How to Play

Summoner’s Nexus

A strategic digital trading card game where two players face off using decks of cards called avatars and runes. The goal is to reduce your opponent’s Nexus Gauge (NG) to zero before they reduce yours. Players battle by summoning avatars and using runes to deal damage, defend, and control the battlefield.

Objective of the Game

The game is won by reducing your opponent’s NG to zero or having more points than them after six turns. Each player starts with 1,200 points in their NG. The game ends immediately if a player’s NG is lowered to zero by their opponent, or after six turns if neither player’s NG reaches zero.

Game Setup and Components

Avatars

These are the primary cards you summon to attack, defend, and use special effects. Avatars have:

    • Attack (ATK): Used to deal damage during battles.
    • Defense (DEF): Used to defend against attacks.
    • Effects: Special abilities that impact the game.

Runes

Spell-like cards that create various effects. They’re placed in the Casting Zone and activated during certain phases of the turn.

Zones

  • Assault Zone: Where you place avatars to attack.
  • Defense Zone: Where you place avatars to defend.
  • Counter Zone: Where you place avatars to counter an opponent’s attack.
  • Casting Zone: Where you place runes.
  • The Nexus: A shared zone where players can place Support avatars, which provide beneficial effects. Non-Support avatars are removed from the Nexus at the end of the turn.
  • Lanes: Paths avatars move along to attack your opponent’s NG.
  • Checkpoints: Midway points where avatars battle as they move along lanes.
  • Graveyard (GY): Where destroyed avatars and used runes go.

Deck Structure

Each player’s deck consists of 20 cards, split between avatars and runes. There are two main sections in the deck:

  1. The Hand: Five avatars and five runes you start with.
  2. The Resource Deck: The remaining 10 cards you draw from as the game progresses.

You can only have one copy of each card, and you must include five avatars and five runes in both the Hand and Resource Deck.

Turn Structure and Phases

Each game turn is divided into multiple phases, where players take actions simultaneously. These phases are as follows:

  1. Draw Phase: Both players draw two cards from their Resource Deck.
  2. Preparation Phase (PP): Players place up to three avatars and three runes on the field. Avatars are placed in the Assault, Defense, or Counter Zones, while runes are placed face-down in the Casting Zone.
  3. Declaration Phase (DP): Players reveal their cards and adjust avatar placement. During this phase, avatar effects can be activated.
  4. Wave Start: Avatars begin moving across the battlefield in their lanes. The player with the lowest NG gets turn priority, meaning they act first.
  5. Movement Phase 1 (MP1): Avatars in the Assault and Counter Zones advance toward the opponent’s side, moving to Checkpoints along the lane.
  6. Battle Phase 1 (BP1): Avatars that meet at Checkpoints battle, using their ATK or DEF values. The losing avatar is destroyed and sent to the GY.
  7. Movement Phase 2 (MP2): Surviving avatars continue advancing further along the lanes.
  8. Battle Phase 2 (BP2): Another round of battles happens between avatars still in the lanes.
  9. Wave End: The movement and battle phases conclude. Players can activate final effects or abilities.
  10. End Phase (EP): Any remaining non-support avatars in the Nexus and unused runes are sent to the GY.

Battling and Effect Mechanics

Battle Priority

When battles are about to happen, avatars fight in the order of their ATK values. The avatar with the highest ATK attacks first. If two avatars have equal ATK, the player with turn priority will have theirs go first.

Battle Outcomes

  • Attacker Wins: If the attacking avatar’s ATK is greater than the defending avatar’s DEF, the defender is destroyed.
  • Defender Wins: If the defender’s DEF is higher than the attacker’s ATK, the attacking avatar is destroyed.
  • Tie: If ATK and DEF are equal, both avatars are destroyed.

Effect Activation

Effects can be triggered at specific moments, such as after cards are revealed, during movement, or when battles resolve. During effect activation, players pass priority back and forth to activate effects one at a time. Effects are resolved in reverse order, meaning the last effect activated is the first to resolve. This process is called the chain of resonance.

Winning the Game

To win Summoner’s Nexus, you must either:

  • Reduce your opponent’s NG to zero.
  • Have more NG points after six turns than your opponent.

If both players’ NG points are tied after six turns, the game ends in a draw.

Quick Tips for New Players

  1. Balance Your Deck: Build a balanced deck with a good mix of avatars and runes.
  2. Control Battle Priority: Having the strongest avatars gives you control of battles. Use runes and effects to boost your avatars when needed.
  3. Use Effects Wisely: Always be aware of when to trigger your effects, especially during battle. A well-timed effect can turn the tide in your favor.
  4. Watch Your Nexus Gauge: When your NG is lower, you gain turn priority. Use this to disrupt your opponent and turn the game around.

This simplified guide provides an overview of the rules and gameplay of Summoner’s Nexus. The game’s depth comes from mastering card effects, battle mechanics, and deck strategy. With practice, you’ll learn to outmaneuver your opponents and claim victory!

Exorcism
Exorcism

Exorcism

  • (Activated) Target a card on the field, “cleanse” it.

