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01The Game

How to play

Domínio da Avareza is not a simple game: there are many deckbuilding possibilities and abilities that demand attention. But once you master the basics, you can explore the game regardless of future releases.

Rules in playtest, they may change before launch.
01

Concept

Every player is a commander caught in a standoff, facing other commanders to fulfill their purpose.

High fantasy & suspense

High fantasy colliding with the search for knowledge about the creation of the universe where the story takes place.

Your opening

You start as a commander alongside your leader, say, Blackbeard docking his ship to raid his target, with cards already in play. Like castling in chess.

Your style

Drop overwhelming units equipped with arsenals and pacts, or discover combos that gain an edge over the system.

02

Preparing your army

Choose a constellation and a leader: they carry your deck's core strategy. Each commander may have up to five decks.

Main DeckCodex · 40 cards
Your strategy: units, materializations, modifiers and globals. Leader, kami and momentum don't count.
Support DeckHost · 20 pawns
Your reinforcements arriving on the field.
Special DeckReliquary
Required by some leaders; each describes its own in its ability.
Additional DeckCollection
Cards summoned by other cards in your decks.
Reserve DeckReserve · up to 10
Swaps before or after a match, in competitive play.
03

Constellations

A deck may hold up to two constellations: the leader's (main) and a secondary one, always with fewer cards than the main.

Libra

♎︎
Balance

Versatile, keeping balance on the field: strong units and precise spells. The faction of Truth, judges and pirates.

Aquarius

♒︎
Knowledge

Focused on matter itself: materialization and constant matter generation. Self-taught masters of the system.

Leo

♌︎
Offense

Controls the field with the front row and a powerful arsenal. Berserkers and beast warriors.

Scorpio

♏︎
Manipulation

Anomalies, curses and conditional traps that slow the opponent down. Creatures of the night.

Gemini

♊︎
Coming soon

Those who believe they've beaten the great universal filter. Advanced technology and anthropocentrism.

Capricorn

♑︎
Coming soon

Luxury, pride and ambition: turning matter into gold. Assassins and diplomats.

04

Resources

Life

4

Losing life triggers the Opportunity system. At zero you enter Death's Door. It can pay for complete curses.

Sanity

8

A defensive resource that must never run out: at zero, the player is defeated.

Matter

1 + 1/turn

Materializes miracles and curses and activates pacts. It doesn't vanish at end of turn. White and Dark Matter also exist.

Gold

2 + 2/turn · max 20

An accessible resource to hire units and arsenals. It stays with you.

Durability

Arsenal value. When the equipped unit is destroyed, the arsenal loses 1 and returns to the inventory.

Focus

max 20

The Kami's resource. At zero, the kami is destroyed and sent to oblivion.

05

Card types

Pawn

Unit

Simple, with no cost or constellation. Up to 4 copies; same-name pawns can stack.

Champion

Unit

Strong stats and effects that complement your mechanic, paid in gold. No copies.

Monument

Unit

Cannot attack, but grants global effects while on the field.

Vehicle

Unit

Needs a pilot (champion or pawn) and supports it.

Miracle

Materialization

Consumes matter; usually requires a unit subtype on the field.

Curse

Materialization

May consume matter or life and bend the rules, an edge at a high price. No copies.

Arsenal

Modifier

Equipment bound to a unit, paid in gold and tied to durability.

Pact

Modifier

A bond paid in matter, with no subtype requirement.

Leader

Special

Starts on the field with a unique mechanic and levels up. Can't attack, defend or be targeted.

Momentum

Special

Your commander: it dictates how your pieces start on the table.

Kami

Special

Only one active on the whole field. Global effects fueled by focus: Pulse, Manifestation, Great Manifestation and Rupture.

Event

Special

Effects that progress as conditions are met or at end of round. One per player on the field.

Incomplete cards allow up to 2 copies; complete ones, only one.

06

The field

The field is divided vertically into areas, from left to right.

  1. 01

    Ether

    A face-down card that gets cheaper every round.

  2. 02

    Exile

    Cards temporarily sent to another plane.

  3. 03

    Oblivion & Void

    Where destroyed or used cards go. From the Void, effects may still trigger.

  4. 04

    Global

    Circles, events and kamis affecting the whole field.

  5. 05

    Momentum

    Your commander.

  6. 06

    Leader

    Your leader.

  7. 07

    Front row

    Melee units, up to 3.

  8. 08

    Back row

    Ranged units, up to 3.

  9. 09

    Inventory

    Unbound arsenals and the leader's utensils.

  10. 10

    Upkeep

    Main and support decks.

  11. 11

    Special Upkeep

    The leader's deck.

  12. 12

    Additional Upkeep

    Additional deck.

07

Turn phases

Like a story: whoever has priority is the Protagonist; whoever responds is the Supporting player. A round is a chapter; a turn, an act.

  1. 1

    Omen

    The protagonist readies their units, gains 2 gold and 1 matter and draws a card. The supporting player draws from the support deck.

  2. 2

    Prologue

    Activate effects, materialize miracles and curses, hire units, announce events and use the Ether, every action opens a response window.

  3. 3

    Apogee

    Combat phase: declare attacks between units, kami and commander.

  4. 4

    Epilogue

    In development.

