Eternal Sevens
Eternal Sevens Rulebook
Table of Contents
Table of Contents
- Components
- Overview
- The Beginning of Order
- The Secret of Life Energy
- Game Preparation
- What You Can Do on Your Turn
- Star Blocks and Purple Links
- Pass
- How to Use Rare Cards
- Elimination
- Game Victory
- Standard Level
- Pass Actions
- Instant Eternals
- Continuous Eternals
- Changes to 2-Player Mode
- Glossary
- Eternal Summary
- Gamer Mode
- Gamer Mode Overview
- Gamer Mode Game Preparation
- Dragon Actions
- Hard Pass (for the round)
- Earning Rewards
- End of Round 1 and Preparation for Round 2
- Game Victory (Gamer Mode)
- Pro Level
- 20 Eternals
- Eternal Ability Reference
Components
First Game
- 4 Star Blocks
- 4 Rare Cards
- 48 Number Cards: four colors (red, blue, green, yellow), 1 to 10 of each color (40 cards total), plus 8 purple ∞ cards
- 1 Four-Sided Die
- 22 Eternals Cards: some Eternal cards are only used in Standard level. 11 Instant Eternal Cards, 11 Continuous Eternal Cards
- 2 Two-Player Boards
- 16 Pass Discs: only use three discs in Beginner level. Four each (red, blue, green, yellow)
- 1 Playmat
Casual Mode: Standard Components
- 4 Player Boards. Front: Casual Mode (Intermediate). Back: Gamer Mode (Advanced).
- 8 X Tokens
- 9 Additional Play Tokens
- 7 Must Play Tokens
Gamer Mode Components
- 4 Star Tokens, one each (red, blue, green, yellow)
- 4 Heart Tokens, one each (red, blue, green, yellow)
- 7 Dragon Cubes
- 1 Dragon Action Cards
- 3 Dragon Round Cards
- 10 Eternal Boards
Transcriber's note: the component list prints "1 Dragon Action Cards" and "3 Dragon Round Cards". The Gamer Mode setup and round-change text call for one Dragon Round card and three Dragon Action cards, and that is what is followed here.
Others
- 4 Player Aid Cards (4 English, 4 Japanese)
- 2 English Rulebooks (2 Japanese Rulebooks)
Overview
Eternal Sevens is a competitive card game based on the traditional card game Sevens. This game features two modes: Casual Mode, which can be enjoyed more casually, and Gamer Mode, where players compete using unique abilities and multiple scoring methods. At the start of the game, all 48 cards are dealt equally among the players to form their starting hands.
On a player's turn, they must choose one of the following actions:
- Play a card from their hand to the table
- Pass
When a player passes, they may activate a special effect, such as discarding one card from their hand. Players can pass up to three (or four) times. If a player cannot play a card after reaching this limit, they are eliminated from the game.
The objective of the game is to avoid elimination while getting rid of all cards in your hand. In addition, players can aim for victory by collecting stars. A star is awarded to the player who plays the final card needed to complete a row of 12 cards.
Transcriber's note: the opening overview is unlabelled in the manual; it is placed under this heading.
The Beginning of Order
Players take on the role of Observers, participating in the creation of the chaotic Eternal World.
The game is played over a single round.
The two victory conditions are:
- Be the first to get rid of all cards in your hand
- Gain two Stars
At the end of the round, players are ranked from 1st to 4th place.
Playing a number card—specifically a 2 or a 9—triggers the action of an Instant Eternal. In addition, Continuous Eternals actions can be triggered when a player passes.
Beginner
- You can pass up to three times.
- All players use the same pass actions.
- Use the back side of the player board.
Standard
- You can pass up to four times.
- All players use different pass actions.
- Use the front side of the player board.
- Use the front side of your player sheet.
The Secret of Life Energy
The colors of the cards represent different types of energy: Passion, Calm, Harmony, Challenge.
Number Cards
The cards are the archetypes of nature that make up the Eternal World. There are Number Cards ranging from 1 to 10 in four colors (red, blue, green, yellow) and 8 purple Infinity Cards. By arranging scattered cards into an orderly sequence, the Eternal World is created. To achieve this, human emotions and observations are required.
Living organisms are dynamic communities formed through symbiosis with microorganisms, and they sustain their existence through this cycle. Microorganisms hold infinite potential.
The numbers 2 and 9 are marked with the Eternal symbol. When the numbers 2 and 9 are played to the Field, an Instant Eternal action is activated.
Rare Card
Can be played to the Field as a substitute for any other card. Since the illustration is the same on both sides, other players will know that you have a Rare Card.
Game Preparation
Beginner
Those with strong emotions get involved with the creation of the chaotic Eternal World.
The game consists of one round. The victory conditions are "get rid of all cards (Go Out)" or "earn two stars." Rankings from 1st to 4th place are determined. In the Beginner level, players can pass up to three times, and everyone uses the same pass actions.
Setup Example
Setup example: 4-player Casual Mode: Beginner. The diagram labels are Track, Discard Area (Vortex), Player Area, Eternals Area, Rare Area, and Star Area. Tracks are not used in Casual Mode.
Preparing the playmat
- Star Blocks (4 blocks): Place star blocks in the four locations marked with star icons in the star area.
- Rare cards (4 cards): Place four rare cards on top of each other in the Rare Area.
- Instant Eternals (8 cards): Shuffle the eight Type 1 Instant Eternals cards face down. Place the eight cards face down on top of each other in the leftmost part of the Eternals Area. *For two-player games, please use "King" instead of "Ghost".
- Continuous Eternals (4 cards): Shuffle the four Type 1 Continuous Eternals cards face down. Place the four cards face down in the third position from the left in the Eternals Area.
Preparation for each player
- Each player chooses their player color.
- Pass Discs (3 of each color): Players take three pass discs matching their player color. *The fourth pass disc is only used in Casual Mode: Standard.
- Number Cards (48 cards): Shuffle the 48 number cards face down. Deal the cards evenly to each player face down.
- 4 players: 12 cards each
- 3 players: 16 cards each
- 2 players: 16 cards each + 16 draw cards
- *Changes in 2-player mode.
Determining the starting player
Roll the die; the player color shown becomes the starting player. Turns proceed clockwise, starting with the starting player.
What You Can Do on Your Turn
On your turn, you can perform exactly one of the two actions:
- Play a card
- Pass
If you cannot perform either action, you are eliminated from the game.
Play a card
Play one card from your hand to the Play Area (known as the Field).
The Field consists of four horizontal rows—red, blue, green, and yellow—each marked with specific numbers. Players must play cards in the positions matching the card's color and number.
Cards may only be played immediately to the left or right of a card that has already been played (similar to the traditional game of Sevens). In each row, a Purple "∞" card may be placed to the left of the number 1 or to the right of the number 10.
Hint: Purple cards can be played at the ends of each line—a total of eight locations. Since all players can play purple cards in these eight spots, competition for placement may arise.
