Quick Start Rules
Concise rules for first-time players.
The Main Objective
In Intertwined, you battle your opponent using companions and actions to reduce their Traverser's HP to zero.
Victory Condition
- Reduce your opponent's Traverser HP to 0.
Respond to Everything
React to your opponent's moves with Quick Actions and abilities during their turn. Every action can be answered.
Card Types
There are four types of cards in Intertwined:

Companions
Cards that stay on the board. Companions have attack and health values and may have unique abilities.

Actions
Cards that resolve and provide one-time effects. After resolving, they return to the bottom of your deck. Subtypes include Spell Actions and Skill Actions.

Traversers
Your hero card that starts on the board, provides starting mana, and has passive abilities. Not part of your main deck.
Image coming soon
Items
Cards that are placed on the board and provide ongoing effects or abilities. Subtypes include Equipment (Weapons and Shields) that can be equipped to characters.
Understanding Card Components
Each card contains several key elements that define how it works. Cards are divided into two main areas:
Card Top

Level Requirement - The minimum level needed to play this card
Cost to Play - The amount of mana required to play this card
Name - The card's name
Affinity - The elemental type of the card, indicated by color (Dark, Light, Water, Earth, Fire, Lightning, or Wind)
Card Bottom

Ability - Special effects or powers the card has
Attack - How much damage the character deals (Characters only)
Typing - The card type and subtype
Health - How much damage the character can take (Characters only)
Mana & Level System
Mana is the core resource in Intertwined, used to play cards and activate abilities. Your Traverser provides your starting mana and shapes your strategy from the first turn.
How It Works
Generate mana each turn to grow your level. Your level determines which cards you can play. Higher-level cards unlock as you generate more mana throughout the game. Mana regenerates at the start of each turn.
Mana Cost
Each card has a mana cost that must be paid to play it. You spend mana from your pool to pay for cards and abilities.
Level Requirements
Every card has a level requirement. Since your level equals your total mana generated, higher-level cards become available as you generate more mana during the game.
Seven Elements
Each card belongs to one of seven elements: Dark, Light, Water, Earth, Fire, Lightning, and Wind. Build your deck around one or mix elements for creative strategies.
Deck Building
Decks in Intertwined are small and focused. Every card matters.
Singleton Format
Your deck consists of 12 unique cards, no duplicates. On top of that, you choose a Traverser (your hero) and 6 mana cards of your choice to fuel your strategy.
Card Removal
Companions and Items are one-time use. When they leave the board, they go to the graveyard. Actions are different: after resolving, they return to the bottom of your deck, so you'll see them again.
Combat
Combat in Intertwined is fast and interactive. Companions attack one by one, and your opponent can respond between each attack, making every combat decision strategic.
Awake and Rest States
Companions must be awake to attack or block. When a companion attacks or blocks, it becomes rested.
Combat Damage
When an attack is blocked, both the attacker and blocker deal damage to each other simultaneously based on their attack values. Unblocked attacks deal damage directly to the target.
Valid Targets
You can declare an attack on any enemy character or their Traverser. The defender can then assign an awake companion to block and intercept the attack.
Combat Example
Your companion attacks an enemy companion. The opponent assigns an awake blocker to intercept. Both the attacker and blocker deal damage to each other simultaneously. Since blocking rests the blocker, your second companion can now attack it without risk of being blocked by that same companion.
Interaction with Opponent
Unlike many card games, you're never just watching. Respond during your opponent's turn whenever they make a move you don't like. Counter their spells, buff your defenders, or surprise them with instant-speed plays.
Quick Actions
Quick actions are special actions that can be played during your opponent's turn or in response to other actions. They allow for strategic counterplay and surprise moves.
Priority and Responding
When an action is taken, players can respond with quick actions or abilities before the action resolves. You will not be prompted if you cannot respond to an action - the game will only pause when you have valid responses available.
Getting Started
Follow these steps to begin your journey in Intertwined. Early adopters will receive special rewards for supporting the game during development!
Register an Account
An internet connection is required to play the game. Your account stores your deck and cards data in the cloud, allowing you to play from any device.
5 Starter Decks to Try Out
You will get 5 starter decks made by our team as well as all cards in the game.
Play Solo vs AI
Feel free to test the game against the bot opponent.
Play Multiplayer
As expected of a free-to-play game in development we recommend joining Discord for getting someone to play or asking a friend to test a game with you.
Experience the game firsthand by playing the proof of concept version available on itch.io.
Play on itch.io