  5. 5

    Denouement

    After the round ends: hand limit and end-of-round effects.

08

Systems

Announcement
To play a card: pay its cost, announce it (opening the response window) and present it on the table.
Response window
An announced card can be answered by a faster one: Instant › Swift › Moderate › Slow.
Opportunity
When you take direct damage, draw a card from your main or support deck, just one, regardless of damage.
Captain
Name a champion as captain: it levels up together with your leader.
Combat
ATK against RES of the same category (concrete or abstract); damage goes to VIT. Hybrid ignores resistance.
Ether
Leave a card face down in the Ether; at the end of each round its cost drops by 1.
Hand
8 cards at most. There is no mulligan.
09

Rarities

Rarity is purely aesthetic: balance comes from mechanics, not shine.

Gold

Entry cards with beautiful art and no visual effects.

Diamond

Chrome or metallic cards.

Obsidian

Alternate art with graphic effects.

Opal

Special art for events and limited editions.

10

Glossary

The terms of Avareza, from the Ether to Death's Door.

A

AbstractEffect
Abstrato
Matter-creation effects. In combat, material damage (blue flames), blocked by abstract resistance.
AnnouncementCore
Anúncio
The second step of playing a card, between cost and presentation. Opens the response window.
ApogeePhase
Apogeu
The protagonist's combat phase.
ArsenalCard
Arsenal
An equippable modifier paid in gold, with durability.
Attack (ATK)Combat
Ataque (ATQ)
How much a unit deals in combat. Can be concrete, abstract or hybrid.

B

BondEffect
Vínculo
An effect tied to a unit: it leaves the field when the unit is destroyed.

C

CaptainCore
Capitão
A title given to a champion: it levels up along with the leader.
ChampionCard
Campeão
A complex, strong unit hired with gold. No copies of the same name and title.
CircleEffect
Círculo
An effect that stays in the Global zone, affecting the whole field.
ConcreteEffect
Concreto
Physical enhancement. In combat, physical damage (red sword), blocked by concrete resistance.
ConstellationCore
Constelação
Defines a deck's playstyle. Up to two per deck: main and secondary.
CurseCard
Maldição
A materialization that bends the rules at the cost of matter or life.

D

Death's DoorCore
Portas da Morte
The state of a commander at zero life: one more direct hit and they fall.
DenouementPhase
Desfecho
The moment after the round ends.
Direct damageCombat
Dano direto
Damage to the commander: from 1 (up to 10 ATK) to 5 points (over 40 ATK).
DurabilityResource
Durabilidade
An arsenal's lifespan.

E

EtherField
Éter
Area where a face-down card gets cheaper every round, down to zero.
ExhaustionCombat
Exaustão
The turned state of a unit after declaring combat. It can't attack until it recovers.

F

FocusResource
Foco
The kami's resource. If it hits zero, the kami is destroyed.

G

GoldResource
Ouro
The resource for hiring units and arsenals. Max 20.

H

HybridEffect
Híbrido
Concrete and abstract at once. In combat, it ignores resistance.

I

ImpetusEffect
Ímpeto
An effect that needs a signatory on the field to resolve.
IntegralEffect
Íntegro
An effect activated from hand with no unit subtype requirement. Common in curses.

K

KamiCard
Kami
A special card with global effects; only one may be active on the whole field.

L

LeaderCard
Líder
Starts on the field with a unique mechanic and grows as it levels up.
LifeResource
Vida
Starts at 4 and is not normally restored.

M

MaterializationCore
Materialização
Creating or shaping matter through knowledge and the essence of the soul.
MatterResource
Matéria
The resource of materializations. White is capped at 5 per player; Dark vanishes at end of round.
MeleeCombat
Corpo
Front-row units. They can counterattack attacking melee units.
MiracleCard
Milagre
A simple-effect materialization that consumes matter.
MomentumCard
Momentum
Your commander; it sets up the start of the game during the prelude.

O

OblivionField
Esquecimento
Where cards go that do not normally return to play.
OmenPhase
Prenúncio
The phase that replenishes the protagonist and reinforces the supporting player's troops.
OpportunityCore
Oportunidade
When you take direct damage, draw a card. Complete curses in your deck disable it.

P

PactCard
Pacto
A modifier paid in matter, with no subtype requirement.
PawnCard
Peão
A simple support-deck unit. Same-name pawns can stack.
ProloguePhase
Prólogo
The protagonist's action phase: effects, materializations, hiring and Ether.
ProtagonistCore
Protagonista
Whoever holds priority: activates effects, declares combat, hires and gains resources.

R

RangedCombat
Alcance
Back-row units. They neither deal nor take counterattacks and can only be targeted when no allied melee units remain.
Resistance (RES)Combat
Resistência (RES)
Defense against attacks of the same category.
Response windowCore
Janela de resposta
The moment to answer an announcement with a faster card.

S

SanityResource
Sanidade
Starts at 8. If it reaches zero, the player is defeated.
SpeedEffect
Velocidade
Resolution order: Instant, Swift, Moderate and Slow.
Supporting playerCore
Coadjuvante
The player without priority, entitled to response windows.

V

Vitality (VIT)Combat
Vitalidade (VIT)
How much damage a unit can take. At zero, it is destroyed.
VoidField
Vazio
Where cards go whose effects may still be activated.