Genesis Game
Learn the Rules
Master the Game. Change the World. Everything you need to play GENESIS, the World's First Time Travel Game.

- Choose your ImmortalBuild a 33 card deck around one of the 13 Immortals.
- Grow your KarmaStart with 1, gain 1 every turn, up to 12.
- Play and strikeSpend Earth to play cards. Strike with Air to wear down Water.
- Win the timelineBring your opponent's Immortal from 33 Resource to 0.
Objective
Your mission is to command elemental forces, outmaneuver your opponent, and reduce their Immortal's Resource from 33 to 0 before they do the same to you. Players achieve this by:
- Strategically crafting decks around powerful Immortals,
- Managing resources of Earth, Air, Water, Fire, and Karma as the balancing force throughout the game,
- Playing cards to protect their own Immortal and challenge their opponent.
It is a contest of mind, momentum, and meaning, where every choice echoes across time. Your Immortal is more than a character; it is spirit and soul in action.
Deck Building & Immortals
Forge with intent. Balance your deck with variety and curve. Wield Power, Synergy, and Style. Every card is a choice, every deck, destiny. Build not to win, but to awaken.
- A 2 player game where each player crafts a 33 card deck designed to protect their Immortal, slow their opponent, maneuver and drive toward victory.
- You may include up to 2 copies of any Immortal specific card or Universal Character card.
- You may include only 1 copy of each Nexus Edition card.
- Each deck is centered around one of 10 primary Immortals, each possessing a unique power and exclusive cards.
- The remaining 3 Immortals, Sun, Shadow, and Star, exist as Universal Character cards, usable in any crafted deck.
- The Villain Immortal may be played as either a crafted deck or used as Universal cards.
698 Cards. 13 Immortals. 4 Editions (Origin, Harmony, Reactor, Nexus). Explore every card, then build your deck.
Placement & Setup
- Immortal: Place your chosen Immortal card face up in front of you.
- Weapons: Place Weapons face up to the right of your Immortal. You can only have 1 Weapon equipped at a time.
- Secrets: Place Secrets face down to the left of your Immortal (max 6).
- Draw Pile: Place your 33 card deck face down to the right of your Immortal and Weapons pile.
- Secondary Effects Pile: Next to your Draw Pile, place your Secondary Effects Pile (face down). This holds cards created by game effects.
- Remove Pile: To the left of your Immortal and Secrets pile, place your Remove Pile for all discarded cards.
- Karma: Beside your Remove Pile, set out your 12 Karma.
- Character Placement: Characters are placed on the chosen Hyperboard with a maximum of 6 spaces for each player. Attempts beyond 6 are placed in the Remove Pile. Strategically place Characters to impact the flow, protect key units or bait attacks.
Starting Hand & Mulligan
- Player 1: Draw 3 cards. Max 9 cards in hand. Cards drawn beyond 9 go to the Remove Pile.
- Player 2: Draw 3 cards plus 1 Money Card, a catch up mechanic to balance going second.
- Mulligan: Each player may replace up to 3 cards (excluding the Money Card), shuffle them back into the deck, and draw new cards.
Karma
- Each player starts with 1 Karma on Turn 1.
- Gain +1 Karma each turn, up to 12 Karma max.
- Karma limits how much Earth you can use each turn. Unspent Karma does not carry over.
Karma does not punish or reward. It simply reveals. How you spend Earth under the watch of Karma is how you spend your days under the watch of Time. Practice harmony with your own cycles.
Your Turn
- Receive Karma. Turn 1 starts with 1 Karma. Gain +1 Karma each turn (max 12).
- Draw. Draw 1 card, even on Turn 1. If your deck is empty, your Immortal loses 1 Resource for each card you cannot draw.
- Play. Spend Earth up to your Karma to play Characters, Artifacts, Secrets, Weapons, or activate your Immortal Power.
- Exchange (Strike). Artifacts, Characters and Weapons strike using Air to reduce Water or Immortal Resources. Choose your order carefully.
- Adjust Values. Update Air and Water values to reflect changes. Water does not reset.
- End Turn. Tally Fire if used (see Optional Rules). Your opponent begins their turn.
Every strike, every risk, every cautious pass is more than gameplay. It's a rehearsal for life. Notice how you handle loss. How you celebrate advantage. This is a mirror. Master your choices here, and watch your choices elsewhere transform.
The Elements
Water in Genesis does not reset each turn, just as wounds and wisdom do not vanish overnight. Play with care. Every reduction or restoration is a testament to endurance. Strength is built in the tides that do not break you.
Card Types