The first numbers you can play to each row are 4, 5, 6, and 7.
In a typical game of Sevens, the game begins with a 7 placed on the table, but in this game, the table is empty. The first card that can be played to each row is one of the following: 4, 5, 6, or 7. Once a card has been played, the numbers immediately adjacent to it become available to be played to next.
Example: The first player plays a red 4. On the red row, the next card can be a red 3 or a red 5. The next player has the red 3, but nothing has been played to the blue, green, or yellow rows. They decide to start the blue row with a blue 6. On the blue row, the next card can be a blue 5 or a blue 7.
Instant Eternal Action activated (numbers 2 and 9)
When a card with the number 2 or 9 is played to the Field, an Instant Eternal action is activated. Draw one card from the Instant Eternal deck located in the Eternals Area, and place it face up in the space to the right. Then, perform the action of the revealed Eternal. Details of Instant Eternal actions will be explained later.
Exception: If a player Goes Out by playing a 2 or a 9, they do not activate the Eternal action.
Star Blocks and Purple Links
When a purple (∞) card is played to any row, no more cards can be played in the direction opposite of that purple card. A star block is placed at that card position. Use the star blocks that were placed at the left end of each row during setup. Temporarily, cards cannot be played in a space occupied by a star block.
The Purple cards in a single row are linked. Once one of the purple cards are played, the other purple card in that same row becomes available for placement (purple link). Subsequently, the final space on that row becomes a star block, and the player who plays a card in that space earns the star block. In other words, the player who completes the row earns the star.
The player who earns the star block places it on the star icon in their Player Area.
Example (diagram caption): The red player plays a purple card to the right of red cards 4, 5, 6, 7, 8, 9, and 10. A star block is placed on the red 3 card space, temporarily blocking that card from being played. The next card that must be played is the purple card on the far left, which the next player plays. Subsequently, the red 1 and red 2 cards were played. Finally, the red player plays red card 3 and gained the star block.
- Blue: If a purple card was played to the left of the blue 1, a star block is placed on the blue 10 space.
- Green: If a purple card was played to the left of the green 1, a star block is placed on the purple space on the right.
Pass
Each player can pass up to three times. You may choose to pass even if you could play a card. To pass, place your pass disc—matching your player color—onto one of the pass icons located within your Player Area. There are three types of pass icons; select one, place your pass disc on it, and the effect of the pass icon will be activated. Once a pass icon has been used, it cannot be used again.
Gain a rare card action
Add one rare card to your hand. There are a total of four rare cards. In the beginner level, each player can receive one rare card. In the standard level, there may be a shortage of rare cards. Only in the event of a shortage, you will receive one "Additional Play Token" instead of a Rare card.
Discard action
Choose one card from your hand and place it face down in the discard pile. Even if you have only one card left, you can discard it and "Go Out."
Continuous Eternal action
A Continuous Eternal action is activated. Draw one card from the Continuous Eternal deck in the Eternals Area and place it face up in the space to the right. Then, perform the action of the revealed Eternal. This effect remains active until the next Continuous Eternal appears. Details of Continuous Eternal actions are described later.
How to Use Rare Cards
A Rare Card may be played in place of any standard card, provided that the location is a valid spot for playing a card. A location where a Rare Card has been played is treated exactly as if a standard card had been played there. However, if a rare card is played in a 2 or 9 space, the Instant Eternal action does not activate. The Instant Eternal action is specific to the cards that have the numbers 2 and 9 printed on them.
If a rare card has already been played in a space, you may subsequently play the corresponding standard card in that same spot. In this case, you perform the "Play a card" action and play the number card directly on top of the rare card. If the played card is a 2 or 9, the Instant Eternal action will activate.
*You cannot play a rare card on top of another rare card.
You can still play rare cards even if the effects of Mermaid ("No playing 1s or 10s"), Fairy ("No playing 3s or 8s"), or Vampire ("No playing purple cards") are active. However, you cannot play rare cards if the Witch's effect ("No playing rare cards") is active.
*Rare cards can be discarded using a pass action.
Elimination
If a player has used all of their pass discs and cannot play a card on their turn, they are eliminated. Players cannot voluntarily eliminate themselves if they are able to play a card.
Eliminated players no longer participate in the game. The eliminated player shuffles their hand face-down and distributes it as evenly as possible among the remaining (non-eliminated) players. Any remaining cards are discarded face up.
Game Victory
The first player to either get rid of all their cards or gain 2 stars will "Go Out" and take first place. If a player Goes Out by playing a 2 or a 9, they do not activate the Eternal action. Even after first place is awarded, the game continues until everyone's final ranking is decided.
If the first place player won by gaining two stars they must return any rare cards currently in their hand to the Rare Area. Then, (similar to the elimination process) shuffles their hand face down and distributes it evenly face down to the other players who haven't been eliminated. Any remaining cards are discarded face up. When all but one player has either gone out or been eliminated, the remaining players reveal their hands, and the game ends.
Standard Level
By utilizing the unique abilities of those highly sensitive to emotions, the creation of the Eternal World begins to move forward.
The basic rules are the same as Beginner level. In Standard level, players can pass up to four times, and each player has access to different pass action. The front side of the player board is used.
Transcriber's note: the manual calls this middle level "Standard" in its headings and "Intermediate" in its component and game-changes text (the player board reads "Casual Mode (Intermediate)"). Both names refer to the same level and are kept as printed.
Game changes
At the Intermediate level, some pass actions become unique to each player, and players can only utilize four of their six pass actions. A new "Additional Play Token" becomes available, enabling you to play up to three cards during a single turn. This changes the placement of purple cards, the acquisition of star blocks, and the timing of winning, making it crucial to observe the actions of other players with greater vigilance. Please note the victory conditions remain unchanged.
Game preparation
Tracks are not used in casual mode.
Setup diagram labels: Track, Discard Area (Vortex), Player Area, Eternals Area, Rare Area.
Preparing the playmat
- Star blocks (4 pieces)
- Rare cards (4 cards)
- Instant Eternals (8 cards or more) change: Refer to the Instant Eternals. Then, select a total of eight or more cards and shuffle them face down. Place them face down in the third position from the left in the Eternals Area.
- *The recommended setup for your first play is the 8 cards shown in the diagram on the right.
- *For two-player games, please use "King" instead of "Ghost".
- Continuous Eternals (8 cards or more) change: Refer to the Continuous Eternals. Then, select a total of eight or more cards and shuffle them face down. Place them face down on top of each other in the leftmost part of the Eternals Area.
- *For your first play, the recommended setup is the nine cards shown in the diagram to the right.
- Additional Play Tokens, X Tokens, Must Play Tokens (NEW): Place the three types of tokens in the Discard Area, forming separate piles of each type.
- Player Boards (4 boards) (NEW): Place player boards matching each color in the Player Area, face up. Each player board has different pass actions. Players can pass up to four times, but they must choose a different pass action each time. Players have six total pass actions.
