Crystal Crucible: The Rules

This is a card game made by someone who hates math. There's only a few instances when you'll need to add more than two numbers together.

All of these rules fit on 12 double-sided 2.5x3.5" playing cards. There's not much in the way of rules to this game. The reason this page is so long is because of the pictures.

There are 7 types of cards in Crystal Crucible:

Destiny: There are 24 Destiny Cards in Crystal Crucible. On one face, a Destiny will display a number with a value between 1 and 12, and on the other face displays a Chrysalys tile. The Chrysalys is the most important tile in the game — it is the Respawn point. Destiny Cards simulate a dice roll. The phrase "measure Destinies," used throughout Crystal Crucible, refers to a player drawing a Destiny Card, and then adding — if appropriate — a bonus to the value of the Destiny Card. This value is then compared to the opponent's Destiny. The Destiny Deck is placed in the center of the Battlefield, with the Chrysalys face up. This acts as a normal tile in addition to being the Destiny Deck.

Tile: Each Environment has 50 tiles. Each tile carries a set number of Mementos and Mana, and the tile itself will have a unique effect. When a token moves to a tile, the token replaces the tile. Players can spend the Mementos and Mana of the tile they occupy to equip Memories, and cast the Spells that linger within those Memories.

Monster: Each Monster has 30 cards. In the top right corner, each Monster card will display two values: the larger number simulates the value of the Monster's Destiny at a standard or advantaged measure, and the lesser number simulates the value of the Monster's Destiny at disadvantaged measure. When a Monster takes a point of Damage, it discards the topmost Monster Card from the Deck. That card can no longer be played.

Stat: There are 16 Stat Cards in total: 1 for each of the 12 Classes, and 1 for each of the 4 Monsters. Stat Cards display the combatant's Move and Attack Range. Monster Stat Cards display extra stats, which are covered below.

Heirloom: There are 24 Heirlooms. Each Heirloom provides a bonus to its holder. This bonus can be passive, active, or both. Heirlooms are drawn randomly by each player at the beginning of battle. The Victor can choose to start the next battle with 1 of any of the 24 Heirlooms, provided they do not change any other aspect of their character.

Token: There are 43 unique tokens. 1 for each of the 12 Classes, as well as various Minions from various Memory, Environment, and Monster cards.

Memory: There are 144 Memory Cards. Memory Cards serve as both your character's available Spells, and your character's life force (or, in standard RPG terms, your HP). Each player must choose 1 Magick type; this grants them 12 Memories.

Stat Cards have two subtypes:

A Class Stat Card displays three points of information: your character's Move, Attack Range, and their Class Bonus.

Move: The number displayed in your Move Stat is the number of tiles your character can Move on their turn. For example, the Stat Card above belongs to the Lancer. The Lancer can Move from a total of 1 tile on their turn. If you do not Attack, and additionally do not cast a Spell on your turn, you may Move twice.

Attack Range: The number displayed in your Attack Range stat is the number of tiles a combatant must be within from your character to be a valid target of your Attack.

A Monster Stat Card additionally displays:

Destiny Values: As a Monster takes Damage and reduces the number of cards in their Deck, the value of their Reactive Destiny increases.

Tokens have three subtypes:

Tokens are used to track a combatant's position and facing. Class and Monster tokens can be flipped to change their facing.

Character’s Attacks and Blocks are affected by their placement and facing in relation to other Combatants. Minion tokens‘ Front and Backs share Attack and Block Bonus values. All Minions Die after taking 1 point of Damage.

Card edges are as follows:

Front: The side edge of the card your character’s portrait is facing. Flip the card over to face your character in the opposite direction. You can only change your character’s facing on your turn.

Flank: The top and bottom edge of the card, designating your character’s right and left sides.

Back: The side edge of the card your character’s portrait is facing away from. Flip the card over to face your character in the opposite direction. You can only change your character’s facing on your turn.