Character
- Occupy your 6 spaces in front of your Immortal.
- Use Earth to play, Air to strike.
- Lose Water when struck. At 0 Water, removed from play.

Weapons
- Placed face up to the right of your Immortal.
- Immortals use Weapons, and lose Resource when striking.
- Only 1 equipped at a time. New Weapons replace old.
- Strength drops by 1 per strike. At 0, removed.
Special Powers & Mechanics

Immortal Powers
- Unique to each Immortal.
- Use once per turn. Costs 2 Earth.
- Powers vary widely, shaping gameplay profoundly.

Boost (Mercury)
- Borrow Earth from next turn to play cards now.
- Next turn's Earth on the first card played is increased by the amount you boost.
- Boost cards typically cost less but have stronger stats.
Use your Power with strategic purpose. Control the board. Pressure the field. Strike with force. Timing is the true Immortal.
Chance is part of the design. Draws bend reality, but skill, timing, and awareness bend it back. Adapt. Learn. Play your fate wisely.
Advanced & Optional Rules
- Fire: Use Fire to return up to 3 cards per turn from your Remove Pile (shuffled). 5 Fire = 1 Earth of cost. Fire carries over each turn. Money and Nexus cards excluded.
- Serendipity: Once per game, draw from your opponent's deck instead of yours.
- Quests: Epic Shadow Quest cards (8 total) activate when drawn or by pre game agreement.
- Cheats: Cheat cards (5 total) are agreed to by both players at the beginning of a game.
- Banning: Players may agree to ban or allow specific cards.
Keywords & Effects
- ARTIFACT +Increases Air of Artifacts.
- PROTECTIONShields from 1 strike.
- SILENCERemoves effects and abilities.
- PRIORITYActs immediately.
- BLOCKForces your opponent to strike this first.
- STRENGTHWeapon durability.
- CONSEQUENCETriggers on removal.
- CLOAKHidden. Prevents direct targeting until it attacks.
- ASSASSINInstantly removes a Character with reduced Water.
- RAPIDStrikes twice.
- SECRETActivates on your opponent's action.
- COPYDuplicates a card.
- FREEZEStops actions for 1 turn.
- ARMORAbsorbs damage before Resource (max 33).
- MYSTERIESRandom boon: Giant (+1/+1), Alien (+2 Air), Siren (+2 Water), Demon (Artifact +2).
- SHOCKRandom ability (Coming Soon).
Forgotten Immortal
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The Game Realm & Winning
- Strategically place Characters, play Artifacts, Weapons and Secrets to protect key units, maneuver or bait attacks.
- Victory: Reduce your opponent's Immortal Resource from 33 to 0 before they do the same to you.
- Ties: If both reach 0 at the same time, the game ends in a tie. Destiny demands a rematch.
- Use a d6 die for random effects. Keep a notebook to track changing Air, Water, and Fire.
Pause. Between your turns, breathe slowly. In that breath, you step outside of Time and glimpse the timeless. This is where the real mastery begins.
This is more than a game. It is a living myth, a conscious technology, a hidden language of destiny.
Each choice echoes into eternity, shaping not only your Immortal's fate, but your own journey. When you play Genesis, you remember who you are.
May your journey through time be bold, your choices wise, and your legacy timeless.

Uranus
Sun
Neptune
Venus
Jupiter
Mercury
Mars
Pluto
Moon
Saturn
Shadow
Star
Villain