Preparation for each player
- Each player chooses their player color.
- Pass Discs (4 of each color) change: Players take four pass discs matching their player color.
- Number Cards (48 cards): Shuffle the 48 number cards face down. Deal the cards evenly to each player face down.
- 4 players: 12 cards each
- 3 players: 16 cards each
- 2 players: 16 cards each + 16 draw cards
- *Changes in 2-player mode.
Determining the starting player
Roll the die; the player color shown becomes the starting player. Turns proceed clockwise, starting with the starting player.
Pass Actions
Each player has different pass actions available to them. Players can pass up to four times, but they must choose a different pass action each time.
Gain Additional Play Tokens
(1) For each Additional Play Token icon that appears in the bottom-right corner of a pass icon, gain one Additional Play Token before performing the pass action. You can only hold a maximum of two Additional Play Tokens. If you already have two, you cannot gain any more.
(2) When gaining a rare card, if there are no rare cards available, you will gain one "Additional Play Token" instead.
Additional Play Tokens
After playing a card to the Field, you can play additional cards by using an Additional Play Token. The used token is returned to the discard pile.
If you choose to Pass, you cannot use an Additional Play Token.
Also, if you play a 2 or 9 you will trigger an Instant Eternal action and your turn ends immediately; therefore, you cannot use an Additional Play Token.
- While the continuous effect of Pegasus is active, you cannot use Additional Play Tokens.
- If your Instant Eternal action is Phoenix, you can use an Additional Play Token during your extra turn.
Hint: If you play a rare card in a 2 or 9 space, the Instant Eternal action will not activate. Therefore, you can use an Additional Play Token.
Hint: You can have up to two Additional Play Tokens. Combined with your normal turn, you can play up to three cards. Pay attention to the number of cards other players have in their hands and the number of Additional Play Tokens they have to see who is likely to win.
Must Play Token action
Take one Must Play Token from the Discard Area and place it on any card space in the Field (including purple card spaces) that does not yet contain a card. Since it can be placed anywhere, you can even place it in a space where players are currently unable to play a card.
Must Play Token
If you have a card corresponding to a space where a Must Play Token is located, and that card is eligible to be played, you must prioritize playing that card during your turn.
Note: If a star block or X Token is in the same space, that card is not eligible to be played.
Rare cards are never forced to be played even if they are eligible to be played.
Note: You can choose to pass on your turn, even if you are able to play a card. You may also discard a card as a pass action.
Hint: If no player plays a card to an eligible "must play" space, assume that card has been discarded.
If there are multiple Must Play Tokens in different spaces and you hold those multiple cards, you can decide the order to play them.
If Cyclops's Continuous effect is active and you have both a rare card and a must play card, you can decide the order to play them.
Star block movement action
If there is one or more star blocks in the Field, choose any one star block and move it to the opposite side. If there are no star blocks in the Field, this pass action cannot be selected.
*For this Pass Action, you gain 2 additional Play Tokens.
- If you select a star block on the red row, you will move to red 1 space.
- If you select a star block on the blue row, you will move to the purple position on the far right.
- If you select a star block on the green row, you will not move the star block; however, you can still select it.
Instant Eternals
Instant Eternals: Type 1 (Basic)
When a 2 or 9 card is played, an Instant Eternal action is activated. Draw one card from the Instant Eternal deck located in the Eternals Area, and place it face up in the space to the right. Then, perform the action of the revealed Eternal.
*If you play a rare card in the 2 or 9 space, the Instant Eternal action will not be activated.
*If a player Goes Out by playing a 2 or a 9, they do not activate the Eternal action.
Phoenix
You take an additional turn. On this turn, you choose either to (1) Play a card or (2) Pass, as usual. You must choose one of these options and take another turn. In a two-player game, you can also choose (3) Acquire a card.
Mummy
Each player simultaneously chooses one card from their hand and passes it face down to the player on their left (clockwise). You must pass your card before looking at the card you receive.
Skeleton
Choose one other player and pass them one card from your hand face down.
Kyubi
The next player skips their turn.
Barong
Declare one color: red, blue, green, yellow, or purple.
Each other player that has one or more cards of that color must pass one of those cards to you, face down.
Add the cards you received to your hand, then give one card back to each of the other players, face down. You may give a card you just received.
If a player does not have a card of the declared color, no card exchange takes place with that player.
In a 2-player game, exchange up to two cards instead of one.
Minotaur
Move all star blocks in the Field to the opposite side. If there are no star blocks, no movement occurs.
Ghost
Flip all discarded cards face up. All cards that are discarded after this effect is activated are not flipped face up.
Not recommended for 2-player games. Please use the King instead.
Dragon (Instant)
Choose one other player and swap your entire hand with that player's entire hand.
In games with 2 or 3 players, instead of swapping your entire hand, swap up to a maximum of 3 cards. If both players have 3 or more cards in their hands, they swap 3 cards each. If either player has 2 or fewer cards in their hand, that player gives their entire hand. As a result, you might exchange, for example, 3 cards for 1 card. You must select the cards you intend to pass to the other player before looking at the cards you will receive from them.
The Dragon possesses a powerful effect. If you prefer not to include this card in your game, we recommend using the King in its place.
Instant Eternals: Type 2 (Expanded)
Instant Eternals consists of a total of eight cards corresponding to the numbers 2 and 9 in four colors. Therefore, you must prepare at least eight Eternals. You also have the option to use nine, ten, or all eleven Eternals. In that case, one-three cards will not appear in the game, making it impossible to know in advance which specific Eternals will be excluded. If you choose to use exactly eight cards, prepare the Type 2 Eternals (Expanded) by swapping them in to replace the Type 1 Eternals (Basic).
King
Add one rare card to your hand.
In a 4-player Beginner mode game, rare cards will be in short supply. If there is are no rare cards in the Rare Area, no replacement is received.
In Standard mode, rare cards may be in short supply. Only in the event of such a shortage, you receive one Additional Play Token in place of the Rare Card.
Kappa
All players gain one Additional Play Token. You can hold a maximum of two tokens. You cannot gain a token if you already have two.
In Beginner mode, Additional Play Tokens are not used, so Kappa cannot be used in the game. Kappa can only be used in "Standard" mode.
Yeti
Each player chooses one card from their hand and places it face down in the Discard Area. Even if you have only one card left, you can discard it and Go Out. If multiple players Go Out simultaneously, they are considered to have gone out in clockwise order, starting with the current player.
Using Yeti increases the number of discarded cards, making it harder to complete rows. It can also increase the number of players who are eliminated. Make sure everyone understands this before starting.
*Not recommended for your first playthrough.
Continuous Eternals
Continuous Eternals: Type 1 (Basic)
When a pass disc is placed in the "Continuous Eternal action" space, a Continuous Eternal is activated. The effect lasts until the next Continuous Eternal appears and applies to all players. In Beginner mode, you must prepare four or more Continuous Eternals.
