EREVUS Rules
Master the sacred mechanics of divine combat. Understanding these rules is the foundation of victory.
Turn Phases
The 7-Phase Round
Each round consists of exactly 7 phases that resolve in order. Most phases are automatic, but Phase 2 (Planning) is where players make strategic choices.
ROUND START (Auto)
Mana crystals refill • Gain +1 permanent crystal (max 9) • Start-of-Round triggers resolve
PLANNING (30 sec, Simultaneous)
Both players secretly select cards to play (0-2 cards). Neither can see what the opponent is choosing.
- • Select cards to play
- • Choose targets (if applicable)
- • Optional: Sacrifice cards for +2 temp mana each
- • Lock in choices before timer ends
REVEAL (Auto)
Cards flip face-up • Mana costs are paid • Cards enter their zones
RESOLUTION (Auto)
Effects trigger and resolve in Priority Order:
COMBAT (Auto)
Monsters attack based on their position.
- • First Strike monsters attack first (simultaneously)
- • Regular monsters attack second (simultaneously)
- • Position 1 attacks enemy Position 1, etc.
- • If target slot empty, attack flows toward center
- • If no enemy monsters, attacks go directly to player
CLEANUP (Auto)
Dead monsters go to deck bottom • Discard to hand limit (if over 9) • End-of-Round triggers resolve • Check Divine Intervention, Transcendence, and Win conditions
DRAW (Auto)
Each player draws 1 card • If deck empty, shuffle discard pile into deck first
Key Timing Notes
- • Phase 2 (Planning) is the ONLY phase where players make active choices
- • All other phases are automatic and require no input
- • Both players act simultaneously — there is no "turn order"
- • Effects resolve in the order specified above, not in play order
Win Conditions
Primary Win
Reduce opponent HP from 4000 to 0
Higher HP wins
Check cards in hand, then mana, then draw
Amaterasu Transcendence
Win instantly by controlling 3+ full-CP Monsters with Transcendence on field at round end
📊 Resource Tracks
Health Points
Mana Crystals
Hand & Board
⚔️ Combat System
Asymmetric Combat
• B loses CP equal to A's CP
• A takes ZERO damage
• If B reaches 0 CP, B is destroyed
• NO counter-attack
Attacking is always correct. Defenders do NOT fight back. Aggression is rewarded.
Combat Targeting
Monsters attack by position. Position 1 attacks enemy Position 1, Position 5 attacks enemy Position 5, etc. If slot is empty, attack flows toward center.
🔑 Combat Keywords
First Strike
Attacks before non-First Strike monsters. If it kills defender, defender deals no damage. Multiple First Strike monsters attack simultaneously.
Double Strike
Monster attacks twice. Second attack flows to next valid target if first kills. If no targets, second attack deals half CP damage to player.
Shield
Absorbs one incoming attack. After blocking attack, Shield is consumed. Stacks independently.
Piercing
Damage ignores Shield keywords. Piercing damage cannot be blocked by protective effects.
✨ Divine Intervention
Activation
When your HP is 1000 or below (or 25% of maximum), you can activate your god's Divine Intervention ability during the Divine Intervention phase (after combat, before round end).
Each god has a unique intervention reflecting their divine nature and strategy.
📖 View individual god abilities in the Gods section
💎 Mana Economy
Mana Progression
Key Rules
- • Unspent mana does NOT carry over between rounds
- • ALL crystals refill at start of each round
- • Maximum of 9 crystals (capped)
- • Mana cost includes card cost + ability costs
🃏 Card Types
Monsters
Units that attack, defend, and occupy board slots. Each has CP (power) and rarity. Can be damaged and healed.
Spells
One-time effects that resolve and go to discard. Can deal damage, heal, generate tokens, or create tactical effects.
Hybrids
Persistent cards that stay on the field like Monsters but have Spell-like effects. Can be targeted and destroyed.
Artifacts
Global effects that affect game state. Persistent but can be destroyed by opponent abilities.
Want detailed mechanics and advanced strategy?
Explore the Gods →