Board Overview
Itching to pick up a deck and start playing? Check out the pages in this series to help you discover the card types and game mechanics of this magical world!
Playing Elestrals
Learn all about playing Elestrals!
Game Mechanics
Learn all about Elestrals’ Game Mechanics!
Gameplay
Elestrals gameplay videos
Spirits
In a game of Elestrals, your Spirit cards are your most important resource: they are your health, and also the fuel that you use when playing cards and attacking your opponent! Knowing when to use your Spirits and when to save them is a key strategy.
Elestrals
Your Elestrals defend your Spirits from your opponent, and let you attack them back! Having strong Elestrals on your field is the key to victory!
Runes
Your Runes unleash magic that can strengthen your Elestrals, weaken others, draw cards, or even directly damage your opponent!
Zones
Each player’s field is broken up into specific zones. At the start of a game, your Spirit Deck and Main Deck are put in the bottom corners of your field. The rest of the field starts out empty. Here’s what that looks like:
Beginning a Game
To get started, each player has to have a Spirit deck with exactly 20 Spirits in it. You can mix-and-match different Spirits or play as many of the same one as you like!
Phases
Each turn is broken into four Phases. Some Rune or Elestral Effects can only activate in certain Phases; if an effect doesn’t say when to use it, then it can only be used in the Main Phase.
Draw Phase
First, draw a card from your Main Deck. (If you can’t draw a card because your deck is empty, then your opponent wins!)
Main Phase
During your Main Phase you can do these actions in any order as long as there isn’t an active chain. You can skip any actions you don’t want to do or can’t do.
Battle Phase
If you have Elestrals in Attack Position, you can battle your opponent’s Elestrals! Elestrals can attack up to one time each turn.
End Phase
If any Effect lasts “until the End Phase”, it wears off now. Some Runes and Elestrals have effects that can only activate “during the End Phase”; you can activate those now, or Cast Counter Runes, or both.
Nexus
Some effects tell you to Nexus: this moves Spirits from one of your Elestrals or Runes to a different one! Nexus instructions always tell you how many and sometimes what kind of Spirits you can move.
Chains
Counter Runes and conditional effects (ones that activate “when” an event happens) can form Chains! Chains allow players to react to an action and prevent it from happening or change what it does.
Glossary
Active: a category of effect that players announce and add to the chain, so that it eventually resolves and impacts the game. They can be used once per turn. (11, 25)
The Battle Phase
Casting
Effects
Complete Rules Reference
Over $1.4M Raised
Elestrals has been funded on Kickstarter!
Elestrals raised over $1.4 million dollars from over 7,500 backers! Check out the Kickstarter for campaign updates!