Kraken
You cannot discard cards from your hand. You can pass and place a disc on the Discard action space, but you cannot discard cards from your hand.
Pegasus
You can play one or two cards from your hand. However, if an Instant Eternal action is activated when you play your first card, your turn ends immediately, and you cannot play a second card.
In Standard mode, you cannot use Additional Play Tokens while Pegasus' effect is active.
Cyclops
If you have a rare card, you must prioritize playing it during your turn. However, you can always pass even if you could play a card. By passing, you can perform an Continuous Eternal action and introduce a new Continuous Eternals, thus avoiding being forced to play a rare card.
Jinn
If you play a number card on top of a rare card already in play, you must add that rare card to your hand (this is mandatory, not optional).
*You cannot play a rare card on top of another rare card.
Persistent Eternals: Type 2 (Extended)
In Standard mode, you prepare eight or more Continuous Eternals.
Medusa
Take one Must Play Token from the Discard Area and place it on any card space in the Field (including purple card spaces) that does not yet contain a card. Since it can be placed anywhere, you can even place it in a space where players are currently unable to play a card.
This effect is identical to the Must Play Token pass action.
Golem
This will reactivate the effect of the previously activated Instant Eternal (specifically, the topmost effect among the revealed Instant Eternals).
*Although Golem is classified as a Continuous effect, its effect is Instant.
Mermaid
Cards numbered 1 and 10 cannot be played. Rare cards can be played.
Fairy
Cards numbered 3 and 8 cannot be played. Rare cards can be played.
Vampire
Purple cards cannot be played. Rare cards can be played.
Witch
Rare cards cannot be played. Rare cards can be discarded using a pass action.
X Token
When a specific space becomes ineligible for placement, place an X Token from the supply on that space if no card is currently there, to indicate that placement is prohibited. If a rare card is already on that space, place the X Token on top of it. When the effect that prohibits placement ends, remove the X Token and return it to the supply.
Rare cards can still be played to a space with an X Token. In this case, do not remove the X Token; after playing the rare card, place the X Token back on top.
Even if a Rare Card is played, number cards or purple cards still cannot be played to a space with an X Token on it.
Dragon (Sustained)
You cannot use Additional Play Tokens.
Dragons can only be used in Standard mode.
Changes to 2-Player Mode
Game preparation
Each player chooses their player color in any way they like. Place the two 2-player boards in the Player Areas of the colors not chosen.
Deal sixteen number cards to each player. Place the remaining sixteen cards on the 2-player board to form a common deck, as shown in the diagram on the right. Next, place two cards from the common deck face down into the Discard Area, and then reveal two additional cards face up in the other 2-player board (see diagram on the right).
What you can do on your turn
On your turn, you can perform the following actions: Play a card, Pass, or Acquire a card, and follow the same rules as previously explained.
When performing the Acquire a card action, you choose one of the two face up cards and add it to your hand. The other face up card is added to your opponent's hand. Afterward, reveal two new cards from the common deck to replace the ones just taken, and end your turn.
Note: If you choose this action, you cannot use an Additional Play Token.
*Note: If the common deck runs out and there are no cards left to reveal, you cannot select this action.
Two shared Continuous Eternals actions spaces
The 2-player board has two shared Continuous Eternals actions spaces. These can be used when passing. It is possible for a single player to use both of these spaces themselves.
Glossary
- Starting Player: The player who takes the first turn in the game.
- Turn: The turn order in which players take action (clockwise). Players can either play a card from their hand or pass.
- Hand: Each player has cards only they can see. During their turn, they play a card from this hand onto the table.
- Play Area (Field): The place to play cards from your hand.
- Discarded Card: A card that is discarded from your hand without being played onto the Field.
- Deck: A stack of cards, face down.
- Optional: You may choose to do it or not.
- Mandatory: You must do it (if possible).
- Must Play: A situation where you must prioritize playing a specific card.
- Instant: The effect takes place the moment it is activated.
- Continuous: The effect lasts until the next Continuous Eternal appears and applies to all players.
- Go Out: The first player to get rid of (play) all their cards. The winner is determined by the order players Go Out.
- Elimination: If a player cannot play a card or pass on their turn, they are Eliminated. Eliminated players no longer participate in the game. The loser is determined by the order players are eliminated.
Eternal Summary
This is the manual's unlabelled summary page of the Eternal actions. Its two columns are reproduced below under the column headings the page prints.
Instant Eternals
- Take an additional turn.
- Choose one other player and pass them one card from your hand face down.
- You declare a color and exchange one card with each player who has that color. Receive first, then give one card (you can also give the card you received). 2-player game: Exchange up to 2 cards.
- Everyone simultaneously chooses one card from their hand and passes it face down to the player to their left (clockwise).
- The next player skips their turn.
- Move all the star blocks in the Field to the opposite side.
- Flip all discarded cards face up.
- Choose one other player and swap your entire hand with that player's entire hand. For 2-3 players: Exchange up to 3 cards.
- Add one rare card to your hand.
- All players gain one Additional Play Token.
- All players discard one card from their hand face down.
Continuous Eternals
- You cannot discard cards from your hand.
- You can play 1 to 2 cards from your hand. *Additional Play Tokens cannot be used.
- During your turn, you must prioritize playing rare cards. *You can pass on your turn. If you play a card on top of a rare card, add that rare card to your hand (mandatory).
- Numbers 1 and 10 cannot be played.
- Numbers 3 and 8 cannot be played.
- Purples cannot be played.
- Rare cards cannot be played.
- Place one Must Play Token in anywhere in the Field.
- Reactivate the effect of the Instant Eternals that is currently face up.
- Additional Play Tokens cannot be used.
Gamer Mode
The game consists of two rounds.
Each player has different scoring methods and ways to earn Stars.
In a 4-player game, the goal is to score 20 points in total over the two rounds or collect 4 stars. However, any player who is Eliminated in the second round cannot win the game.
Whenever playing a number card—specifically a 2 or a 9—or whenever an Eternal's action would be triggered by a Pass effect, you may choose to trigger a Dragon's action instead.
Expert
The dialogue between the Observers and the Dragon begins. All Eternal Actions converge into Dragon Actions. The game consists of two rounds. A new Heart (Victory Point) system is introduced. Each player will have different scoring methods and different ways to gain stars.
Each player has different abilities, but the same observer is used for two rounds. Use the back side of the player board.
Pro
At the start of each round, after looking at your hand, select one Eternal.
The Eternal you select determines how you score points and how you gain stars.
Use the Eternal boards instead of the player boards.
Gamer Mode Overview
In Gamer Mode, the goal is to collect 20 victory points (hearts) or 4 stars over two rounds.
*In 2-3 player games, the goal is 21 points or 5 stars.
Players can "Go Out" or "Hard Pass" during a round, which affects the victory points and stars they earn. Hard Pass refers to the action of withdrawing from the round, on your turn, when you have two or fewer cards in your hand.
