A trading card game of the shattered light

Before the first age there was only the White Light of Cern. Now three shades remain: Might, Wisdom and Cunning. Collect them, master them, and choose your path.

Explore the cards

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The Wild

Creatures of the Lattice

Bear, Wolf, Snake, Raven, Owl and Dragon — the first creatures of the Basic Set.

Card art is in progress — every card will be painted by a human artist.

Lore

The Shattered Light

Before the first age, there was only the radiance of Cern—the unbroken White Light of creation. But eternity is fragile, and in a cataclysm that shook the roots of the cosmos, the All-Father fell.

As His form shattered, His soul was torn into three shades: the raw Red of Might, the deep Blue of Wisdom, and the feral Green of Cunning.

From those ruins, the Primals climbed into existence along the geometric paths of the world-tree. Inheriting a broken realm, they split across the lattice into three distinct paths: those walking the Path of Light seek to hunt the scattered sparks and restore lawful order; those bound to the Path of Darkness act as agents of annihilation, seeking to snuff out the embers and return everything to the dark; and those on the Grey Path guard the intersections, ensuring Cern stays dead while maintaining the brutal balance where light and shadow coexist.

Tenets

The Three Tenets

What Trisk will always stand for.

I

The Even Field

No pay-to-win

  • Every card is designed to be equal in power. Money never buys an edge.
  • Rarity is purely cosmetic: a Radiant or Signed card plays exactly like its Common version.
  • Cards are patched when needed, so the balance holds.
II

The Living Lattice

No power creep

  • New sets come rarely, and only to create more ways to play.
  • New cards never make older cards obsolete.
  • The cards you own and the decks you build stay usable, for good.
III

The Maker's Mark

Owned, and made by hand

  • Your cards are NFTs so they are truly yours. That is their only purpose: ownership, not investment.
  • No AI art. Every card is made by a human artist, and the card design exists to showcase their work.
  • Resale royalties are split equally between Trisk and the artist.

Finishes

Three Ways to Shine

Most cards are printed clean. Rarer pulls carry foil that reacts to the light as you tilt them.

Finishes are cosmetic only — every version of a card plays exactly the same.

Rulebook

How to Play Trisk

Choose a Primal, build your deck, and raise creations in its image.

Introduction

Trisk is a trading card game set in a realm broken by the fall of Cern. Every card carries the three shades of his shattered light: the Red of Might (MIG), the Green of Cunning (CUN) and the Blue of Wisdom (WIS).

Every card is built to be equal in power. What sets a card apart is how it looks, never how it plays.

Reading a card

12 34
  1. Name and typeWho the card is, and what kind of card it is.
  2. ArtThe heart of every card. The layout is built to show it off.
  3. StatsThe column on the right. See the table below.
  4. AbilitiesWhat the card can do: a triangle for active, a circle for passive, with a number inside.

Stats

StatMeaning
MIGMight — the Red shade
CUNCunning — the Green shade
WISWisdom — the Blue shade
HPExplained in the full rules
APExplained in the full rules
MPExplained in the full rules
ATTRAttributes — shown as icons
RESISTDamage types the card resists — shown as icons
WEAKDamage types the card is weak to — shown as icons

Abilities

Every ability is marked with a shape that tells you what kind of ability it is, and a number inside the shape.

Active — you choose to use it
Passive — always in effect

What the number means and how each ability works will be explained in the full rules.

Your Primal

Every deck is led by exactly one Primal, one of the ten who climbed the world-tree after Cern fell. The Primals are their own set. Your Primal decides which cards you can play.

You can only create in the image of your Primal. A card can be played only if none of its stats is higher than your Primal's. For example, the Warrior has MIG 5, so it needs a Primal with at least 5 Might.

Your Primal also has a level, from 0 up to a maximum of 9. You raise it by meditating (see Taking a turn).

Pick a Primal to see what it can play:

Building a deck

  • Exactly one Primal.
  • Any number of cards: there is no minimum or maximum deck size.
  • Any number of copies of each card.
  • Every card must be playable by your Primal.

Starting a game

  • Each player draws a starting hand of 3 cards.
  • The player who goes second starts with their Primal at level 1.

Taking a turn

  1. Start of turnChoose two of the three actions:
    MeditateYour Primal gains 1 level (maximum 9).
    TrainAdd X levels to one of your creations, where X is your Primal's level.
    MusterDraw a card.
  2. Creation phasePlay creations and use abilities.
  3. CombatThe attacking player declares attackers, then the defender declares blockers, then damage is dealt.

Finishes

Cards come in three finishes: Common, Radiant (rainbow foil) and Signed (gold leaf with the artist's signature). Finishes are cosmetic only — every version of a card plays exactly the same.

Sets

Cards are released in sets: the Basic Set, and the Primals, the ten cards that lead every deck. New sets are rare and only add new ways to play, so your cards and decks never go out of date.

Coming soon

Combat in detailHow damage, HP, resistances and weaknesses work
AbilitiesWhat each ability does
AP and MPWhat they are used for
WinningHow a game ends

Market

The Market

Packs and singles from the Basic Set. Minting opens at launch — open a demo pack in the meantime.

Basic Booster

  • 5 cards
  • At least 1 foil (Radiant or Signed)
Price at launch

Collector Box

  • 12 boosters
  • 1 guaranteed Signed card
Price at launch

Founder's Edition

  • Limited run
  • Numbered Signed hero card + a booster
Price at launch

Player trading

Buy and sell cards directly with other players. Coming after launch.

Soon

Singles

Featured Cards

Card checker

Collection

Every Trisk card, set by set. The ones you own light up — the rest stay grey until you collect them.

Arena

Play

Battle other players with the cards you own.