In Pyre, two players battle using Followers, Actions, and Item Cards to deplete their opponent's resources and make them draw from an empty Storage Pile. The game involves strategic use of resources and versatile card effects, making it a dynamic and tactical trading card game.
Deck Construction
Additional Supplies
Unique Cards:
Unique, this means you can only play 1 copy of each unique card per turn, you can only control 1 copy of each unique card (You are still allowed to have up to 3 copies of each unique card in your deck).
Resting and Alert Positions
Setup:
Mulligan Rule:
Combat Subphases:
Attacking Followers and Locations:
In this game, two players Battle each other using a variety of Followers, Actions, and Item Cards to defeat their opponent’s forces and be the first to make a player draw a card from their Storage Pile while they have 0 Storage Pile cards left.
This game is a consumable resources TCG where all cards in the game serve multiple purposes in different situations. For example after your Followers fall on the Battlefield they can then be used as a resource to play different cards later.
Where do I start?
Assemble your favorite Pyre TCG cards into a Deck that follows these rules:
When building a Deck consider creating a cohesive strategy out of 50-60 cards with about 10 of those cards that might serve more niche or situational purposes, we will come back to these 10 or so cards later in the “Storage Pile” section.
What else might I need?
Dice: A few dice can help you keep track of game resources, stat changes, and quest advancements. They can also be used to determine random effects or who gets to take the first turn.
Tokens: Tokens are used to represent cards that can be created by card Actions or Abilities. If you cannot obtain official Pyre tokens then any object that can be used for a Token but needs to have two distinct ways to place it that can clearly indicate the card's position.
Notepad: A notepad can help you record information through a game such as cards your opponent searched for or revealed to you, resources, quest progression, times you were attacked or even a player's remaining “Storage Cards”.
Card Sleeves: Card sleeves can prevent your cards from getting bent or scratched, they can also help identify whose cards are whose and they can indicate what cards return to the deck or not. If you use card sleeves, the ones used for your Deck and Storage Pile all have to be the same so your cards aren’t marked.
Game Mat: The Game Mat helps you organize your cards during a Trial. When you use your cards you place them on the Game Mat. Different kinds of cards should be placed in different Zones to make it easier for both players to be able to understand what is happening in the game. Typically you would have your Deck and Graveyard on one side of the mat and your Resource Generator and Ash Pile on the other side of the mat and the storage pile being up front int he center. Everywhere else could be used to play followers, items and locations.
Unique Cards:
Unique, this means you can only play 1 copy of each unique card per turn, you can only control 1 copy of each unique card.
Most cards are required to change from Alert to Resting when they attack or they use an ability with: "Rest, ↻:" as apart of its cost. Some other cards may make cards enter the "Rest" position without using the ↻ symbol.
1. Alert Position:
2. Resting Position:
How Cards Change Positions:
The following are different kinds of Abilities in Pyre that are used and interacted with in different situations:
Let's Begin! A single game is called a Trial, and a Trial ends when one player wins or the game ends in a draw. Games are played in a best of 1 match where once a winner is determined the game ends. (It has been designed to mostly be a best of 1 kind of game but may become a best 2 out of 3 style of game).
How do I Win?
You win a Game if: your opponent(s) have 0 cards in their Storage Pile or you win with a card’s special ability or your opponent(s) concede the game.
How do we Start playing?
Make sure you and your opponent each have a Deck of 50 cards, a Resource Generator card. Also, make sure you have all your extra items that your Deck might need, like dice, tokens or counters. Before starting a Game, follow these 5 steps:
How do Turns Work?
A Game progresses in a series of turns which are divided into phases, all phases must occur in order and each phase must be passed through as you take your turn and you cannot skip a phase.
Draw Phase: A player Draws a card from their Deck on each turn. IMPORTANT: The player who goes first cannot conduct their Draw Phase on their first turn. If a player has no cards in their Deck during the Draw Phase that player loses the game. (Opponents are not passed priority unless non phase related effects occur).
Reset Phase: You return your Followers to the Alert Position and your Items to the Ready position during this phase. (Opponents are not passed priority unless non phase related effects occur).
Resource Phase: A player indicates the beginning of their turn by using one of their Resource Generator's Abilities, to gain Fervor. “Fervor” is the main resource of Pyre and acts like a kind of fuel, spiritual energy, or “mana”. It is a resource that is mostly gained via your Resource Generator's Abilities, but can also be gained by some Actions, Items and other Abilities. Fervor is mainly used to pay for a Cards Offering Cost or activate some abilities. Unused Fervor is stored and can be used at any time a card is playable. (After this phase priority is passed as each phase passes).
Planning Phase: This is the Phase where you can play most of your cards. During this Phase you can play Followers, Items, Actions, activate most abilities and most importantly plan and think about the game and what steps/moves you are preparing to take. Slow Actions can only be played during this Phase as well as Most Followers and Items. Basically anything that does not say “Swift”, “Fast” or “Quick” can only be done during your Planning Phase.
Combat Phase: Now it’s time to battle with your Followers! Followers may attack the turn they are played, unless you are taking the first turn of the game. You do not have to Attack every turn, even if you have a Follower on the field. This phase is divided into steps:
End Phase: The turn player indicates that they wish to make no further actions this turn until end of turn effects wear off and any cards that have taken damage equal to or more than their defense are destroyed and allows their opponent to begin their turn. If you have more than 6 cards in your hand discard cards from your Hand until you have 6 before your opponent begins their turn.