Furthermore, once a player Goes Out, the other players get one final turn. If a player is unable to Go Out or Hard Pass during that final turn, they are "Eliminated" and their victory points (hearts) become 0.
Gamer Mode Game Preparation
Setup example: 4-player Gamer Mode: Advanced. The diagram labels are Track, Discard Area (Vortex), Player Area, Eternals Area, Rare Area.
Preparing the playmat
- Star Blocks (4 pieces)
- Rare cards (4 cards)
- Additional Play Tokens, X Tokens, Must Play Tokens: Place the three types of tokens in the Discard Area, forming separate piles of each type.
- Dragon Round Card (1), Dragon Action Cards (3), Dragon Cubes (7) change: Place the Dragon Round card face up (one dragon head under its name) at the leftmost position of the Eternals Area. To its right, arrange three Dragon Action cards face up, as shown in the diagram. Place seven Dragon Cubes on top of them.
- Observer Boards (4 boards) change: Place player boards matching each color in the Player Area, face down.
- *In a 2-player game, place the two 2-player boards in the Player Areas of the colors not chosen.
Preparation for each player
- Each player chooses their player color.
- Pass discs (4 of each color): Players take four pass discs matching their player color.
- Number cards (48 cards): Shuffle the 48 number cards face down. Deal the cards evenly to each player face down.
- 4 players: 12 cards each
- 3 players: 16 cards each
- 2 players: 16 cards each + 16 draw cards
- *Changes to 2-player mode: see the Basic Rulebook.
Track preparation and starting player selection
- Four stars and four hearts of each color (NEW)
- Roll the die; the player color shown becomes the starting player.
- Example: Red, Blue, Green, Yellow (in turn order)
- In turn order, place the stars of each color on the "0" track from left to right.
- In turn order, starting from the bottom, place the hearts of each color on the "3" position of the track (the stacking order of the Hearts affects gameplay).
- For 2-3 players: Place the hearts on the "0 points" position instead.
The track diagrams are captioned "4-player game" and "3-player game".
Dragon Actions
In Casual Mode, playing a 2 or 9 activates an Instant Eternal action, while passing activates a Continuous Eternal action.
In Gamer Mode, all of these Eternals actions are replaced by Dragon actions. A Dragon action involves choosing and performing one of the actions on any of the three available Dragon action cards.
*Many of the effects are the same as those in Eternals actions in Casual Mode. Please refer to that section for details.
Forbidden Dragon Actions
Forbidden Dragon actions can only be selected and activated in order from top to bottom. When activating, move the Dragon Cube down one space. The effect of the current action lasts as long as the Dragon Cube remains in place. When the cube is moved, the current action ends and the new one begins. The actions are as follows, from top to bottom:
Front side:
- 3s and 8s cannot be played (Fairy). X system.
- 1s and 10s cannot be played (Mermaid). X system.
- Purples cannot be played (Vampire). X system.
- Turn all discarded cards face up (Ghost).
If the action "Reveal all discarded cards" is activated, the action "Purples cannot be played" ends. Return the X Tokens to the supply and flip the Dragon action card face down. Then, return the Dragon cube to the uppermost position, as shown in the diagram on the right. From here, new actions can be activated in order, top to bottom.
Transcriber's note: this paragraph says "Reveal all discarded cards", while the action on the card is printed as "Turn all discarded cards face up (Ghost)". Both names are kept as printed.
Back side:
- Choose one card from your hand and place it face down in the Discard Area.
- Additional Play Tokens cannot be used (Persistent Dragon). X system.
- You cannot discard cards from your hand (Kraken). X system.
- You cannot Hard Pass. X system.
If the "You cannot Hard Pass" action at the very bottom of the card side is active, there is no way to negate this effect. For the rest of the round, players cannot select forbidden Dragon actions.
Exception: The Witch and Vampire in Pro Mode can move the cube to another X-shaped position.
Playable Dragon Actions
Similarly, the playable Dragon actions can only be selected and activated in order from top to bottom. The cube is moved down one space and the current action is active.
- Place one Must Play Token (Medusa)
- Place one Must Play Token (Medusa)
- Rare cards must be played first (Cyclops)
- Everyone passes one card from their hand face down to the player on their left (Mummy)
The reverse side has the same effect as the front. After the last action on the reverse side, "Everyone passes one card from their hand face down to the player on their left," is activated, players cannot select playable Dragon actions for the rest of the round.
Choice Based Dragon Actions
Unlike the other two, choice based Dragon actions can be activated in any order. Dragon Cubes are used in order from left to right; move a cube to the desired position to activate it.
Front side:
- You gain one Additional Play Token.
- You gain 1 victory point (heart).
- Move all star blocks in the Field to the opposite side (Minotaur). *This action cannot be selected if there are no star blocks in the Field.
- Everyone passes one card from their hand face down to the player on their left (Mummy).
When the fourth Dragon cube is used, flip the Dragon action card over. Then, place the four Dragon cubes in the topmost positions as shown in the diagram on the right.
Note: You are not required to use the Dragon cubes in order from left to right; you may select any cube you wish.
Beneath each cube, one of the four player colors is displayed. *Typically, you will choose the cube corresponding to your own player color.
Back side:
- You gain one Additional Play Token.
- You gain 1 victory point (heart).
- If a player Hard Passes, they gain 1 victory point for each pass disc they have not used.
- If a player Goes Out, they gain 1 victory point for each pass disc they have not used.
The two bottom actions can be earned at any point by any player whose color is revealed at the time they Hard Pass (third space) or Go Out (fourth space). For example, the green player passes and moves the cube on the green color space to the "If a player Goes Out..." space. At this point, both the red and green colors are revealed. So, the red and green players can gain 1 victory point for each of their unused pass discs if they can Go Out this round. If the blue and yellow players manage to reveal their colors before Going Out, they would be able to earn those points.
Note: A player who has already Hard Passed or Gone Out cannot retroactively gain victory points even if their color becomes revealed later.
Hard Pass (for the round)
In Gamer Mode, you can Hard Pass in a round.
At the start or end of your turn, if you have two or fewer cards in your hand, you can declare "Hard Pass."
If you declare Hard Pass, reveal your hand, earn your "rewards", and finally move your hand to the Discard Area.
*Earning rewards are explained on the next page.
Round Ending Conditions
The round ends when one player Goes Out or Hard Passes.
- If a player Goes Out, each other player gets one final turn.
- If a player Hard Passes, each other player takes two final turns (two full turns).
However, if a player Hard Passes and then another player Goes Out, the player(s) with two final turns remaining will have their final turns reduced to one.
For example, the red player Hard Passes first. Then, the blue player takes one turn. Next, the green player Goes Out. Therefore, the yellow player, who has not yet taken a turn, will only have one final turn remaining. Lastly, the blue player takes their one final turn, and the round ends.
Exception: If all but one player is eliminated during the game, the remaining player is considered to have Gone Out immediately.
