How to play Recusant Crown
The first player to reach 7 Majesty wins.
Recusant Crown is a duel between two dreamers. Each of you defends a dream held together by Dream Anchors: nine cards from the top of your deck, set face-down at your end of the three lanes, three per lane. Your creatures stand in the lanes in front of them.
Break anchors to gain Majesty. When you push into a lane and your damage gets past every one of your opponent's creatures there, the leftover damage breaks one of their anchors in that lane. Each broken anchor is worth 1 Majesty to you. A few cards grant Majesty in other ways.
Or ring them out. If a player takes damage in a lane that has no anchors left, they Awaken. The game ends immediately, the Awakened player loses 1 Majesty, and the higher score wins. So Awakening usually loses the game, but not always: a player at 5 Majesty who Awakens against an opponent at 3 still wins, 4 to 3.
If the final score is tied, the game is a tie.
Creatures line up from the front of a lane (nearest the clash) to the back (nearest their anchors). Damage that gets past every creature on one side breaks one of that side's anchors.
Ada plays a Dream deck, which runs on Insight. Ben plays a Resolve deck, which runs on Resolve. Follow along to see the whole game in miniature: building up, a big clash, and the wreckage after.
Each player shuffles, sets the top 9 cards face-down as Dream Anchors (3 per lane), and draws 7. Neither player has any resources yet. A random draw says Ada goes first.
On your turn you take exactly one action. Early on, that action is almost always "play a cheap creature." Every creature has a Cost and a Bloom: you pay the Cost, then gain the Bloom. Most creatures Bloom for more than they cost, so the board you build is also the resource pool you spend.
| Turn | Player | Action | Pool after |
|---|---|---|---|
| 1 | Ada | Plays Shieldmage Whisper (Cost 0, Bloom 1, Power 1) to the left lane | 1 Insight |
| 1 | Ben | Plays Brave Squire (Cost 0, Bloom 1, Power 2) to the left lane | 1 Resolve |
| 2 | Ada | Plays Well Gazer (Cost 0, Bloom 1, Power 2) behind the Whisper | 2 Insight |
| 2 | Ben | Plays Willing Volunteer (Cost 0, Bloom 1, Power 3) behind the Squire | 2 Resolve |
| 3 | Ada | Plays Slippery Shrike (Cost 2, Bloom 3, Power 2): pays 2, gains 3 | 3 Insight |
| 3 | Ben | Plays Loyal Shieldmaiden (Cost 1, Bloom 2, Power 5, Heroic) at the back | 3 Resolve |
The left lane unlocked on Ben's first turn, the moment both sides had a creature in it. Only an unlocked lane can be pushed.
On turn 4, Ada uses her action to Meditate, refilling her hand to 7 cards. Ben uses his action to push the left lane. Both lanes now fill their own Push Damage pool. Effects and Power go in one creature at a time, alternating sides, front to back, starting with the attacker's front creature (the Leader).
Now each side deals its pool to the other, and the side taking damage decides how to spread it.
Shattering a creature pays its Bounty to whoever shattered it, usually in Essence, the wildcard resource. Ben collects 1 Essence from each of Ada's three creatures. Ada collects 2 Essence for the Shieldmaiden.
Ada turns her broken anchor face-up. It's Laughing Crowd, a creature with Cost 3 and Power 7. A broken anchor can be cast on the spot for its Cost, so Ada pays 3 Insight and drops a 7-Power wall of jeering dreamlings straight into the left lane. If she hadn't wanted to (or couldn't pay), it would have gone to her hand instead.
At the end of the turn, the shattered creatures Fade (go to the discard pile), all damage clears, and the turn passes.
Ben scored first, but it cost him his best defender, and Ada's anchor handed her a bigger creature than any she'd played. Every push is a bet for both players: if the defending side's pool wipes out your pushing creatures, the leftover breaks your anchors. Push when your lane's Strikes will do real work, and never push carelessly into a lane you can't read.
Both players start with no resources. You'll build them by playing creatures.
On your turn you take exactly one action. That is the whole turn. Then your opponent takes theirs.
| Action | What it does |
|---|---|
| Play a card | Play 1 card from your hand. Setting a trap counts as playing a card. |
| Push | Choose an unlocked lane and attack it (see Combat). Pushing does not exhaust your creatures. |
| Maneuver | Move any number of your creatures from one lane to one other lane. You can only move creatures you own, not ones you merely control. |
| Meditate | Refill your hand to 7 cards. You can't Meditate with a full hand. |
| Recover | Turn all your exhausted creatures upright again. You may choose to leave some exhausted. |
There is no drawing step. You draw new cards by Meditating or through card effects. Your hand size is normally 7.
There is no passing. You must take one of the actions above. You pass only if you have no legal action at all.
Clarity is the name for all of the factions' resources together. Each faction has its own:
| Faction | Resource |
|---|---|
| Dream | Insight |
| Resolve | Resolve |
| Dark | Ink |
| Light | Light |
| Essence | Essence |
You can hold several kinds at once. Resources stay in your pool until you spend them.
