LOREKEEPERS
Sets how many worship points win the match. Used for a local game and for a game you host; joining with a code plays to the host's setting instead.
Create a room and send the invite link to a friend, or join one they sent you.
Click the d20 to roll for priority. Higher roll goes first.
This ends the current game and returns to the title screen. Nothing is saved.
Found a bug, or something feel off? Tell us what happened. It goes straight to the team, and details about the current game are attached automatically.
Roll dice to earn character, magic, and attack points. Spend them to put gods, warriors, relics, and spells into play, then use those cards to destroy your rivals' characters.
Destroying characters earns Worship Points (WP). The first player to reach the match's worship-point goal wins immediately. That goal is 10 WP by default, and the New Game screen can set it to 5, 10, 15 or 20 — when you join an online room by code, you play to the host's number.
There is one other way to lose: run out of cards. If it's your upkeep and your deck is empty when you go to draw, you are out of the game and your opponent wins, however few WP they have.
Every player rolls a d20. The highest roll becomes the priority player, and play proceeds counterclockwise from them. Ties are rerolled between the tied players only. Priority passes to the next player at the start of each new turn.
Your side of the table has a few distinct zones:
Some cards grant extra active or bench spots. A granted spot disappears the moment the card granting it leaves play, and whoever was standing on it goes with it, so be careful about relying on borrowed space.
There are three resources, and each die face maps to one of them:
Points come from your dice roll and from card effects. They are temporary: any point you don't spend disappears at the end of the turn.
Tokens come only from card effects, and they stay with you until you spend them. A token works like a tiny relic you can cash in for its matching point at any time, and it sits off to the side rather than taking up an active or bench spot. When you pay a cost, regular points are spent first and tokens are drawn on only if the points run short.
All players move through a turn together. A turn has six phases: Upkeep → Roll → Play → Combat → Play 2 → End.
Upkeep, Roll, and End happen for every player before the turn moves on. Play, Combat, and Play 2 are different: one player takes all three in a row before the next player begins. That block of three phases is a player's “go”, and a turn is made of one go per player.
Start-of-turn bookkeeping, resolved in this order:
Each player rolls 6 dice, up to 3 times, Yahtzee-style. After a roll you may keep any dice you like and reroll the rest, and dice you kept earlier can be thrown back in on a later roll. When you're satisfied, or after the third roll, your dice lock in and convert to points using the mapping above.
Starting with the priority player, spend your resources: play characters, relics, field cards, and magic; activate abilities; withdraw active characters; move benched characters to active. Then move to your Combat phase.
Attack with your active characters, paying attack points. Each character may attack once per combat phase unless a card says otherwise. You may choose not to attack at all. The phase still happens, it just does nothing.
There is no combat on turn 1.
A second Play phase, identical to the first. Use up leftover resources, or anything you gained during combat. When you finish, your go ends and the next player begins theirs.
After every player has had their go:
You may hold more than 7 cards during the turn. The limit is only checked here, in the End phase.
To attack, pick one of your active characters, choose one of its attacks, and pay that attack's cost. Damage is dealt to the target's HP, and a character reduced to 0 HP is destroyed and goes to its owner's graveyard.
You must destroy a player's active characters first. Once a player has no active characters, your attacks can hit them directly: the damage removes that many WP from them, and any damage beyond the WP they had left is gained by you. That overflow is the intended finisher, so an unanswered board can end the game in a hurry.
All bonuses to an attack are added first, then defensive reductions are applied. If an attack splits its damage between targets, the split happens before reductions, so each target reduces only the portion aimed at it.
A character has a name, HP, a class (1–3), subtypes, a resource cost, a pantheon, at least one attack, and a withdraw cost. It may also have any combination of a static ability, a triggered ability, an activated ability, and a second attack.
C3 Cost: Class 3 characters and relics carry an extra requirement on top of their resource cost, something you must do or have in order to play them at all (sacrifice a card, have had a character die this turn, discard, mill, control a particular kind of character, and so on). It is checked and paid as you play the card.
Anubis, Heart Weigher · 15 HP · Class 3 Character: Dog God
· Cost 3 · Egyptian
C3 Cost: a character must have died this turn.
Whenever a character you control dies, you may put it on top of your deck. The
attacking player still gains WP.
3 Atk, Judgment Force: 6 damage, plus 1 extra for each character in
your graveyard.
Withdraw: 3
A relic has a name, class, subtype, cost, pantheon, and an ability. The only subtype right now is Equipment.