Two-Player Rules: If your opponent Goes Out (or Hard Passes), during your final turn(s)—whether its one or two—you may play any number of cards consecutively without using an Additional Play Token. However, if you play a 2 or a 9 and perform a Dragon Action, your turn ends as usual. Similarly, if you pass, your turn ends as usual.
First Bonus
The first player to Go Out or Hard Pass receives the "First Bonus." Move the cube on the Dragon round card to the First Bonus icon.
- In Round 1, you earn 1 victory point.
- In Round 2, you earn 1 star and 1 victory point.
After receiving the First Bonus, earn your rewards. Then, each other player gets one or two final turns (Go Out = one final turn, Hard Pass = two final turns).
Diagram captions on the Dragon round card: Front: Round 1. Back: Round 2.
Eliminated
If a player is unable to Go Out or Hard Pass during their final turn(s), they are Eliminated for that round and their victory points become 0.
In this case, unlike a normal Elimination, the player does not distribute their hand to other players. Instead, they discard all cards in their hand face up to the Discard Area, and then resolve elimination as follows:
- In Round 1, set their victory points to 0 and gain 1 Star.
- In Round 2, set their victory points to 0.
A player that is Eliminated in Round 2 cannot win the game.
Earning Rewards
When you Go Out or Hard Pass, you will immediately receive a reward.
Note: During gameplay, some characters have the ability to immediately claim rewards when they gain a star block.
The four Observer boards, Passion, Calm, Harmony and Challenge, list their rewards as follows.
Passion
- Going Out earns you 2 stars. Additionally, earn 2 points for each unused pass disc (max 8 points).
- Hard Passing earns you 3 points. Additionally, earn 1 point for each red card in your hand (max 2 points).
Calm
- Going Out earns you 5 points. Additionally, earn 1 star for every 2 unused pass discs (max 2 stars).
- Hard Passing earns you 2 points for every blue card in your hand (max 4 points).
- Gaining a star block immediately earns you 1 additional star.
Harmony
- Going Out earns you 1 star and 3 points. Additionally, earn 1 star for every 2 unused pass discs (max 2 stars).
- Hard Passing earns you 1 point for every green card in your hand (max 2 points).
- Gaining a star block immediately earns you 4 points.
Challenge
- Going Out earns you 1 star and 4 points. Additionally, earn 1 star if you have zero unused pass discs.
- Hard Passing earns you 4 points if you have zero unused pass discs. Additionally, earn 1 point for every yellow card in your hand (max 2 points).
Earning stars
When you earn a star, move the star of your player color to the next numbered position (e.g. green star). Stars are placed aligned to the left for ease, but the order of placement doesn't matter. In a 4-player game, you can earn a maximum of 4 stars. If your star is already located at the position marked "4," you cannot earn more stars.
In a 2-3 player game, you can earn a maximum of 5 stars. Stars at the position marked "5" are stacked on top of one another, but the stacking order doesn't matter.
Earning Victory Points (Hearts)
When you earn victory points (hearts), move the heart matching your player color to the right equal to the number of points you earned. If another player's Heart marker is located on the space where you land, place your marker on top of it. In a 4-player game, you can earn a maximum of 20 points. If you already have 20 points, you cannot earn any more points. In a 2-3 player game, you can earn a maximum of 21 points.
End of Round 1 and Preparation for Round 2
The round ends when everyone has either Gone Out, Hard Passed, or been Eliminated.
Any stars and victory points currently on the track remain in place.
Flip the Dragon round card over (two dragon heads under its name). Turn the three Dragon action cards face up, if they are not already, and place the seven Dragon cubes on top of them.
Set up all other game components in the same manner as Round 1. Return the star blocks, rare cards, and tokens to their original positions, and return the used pass discs to each player. Shuffle all 48 number cards face down and deal them to each player.
- 4 players: 12 cards each
- 3 players: 16 cards each
- 2 players: 16 cards each + 16 draw cards
- *Changes to 2-player mode: see the Basic Rulebook.
Determining the start player for the Round 2
The player with the fewest victory points (hearts) becomes the start player. In the event of a tie, the player positioned higher on the victory point track (whose heart is on top) becomes the start player. The number of earned stars does not matter.
Turns proceed clockwise, beginning with the start player.
Game Victory (Gamer Mode)
The winner of the game is determined according to the following order of priority.
Note: In Casual Mode, a player who gains two stars during a round immediately takes 1st place. However, this rule does not apply in Gamer Mode.
Priority 1
The player who reaches 20 victory points (hearts) wins. If there are multiple players with 20 victory points, the player with the most stars wins. If there is also a tie for stars, the player positioned lower on the victory point track (whose heart is on bottom) wins.
*In 2-3 player games, the victory point target is 21 points.
Priority 2
The player who gains 4 stars wins. However, if a player has 4 or fewer victory points they cannot win. If there are multiple players with 4 stars, the player with the most victory points wins. If there is also a tie for victory points, the player positioned lower on the victory point track (whose heart is on bottom) wins.
*In 2-3 player games, the star target is 5 stars.
Priority 3
The player with the most victory points wins. In case of a tie, the player with the most stars wins. If there is also a tie for stars, the player positioned lower on the victory point track (whose heart is on bottom) wins.
Priority in case of a tie in victory points (hearts)
If victory points are tied, the player with their heart at the bottom has the advantage. Having the heart at the bottom means that the player reached that position first.
This is the reverse of the conditions for determining the starting player in the 2nd round.
Example of a 4-player game
- 1st Place: Green (Reached the target of 20 points alone)
- 2nd Place: Yellow (Tied with Blue. Hearts are at a disadvantage for being on top, but more stars than Blue puts them in 2nd place)
- 3rd Place: Blue (Tied with Yellow. Hearts are at an advantage for being on bottom, but fewer stars than Yellow puts them in 3rd place)
- 4th Place: Red (Gained 4 stars, which normally puts them in 2nd place, but they only have 2 victory points, so they cannot win the game)
Pro Level
Flavour text for this level is omitted.
Game changes
In the Pro level, the Eternal boards are used instead of the Observer boards. At the start of each round, each player looks at their hand and then selects one Eternal. The chosen Eternal affects how points and stars are earned.
For details on each Eternal, see the Eternal cards below.
Round 1: Eternal Preparation and Selection
Prepare the Eternals boards with the sides 1A, 2A, 3A, 4A, and 5A showing.
After the start player is determined, players select their Eternals in reverse turn order. Place the selected Eternals in each player's Player Area. Unused Eternal boards are placed to the side for now.
Preparation symbol: If an Eternal has this symbol on their board, the action is performed once before the start player's first turn.
Round 2: Eternal Preparation and Choices
Flip the Eternal boards over so the 1B, 2B, 3B, 4B, and 5B Eternals are showing.
*If you are unfamiliar with the game, use the frontside (1A-5A) again instead of the backside.
Players select Eternals in order of fewest to most victory points (hearts)—this order can differ from the standard turn order. In the event of a tie, the player positioned higher on the victory point track (whose heart is on top) selects first. The number of earned stars does not matter.