Minions and Monsters do not add any Destiny to the values displayed on their Tokens’ edges. The numbers displayed on their tokens simulate a measured Destiny + a bonus.

Memories have three subtypes:

Memory Cards serve as both Spells and your character's "health," or life force. When you take a point of Damage, you must discard 1 Memory Card from your hand. Memories discarded this way are placed on the bottom of your Memory Deck. If you have no Memory Cards equipped to your character, they die.

Memories are the most diverse of all card types. Most Memories are simple Spells: when cast, their effects are enacted, and then the Spell is placed at the bottom of the caster's Memory Deck.

Some Spells summon Minions allied to the character that cast them, and other Spells replace tiles on the battlefield — some permanently, others for a set duration of rounds.

If a Minion summoned by a character would take a point of Damage and thus Die, the player can instead Sacrifice 1 Memory equipped to their character. This functions mechanically the same as your character taking Damage. The Sacrificed Memory is placed at the bottom of the player's Memory Deck. Each Minion that is summoned by a Spell has a set number of Sacrifices that can be made to keep it alive. After reaching this threshold, no more Sacrifices may be made in its stead, for that casting of the Minion. A character's Minion(s) take their Attack and Movement during the character's turn, without reducing the character's available Movement, Attacks, or Spells.

Each Memory Card's back face displays its Magick type, as well as a number located in the top right corner. This number signifies the number of Mementos that must be spent in order to equip the Memory. You have a maximum number of Memory Cards you may equip at a time: 6 on your first life, 4 on your second, 2 on your third, and 1 on your fourth.

On a Memory Card's front face, the Spell's name, use type (Action/Reaction), and description are displayed. In the top right corner of the front face is displayed a symbol with a number beside it. This number signifies the amount of Mana that must be spent to cast it.

Displayed in the top right corner of some Spells, above their Mana cost, is a twelve-pointed star. Cards with this symbol are Core Memories. These Memories are re-equipped to your character when they Respawn.

While playing, your hand will look something like this:

^Top Card (askew): This is the Environment tile the player's character is currently occupying. It is a good idea to keep this card in your hand while occupying it, to use as reference.


Movement: All combatants can only Move in a horizontal or vertical direction. Combatants cannot purposefully Move onto an occupied tile, nor Move over an occupied tile.

You cannot split your character's Movement. Before Moving, select a tile within your character's Movement distance, and then replace the Environment tile with your token. Once a player has replaced a tile with their token, their Movement is completed for their turn.

A small tip: It's easier to remove a tile before moving a token to that tile.

Mementos and Mana: When a player Moves their character to a tile, they immediately apply its Mementos and Mana to them. A tile's Mementos and Mana are only applied once. To gain more Mementos and Mana, the player must Move their character to a new Environment tile. It is easiest to remember this by placing your occupied tile in your hand as soon as you replace it with your token, and then to discard the tile upon the beginning of your turn.

Any empty space created in the battlefield must be filled with a placed Environment tile before any other mechanics or gameplay takes place. This includes in the middle of turns, or even a singular action like an Attack or Spell.


Characters can Move, Attack, and cast a Spell on their turn. Attacks deal 1 point of Damage, unless otherwise affected by a card. All Attacks with 1 Range are made vertically or horizontally, never diagonally.

Attacks are attempted against opposing combatants by measuring Destinies. If the Destiny of the Attack is greater than or equal to the value of the opponent's Block, the Attack succeeds.

In the case of this example, the character would add 8 to their Attack's Destiny, and measure it against the Mossnettle's Block value of 5. In cases such as this, a Destiny Card is not drawn, as the Attack automatically succeeds. A token's facing, in relation to their target, determines the bonus added to their Destiny. This includes Blocks.

The full Ruleset comes with the game

This isn't everything there is you need to know to play Crystal Crucible, but there isn't much more. For the full ruleset, get your hands on a copy. (We're doing everything we can to make this game a reality, please be patient.)

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