How to play

Rules

KROMIX is a turn-based card duel. Build a 20-40 card deck, control up to three units on the field, and reduce the opponent from 10 life to 0.

Duel Phases

LOOT

Auto-resolved at the start of your turn: draw 1 card and gain +1 Crystal. You regain control in PLAY.

PLAY, the main phase

Your whole turn. Play cards, attack, defend, and use abilities in any order, as many as you like. Combat happens here; there is no separate combat phase.

END

Tap END TURN to finish. End-of-turn effects resolve and play passes to your opponent.

Turn order: LOOT to PLAY to END. Players alternate full turns.

Combat

Fighting During PLAY

Attack: drag up

Drag one of your field units up toward the enemy. Drop it on an enemy unit to fight it, or on empty space to hit the opponent's life directly.

Defend: drag down

Drag your unit down to make it a defender. It stays on the field and walls the opponent's next attack so weaker allies stay safe.

One attack per unit

Each unit can attack once per turn. A unit you just played cannot attack the same turn.

Turn 1

No attacks are allowed on the very first turn of the duel.

Resolving A Fight

Stronger attacker wins

If your attacker's power is higher than the blocker's, the blocker is destroyed and your attacker survives. Extra power is wasted; it does not carry over to the opponent's life.

Equal power trades

If attacker and blocker have the same power, both are destroyed.

Weaker attacker loses

If your attacker's power is lower, your attacker is destroyed. The blocker survives, weakened until the end of the turn.

Direct hit

If no defender is in the way, your attack deals its full power straight to the opponent's life, and any BREACH effect on the attacker fires.

Field Rules

Life (LP)

Each player starts with 10 life. Reach 0 and you lose.

Crystals

Start at 0, gain +1 every turn, no cap. Crystals are Blue's cost.

Hand limit

Open on 5 cards. 6 in hand maximum.

Field slots

3 unit slots per player.

Deck size

20-40 cards. Common up to 3 copies, Rare up to 2, Epic up to 1, Gray up to 5.

The Five Colors

Every color pays to play its cards a different way. That is the heart of KROMIX.

Gray: Free

Costs nothing. Plain, reliable utility and the easiest cards to play.

Blue: Crystals

Pay Crystals. You gain +1 Crystal every turn, so Blue ramps up over time. Toolkit: draw, bounce enemies to hand, life gain.

Yellow: Discard

Pay by discarding cards from your hand. Many Yellow cards reward you for discarding. Toolkit: power counters, combat tricks.

Green: Erase

Pay by erasing cards from your Graveyard into Oblivion. Toolkit: sacrifice, DEATH payoffs, recursion.

Red: Life

Pay with your own life points. Aggressive and powerful, with bonuses while your life is low. Red cannot gain life back.

Purple, White and Black are coming in a later expansion.

When Effects Happen

A card's effect text starts with a trigger word telling you when it fires.

ENTER

Fires once, the moment the unit is played onto the field.

BREACH

Fires when this unit lands a direct, unblocked hit on the opponent's life.

DEATH

Fires when this unit is destroyed and sent to the graveyard.

PASSIVE

Always on while the unit is on the field; no trigger needed.

Whenever...

A reactive effect that watches for something, such as a discard, an ally dying, or a draw, and fires each time it happens.

Supports with no trigger word simply resolve their effect the moment you play them, then go to the graveyard.

Glossary

Unit

A creature card you place in one of your 3 field slots. Units have power and can attack and defend.

Support

A one-shot card: play it, its effect resolves, then it goes to your graveyard.

Power

A unit's strength, used for both attacking and defending. Higher power wins fights.

Power counter

A permanent +1 power boost placed on a unit. They stack.

Defender

A unit you dragged down to wall the opponent's next attack and protect your other units.

Graveyard

Where destroyed units and used supports go. Green and Blue can recover cards from here.

Oblivion

A deeper discard pile. Cards erased from your graveyard go here. Harder to get back.

Deploy

Place a card straight onto the field for free. Used by cards that return from the graveyard, oblivion, or after being discarded.