. Texts and data come from Wikipedia and Wikidata under CC BY-SA 4.0, and illustrations from Wikimedia Commons, each credited on its card page.

How do you get cards?

By opening packs of 5 cards, free every 15 minutes. You can also bid on other players’ auctions, trade with friends, or forge a specific card with dust.

Can a card change over time?

Yes. An article that grows, gets more traffic or gains sources produces different values at the next reading. Every card page shows the date of its last reading — that is the one that counts.