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
- A Battle Eternal deck (minimum 40 cards, maximum 60 cards)
- Your chosen Champion card
- Sol tokens or counter (both players start with 10 Sol)
- Life tracker (track direct attacks - lose at 3)
- Play area with zones for: God, Summoning Slots, Sacred Site, Spell/Trap, and Discard Pile
Starting the Game
- Choose Your Champion: Each player selects a Champion card for their unique boon ability. Champions are not part of your deck.
- Shuffle Your Deck: Shuffle your deck thoroughly and place it face-down in your deck zone.
- Initial Sol: Both players start with 10 Sol (the game's resource).
- Draw Starting Hand: Each player draws 5 cards.
- Mulligan (Optional): Each player may shuffle their hand back and draw 5 new cards once. If you mulligan, draw 1 less card (4 cards).
- 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:
- Summon Demi-Gods and Beasts (pay their Sol cost)
- Play your God card (if you don't have one active)
- Activate your God's ability (if not in recharge mode)
- Play Sacred Sites (replaces your current site)
- Cast Spell cards
- Set Trap cards face-down
- Activate Champion abilities
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
- Resolve any "end of turn" effects
- If you have more than 7 cards in hand, discard down to 7
- Pass turn to your opponent
Summoning & Sol Management
How to Summon
- Choose a Demi-God or Beast card from your hand
- Pay its Sol cost (reduce your Sol counter by that amount)
- Place the card face-up in an available summoning slot
- 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
- Gaining Sol: +1 every turn (automatic), plus Champion effects, card effects, and spell cards
- Spending Sol: Summon creatures, activate God abilities, activate Champion effects, pay card effect costs
- Maximum Sol: There is a maximum of 10 - Sol accumulates over time
- Starting Sol: Both players start at 5 Sol
Special Summons
Some cards allow special summoning, which bypasses Sol costs:
- Cards that say "special summon from hand/deck/discard pile" don't cost Sol
- You can special summon during any phase unless the card specifies otherwise
- Special summons don't count as your normal summon for the turn
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
- Direct Attack: If your opponent has no summons, you attack them directly. Each direct attack counts toward your victory condition (win at 3 direct attacks).
- Attacking Summons: Target one of your opponent's summons for battle.
Battle Calculation
When two summons battle:
- Compare the attacking summon's ATK to the defending summon's DEF
- The difference is dealt as damage to the defending summon's Vitality
- If Vitality reaches 0 or below, the summon is destroyed
- 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
- Flying: Can only be blocked by other flying summons
- Ignores DEF: Deal full ATK as damage regardless of defender's DEF
- Double Attack: Can attack twice per turn
- Direct Attack Only: Cannot attack summons, only opponent
- Cannot Attack: Summon is unable to declare attacks
Damage Types
- Battle Damage: Dealt during normal combat
- Effect Damage: Dealt by card effects (lightning, poison, burn, etc.)
- Poison Damage: Ongoing damage dealt at specific times
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
- Deck Out: If a player must draw a card but their deck is empty, they lose immediately
- Surrender: A player may concede at any time
Not Losing Conditions
Unlike some card games, in Battle Eternal:
- You do NOT lose from taking effect damage
- You do NOT lose from having all your summons destroyed
- You only lose from 3 direct attacks or deck-out
Special Mechanics
God Cards & Recharge
God cards have powerful effects but many require the God to enter recharge mode after activation:
- When a God is in recharge mode, you cannot activate its effect on your next turn
- The recharge ends at the start of your following turn
- Example: Zeus destroys a card (costs 1 Sol), then enters recharge mode for 1 turn
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:
- Banished cards are removed from the game
- Banished cards cannot be retrieved by effects that target the discard pile
- Keep banished cards in a separate zone
Equipment & Items
Spell cards with Weapon, Armor, or Item subtypes are equipped to summons:
- Equipment remains on the field attached to the summon
- If the equipped summon is destroyed, the equipment is also destroyed
- A summon can have multiple equipment cards unless specified otherwise
- Equipment effects modify the summon's stats (ATK, DEF, Vitality)
Petrify & Status Effects
- Petrify: Summon cannot attack or activate effects for the specified duration
- Poison: Takes ongoing damage each turn
- Locked: Card cannot be played
- Constricted: Takes damage over time until freed
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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