Auto-resolved at the start of your turn: draw 1 card and gain +1 Crystal. You regain control in PLAY.
Duel Phases
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.
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
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.
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.
Each unit can attack once per turn. A unit you just played cannot attack the same turn.
No attacks are allowed on the very first turn of the duel.
Resolving A Fight
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.
If attacker and blocker have the same power, both are destroyed.
If your attacker's power is lower, your attacker is destroyed. The blocker survives, weakened until the end of the turn.
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
Each player starts with 10 life. Reach 0 and you lose.
Start at 0, gain +1 every turn, no cap. Crystals are Blue's cost.
Open on 5 cards. 6 in hand maximum.
3 unit slots per player.
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.
Costs nothing. Plain, reliable utility and the easiest cards to play.
Pay Crystals. You gain +1 Crystal every turn, so Blue ramps up over time. Toolkit: draw, bounce enemies to hand, life gain.
Pay by discarding cards from your hand. Many Yellow cards reward you for discarding. Toolkit: power counters, combat tricks.
Pay by erasing cards from your Graveyard into Oblivion. Toolkit: sacrifice, DEATH payoffs, recursion.
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.
Fires once, the moment the unit is played onto the field.
Fires when this unit lands a direct, unblocked hit on the opponent's life.
Fires when this unit is destroyed and sent to the graveyard.
Always on while the unit is on the field; no trigger needed.
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
A creature card you place in one of your 3 field slots. Units have power and can attack and defend.
A one-shot card: play it, its effect resolves, then it goes to your graveyard.
A unit's strength, used for both attacking and defending. Higher power wins fights.
A permanent +1 power boost placed on a unit. They stack.
A unit you dragged down to wall the opponent's next attack and protect your other units.
Where destroyed units and used supports go. Green and Blue can recover cards from here.
A deeper discard pile. Cards erased from your graveyard go here. Harder to get back.
Place a card straight onto the field for free. Used by cards that return from the graveyard, oblivion, or after being discarded.