Do Tokens have Offering costs or Rekindle Values?
Tokens are considered to have a 0 Offering cost and a 0 Rekindle Value.
What Happens if I have no cards left in my Deck? In the event that a player ends up with 0 cards left in their decks, the game will continue as normal with each player taking turns, however players with no cards in their Decks are required to draw a card from their Storage Pile each turn during their Draw Phase since they cannot draw from their deck. Once a player's Storage Pile is empty and they are required to Draw a card from their Storage Pile whether by card ability or having to draw from it during the Draw Phase as stated previously, that player will lose the game.
What Happens When Players Play Cards in Response to One Another? Let's say for example James plays a Potion Item and before he gets to use it his opponent plays an Action card to destroy his potion, but James has a card that Negates an Action so he plays it against his Opponents Action that is trying to Destroy his Potion. We will work our way through this series of cards backwards, resolving each card one at a time starting with the most recent card played. James card Negates an Action his Opponent controls, that card being negated means that it will not be able to destroy James's Potion and that action is instead is sent to the graveyard, with no other effects or conditions being added to the “Stack” or “Chain” James is now free to continue his turn and try to use his Potion.
What Happens When Multiple Cards Activate at the Same Time? Let's say for example that James has a field full of Followers that all have Abilities that activate if they are sent to the Graveyard. James’s Opponent plays a card that Destroys all of James’s Followers and sends them all to the Graveyard. Each of James’s Followers will trigger their Abilities at the same time and they need to resolve. The player who owns or controls the triggering effects is allowed to resolve them in any order they would like one at a time, after each resolution your Opponent has an opportunity to interact with the changing game state. But let's say for example your Opponent has a Follower that triggers when it is sent to the graveyard too, the Turn Player can choose to resolve their card's Abilities either before or after your Opponents but not in between them. Card effects will resolve regardless of if they are destroyed or sent to a different zone so long as they are not negated and do not require to be in a specific place to resolve, For example: if I activate an items ability and my opponent destroys that item, unless the items says that it must remain in play for its ability to occur, then I would still get that item’s ability resolution.
What is Priority and How is it Determined? The turn player always starts with Priority, or the choice to activate a card first, in each phase or step of their turn. As long as the turn player has Priority, the opponent cannot play cards or activate Abilities, except for Abilities that activate automatically. The turn player can either: Use Priority to play a card or activate an Ability or Pass Priority to the opponent so they can play a card or activate an Ability. A player must pass Priority to the opponent when moving on to the next phase or step. Strictly speaking, you would always declare that you’re passing Priority before the end of every phase and step, and ask your opponent if they wish to play a card. However, for ease of play, announcing the end of your phases or steps implies giving up Priority. Therefore, when announcing the end of a phase, your opponent can just say “Before the end of your phase, I activate this card” and use a card. The turn player starts with Priority to activate a card or effect first. After a card’s activation, and at the end of each phase or step, Priority passes to the opponent.
What Happens when a Follower has 0 Attack or 0 Defense? When a Follower has 0 Attack, that Follower cannot declare an attack. When a Follower has 0 Defense, that Follower dies.
How do I determine Random? When a card effect says to choose a card randomly, there is no official way of doing so, it is fine as long as neither player has a way of knowing which card is being chosen.
Is there a Rule about Shuffling? There is no rule for how to shuffle, but while shuffling you cannot look at the cards you are shuffling, or arrange the cards and then shuffle them. And the cards must be clearly randomized.
What Happens when I need to Search my Deck? Whenever an effect instructs you to search through your Deck, you can pick up your Deck and search through it for the appropriate card. You must shuffle your Deck after any time you search it and let your opponent shuffle or cut.
Revealing Cards? When an effect says to reveal a card, you show it to all players. You may have to reveal a card from your hand, or from the top of your Deck. Revealing a card does not activate the card. Normally, revealed cards are returned to their original position after being looked at by all players.
Discarding Cards? Discard means to send a card from your hand to the Graveyard. This can happen because of a card effect.
Own or Control? Cards you “control” are the cards you have in play. Cards you “own” are cards that originated from you, your deck, your storage pile and generally cards that you brought to the table. If a player takes control of a card from their opponent, move it to the new controller’s side of the field. If sent to the Graveyard, or returned to the Hand or Deck etc., it is always returned to the Graveyard / Hand / Deck / Storage Pile / Resource Generator zones of the original owner.
What does it mean to Burn a card? Burning a card means that instead of that card going to the Graveyard or any other zone, it is sent to the Ash Pile.
What does Destroy mean? A card is destroyed when it is sent from play to the Graveyard due to Combat Damage between Followers or by an ability that destroys a card.
Can I interact with Resource Generator's Abilities? No. A Resource Generator does not target or pass priority to a player until after the Resource Generator has completed its ability or an ability triggers from the Resource Generator.
How do I Use My Items? Most items in the game have a “Rest ↻:” ability, this means that you must rotate the card into the Rest Position and then follow any additional costs Followed by a semicolon (;), then once the cost has been paid, the ability activates and passes priority to your opponent to respond, before the card resolves.
If a player has an Alert Follower and a Location what am I allowed to attack?
Location cards can be attacked even if there are Alert Followers. Both are considered legal attack targets unless there is an effect or Ability that says otherwise.
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