Place the selected Eternals in each player's Player Area. Unused Eternal boards are removed from the game.
20 Eternals
Once you have become familiar with the game, try playing with a variety of different Eternals.
Always prepare a number of Eternals equal to the number of players plus one. You can choose them randomly or decide together as a group. In the first round, randomly determine which side of each Eternal to use. In the second round, use the opposite side.
The Ghost and Kraken can check the face down cards in the discard pile at any time. If the discard area is too far away, please use the Discard Area board to keep the discards close at hand.
Phoenix (1A)
- Go Out: Gain 2 stars
- Go Out: Gain 2 points for each Additional Play Token (max 4 points)
- Hard Pass: Gain 3 points
- Hard Pass: Gain 1 point for each red card in your hand (max 2 points)
Ability: When you play a 6 or 8, you gain one Additional Play Token.
Pass Disc Actions:
- Gain 1 Rare card (and gain +1 Additional Play Token)
- Choose and perform 1 Dragon Action (and gain +1 Additional Play Token)
Fairy (1B)
- Go Out: Gain 1 Star and 4 points
- Go Out: Gain 1 Star for every 2 unused pass discs (max 2 Stars)
- Hard Pass: Gain 1 Star for every 2 unused pass discs (max 2 Stars)
- Hard Pass: Gain 1 point for each green card in your hand (max 2 points)
Ability: When you play a 1 or 4, you gain one Additional Play Token.
Pass Disc Actions:
- Gain 1 Rare card (and gain +1 Additional Play Token)
- Choose and perform 1 Dragon Action (and gain +1 Additional Play Token)
Witch (2A)
Preparation: Move the Forbidden Dragon Action cube to the "3s and 8s cannot be played" space and activate its effect.
- Go Out: Gain 1 Star and 3 points
- Hard Pass: Gain 1 Star if you have 1 purple card and 1 rare card in your hand
- When any player Hard Passes (including yourself): Immediately gain 2 points
Ability:
- You may ignore placement restrictions from X Tokens when playing cards.
- During a Dragon action, you may move a Dragon cube from one X-system space to any other X-system space on the same card (and same side).
- *You would perform this cube move as your Dragon Action.
Pass Disc Actions:
- Gain 1 Rare card (gain +1 Additional Play Token)
- Choose and perform 1 Dragon Action (gain +1 Additional Play Token)
Vampire (2B)
Preparation: Move the Forbidden Dragon Action cube to the "3s and 8s cannot be played" space and activate its effect.
- Go Out: Gain 1 Star and 3 points
- Hard Pass: Gain 1 Star if you have 2 purple cards in your hand
- When any player Hard Passes (including yourself): Immediately gain 2 points
Ability:
- You may ignore placement restrictions from X Tokens when playing cards.
- During a Dragon action, you may move a Dragon cube from one X-system space to any other X-system space on the same card (and same side).
- *You would perform this cube move as your Dragon Action.
Pass Disc Actions:
- Choose and perform 1 Dragon Action (and gain +1 Additional Play Token)
Minotaur (3A)
Preparation: Gain one Additional Play Token.
- Go Out: Gain 1 Star and 4 points
- Hard Pass: Gain 3 points
- Gain a Star Block: Immediately gain 2 points
Pass Disc Actions:
- Place 2 Must Play Tokens
- Place 1 Must Play Token (gain +1 Additional Play Token)
- Move 1 Star Block (gain +2 Additional Play Tokens)
- *If there are no Star Blocks in the Field, this action cannot be performed.
Medusa (3B)
Preparation: Gain one Additional Play Token.
- Go Out: Gain 1 Star and 4 points
- Hard Pass: Gain 3 points
- Gain a Star Block: Immediately gain 2 points
Pass Disc Actions:
- Place 2 Must Play Tokens
- Place 1 Must Play Token (gain +1 Additional Play Token)
- Gain a Rare Card (gain +1 Additional Play Token)
Pegasus (4A)
- Go Out: Gain 6 points
- Go Out: Gain 1 point for each unused Pass (max 4 points)
- Hard Pass: Gain 3 points
Restriction:
- You may Hard Pass only if you have exactly 1 card in your hand.
- You cannot use Additional Play Tokens.
- *You can choose the Dragon action "Gain One Additional Play Token," but you won't gain it.
Ability:
- You may play 1–2 cards from your hand.
- *If a Dragon action is activated by playing the first card, your turn ends (you cannot play a second card).
Pass Disc Actions:
- Place 1 Must Play Token
- Gain 1 Rare card
Barong (4B)
Cross-reference printed on this card: for details, see the Barong card (Basic Rulebook, p.17).
- Go Out: Gain 6 points
- Go Out: Gain 1 Star if you have 0 unused pass discs
- Hard Pass: Gain 3 points if you have 0 unused pass discs
- Hard Pass: Gain 1 point for each purple card in your hand (max 2 points)
Restriction:
- You cannot use Additional Play Tokens.
- *You can choose the Dragon action "Gain One Additional Play Token," but you won't gain it.
Ability:
- You may ignore placement restrictions from X Tokens when playing cards.
- After you play one card, you may play one more card of the same color (max two cards).
- *You may play two cards even if they are purple cards on different rows.
- *If a Dragon action is activated by playing the first card, your turn ends (you cannot play a second card).
Pass Disc Actions:
- Choose and perform 1 Dragon Action
- Declare a color, then exchange one card with every other player who has that color.
Yeti (5A)
- Go Out: Gain 1 Star and 4 points
- Go Out: Gain 2 points if you have 0 unused pass discs
- Hard Pass: Gain 1 Star if you have 0 unused pass discs
- Hard Pass: Gain 2 points
- Hard Pass: Gain 2 points for each Rare card in your hand (max 4 points)
Pass Disc Actions:
- Gain one Rare card (gain +1 Additional Play Token)
- Discard one card from your hand face down
Cyclops (5B)
- Go Out: Gain 1 Star and 4 points
- Go Out: Gain 1 Star if you have 0 unused pass discs
- Go Out: Gain 2 points if you have 0 unused pass discs
- Gain a Star Block: Immediately gain 4 points
Restriction: You can only Hard Pass if you have exactly one card in your hand.
Pass Disc Actions:
- Discard one card from your hand face down
- Place one Must Play Token (gain +1 Additional Play Token)
- Choose and perform 1 Dragon Action (gain +1 Additional Play Token)
King (6A)
Preparation: Gain 1 Rare card.
- Go Out: Gain 2 Stars
- Go Out: Gain 1 point for each unused pass disc (max 4 points)
- Hard Pass: Gain 2 points for each yellow card in your hand (max 4 points)
- Gain a Star Block: Immediately gain 2 points
Ability: When you play a Rare card, gain one Additional Play Token.
Pass Disc Actions:
- Place one Must Play Token (gain +1 Additional Play Token)
- Move one Star Block (gain +2 Additional Play Tokens)
- *If there are no Star Blocks in the Field, this action cannot be performed.