Every creature has a Cost and a Bloom. When you play it, you pay the Cost, then gain the Bloom in that faction's resource. Most creatures Bloom for more than they cost, so playing creatures grows your pool. Cheap creatures with Cost 0 and Bloom 1 are how every deck gets started.
Essence is pure dream stuff. You mostly earn it from Bounties when you shatter creatures. Besides paying for spells, Essence can stand in for any faction's resource by being colored: to pay a cost of X of a faction's resource, pay 1 of that resource plus X − 1 Essence. One Clarity colors any amount of Essence.
Example: Passwall Panther costs 3 Insight. You can pay 3 Insight, or 1 Insight + 2 Essence. If you need only 1, just pay the 1 Insight.
Every creature card has four numbers:
| Stat | Meaning |
|---|---|
| Cost | What you pay to play it, in its faction's resource. |
| Bloom | What you gain back right after you play it. |
| Power | The damage it adds in combat, and how much damage it takes to Shatter it. |
| Bounty | The reward for shattering it, usually Essence. |
A creature Shatters when it takes damage equal to its Power. A shattered creature is immediately exhausted (turned sideways) and adds nothing more that turn. It stays on the lane until the end of the turn, then Fades to your discard pile (the Fade).
Damage doesn't last. At the end of each turn, all damage on surviving creatures clears. A creature either Shatters this turn or heals.
Whoever's effect shatters a creature collects its Bounty, not the creature's owner. Shatter your opponent's big creatures to fund your own spells.
Removing a creature without shattering it, such as fading it directly or Obliterating it (removing it from the game), means nobody collects its Bounty. Rivals are the one exception (see Card Types).
Some effects place -1 Power Counters instead of normal damage. Each one permanently lowers the creature's Power by 1, so it adds less damage and Shatters more easily. A creature reduced to 0 Power Fades immediately. It doesn't Shatter, so nobody collects its Bounty.
An exhausted creature is turned sideways and adds no Power or effects in combat, but it is still on its lane. Some cards exhaust creatures, and some abilities exhaust their own creature as a cost ("Exhaust: ..."). Exhausted creatures stand back up only when you take the Recover action. Firing an Exhaust ability mid-push never takes back Power already added, but that creature adds nothing after.
The battlefield has three lanes. Each lane has your side and your opponent's side. Your creatures stand in a line on your side, from the front (closest to the opponent) to the back (closest to your anchors). When you play a creature, you choose where in the lane it goes, unless its card says otherwise.
The creature at the front of your side of a lane is that lane's Leader. Some effects target the Leader, and Leader abilities work only while their creature is in front. A Fortification can stand in front but can never be the Leader; a lane with a Fortification in front has no Leader at all.
This gives you a real choice. Keep your creatures out of a lane and it can't be attacked. Move everything out of a threatened lane and it locks. But a lane you abandon is also a lane you can't push from.
To attack, use your action to push an unlocked lane. Your side of that lane attacks; your opponent's side defends. Pushing doesn't exhaust your creatures, so the same lane can be pushed again and again on later turns for as long as creatures survive.
A push is a clash, not a one-way attack. Both sides build a Push Damage pool. The attacker's pool is dealt to the defenders, and the defender's pool is dealt to the attackers.
Each creature contributes in turn: first its effect (its Strike), then its Power is added to its side's pool. Effects happen the moment they resolve, so a creature shattered or removed before its turn adds nothing.
Flying effects sit outside this order. A player may fire a Flying effect at any point in the push, even before the Auras. The attacker gets the first chance, then the defender. A Flying effect slots in between other effects; it never interrupts one, and nobody can respond to it.
Exhausted creatures add nothing.
In every tier the attacker goes first. Each creature fires its Strike, then adds its Power to its side's pool.
Once every creature has resolved, each side takes the opposing pool, and the side taking damage chooses how to spread it among its own creatures. Some effects override that choice: damage must go to a Heroic creature first, for example.
If every creature on one side Shatters and damage is left over, the leftover breaks one Dream Anchor on that side of the lane, and the opposing player gains 1 Majesty. This works in both directions: a push that goes badly can break the attacker's own anchor.
If that side has no anchors left in that lane, its player Awakens instead, and the game ends (see How to Win).
At the end of the turn, shattered creatures Fade, damage clears from survivors, and any lane left with an empty side locks.
Your 9 anchors are the foundation of your dream: 3 face-down cards at your end of each lane. Breaking an anchor is worth 1 Majesty to the opponent, always exactly 1.
The owner turns it face-up. It's a real card from their deck, and they get to use it:
So breaking an anchor is a risk. The card underneath might be a bomb your opponent gets to play right away.
| Type | What it is |
|---|---|
| Conjurations | Creatures and equipment. Cost their faction's resource only. |
| Spells | Magical, often complex one-shot effects. Cost 1 Clarity + printed Essence. Arcane is a kind of Dream spell. |
| Technics | Physical combat moves: blocks, strikes, maneuvers. Played to a lane. Simple, and often have Chain. |
| Summons | Large payoff plays. |
| Equipment | A Conjuration usually played to your Reserve. Gives an ongoing effect or an Exhaust ability. |
| Battlegrounds | Played to a lane and change it until destroyed or replaced. One per lane; a new one replaces the old. |
| Figments | Creatures and objects created by other cards' effects. |
| Traps | Played face-down; spring when their condition is met. |
| Fortifications | Built defenses: traps, defenders or emplacements. |
| Rivals | Powerful bosses you give to your opponent. |
A Fortification with a Power number works like a creature: it holds its lane open, takes damage, can Shatter, and pays a Bounty if one is printed. It can stand at the front of a lane, but it is never the Leader, so a lane with a Fortification in front has no Leader.
