Prime
Draw, Soul Manifest one Avatar, develop Action Zones, cast a Myst, and meet the requirements for Elite Avatars.
Learn the Arena · Master the R-Link
Start with the complete gameplay walkthrough, then use this page as a quick reference for the Arena, turn structure, and core card types.
The objective
Manifest Avatars, create responses with R-Effects, and push the opposing player from 10,000 Life to zero.
A player also loses when their Deck is empty and they are required to draw. The first player skips their opening draw and cannot conduct a Battle Stage on their first turn.
AVATAR ZONES
ACTION ZONES
One turn · Four stages
Draw, Soul Manifest one Avatar, develop Action Zones, cast a Myst, and meet the requirements for Elite Avatars.
Declare one attack with each Offensive Avatar. Compare PWR, or PWR against GRD when the defender is in Defense.
Use a second development window to play cards, activate effects, or prepare the Arena for the next turn.
Resolve end-of-turn effects, pass priority, and hand the turn to your opponent.
The language of Triune
Exact card text always controls. These are the roles each card type normally plays.
Your combatants. Manifest them in Offense or Defense and use PWR or GRD to control battle.
Special champions that begin in the Elite Deck and enter play through printed Manifestation requirements.
Spell-like cards. Normal Veins are Speed 1; R-Effect Veins can answer legal actions at Speed 2.
Persistent cards that remain in an Action Zone to provide repeatable, triggered, or continuous value.
Mysts are limited, powerful spells. Glyphs remain face-up until their visible trigger is consumed.
Respond in the moment
When a legal Speed 2 card or effect responds to an action, it becomes the next R-Link. After both players decline to respond, resolve the sequence backward—highest number first, then continue to R-Link 1.
Build for match play
Your seat at the table
Bring Triune to your community. Join the retail beta or get in touch about playing.