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
- Name and typeWho the card is, and what kind of card it is.
- ArtThe heart of every card. The layout is built to show it off.
- StatsThe column on the right. See the table below.
- AbilitiesWhat the card can do: a triangle for active, a circle for passive, with a number inside.
Stats
| Stat | Meaning |
|---|---|
| MIG | Might — the Red shade |
| CUN | Cunning — the Green shade |
| WIS | Wisdom — the Blue shade |
| HP | Explained in the full rules |
| AP | Explained in the full rules |
| MP | Explained in the full rules |
| ATTR | Attributes — shown as icons |
| RESIST | Damage types the card resists — shown as icons |
| WEAK | Damage 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.
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
- 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.
- Creation phasePlay creations and use abilities.
- 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.