A Rival is a boss you play onto your opponent's side. It's huge, often changes how the game works, and gives your opponent a boon. When it falls, you collect its reward.
Some Rivals affect the whole battlefield, not just their lane, while they're in play.
If a card's own text disagrees with this table, the card wins.
| Keyword | What it does |
|---|---|
| Aura | Applies at the very start of a push in this lane, before any other effect. Changes how that combat works. |
| Battlebloom | You gain this card's Bloom each time it is in combat. |
| Berserk | Instead of adding its Power to the pool, this creature deals its Power as damage to a random opposing creature. |
| Chain | You may play one more card this turn if it shares at least one keyword with this card. |
| Dash | When this enters a lane, it deals its Power as damage to the opposing Leader. |
| Deathbloom | When this Fades, you gain its Bloom. |
| Defender | Adds its Power only when defending, never when pushing. |
| Defiance | Gains 1 Power for each creature on the opposing side of its lane. |
| Echo | This card stays in play as long as you keep paying its Echo cost. If you don't, it Fades. |
| Exhaust | An exhausted card is turned sideways and adds no Power or effects. "Exhaust:" abilities exhaust the card as their cost. |
| Flying | This effect resolves whenever its controller chooses during a push. It slots in between effects and can't be responded to. |
| Heroic | Damage in a push must go to this creature first. |
| Illusive | Can't be targeted, chosen or searched for. |
| Leader | This ability works only while the creature is its lane's Leader. |
| Lingering | Doesn't Fade after it Shatters; it returns each turn, and its reward is paid each time it Shatters. |
| Madness | Each Madness reduces your hand size by 1. Meditating removes it. |
| Natural | Resolves in normal front-to-back order. Every effect without a timing keyword is Natural. |
| Overload | If Overload damage shatters a target, the rest carries on to a new target until it is all dealt. |
| Pitch | A creature with a Pitch token can't add its Power during a push. |
| Rearguard | Resolves last in a push, wherever the creature stands. |
| Reinforce | As its effect, you may play a creature to the back of this lane. |
| Reserve | This card is played to your Reserve, behind your anchors. |
| Rush | When this enters a lane, that lane immediately pushes. |
| Slippery | When this would Shatter, flip a coin. On heads, move it to another lane instead. |
| Snap | When revealed as a broken anchor, you may play it immediately for free. |
| Sneaky | When this lane is pushed, you may pay 2 Resolve to move this to another lane. |
| Steadfast | Can't Shatter. |
| Steal | Your opponent picks one of their anchors and turns it over; it leaves its lane. You gain 1 Majesty and may cast that card, paying its printed cost in Ink. If you don't, it goes to the Fade. |
| Strike | This creature's effect in combat. It resolves in the creature's turn in the push, just before its Power is added. |
| Vanguard | Resolves first in a push (after Auras), wherever the creature stands. |
| Volley | Deals damage equal to this card's Power to a target you choose. |
A match is 3 games by default. Longer sets are an optional format. The winner is the player with the most total Majesty across all the games, not the most games won. Each game's final score counts, including any -1 for Awakening, so you can lose every game and still win the match.
Game 1's first player is chosen at random. After that, the loser of the previous game goes first.
Single games mostly end by ring-out (Awakening), with Majesty as the backup. A tie is a tie.
| Term | Meaning |
|---|---|
| Awaken | Take damage in a lane with no anchors left. The game ends and you lose 1 Majesty. |
| Bloom | The resource a creature gives back when you play it. |
| Bounty | The reward, usually Essence, for shattering a creature. |
| Clarity | All the factions' resources together: Insight, Resolve, Ink, Light and Essence. |
| Control / Own | You own the cards you brought. You control the cards on your side. A Rival is owned by one player and controlled by the other. |
| Dream | Your deck. |
| Dream Anchor | One of the 9 face-down cards at your end of the lanes. Breaking one gives your opponent 1 Majesty. |
| Entity | A creature, or anything else with Power on a lane. |
| Fade | Your discard pile. To fade a card is to put it there. |
| Focus | Another word for your hand, used on cards and in story text. |
| Leader | The creature at the front of your side of a lane. |
| Locked | A lane with no creatures on one side. It can't be pushed. |
| Majesty | Your score. First to 7 wins. |
| Oblivion / Obliterate | Removed from the game entirely. An Obliterated card pays no Bounty. |
| Push | The combat action. Both sides build a Push Damage pool and deal it to each other. |
| Reserve | The space behind your anchors, for equipment and Reserve cards. |
| Shatter | Take damage equal to Power. The creature is exhausted and Fades at the end of the turn. |