How to Play Planarist

A quick introduction to the basics of the Planarist Trading Card Game, including basic rules and a components list.

Required

Main Deck

A primary deck, “The Materium” plane. 40-60 cards.

A deck of cards featuring the logo of the Planarist trading card game, with a cosmic background and purple swirling clouds.

Damage and Ward Counters

Counters to track the health of creatures and if they have a magical ward shield or not.

A pile of Planarist trading card game tokens that track damage, health, and wards.

Your chosen leader of your forces. Your deck and scion should be chosen to compliment each other.

Scion Card

Optional

Two white six-sided dice with black dots on a black and white background.

A few six sided dice.

Dice

Planar Decks

You only need planar decks if your main deck cards draw from them.

10 - 20 planar cards each

Setup

To set up a game of Planarist, each player places their shuffled main deck in the bottom right corner of their side of the board. They then place their selected Scion card above it. If they have planar decks, they are placed to the side of the main board, face down and shuffled. Any counters should be placed to the side for later use.

Each player then draws five cards and rolls a die to see who goes first based on the highest roll.

Image of the Planarist Trading Card Game's setup. Featuring five planar deck zones with different card backs, and a main deck with a purple card back,

Example of a finished set up of Planarist, showing what a player’s board looks like.

Banishment to the Planes

Two game cards with images and descriptions, positioned in the foreground. The top card is labeled 'Einracht Guard' showing a hooded figure, and the bottom card is labeled 'Unholy Shield Maiden' showing a dark lady with horns. Behind each card are two game backs, all set against a dark fantasy-themed background with swirling clouds and fiery skies.

Banishment is the act of sending cards from anywhere to the bottom of a planar deck. Mortal, non-planar cards are always sent to the plane of Death, face up, when banished from play. Planar cards, being immortal, return to the planar deck from whence they came face down, biding their time to make their return.

Start Phase

The first phase of the game is about resource management. In this order:

  1. Draw - Draw 1 card.

  2. Generate mana - Add mana to your stockpile equal to the total “Generate x mana” effects on your controlled cards. The scion card indicates this in the top left of its card.

  3. Upkeep mana - Remove (pay) mana from your stockpile equal to the total “Upkeep: x mana” effects on your controlled cards.

Close-up of a circular game interface showing a blue orb with '+3' on it, surrounded by a gold decorative border. This is the mana generation value of a player's scion card, their leader in the Planarist Trading Card Game.

The Scion’s mana generation each turn (top left corner)

Main Phase

The Main Phase is where all of the action of Planarist occurs. Any of the follow actions may be performed in any order.

The Player can:

  1. Deploy a Creature

  2. Set Spells

The Player’s creatures and scion can:

  1. Summon Creatures

  2. Cast Spells

  3. Use Items

  4. Attack

  5. Activate Effects

Tapping

Note that most of the actions above are Creature/Scion actions. Planarist is a unit (creatures and scions) centric game. Some of these actions may require “tapping” the unit, changing its orientation. At most, units may be tapped twice to the “Exhausted” position.

Instructional guide with a Planarist Trading Card Game creature showing tap positions: 1. Ready (upright), 2. Winded (sideways), 3. Exhausted (upside down). Text explains to untap all cards during the end phase of your turn.

Actions

Here is a full list of all actions that can be taken during a Main Phase in a turn of Planarist, both by the player and their minions.

Player Actions

Deploy a creature

(No taps) Once per turn, the player may place a creature that lacks summoning skill requirements from their hand to an open creature zone on their side of the board in an upright, “Ready” position.

Close-up of a game interface with two circular icons: one showing a dark scene and the other showing a skull with the number 2, and a purple spiral icon with the number 5.

A deploy creature (left) has no skill banner in its corner, unlike a summon creature (right)

A graphic showing the Planarist Trading Card Game's action of deploying a creature from the player's hand in the winded position.

The North College Planarist creature is deployed.


Set spells

(No taps) By paying 1 mana, the player may place any spell card from their hand to an open spell/item zone on the board. This allows them cast that spell, with a skilled enough creature to cast it, during their opponent’s turn to disrupt a strategic play!

A graphic showing the Planarist Trading Card Game's action of setting a spell card face down onto the game board.

Creature / Scion Actions

Cast spells

(1 tap) A creature or scion may pay resources to cast a spell from the player’s hand. The required resources and skills are listed in the top left corner of the spell card.

A graphic showing the Planarist Trading Card Game's action of casting a spell. It shows the creature North College Planarist and the spell card Arclash. It shows the creature needs enough magic skill to be able to meet the spell's magic skill cost.

For 1 mana, the North College Planarist has enough magic (2) to cast Arclash, which requires a minimum of 1 magic.


Summon Creatures

(1 tap) A creature or scion with sufficient skill must pay the resources on summonable creature card in the player’s hand that matches the summoner’s aligned plane (its color). The summoned creature is placed on the board in the “Winded” position (1 tap).

A graphic showing the Planarist Trading Card Game's action of summoning. It shows the creature North College Planarist and the creature Rift Sprite. It shows the creature needs enough magic skill to be able to meet its magic skill cost.

For 1 mana, the North College Planarist has enough magic (2) to summon the Rift Sprite from the hand, which requires a minimum of 1.


Use Items

(1 tap) A single creature or scion with sufficient skill, may pay the resources on an item card in the player’s hand to use the item.

A graphic showing the Planarist Trading Card Game's action of using an item. It shows the creature North College Planarist and the item Basic Summoning scroll.

The North College Planarist taps to read a summoning scroll from hand.


(1 “ready” tap) Slay your foes with mighty attacks from a scion or creature with at least 1 combat point. Attacking takes focus and can only be done by cards that are “Ready” (upright). The player declares the attack by selecting an enemy creature or scion as the attack target.

The defender automatically counter attacks (0 taps), dealing their combat back to the attacker.

Attack

Two Planarist Trading Card Game creatures in the act of battle, dealing their combat skill as damage to each other.

The North College Planarist attacks and deals 1 damage to the Novice Demon Caller, who deals 1 damage back. Both live to fight again in future turns.


Activate Effect

(? taps) A creature or scion with a special ability follows the instructions printed on its card to activate its special effect. These instructions may or may not require tapping, resources, or more.

A graphic showing the Planarist Trading Card Game's action of a creature, the North College Planarist, using its skill to draw a card from the planar deck of The Vortex for the cost of 1 mana and a tap.

The North College Planarist taps once and pays a mana to draw a card from the maw of The Vortex.

Group Casting and Summoning

By tapping together, your creatures and scions can combine their skills to meet a spell or creature card’s skill requirement to play it. Note that items can only ever be played by a single creature or scion.

A graphic showing the Planarist Trading Card Game's action of two creatures casting a spell together, combining their magic skill to meet or exceed the spell card's magic skill requirement.

The two creatures add their magic stat of 2 together to reach a mighty 4 magic skill to cast the Dispel spell card.

End Phase

Once all desired actions have been taken, the player can move to the end phase. During the end phase, all tapped cards are fully “untapped” to the ready position, and then the opponent take their turn.

The first Scion to reach zero health loses the game.