Mermaid (6B)
- Go Out: Gain 4 points
- Go Out: Gain 1 Star if you have two Additional Play Tokens
- Hard Pass: Gain 1 point for each unused pass disc (max 4 points)
- Hard Pass: Gain 1 point for each blue card in your hand (max 2 points)
- Gain a Star Block: Immediately gain 1 additional Star
Ability: When you play a 5 or 7, you gain one Additional Play Token.
Pass Disc Actions:
- Place one Must Play Token (gain +1 Additional Play Token)
- Move 1 Star Block (gain +2 Additional Play Tokens)
- *If there are no Star Blocks in the Field, this action cannot be performed.
Ghost (7A)
Preparation: Discard two cards from your hand face down.
- Go Out: Gain 1 Star and 3 points
- Hard Pass: Gain 2 points
- Hard Pass: Gain 1 point for each purple card in your hand (max 2 points)
- Gain a Star Block: Immediately gain 2 points
Ability: You may look at the face down cards in the discard pile at any time.
Pass Disc Actions:
- Take any card from the discard pile (gain +2 Additional Play Tokens)
Kraken (7B)
Preparation: Discard one card from your hand face down.
- Go Out: Gain 1 Star
- Go Out: Gain 1 point for each unused pass disc (max 4 points)
- Hard Pass: Gain 1 Star if you have two 10s in your hand
- Hard Pass: Gain 1 point for each unused pass disc (max 4 points)
- Gain a Star Block: Immediately gain 2 points
Ability:
- When you play a 10, immediately gain 1 point.
- You may look at the face down cards in the discard pile at any time.
Pass Disc Actions:
- Take any card from the discard pile (gain +2 Additional Play Tokens)
- Take all 10s from the other players and add them to your hand. Then give back the same number of cards face down to those players.
- *You may also give back the cards you received.
Skeleton (8A)
Preparation: Place a pass disc on the leftmost pass disc action space (gain +1 Additional Play Token).
- Go Out: Gain 1 Star and 4 points
- Go Out: Gain 1 Star if you have 0 unused pass discs
- Hard Pass: Gain 1 Star if you have 0 unused pass discs
- Hard Pass: Gain 3 points
Ability: When you play a purple card, choose one other player and give them one card from your hand face down.
Pass Disc Actions:
- Immediately used during Preparation
- Choose and perform 1 Dragon Action (and gain +1 Additional Play Token)
Mummy (8B)
Preparation: Place a pass disc on the leftmost pass disc action space (gain +1 Additional Play Token).
- Go Out: Gain 1 Star and 2 points
- Hard Pass: Gain 1 Star if you have 0 unused pass discs
- Hard Pass: Gain 2 points
- Gain a Star Block: Immediately gain 2 points
Ability:
- You may ignore placement restrictions from X Tokens when playing cards.
- When you play a card in a space with an X Token, immediately gain 1 point.
Pass Disc Actions:
- Immediately used during Preparation
- Choose and perform 1 Dragon Action (and gain +1 Additional Play Token)
Kyubi (9A)
- Go Out: Gain 6 points
- Go Out: Gain 1 Star if you have two Additional Play Tokens
- Hard Pass: Gain 2 points for each Rare card in your hand (max 4 points)
- Hard Pass: Gain 1 point for each Additional Play Token (max 3 points)
Ability:
- You may hold up to three Additional Play Tokens (instead of two).
- You may ignore placement restrictions from X Tokens when playing cards.
- When you complete a column, gain 1 Additional Play Token.
- *This also applies to the purple column.
- *This also applies when completed with a Rare card.
Pass Disc Actions:
- Gain 1 Rare card (gain +1 Additional Play Token)
- Choose and perform 1 Dragon Action (gain +1 Additional Play Token)
Jinn (9B)
- Go Out: Gain 1 Star and 4 points
- Hard Pass: Gain 1 Star if you have two Rare cards in your hand
- Hard Pass: Gain 2 points for each Rare card in your hand (max 6 points)
- Hard Pass: Gain 1 point for each purple card in your hand (max 3 points)
Ability:
- If you have three or fewer cards in your hand, you may Hard Pass.
- When any player plays a card on top of a Rare card, you must take that Rare card.
- When you complete a column, gain 1 Additional Play Token.
- *This also applies to the purple column.
- *This also applies when completed with a Rare card.
Pass Disc Actions:
- Choose and perform 1 Dragon Action (and gain +1 Additional Play Token)
Kappa (10A)
- Go Out: Gain 1 Star and 2 points
- Go Out: Gain 1 point for each Additional Play Token (max 2 points)
- Hard Pass: Gain 1 Star if you have 0 unused pass discs
- Hard Pass: Gain 2 points for each Rare card in your hand (max 4 points)
- Gain a Star Block: Immediately gain 2 points
Pass Disc Actions:
- Discard one card from your hand face down
- Place one Must Play Token (gain +1 Additional Play Token)
- All players lose two Additional Play Tokens (gain +2 Additional Play Tokens)
Golem (10B)
- Go Out: Gain 1 Star and 2 points
- Go Out: Gain 1 point for each Additional Play Token (max 2 points)
- Go Out: Gain 1 point for each unused pass disc (max 4 points)
- Hard Pass: Gain 3 points
Ability: After performing a Dragon Action once, you must perform it a second time.
Pass Disc Actions:
- Place one Must Play Token (gain +1 Additional Play Token)
- Choose and perform 1 Dragon Action (gain +1 Additional Play Token)
Eternal Ability Reference
The manual's final page is an unlabelled key to the icons on the Eternal boards. Its left column lists the pass disc actions and its right column lists the abilities, reproduced here in the order printed.
Pass disc actions
- Gain one rare card.
- Discard one card from your hand face down.
- Select and activate one Dragon Action.
- Place one Must Play Token.
- Move one Star Block. *If there are no Star Blocks in the Field, this action cannot be performed.
- Take any one card from the discard pile.
- Declare a color and exchange one card with all players who have a card of that color.
- Take all 10s from the other players and add them to your hand. Pass the same number of cards face down to those players.
- All players lose two Additional Play Tokens.
Abilities
- When you play a 6 or an 8, you gain one Additional Play Token.
- When you play a 10, immediately gain 1 point.
- When you play a purple card, choose one other player and give them one card face down.
- You may ignore placement restrictions from X Tokens when playing cards.
- When you play a card in a space with an X token, immediately gain 1 point.
- You can play up to one or two cards from your hand.
- After playing one card from your hand, you can play another card of the same color (maximum of 2 cards).
- When any player plays a card on top of a Rare card, you must take that Rare card.
- When you complete a vertical column (including purple), you gain 1 Additional Play Token.
- You may look at the face down cards in the discard pile at any time.
- After performing a Dragon Action once, you must perform it a second time.
- You can move the Dragon cube on any X action to any other X action on the same card (same side).