How to Play
Build an 18-card Weave, read the coming Arenas and secretly commit the right Champion.
Build a Weave
Choose exactly 18 Champions. Use no more than two copies of an identity, or one if Unique, Legendary or Exotic.
Plan ahead
Three Arenas are visible: Active, Next and Later. Draw five cards and use your one mulligan.
Choose in secret
Both Weavers select one Champion. Choices lock and reveal simultaneously.
Resolve the score
Base score is primary + floor(secondary ÷ 2), after modifiers and the Arena hazard.
Claim victory
The higher score earns 1 Victory Point. Resolve ties using the printed stats; a still-exact tie awards none. First to 7 VP wins.
Advance
Played Champions leave play, draw one if possible, then advance the Arena queue.
Win Arenas. Reach 7 Victory Points.
Shardweave is a two-player game. Each round, both Weavers commit one Champion to the Active Arena. The Champion with the higher final score wins that round, and their Weaver gains 1 Victory Point (VP). The first Weaver to reach 7 VP wins the match.
A card does not attack another card and has no health to reduce. Winning or losing describes the result of the current Arena contest only.
Build the Weaves and set the Arena queue.
Your Weave
- A constructed Weave contains exactly 18 Champion cards.
- You may include no more than two copies of the same gameplay identity.
- A Unique, Legendary or Exotic named identity is limited to one copy.
- Cosmetic printings are the same gameplay identity. Treatments never alter stats, abilities or copy limits.
Match setup
- The server shuffles each Weave and the Arena deck.
- Each Weaver draws an opening hand of five Champions.
- Each Weaver may take one mulligan: return any number of cards, then receive the same number from the reshuffled draw pile.
- Reveal three Arenas in order: Active, Next and Later. Only Active is contested this round.
Commit, reveal, resolve, clean up.
- Read the field.Both Weavers can see the Active, Next and Later Arenas, including their primary stat, secondary stat and hazard.
- Select in secret.Each Weaver chooses one Champion from hand. A locked choice cannot react to the opposing choice.
- Reveal together.Once both choices are locked, both Champions are revealed simultaneously.
- Resolve effects.Apply the Active Arena's hazard and both Champions' relevant abilities in the timing and precedence order below.
- Calculate scores.Calculate each final score, then resolve any tie. Award 1 VP to the round winner.
- Apply aftermath.Resolve effects caused by winning, losing or the round result, including transformations and card movement.
- Clean up.Played Champions go to their owners' discard piles unless an effect moves them elsewhere. Each Weaver draws one card if their draw pile is not empty.
- Advance Arenas.Discard Active; move Next to Active and Later to Next; reveal a new Later Arena.
Primary + half Secondary, rounded down.
Every Champion has four printed stats: Power, Speed, Mind and Spirit. Each Arena names one primary stat and one secondary stat.
- Start with the Champion's printed values, or the current values of a transformed match-card.
- Apply valid stat modifiers, swaps, replacements, protections and caps.
- Take the resulting primary stat.
- Divide the resulting secondary stat by two and round down.
- Add those values to get the base score.
- Apply valid direct score bonuses, reductions and score caps to get the final score.
Only the Active Arena is used for scoring. Next and Later are public information for planning but do not affect the round unless a card explicitly says otherwise.
Compare final score, then printed stats.
- If one final score is higher, that Champion wins the round and its Weaver receives 1 VP. The other Champion loses the round.
- If final scores tie, compare the Champions' unmodified printed primary stats. The higher value wins.
- If those also tie, compare their unmodified printed secondary stats. The higher value wins.
- If all three comparisons tie, the round has no winner and awards no VP. Both played cards still leave play normally.
Ending the match
Reaching 7 VP ends the match immediately. If both Weaves exhaust before either Weaver reaches 7 VP, the Weaver with more VP wins. If VP are also tied, play a deterministic Sudden Convergence: the server selects a fixed no-hazard tiebreak Arena and eligible discarded cards by deterministic rules. Its result decides the match.
Card text changes the general rules only when it says so.
Arena hazards and Champion abilities may modify stats, add or reduce score, swap or replace a stat, suppress a hazard, reveal information, move a card or record match-only state. Resolve them using their stated condition and timing. Effects are implemented by their stable rules key; explanatory wording is not interpreted as a new effect.
Resolution order
- Round Start
- Select
- Pre-Reveal
- Reveal
- Arena Hazard
- Card Static
- Card Trigger
- Score
- Tiebreak
- Result
- Aftermath
- Cleanup
When effects conflict
The more specific instruction is applied by this precedence: cannot beats a replacement, a replacement beats a cap, and a cap beats a modifier. At equal precedence, resolve the Arena first, then the defender's static effect, then the active Weaver's trigger, then stable card-ID order. The server records an effect timeline so every change can be presented in order.
A transformation changes one card for this match—not your collection.
A transform instruction records state on that specific copy inside the current match. It does not replace the permanent card you own, create a second collectible or improve a printing. If a transformed card returns later, use the transformed face, stats and rules specified by its effect. When the match ends, all match-only transformation state disappears.
Elias Vane, Moonbound
- Elias first resolves and loses normally. His MOONBOUND_SHIFT aftermath then marks that match-card transformed.
- Instead of going to the discard pile, he returns to the bottom of his owner's draw pile once.
- On his next draw, he displays Werewolf art and uses 9 Power, 8 Speed, 2 Mind and 5 Spirit. Both forms total 24 base stat points.
- The server owns the transformation state and movement. Visual effects communicate the logged event only.
- The owned Elias card returns to its normal permanent definition after the match.
Terms that matter.
- Arena
- The battlefield that chooses the two scoring stats and may supply a hazard.
- Champion
- A playable card with four stats, an origin Shard, faction, type and ability.
- Faction
- A Champion's gameplay resonance: Might, Tech, Mystic, Shadow, Wild or Cosmic.
- Shard
- A world or place of origin. A Shard is not a faction and is not crafting currency.
- Threads
- The crafting currency.
- Treatment
- A cosmetic collector presentation that never changes combat power.
- VP
- Victory Point. A resolved round win awards 1; first to 7 wins the match.
- Weave
- Your exactly 18-card deck.
My Shards