Close Quarters:
Close Quarters:

Close Quarters:

  • (Conditional) When your opponent attacks you directly, remove an avatar from your hand and add it to your opponent’s hand; increase your NG by the “rank-cost” of the removed card.

Rescue Mission:
Rescue Mission:

Rescue Mission:

  • (Activated) Discard a card and return an avatar from your hand to the deck; add an avatar from your GY to your hand.

Rune of Recast: Sword:
Rune of Recast: Sword:

Rune of Recast: Sword:

  • (Activated) Target a card on the field: it becomes an Assault Type avatar until the end of this turn (dual type avatars become monotype).

Rune of Recast: Shield:
Rune of Recast: Shield:

Rune of Recast: Shield:

  • (Activated) Target a card on the field: it becomes a Defence Type avatar until the end of this turn (dual type avatars become monotype).

Heartstopper
Heartstopper

Heartstopper

  • (Conditional) When MP1 begins, target two cards you control with the same type (Assault, Defence or Support Type): They switch places on the field. 

Smoke Grenade
Smoke Grenade

Smoke Grenade

  • (Conditional) When your opponent targets a card you control for an attack, choose another card you control in the same zone: That card gains “priority”. 

Nexus Breach
Nexus Breach

Nexus Breach

  • (Conditional) When the wave starts, target a R1 or R2 card you control: If that card would be destroyed and sent to the GY this turn, return it to your hand instead (your opponent can add a card from their GY to their hand).

Underdog
Underdog

Underdog

  • (Conditional) When the Battle Phase starts, if you control the card with the lowest ATK on the field: The weakest cards attack first this turn.

Incinerate
Incinerate

Incinerate

  • (Activated) Target a card on the field, “ignite” it.

Diversion
Diversion

Diversion

  • (Conditional) When you activate an effect that targets exactly one card on the field: Change the target to another suitable card on the field.

Rune Collector
Rune Collector

Rune Collector

  • (Activated) Reveal this face down rune, then return it to your hand. 

Assault Thief
Assault Thief

Assault Thief

  • (Activated) Remove one of your R1 or R2 avatars from the game; reduce the original ATK of another card on the field by the ATK that the removed card had.

Shield Wall
Shield Wall

Shield Wall

  • (Conditional) If your NG would be reduced to 0 by an incoming attack, negate the attack.

Maxim Opus
Maxim Opus

Maxim Opus

R2 - ATK Type - 150 ATK/50 DEF

  • Lancea Verita (Activated): Remove a R2 or lower avatar you control from the game; increase the value of your NG by its “rank-cost” (you have one less “rank-cost” summon per turn). 
  • Lancea Immanitas (Activated): Remove a R2 or lower avatar you control from the game; reduce the value of your NG by its “rank-cost” (you have one less “rank-cost” summon per turn).

Golgotha, Queen Mother of the Giants
Golgotha, Queen Mother of the Giants

Golgotha, Queen Mother of the Giants

 R2 - ATK Type - 100 ATK/100 DEF

  • Giant’s Stride (Conditional): When this card is “rank-cost” summoned, place it at either Checkpoint on the field (this card cannot declare a direct attack this turn).
  • Queen Mother (Activated): Tribute this card; increase the ATK and DEF of a card you control by the ATK and DEF values that this card had on the field.

Canine Caribe
Canine Caribe

Canine Caribe

 R1 - DEF Type - 50 DEF

  • Ravenous Deep (Conditional - Mandatory): When this card is destroyed by battle the value of your opponent’s NG is reduced by 50, also the card that destroyed it loses 50 ATK.

Baby Orc
Baby Orc

Baby Orc

 R1 - DEF Type - 0 ATK/100 DEF

  • RAWR (Conditional): When your opponent attempts to target this card for an attack, choose another card you control that would be a suitable target: That card gains “priority”.

Honey Badger
Honey Badger

Honey Badger

 R1 - DEF Type - 0 ATK/0 DEF

  • Sweet Scent (Conditional - Mandatory): When your opponent selects this card as an attack target, select a value up to 200 (in multiples of 50): Reduce your NG by the chosen amount; this card’s DEF is increased by that value.

The Wolverine
The Wolverine

The Wolverine

R1 - ATK Type - 0 ATK/0 DEF

  • X-200 (Conditional - Mandatory): When this card declares an attack, select a value up to 200 (in multiples of 50): Reduce your NG by the chosen amount; this card’s ATK is increased by that value.

Tartarus
Tartarus

Tartarus

  • (Activated) Target an “Asylum” avatar on the field: For the rest of this turn it is not treated as being an “Asylum” avatar.

River Styx
River Styx

River Styx

  • (Conditional) When an “Asylum” or “Reaper” avatar you control would be destroyed by an incoming attack, it becomes “fortified” (destroy it at the end of the turn).

Null
Null

Null

  • (Conditional) When an “Asylum” avatar you control is targeted for an attack (if it would be destroyed by that battle) negate that attack.

Void
Void

Void

  • (Activated) Discard a card from your hand; target an “Asylum” avatar you control: it becomes “void”.

Asylum Rejection
Asylum Rejection

Asylum Rejection

  • (Conditional) When an “Asylum” avatar you control would be destroyed and sent to the GY, return it to the hand (send the top card of your Resource Deck to the GY).