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Eternal Decks · Reference sheet

Eternal Decks reference sheet

Overview

  • Cooperative game for 1–4 players; all win or all lose together [p.4 — Game System]
  • Six Stages (A–F), each a separate game with its own win condition [p.4 — Game System]
  • Core loop: play cards to the Field to Revive Eternals, gain their 8-card decks, and keep the cycle going [p.4 — Game System]
  • If any player cannot take an action on their turn, everyone loses [p.16 — Losing and Winning]
  • Stage A win: gain 4 Stars; Stages B–F win: gain 4 Keys [p.4 — Game System]
  • Communication about card numbers/colors in hand is prohibited; use indirect speech and Communication Discs [p.19 — Verbal Discussion]

Setup

Stage A (Beginner, 4-player)

  1. Place Game Board; assign player colors and seats [p.8 — Player Setup]
  2. Place 9 Eternal Decks (A1–A3 top row, B1–B3 middle, C1–C3 bottom); shuffle each face down with Eternal card on top [p.8 — 9 Eternal Decks]
  3. Place Field Cards: MOUNTAIN (top), CAVE (middle), CAMP (bottom) in Field Card Area [p.8 — 3 Field Cards]
  4. Place 6 Stars on marked spaces; 8 Jewels in Jewel Area; 3 Hearts in middle 4th Lap Bonus row [p.8 — 6 Stars / 8 Jewels / 3 Hearts]
  5. Place CAMP Field Card in top row of 4th Lap Bonus Area [p.8 — 1 CAMP Field Card]
  6. Place Game Over Card face up in River Bonus Area; place 3 River Rare Cards on top [p.8 — 3 River Rare Cards]
  7. Each player: shuffle 5-card Starting Deck face down → Player Deck; draw 3 cards; take 2 Communication Discs [p.8 — Starting Decks]
  8. Decide starting player; play proceeds clockwise [p.8 — Starting Player]

2-player: Starting Deck increases to 7 cards (add 2 cards from a second color) [p.22 — Setup for 2-player] 3-player: Use 3-player Jewel Card in Jewel Area [p.22 — Setup for 3-player]

Turn structure

On your turn, perform exactly ONE of these three actions:

  1. Play a Card — to the Field, to the River, or use an Ability Card [p.9 — Taking A Turn]
  2. Generate a Jewel — use 1–3 cards from hand matching a recipe; cards go to River; give Jewel to a Revived Eternal [p.15 — Generate a Jewel]
  3. Give a Card to a Teammate — spend 1 Heart; pass any card face down to any player [p.16 — Give a Card to a Teammate]

After your action: draw from your Player Deck until you have 3 cards in hand (do not discard excess) [p.16 — Refilling Your Hand]

Play passes clockwise.

Actions

Action How Key Rules
Play to Field 1 card to leftmost empty space in chosen row No same color or same number adjacent; follow Field Card rule; Curses restrict certain cards [p.9 — Play a Card to the Field]
Play to River 1 card, no placement rules Cursed cards allowed; 5th card triggers River Bonus (gain 1 River Rare Card); no River Rares = Game Over [p.14 — Play a Card to the River]
Use Ability Card Play card, resolve effect Goes to Discard Area (Stage A: Stage Card Area); may play to River instead to skip effect [p.14 — Use an Ability Card]
Generate a Jewel Use 1–3 hand cards matching a recipe Cards go to River; give resulting Jewel to any Revived Eternal without a Jewel; each recipe once only [p.15 — Generate a Jewel]
Give Card to Teammate Spend 1 Heart token Move Heart left→right; pass any 1 card face down to any player [p.16 — Give a Card to a Teammate]

Revival: Playing the card directly left of the Eternals triggers Revival — choose 1 Eternal, flip face up, place in Revival Area, add its 8-card deck to bottom of your Player Deck, clear the row [p.11 — Revival of the Eternals]

Combat

Stage D only — Dealing Damage to the Gatekeeper

  • Play a Number Card on top of a matching-color Skull Card in the Field to deal damage equal to that number [p.34 — How to gain the four Keys]
  • Rare Cards played on Skull Cards deal 0 damage [p.34 — How to gain the four Keys]
  • Every 5 damage gains 1 Key; HP resets to 20 after each Key; excess damage is ignored [p.34 — How to gain the four Keys]
  • Win by reducing HP to 0 four times (gaining all 4 Keys) [p.34 — How to gain the four Keys]

Gatekeeper's Turn: After all players take a turn, flip top GK Deck card; play Skull Card to Field (top→middle→bottom→Discard if blocked); Ability Cards activate then discard [p.36 — Gatekeeper's Turn]

Game Over: When the GK Deck runs out, the next GK turn requires the Game Over Card — everyone loses [p.36 — Gatekeeper's Turn]

End of game

All players LOSE if:

  • Any player cannot perform any of the 3 actions on their turn [p.16 — Losing and Winning]
  • A player draws the Game Over Card from the River Bonus Area [p.16 — Losing and Winning]

All players WIN when:

  • Stage A: 4th Star is gained [p.16 — Losing and Winning]
  • Stages B–F: 4th Key is gained (method varies by Stage) [p.28 — Win Condition]

If win and lose conditions trigger simultaneously, win takes priority [p.16 — Losing and Winning]

Glossary

  • Field: Three rows in the middle of the board where cards are played in sequence to Revive Eternals [p.4 — Game System]
  • River: Bottom row of the board; no placement rules; 5th card triggers River Bonus [p.14 — Play a Card to the River]
  • Revival: Triggered when a card fills the space directly left of the Eternals; player chooses 1 Eternal, gains its 8-card deck [p.11 — Revival of the Eternals]
  • Curse: Restriction activated when an Eternal is Revived; blocks certain cards from being played to the Field [p.12 — Curse of the Eternals]
  • Jewel: Token generated by playing cards matching a recipe; given to a Revived Eternal to remove its Curse [p.15 — Generate a Jewel]
  • River Bonus: Triggered when 5+ cards are in the River; gain 1 River Rare Card; if none remain, gain Game Over Card [p.14 — Play a Card to the River]
  • Rare Card: Wild card; ignores Common and Field placement rules; counts as any color/number after being played [p.5 — Rare Cards]
  • Two-Color Card: Number Card with two colors (red/green or blue/yellow); can be oriented either way; adjacency rules apply to both sides [p.5 — Two-Color Cards]
  • Communication Disc: Placed freely on the board at any time to signal intended plays; no limit on moves [p.20 — Communication Discs]
  • 4th Lap Bonus: Special bonus triggered when a row is cleared for the 4th time; row then closes [p.13 — 4th Lap Bonus]
  • Skull Card: Card type in Stage D; played to Field; Number Cards of matching color played on top deal damage to GK [p.34 — How to gain the four Keys]
  • Star Bonus: From Stage B onward, gaining a Star grants an immediate bonus (e.g., Purple Star Card to hand) instead of just a token [p.28 — Star Bonus]

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