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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.

1

ROUND START (Auto)

Mana crystals refill • Gain +1 permanent crystal (max 9) • Start-of-Round triggers resolve

2

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
3

REVEAL (Auto)

Cards flip face-up • Mana costs are paid • Cards enter their zones

4

RESOLUTION (Auto)

Effects trigger and resolve in Priority Order:

1. Trickster effects
2. "On Summon" abilities
3. Resolve by Polarity: Positive → Neutral → Negative
4. Same polarity: alphabetically by card name
5

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
6

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

7

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

Match Timer (15 min)

Higher HP wins

Simultaneous Death

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

Starting HP
4000
Divine Threshold
≤1000 HP

Mana Crystals

Starting1 (GANESHA: 2)
Gain Per Round+1 Crystal
Maximum9 Crystals
RefillEach round start

Hand & Board

Starting Hand
5 cards
Max Hand Size
9 cards
Draw Per Round
1 card
Board Slots
5 (max monsters)

⚔️ Combat System

Asymmetric Combat

When Monster A attacks Monster B:
• 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.

Fallback: If no enemy at position
1. Check next slot toward center
2. Continue until monster found
3. If none exist → Attack player directly

🔑 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

Round 1
1 💎
Round 2
2 💎
Round 3
3 💎
Round 4
4 💎
Round 5
5 💎
Round 6
6 💎
Round 7
7 💎
Round 8
8 💎
Round 9
9 💎

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 →