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Game Objective

Battle Eternal is a fast-paced tactical card game where two players command armies of mythological Gods, Demi-Gods, and legendary Beasts in epic battles. Your goal is to eliminate your opponent's forces and strike them directly three times to claim victory.

Victory Conditions

Win by attacking your opponent directly 3 times.

Games typically last 15-30 minutes, featuring strategic depth with Greek & Japanese mythological elements, devastating spells, and cunning traps.

Game Setup

What You Need

Starting the Game

  1. Choose Your Champion: Each player selects a Champion card for their unique boon ability. Champions are not part of your deck.
  2. Shuffle Your Deck: Shuffle your deck thoroughly and place it face-down in your deck zone.
  3. Initial Sol: Both players start with 10 Sol (the game's resource).
  4. Draw Starting Hand: Each player draws 5 cards.
  5. Mulligan (Optional): Each player may shuffle their hand back and draw 5 new cards once. If you mulligan, draw 1 less card (4 cards).
  6. Determine First Player: Roll dice, flip a coin, or decide mutually. The first player cannot attack on their first turn.

Champions

Champions provide passive effects or activated abilities. Examples include:

  • Alexander (Helios): Gain +1 Sol every turn (no cost)
  • DeMarco (Hephaestus): Once per turn, search your deck for an Item card (-1 Sol)
  • Christalis (Athena): Make opponent discard top 3 cards, then recharge (-1 Sol)
  • Castor (Nemesis): When opponent destroys your summon, destroy 1 of their cards (-1 Sol)

Card Types

Battle Eternal features multiple card types, each with unique roles:

God Cards

Powerful entities that occupy the God slot. Only one God can be active at a time. Gods have unique effects that cost Sol to activate and may need to "recharge" after use.

Demi-Gods

Elite warriors with powerful effects. Demi-Gods are summoned to your field and have strong stats and abilities that activate when summoned or destroyed.

Beasts

Creatures from mythology. Beasts range from weak (Stage 1) to legendary (Stage 3). Many have evolution chains and special abilities.

Sacred Sites

Locations that provide ongoing effects. Only one Sacred Site can be active per player. Some Sacred Sites synergize with specific Gods.

Spells

One-time effects that resolve immediately. Spells can deal damage, restore vitality, draw cards, or manipulate the field. Some spells are "Equipment" that attach to summons.

Traps

Set face-down and activated during your opponent's turn. Traps can negate attacks, destroy summons, or disrupt strategies. Some are continuous.

Card Stats

Summons (Demi-Gods and Beasts) have the following stats:

Stat Description
Sol Cost The amount of Sol required to summon this card.
Vitality The card's health points. When vitality reaches 0, the summon is destroyed.
ATK (Attack) Damage dealt during battle. Higher ATK means more damage.
DEF (Defense) Reduces incoming damage during battle.
Stage Indicates evolution level (1-3). Higher stages are more powerful.

Turn Structure

Each turn follows these phases in order:

1. Sol Phase

Gain +1 Sol at the start of your turn (this is automatic). Your Champion ability may also grant additional Sol during this phase.

2. Draw Phase

Draw 1 card from your deck. If your deck is empty, you lose the game.

3. Main Phase 1

During this phase, you may:

Summoning Limits

You can have a maximum of 5 summons (Demi-Gods and Beasts) on your field at once. If you want to summon when all slots are full, you must first send a summon to the discard pile.

4. Combat Phase

Declare attacks with your summons. See the Combat Phase section for detailed rules.

5. Main Phase 2

After combat, you may perform any Main Phase actions you didn't do before (except summoning - you can only summon once per turn unless a card effect says otherwise).

6. End Phase

Summoning & Sol Management

How to Summon

  1. Choose a Demi-God or Beast card from your hand
  2. Pay its Sol cost (reduce your Sol counter by that amount)
  3. Place the card face-up in an available summoning slot
  4. Resolve any "when summoned" effects

Example

You have 10 Sol. You summon Pegasus, Steed of Storms (Sol cost: 2). Your Sol is now 8. Pegasus has 1500 Vitality, 1000 ATK, and 1000 DEF. Its effect: "Once per turn, gain +300 ATK for every spell activated this turn."

Sol Economy

Special Summons

Some cards allow special summoning, which bypasses Sol costs:

Combat Phase

Declaring Attacks

During your Combat Phase, you may attack with any summons that were on your field at the start of your turn (not newly summoned unless they have a "can attack immediately" effect).

Types of Attacks

Battle Calculation

When two summons battle:

  1. Compare the attacking summon's ATK to the defending summon's DEF
  2. The difference is dealt as damage to the defending summon's Vitality
  3. If Vitality reaches 0 or below, the summon is destroyed
  4. If ATK equals DEF, no damage is dealt

Battle Example

Your Young Western Dragon (2000 ATK) attacks opponent's Pegasus (1000 DEF, 1500 Vitality).

Calculation: 2000 ATK - 1000 DEF = 1000 damage to Pegasus.
Pegasus drops to 500 Vitality (1500 - 1000).

If Pegasus is attacked again for 500+ damage, it will be destroyed.

Combat Keywords

Damage Types

Winning the Game

Primary Win Condition

Attack your opponent directly 3 times. Each successful direct attack (when opponent has no summons to block) counts as 1 hit. Reach 3 hits to win.

Alternative Win Conditions

Not Losing Conditions

Unlike some card games, in Battle Eternal:

Special Mechanics

God Cards & Recharge

God cards have powerful effects but many require the God to enter recharge mode after activation:

Resonance Effects

Some cards have Resonance Effects that activate when specific Gods or Sacred Sites are active. Example:

Phoenix Resonance

"Resonance Effect (Helios/Amaterasu): Once per game, banish Phoenix to fully restore its vitality and summon it back at the end of next turn."

This effect only works if Helios or Amaterasu is your active God.

Banishing

Some effects banish cards instead of sending them to the discard pile:

Equipment & Items

Spell cards with Weapon, Armor, or Item subtypes are equipped to summons:

Petrify & Status Effects

Continuous Spells/Traps

Cards marked as Continuous remain on the field and provide ongoing effects until destroyed or removed.

Quick Reference Guide

Starting Sol: 10 Sol per player
Starting Hand: Draw 5 cards
Sol Per Turn: +1 Sol (automatic)
Max Hand Size: 7 cards (discard excess at end of turn)
Max Summons: 5 summons on field
Win Condition: 3 direct attacks on opponent
Deck Size: 40-60 cards
Game Length: 15-30 minutes average

Additional Resources

For more information about Battle Eternal:

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