A deterministic story-driven card game

Your deck does not follow the story Your deck writes it

Build a twenty-card fate, divide it into four narrative chapters and bind decisive cards through Threads of Fate. Once the duel begins, every choice resolves without chance and without retreat.

20 Cards
4 Chapters
0 Random combat rolls
Skorta, Andfuglsjá Queen
Torstein, warrior of Niflheim
Mikal-Finnvard, Jarl of Skalvheim
Ash, Bard of Niflheim

The duel begins before the first card is played

Build the fate Then watch it unfold

Runes of Wyrd is a deterministic card game. Your strategy is created during deck preparation: select your cards, divide them into narrative chapters and influence their final order.

01

Build twenty cards

Combine Hero and Global cards while respecting Equipment, Trigger, Event, rarity and uniqueness limits.

02

Write four chapters

Divide your deck into Opening, Rising, Turning and Ending. Each chapter contains five cards.

03

Spend your Wyrd

Distribute twenty-five Wyrd Points between Initiative and Threads of Fate to influence the final card order.

04

Resolve the duel

Once battle begins, cards resolve automatically. There are no attack rolls, critical chances or decisions made during the duel.

Deterministic by design

Victory is prepared, not rolled

Identical game states always produce identical results. The uncertainty lies in preparation and in understanding the opponent's story, not in random combat resolution.

Prepare Reveal Resolve
Odin uses the forbidden runes to divide the worlds
I

The story begins

Chapter One

Unraveling of Fate

“The world did not end. Not immediately, which Odin considered a success.”

The gods are losing a war that reality itself can no longer endure. Faced with the arrival of chaos, Odin turns to forbidden fragments of the Wyrd and severs the bonds between worlds.

The Age of Runic Twilight begins. Far from the silence of the gods, a young warrior named Helena Arvast is still asking questions.

Read Chapter One

Future chapters are unlocked throughout the campaign.

Learn the laws that govern fate

Simple resolution Deep preparation

The duel resolves automatically, but every card follows precise timing rules. Understanding preparation, card types and Hero mechanics is essential to writing a reliable fate.

Chapter I

Deck Preparation

Build a legal twenty-card deck, respect rarity and copy limits, then distribute the cards between four chapters of five cards.

  • Twenty-five Wyrd Points
  • Fixed Initiative from -3 to +3
  • Threads of Fate
  • Controlled card ordering
Chapter II

Battle Resolution

Every turn reveals one card. Its actions resolve in their written order before Events, Equipment, Hero powers and Triggers react.

  • Automatic card resolution
  • Fixed reaction priorities
  • Independent temporary effects
  • Shield before Health
Chapter III

Living Systems

Temperature, statuses and Hero resources evolve throughout the duel and transform the effect of future cards.

  • Cold and Heat tracks
  • Buffs and negative statuses
  • Hero-specific resources
  • Persistent battlefield states
Complete rules

Explore deck construction, combat timing, Temperature and every Hero system in the complete Player Guide.

Read the Player Guide

Opening the chronicles...