Scarlyt Comprehensive Rulebook

Scarlyt — Comprehensive Rulebook

Version 2.0 | A deep dive into rules, mechanics, and strategic gameplay


Table of Contents

  1. Introduction
  2. Game Overview
  3. Setup
  4. Turn Structure
  5. Combat System
  6. Card Mechanics
  7. Intervention System
  8. Victory Conditions
  9. Edge Cases & Rules Clarifications
  10. Card List & Stats

Introduction

Scarlyt is a strategic card game for 2–6 players where you build armies, cast spells, and use artifacts to outwit opponents. The game revolves around managing hand resources, timing your plays, and positioning your board to maximize victory points while defending against incoming attacks.

Key Concepts

  • Black Cards: Permanents on your board (Heroes, Creatures, Buildings). Visible to all players.
  • White Cards: Tactical plays in your hand (Spells, Artifacts, Bonuses). Hidden from opponents.
  • Shield: Damage absorption layer on Heroes. Each shield point absorbs 1 incoming damage.
  • Victory Points: Earned through building effects and matching card pairs. First to 8 wins!

Game Overview

Player Count: 2–6

Game Length: 30–60 minutes

Setup Time: 5 minutes

Each player competes to earn 8 victory points or achieve one of the alternate win conditions (3 Sheds or 7 Chaos cards).


Setup

Physical Setup

  1. Arrange the 6 decks in a row, face down:

    • Deck 1 (Die roll = 1): Buildings (Black)
    • Deck 2 (Die roll = 2): Spells (White)
    • Deck 3 (Die roll = 3): Creatures (Black)
    • Deck 4 (Die roll = 4): Artifacts (White)
    • Deck 5 (Die roll = 5): Heroes (Black)
    • Deck 6 (Die roll = 6): Bonuses (White)
  2. Bonus/Chaos pile: If playing with Chaos cards, place the Chaos deck separately.

Turn Order

  1. Online version: Player order is randomized at game start.
  2. Tabletop version: All players roll 1d6; highest roll goes first, reroll ties.
  3. Play proceeds clockwise.

Initial Draw

Starting with the first player, each player draws 1 card from each deck in order (Decks 1–6).

Important:

  • Black cards are immediately placed face-up on your board in their appropriate zones.
  • White cards are kept hidden in your hand.

Your Starting Board

After the initial draw, you will have:

  • 1 Hero (Heroes zone)
  • 1 Creature (Creatures zone)
  • 1 Building (Buildings zone)
  • 3 White cards in hand (1 Spell, 1 Artifact, 1 Bonus)

Turn Structure

Phases of Your Turn

Each turn follows this sequence:

Phase 1: Roll and Draw

  1. Roll 1d6.
  2. Draw the top card from the matching deck (1=Buildings, 2=Spells, 3=Creatures, 4=Artifacts, 5=Heroes, 6=Bonuses).
  3. If a black card is drawn, place it immediately on your board in its zone.
  4. If a white card is drawn, add it to your hand.

Phase 2: Play White Cards

You may play any number of white cards from your hand, in any order:

  • Spells: Either target a defender (zone/single resolution) or target a specific creature/building card (Scorch, Missile).
  • Artifacts: Can be played proactively or held for intervention.
  • Bonuses: Play to trigger immediate effects.

Important: Once a white card is played, it cannot be retracted. Accept the consequences.

Phase 3: Announce Damage and Effects

Inform all players of any damage dealt, spells cast, or artifacts activated. Damaged players then respond.

Phase 4: Gifting (Optional)

You may gift one white card from your hand to another player:

  • Offer it face down.
  • If they look at it, they must keep it and add it to their hand.
  • If they decline to look, return it to your hand.
  • Consequence: If you gift during your turn, you cannot intervene until after your next turn.

Phase 5: End of Turn

  1. Discard all white cards that were played (unless they are persistent or Secret Ruins).
  2. All injured black cards heal completely (damage resets to 0).
  3. Pass the turn to the next player clockwise.

Combat System

Damage Resolution

When you deal damage to another player, the defender must assign that damage to their board in a specific order:

Damage Assignment Order:

  1. Heroes (first) — Damage applied to Heroes first.
  2. Creatures (second) — Any remaining damage goes to Creatures.
  3. Buildings (third) — Any remaining damage goes to Buildings.

Important Rules:

  • Each card must absorb or lose all of its health before damage moves to the next zone.
  • Damage cannot be split between cards in the same zone. A 5-damage hit to creatures goes to the first creature until they absorb it all or die.
  • Healing: All damaged cards heal completely at the end of the attacker's turn. No permanent damage carries over.

Damage Types

Physical Damage

  • Dealt by attacking cards/abilities that use physical attack values.
  • Must go through the damage assignment order (Heroes → Creatures → Buildings).

Spell Damage

  • Dealt by white Spell cards.
  • Spell damage bypasses Heroes and is assigned to Creatures → Buildings.
  • Some spells also apply extra effects (for example, Curse stuns a hero; Tidalwave stuns all defender cards).
  • Some spells target specific zones (for example, Quake targets buildings zone damage).

Damage Example

Scenario: Alice has a Taron (Hero, 3 shield), Wolf (Creature, 1 health), and Tavern (Building, 2 health). Bob plays Tidalwave (2 damage to each creature AND 2 damage to each building + stun all).

Resolution:

  1. Taron takes no spell damage from Tidalwave (spell damage bypasses Heroes), and his shield is not reduced.
  2. Wolf takes 2 damage → Wolf is destroyed (has 1 health).
  3. Tavern takes 2 damage → Tavern is destroyed.
  4. Taron is still stunned by Tidalwave, even though he took no shield damage.
  5. End of Bob's turn: surviving damaged cards heal; stun expires at the end of defender's next turn.

Card Mechanics

Black Cards (Board Permanents)

Heroes

  • Shield Value: The amount of damage this Hero can absorb from incoming attacks.
  • No Health Stat: Heroes have shield and damage values, but no separate health stat.
  • Hero Damage Exists: Some heroes contribute attack damage (for example, Xander deals 2).
  • Damage Order: When damage is assigned, Heroes take all damage first before creatures or buildings.
  • Extra Roll Trigger: Extra Roll only triggers when Heroes, Creatures, and Buildings are all gone.
  • Pair VP: Each pair of identical heroes on your board grants 1 VP.

Hero List (compiled rarity counts in Deck 5):

  • Ardan (1 shield, 0 damage, 8 copies) — Most common; fragile.
  • Drenis (2 shield, 0 damage, 7 copies) — Common; balanced.
  • Lyra (3 shield, 0 damage, 6 copies) — Uncommon; strong.
  • Revan (1 shield, 1 damage, 5 copies) — Mid rarity; offensive.
  • Marius (2 shield, 1 damage, 4 copies) — Rare; balanced offense.
  • Taron (3 shield, 1 damage, 3 copies) — Very rare; strong defense plus offense.
  • Xander (2 shield, 2 damage, 2 copies) — Rarest hero; highest hero damage.

Creatures

  • Damage Value: The amount of damage this creature deals in an attack.
  • Health Value: How much damage the creature can absorb before being destroyed.
  • Attack Mechanism: All your creatures combine their damage when you attack (you choose target player).
  • Buffable: Can be enhanced by Ring (x2 damage & health) or Gauntlets (x3 damage & health).
  • Destroyed when health reaches 0.
  • Pair VP: Each pair of identical creatures grants 1 VP.

Creature List (compiled rarity counts in Deck 3):

  • Wolf (1 damage, 1 health, 8 copies) — Most common; weakest.
  • Crow (1 damage, 2 health, 7 copies) — Common; extra health.
  • Imp (2 damage, 2 health, 6 copies) — Uncommon.
  • Skeleton (2 damage, 3 health, 5 copies) — Mid rarity; balanced.
  • Mimic (3 damage, 3 health, 4 copies) — Rare; strong.
  • Witch (3 damage, 4 health, 3 copies) — Very rare; durable.
  • Reaper (4 damage, 4 health, 2 copies) — Rarest and strongest creature.

Buildings

  • Victory Points: Each building grants its printed point value when not stunned.
  • Health: How much damage before destruction.
  • Special Rule: Shedding: 3 Sheds on your board = instant win.
  • Pair VP: Each pair of identical buildings grants 1 VP (in addition to printed points).
  • Rarity-Weighted Deck: Buildings use weighted compiled counts (not single-copy uniques).

Building List (compiled rarity counts in Deck 1):

  • Shed (1 health, 1 point, 8 copies) — Most common; 3 Sheds = instant win.
  • House (2 health, 1 point, 7 copies) — Common.
  • Tavern (2 health, 2 points, 6 copies) — Uncommon.
  • Blacksmith (3 health, 2 points, 5 copies) — Mid rarity; durable.
  • Palace (3 health, 3 points, 4 copies) — Rare; strong.
  • Castle (4 health, 3 points, 3 copies) — Very rare and tough.
  • Fortress (4 health, 4 points, 2 copies) — Rarest and most powerful.

White Cards (Tactical Plays)

Spells

Spells deal damage, apply effects, or disrupt opponents.

Spell Mechanics:

  • Spells stay in hand until played.
  • Scorch and Missile require selecting a specific creature/building target.
  • Other damaging spells resolve against a defender using zone assignment rules.
  • Some spells deal damage to specific zones only.

Spell List (compiled rarity counts in Deck 2):

Spell Effect Notes
Scorch 1 damage to single creature/building Targeted removal. 8 copies.
Missile 2 damage to single creature/building Bypasses heroes. 7 copies.
Lightning 1–6 rolled spell damage vs defender board Applies to defender Creatures/Buildings via spell assignment. 6 copies.
Curse Stun 1 defender hero + 4 spell damage Spell damage hits Creatures/Buildings (not Heroes), then hero stun applies. 5 copies.
Quake 5 damage to buildings zone Zone-specific pooled damage; creatures unaffected. 4 copies.
Tornado 2–12 rolled spell damage vs defender board High variance board pressure. 3 copies.
Tidalwave 2 damage to each creature & building + stun all Damages Creatures/Buildings and also stuns Heroes. 2 copies.

Artifacts

Artifacts are powerful and flexible. You can play them on your turn or during intervene windows.

Artifact Mechanics:

  • Artifacts can be played in main phase and during intervene windows (when it is your response turn).
  • Cost: Non-defenders are typically limited to one response before their next turn.
  • Restriction: If you gifted a white card during your turn, you cannot intervene until after your next turn.

Artifact List (compiled rarity counts in Deck 4):

Artifact Effect Type Notes
Watch Destroy 1 building Artifact Building removal. 3 copies.
Amulet Destroy 1 hero Artifact Hero removal. 4 copies.
Bubble Save 1 card from destruction Intervention Prevent key card damage. 7 copies.
Staff Absorb/cancel a pending spell Intervention Defensive spell counter. 6 copies.
Mirror Reflect 1 spell OR nullify 1 artifact Intervention Counter spells/artifacts. 5 copies.
Ring Multiply target creature stats x2 Artifact Doubles target creature damage and health. 8 copies.
Gauntlets Multiply target creature stats x3 Artifact Triples target creature damage and health. 2 copies.

Bonuses

Bonus cards provide one-time utility or powerful effects.

Bonus Mechanics:

  • Play Bonuses during Phase 2 of your turn.
  • Most Bonuses discard after use.
  • Secret Ruins: Stays on your board for 1 round, automatically granting 2 VP at round end, then discards.
  • Bonuses cannot be intervened with.
  • In compiled Deck 6, there are 7 bonus card types.

Bonus List (compiled rarity counts in Deck 6):

Bonus Effect Notes
Fate Draw 1 card from any deck Flexible choice of deck. 7 copies.
Luck Roll 2d6, draw 2 cards Better odds than single roll. 6 copies.
Fortune Roll 3d6, draw 3 cards Maximum card draw option. 4 copies.
Secret Ruins 2 VP (persists 1 round on board) Grants VP automatically; then discards. 2 copies.
Steal Take 1 card from opponent's hand Disruptive; random selection. 5 copies.
Seize Take 1 building from opponent's board Permanent theft; immediate effect. 3 copies.
Betrayal Convert 1 opponent's hero/creature to yours Turns their units against them. 8 copies.

Chaos Cards

Chaos cards provide an alternate path to victory.

How to Gain Chaos:

  1. Deal damage to the current Chaos threshold (2, 4, 6, 8, 10, or 12).
  2. Chaos damage can accumulate across attacks during your turn.
  3. Chaos threshold HP resets at end of turn.
  4. When threshold is reached, claim a Chaos reward card to your Chaos pile.
  5. Instant Win: If you ever hold 7 Chaos cards, you win immediately.

Chaos Card Properties:

  • Each Chaos card is either Black or White.
  • Black Chaos: Play during your main phase like a normal black card; stays on board.
  • White Chaos: Play during main phase like normal white cards; artifact chaos can also be used in intervene windows.
  • Espionage note: White chaos cards are excluded only when tagged chaos; otherwise they count as normal white cards in favor.

Intervention System

What is Intervention?

Intervention is the ability to play an Artifact in response to another player's action, even when it's not your turn. This creates dynamic, reactive gameplay.

When You Can Intervene

  • Triggers: Another player announces damage or plays an action that affects you.
  • Requirements:
    • Usually requires a valid artifact response in hand (or chaos artifact).
    • Attackers can sometimes add spells in white-stack windows.
    • Defender gets dedicated response windows and can act multiple times while windows remain open.
    • You did NOT gift a white card during your most recent turn.
  • Timing: You can intervene after damage/effect is announced but before it fully resolves.

Intervention Examples

Scenario 1: Bubble Saves a Card

  • Bob plays Missile on Alice's Witch.
  • Alice plays Bubble on Witch → Witch is saved from destruction.

Scenario 2: Mirror Reflects a Spell

  • Charlie plays Lightning (rolls 4 damage) targeting Alice.
  • Alice plays Mirror → Lightning is reflected back to Charlie instead.

Scenario 3: Watch Destroys a Threat

  • David plays Seize to steal Alice's Tavern.
  • Alice plays Watch to destroy one of David's buildings.

Intervention Order

If multiple players wish to intervene:

  1. The defender gets first response window.
  2. Then other players respond in player order.
  3. The attacker is checked last.
  4. Each intervention can trigger further interventions (chain reactions possible).

Consequences of Intervention

  • Response Limits: Non-defenders are usually limited after they act; defenders may continue responding while their window remains active.
  • Gifting blocks intervention: If you gifted during your turn, you cannot intervene until after your next turn.
  • Intervention counts as a play: The artifact is discarded after use.

Victory Conditions

Primary Win: 8 Victory Points

Reach 8 VP at your start-of-turn win check to win. VP comes from:

  1. Building Points: Each non-stunned building on your board grants its printed point value.

    • Example: Tavern (2 points) + Palace (3 points) = 5 points.
  2. Matching Card Pairs: Every 2 identical cards (heroes, creatures, buildings) grant 1 VP.

    • Count: Heroes + Creatures + Buildings together.
    • Example: 2 Wolves + 2 Taron = 2 VP total.
  3. VP Calculation at End of Turn:

    • Total = (sum of printed building points for non-stunned buildings) + (count of each black card / 2, rounded down).

Alternate Win 1: 3 Sheds

If you ever have 3 Sheds on your board at the same time, you win instantly. Sheds are weak (1 health, 1 point each) and easily destroyed.

Alternate Win 2: 7 Chaos Cards

If you ever hold or control 7 Chaos cards, you win instantly. The Chaos path is unpredictable but can reward bold strategies.

Endgame: Final Round

When the 3rd deck runs out of cards:

  1. The player who drew the last card starts the final round.
  2. All remaining players take one last turn in clockwise order.
  3. After all have played, highest VP wins.
  4. If tied, the first tied player in turn order is selected as winner.

Edge Cases & Rules Clarifications

Stun Mechanics

What is Stun?

  • A stunned black card is flipped face-down on your board.
  • Stunned cards can still be targeted and damaged.
  • If lethal damage would destroy a stunned card, the destruction is prevented while stun remains.
  • Stunned buildings do not contribute their printed building points while stunned.

Duration:

  • Stun lasts until the end of the stunned player's next turn.
  • Example: Alice stuns Bob's Wolf on Turn 3. The Wolf remains stunned until the end of Bob's Turn 4.

Removing Stun:

  • Automatically at end of the stunned player's next turn.
  • If the stunned card is stolen or seized by an opponent, it is no longer stunned (card moves to opponent's board face-up).

Extra Roll (Emergency Draw)

Trigger: If a player loses all their Heroes, Creatures, and Buildings in a single turn (board completely cleared), they immediately trigger an Extra Roll.

Resolution:

  1. Roll 1d6.
  2. Draw 1 card from the matching deck.
  3. If black, place on board immediately.
  4. If white, add to hand.
  5. Continue playing the game.

Espionage Threshold

Trigger: If a player ever has 7+ white cards in their favor, Espionage is triggered.

White Cards in Favor:

  • White cards currently in your hand.
  • White cards currently on your board.
  • White cards you've played that are still active this turn.
  • White cards tagged chaos do not count; untagged white chaos rewards count like normal white cards.

Resolution:

  1. Roll 1d6 (result = number of cards to discard).
  2. Discard that many eligible white cards from your hand (player chooses which).
  3. Espionage occurs once per turn maximum, even if you drop below 7 and climb back above it later.

Consequence Rule

Once a white card is played, it cannot be retracted.

This includes:

  • Spells that deal damage.
  • Bonuses that steal or convert cards.
  • Artifacts that destroy cards.

However:

  • Interventions can still counter a played white card (e.g., Mirror reflects a spell).
  • Damage assignment can be adjusted during the Defend phase (as long as hero > creature > building order is respected).

Deck Depletion

When a deck runs out of cards:

  • Do not reshuffle discard piles into the deck.
  • Players who would draw from a depleted deck skip that draw (no replacement).
  • If 3 or more decks are depleted, the Final Round is triggered.

Card List & Stats

Black Cards

Heroes (compiled rarity counts)

Card Shield Damage Copies in Deck 5
Ardan 1 0 8
Drenis 2 0 7
Lyra 3 0 6
Revan 1 1 5
Marius 2 1 4
Taron 3 1 3
Xander 2 2 2

Creatures (compiled rarity counts)

Card Damage Health Copies in Deck 3
Wolf 1 1 8
Crow 1 2 7
Imp 2 2 6
Skeleton 2 3 5
Mimic 3 3 4
Witch 3 4 3
Reaper 4 4 2

Buildings (compiled rarity counts)

Card Health Points Copies in Deck 1
Shed 1 1 8
House 2 1 7
Tavern 2 2 6
Blacksmith 3 2 5
Palace 3 3 4
Castle 4 3 3
Fortress 4 4 2

White Cards

Spells (compiled rarity counts)

Spell Damage Effect Copies in Deck 2
Scorch 1 Single creature/building 8
Missile 2 Single creature/building 7
Lightning 1d6 Rolled spell damage vs defender board 6
Curse 4 + stun 4 spell damage to Creatures/Buildings + stun hero 5
Quake 5 Buildings zone (pooled) 4
Tornado 2d6 Rolled spell damage vs defender board 3
Tidalwave 2 each Creatures & buildings damage + stun all (including heroes) 2

Artifacts (compiled rarity counts)

Artifact Effect Type Copies in Deck 4
Watch Destroy 1 building Artifact 3
Amulet Destroy 1 hero Artifact 4
Bubble Save 1 card Intervention 7
Staff Absorb/cancel spell Intervention 6
Mirror Reflect/nullify Intervention 5
Ring Multiply target creature stats x2 Artifact 8
Gauntlets Multiply target creature stats x3 Artifact 2

Bonuses (compiled rarity counts)

Bonus Effect Copies in Deck 6
Fate Draw 1 card from any deck 7
Luck Roll 2d6, draw 2 cards 6
Fortune Roll 3d6, draw 3 cards 4
Secret Ruins 2 VP (persists 1 round) 2
Steal Steal 1 card from opponent 5
Seize Steal 1 building 3
Betrayal Convert 1 opponent creature/hero 8

Scarlyt Comprehensive Rulebook v2.0
Last Updated: May 14, 2026
Verified against card data and game code