Sculpture of Demeter · Class 2 Relic · Cost 2 · Greek
At the start of each turn, roll a die. You gain a token of the result of the die roll.
A field card has a name, class, cost, and pantheon. Fields affect the table as a whole rather than a single character, and they stay in play granting their effect until they are removed.
Most fields decay: they last a limited number of turns and are then discarded. A field with the Preservation keyword ignores decay and stays until something removes it.
Spartan Phalanx · Field · Cost 2 · Greek · Preservation 2
Players have one extra active character spot.
A magic card has a name, class, subtype, cost, and pantheon. There are four subtypes:
A keyword always means the same thing on every card that has it. Static keywords are printed on a card and are part of what it is; applied keywords are handed out and taken away by effects during play.
Applied keywords clear at the start of their owner's next upkeep unless the card that applied them says they last longer.
The Play Online group on the New Game screen starts or joins a real two-player match over the network, no account or sign-in involved.
Your seat is remembered by this browser only. Reopening the invite link on the same device rejoins your seat automatically; there's nothing to log back into, but also nothing to recover a seat from if you switch devices or clear your browser data.
If your opponent goes quiet, the sidebar will say so after about a minute of silence and offer Claim Victory after about three. Concede is available any time you'd rather end the match yourself. Either way, this ends the match, not a proper in-game win, no Worship Points change hands over it.
A room's game lives only in server memory: it does not survive the server restarting or being redeployed, and an inactive room eventually expires on its own.
The whole game can be played without a mouse, and everything the board shows is also announced to a screen reader. Cards are grouped into rows; Tab moves between rows and panels, and the arrow keys move along a row.
| Tab / Shift+Tab | Move between the board rows, your hand, and the controls. |
| ← → | Move along the current row or hand. |
| ↑ ↓ | Move between rows, keeping your place across the row. |
| Home / End | Jump to the first or last card in the row. |
| Enter / Space | Open the card's menu. Play, attack, move, use an ability. |
| Esc | Close a menu, or cancel targeting / placing a card. |
| N | Next phase. |
| R | Roll the dice (Roll phase). |
| K | Keep all dice and resolve them. |
| 1–6 | Keep / release that die (Roll phase). |
| H | Jump to your hand. |
| B | Jump to your active row on the board. |
| G | Open your graveyard / sealed-away pile. |
| L | Show or hide the action history. |
| , | Open Settings. |
| ? | Open this rules window. |
Shortcuts are ignored while you are typing in a text box, and while a choice window is open, that window's own buttons take the keys instead.
A USB or Bluetooth gamepad works anywhere the keyboard does, it drives the same cursor. Plug one in and press any button; the buttons below appear along the bottom of the screen once it is detected. (The very first press only wakes the controller up, so on the title screen you press once to be offered Press any button to begin, and again to start.)
| D-pad / Left stick | Move the cursor. |
| A (Cross) | Select or activate whatever the cursor is on. |
| B (Circle) | Back: close a menu, cancel targeting, close a dismissible window. |
| X (Square) | Roll the dice — or, with the cursor in your hand, change how your hand is sorted (Order → Type → Pantheon). |
| Y (Triangle) | Next phase. |
| LB / RB | Jump between the board and the side panel; switch tabs inside a window that has them. |
| LT | Keep all dice and resolve them. |
| RT | Jump to your hand. |
| Select / View | Open this rules window. |
| L3 (click the left stick) | Open Settings. |
| Start / Menu | Reset the demo. Asks first, and works even while a window is open. |
Nintendo-layout pads put B where Xbox puts A. Settings → Gamepad swaps which face button confirms. Text boxes still need a real keyboard: a controller cannot type a room code or name a custom deck.
Settings offers four themes, Dark, Light, and a High Contrast version of each that clears WCAG AAA contrast, plus a Text size control (up to 150%) that scales the cards along with the text, and an Animations switch. If your system asks for reduced motion or more contrast, the matching option is picked for you the first time you visit.
Decks are saved in this browser. Export them to back them up or move them to another device.
Removed from the game. Cannot be retrieved.
You may send any of these cards to the bottom of your deck. The rest return to the top in the same order.
Click a C2 or lower character to place it on your bench (optional). Then arrange the rest, top of the list goes on top of your deck.
Deck order (drag or use arrows, top = next drawn):
Select a card to add to your hand:
Click a card to mark it for discard (goes to graveyard). The other two return to the top of your deck.
Ivarr killed a character worth ? WP. Choose:
Select a Class 1-2 character to sacrifice: