Cycles of Moss - Rules

Casual Mode
We recommend you become familiar with this game mode before playing the Standard Mode.

Each Game consists of 2-3 Rounds in a best of 3. 

Deck Building - Before each game, each player makes a deck of 15 cards. Each deck must include three 1 star () cards, three 2 star cards, three 3 star cards, three 4 star cards, and three 5 star cards. No duplicate cards can be used. The deck is NOT pulled from at random. Before each round, players CHOOSE which 5 cards they want to use from their deck. Discard used cards after each round.

Round Start - Each player chooses 5 cards from their deck to make a hand which MUST include a 1 star, a 2 star, a 3 star, a 4 star, and a 5 star card. Player 1 uses the blue side of their cards, while Player 2 uses the red side. Players sit adjacent to each other and each alternate taking a turn. The goal is to flip opponent cards. If you flip an opponent’s card to your color, you now control that card. Controlled cards is how you determine score (see Winning a Round).

Who Goes First? For round 1, players roll a die. Higher number goes first. For round 2 or 3, the loser from the previous round chooses who goes first. If you do not have a playmat, the player who goes first must declare which grid space they are placing their card on.

Peeking at an opponent’s hand is allowed, but get caught and your opponent is allowed to publicly roast you.

Each card has four numbers that correspond to its closest side which is used for battle (see image).


Taking Your Turn

  1. Place 1 card on ANY open space on the board. If you place your card on a space NOT adjacent to an opponent card, your turn is over.
  2. If you placed your card adjacent to an opponent card(s), your placed card MUST now attack ALL adjacent opponent cards.
  3. If the placed card is adjacent to 2+ opponent cards, the attacker (you) decides which order the attacks take place.
  4. To attack, both players roll 1 six-sided die and add that value to their number closest to the opponent’s card (see image).
  5. If the attacking player’s total number is higher than the defender’s total, the defender’s card flips color/control.
  6. But if the defender wins the battle, NO CARDS ARE FLIPPED.
  7. If the players tie, each roll another die and add it to their previous total. Do this until there is a winner. If 3 sequential ties occur, the players play rock, paper, scissors to decide the battle.
  8. Regardless of the outcome of a single battle, move on to your next attack if your placed card is adjacent to another opponent card.
  9. Once all your attacks have been resolved, your turn is over. It is now the next player’s turn.

Winning a Round - The round ends when all 9 spots on the 3x3 grid have been filled and all battles from the last placed card have been resolved. Count up how many cards you control (in your color). The player who goes second will have a card remaining in their hand and that card counts as one of their controlled cards. The player with the most controlled cards wins the round. If both players control 5 cards, a Round Tiebreaker must be played to decide the round.

Round Tiebreaker - Both players roll 1 die. Count up the number of 5’s (not stars) you control on the board and in your hand. Add that number to your die roll. Higher number wins the battle. If it is another tie, do a new Tiebreaker. Both re-roll their die and add it to the number of 5’s they control.

Standard Mode
Standard mode is the same as Casual Mode except each number has a special Ability(s) associated with it. Multiple abilities can be triggered/activated by the same card. The attacker decides what order attacks and abilities happen in. With some abilities (Charge, Remote Detonate) triggered by a flip, you can choose to activate it immediately OR wait to activate it until after you resolve other battles/abilities you have in the queue. When you end your turn, you forfeit all unused abilities.

0 - Kingslayer - 0’s automatically win battles (offense and defense) against 6’s, UNLESS the 6 player rolls a 6.

1 - Cascade - If a 1 flips an opponent card, the newly flipped card must initiate battle to all opponent cards it’s touching as if it was just placed. Abilities on the newly flipped card can be triggered/activated.

2 - Defensive Flip - If a 2 wins a battle on defense, the attacking card flips color. This ends any other queued battles and abilities the attacking card had prior to the flip.

2 - Taunt - If a 2 flips a card (only on attack), at the end of your turn you can choose to activate Taunt. If activated, choose any number on any card that you control on the board. The opponent must place a card adjacent to that number on that card on their next turn if possible. Only one Taunt can be activated per turn.

3 - Charge - If a 3 flips a card, the attacking player can choose to activate this power to swap the attacking card with the newly flipped card, AND THEN must immediately attack again using the same 3 in the same direction if it is adjacent to an opponent card. If activated, the 3 must keep attacking and swapping with the newly flipped card until it can’t anymore. Swapping cards ends all other queued battles and abilities those cards had prior to the swap.

4 - Remote Detonate - If a 4 flips a card, you can choose to activate Detonate. Choose another 4 on the board that you control. You can not choose a 4 on the card you placed this turn or the newly flipped card. Also, this 4 must have its closest side adjacent to an opponent card. The chosen 4 attacks the opponent card. If it wins and flips the opponent card, you can choose another 4 to Detonate and repeat the process. Each time you flip a card with Detonate, you get another Detonate. Once activated, you must immediately choose to use or forfeit each Detonate you get. Again, you can NOT Detonate a 4 on any card that you’ve placed or flipped this turn.

5 - All Seeing Five - If a 5 flips a card, the attacking player can choose to activate this power to see one of their opponent’s cards. The opponent reveals their highest star card in their hand and places it on the table. It must remain visible until the end of the round. There’s no limit on how many times this can be activated per turn.

6 - Morph (6’s can not Morph when battling a 0) - After a battle has started (attack or defense), but before the dice have been rolled, 6’s can choose to activate Morph. The 6 player must declare if they are Morphing before either die has been rolled. If two 6’s battle, the attacker declares first, then the defender. If activated, the 6 morphs into whatever number (1-5) the player chooses and gains any associated abilities it has. Then both players battle as normal using the newly morphed number instead of the original 6. The morphed number reverts back into a 6 after the battle resolves.