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C.O.E is easy to play, but difficult to master! Understanding the rules is 3/4s the battle!


General Game Terms

  • “Draw” - refers to taking a card from a deck 

  • “Hand’  - refers to the cards you currently hold and are able to play.

  • “Enemy/Opponent” - refers to your opponents cards/characters

  • “Negate” - refers to canceling out damage or effects

  • “Archive” - refers to cards that are removed from play.

  • “Area” - Refers to the various places cards can be sent to or played from including: (Players Hand, Archive, Field ect.)

  • “Ally Character (AC) - refers to a character currently played on the battlefield. This includes Acolytes and Champions that are on the field.

  • “Rest” - refers to a character that may not go into battle or activate its effects. Characters in rest are turned horizontally on the field.

Rest / Active

Rest/Unrested - refers to cards that are turned horizontally indicating that either a card effect have been used, an active character has attacked or used a skill, or that a resource has been used.


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Scenario System

Scenario System


The Scenario system is COE’s leveling game mechanic used to unlock your character’s skills while also having effects of their own.


Building Scenarios:  Playing a scenario card immediately allows a player to unlock and use one level of their Champion’s Skills. Scenarios unlock skills for all Champions, in all areas, for the player that played the scenario card. A player's Champions may gain access to one skill for each scenario card in play based on their required Skill level.


Scenario cards must be played in numerical order based on the escalation number printed on the left corner of its effect box. 

  • *Example: Level 1 scenario cards can be played at any time. Level 2 scenarios can only be played if you have a level one scenario card already in play. Level 3 scenarios require you to have two level 1 Scenario cards in play, or a level 2 Scenario card in play.


Once a player has reached level 3, they can play Scenario cards of any level( 1, 2 or 3)


Scenario Limits and Effects: You may play Scenarios of the same name to the field, but Scenario effects of the same name cannot be activated more than once.

Ex: if you have two scenarios of the same name on the field, you may only activate one the effects of these scenarios.

Scenario Slots

Both players share the Scenario Zone. A Max of 6 Scenario cards can be played into open scenario slots by either player. Build advantage in this zone by playing more scenarios than your opponent. This can block your opponent from playing Scenarios.


Replacing Scenarios

Players can choose to replace a scenario card that they control If all of the scenario slots are full. The replaced Scenario card is Archived.


Scenario Pardon


At any time, A player may pay 3 resources during their camp phase to search their deck for a level 1 scenario. Players must declare that they are invoking Scenario Pardon and show their opponent the scenario that they pull from their deck. This Scenario can be played during this camp phase as long as the player has not played any other card, initiating their prep phase.

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Players will require resources in order to play most of the cards from their arsenal. There are 3 Resource types: 

Mana is a magical energy that flows from living things. It is typically used to play Spells and Abilities from your arsenal.

Shells are the currency of El’Equine. Shells are typically used to play Items and Equipment from your arsenal.

Enchanted is a currency that has been endowed with magical aura. It can be used to play cards from your arsenal that cost mana or shells.

Note - When Arsenal cards refer to specific resources(like through the use of Pay effects) Enchanted shells cannot be used for these requirements.

All Arsenal cards can be played as a resource (although some may not have any worth as a resource). Players can choose to build Mana, Shells(world currency) or Enchanted resources at the beginning of their turn. All arsenal cards and scenario cards have a value that dictates how much they are “worth” when played as a resource.


  • Cost - How much resources must be used in order to play  a card. Resources spent must match the resource type of the card being played


  • Value -How much resources a card is worth when played as a resource.


Playing Resources


  • Resources are played during the Camp Phase of a players turn (The beginning Phase)

  • Resources are played at the bottom of the battlefield face up and upside down(In the resources zone) so that the worth of the card appears up-right relative to its owner's view.

  • Once resources are played, they remain as resources unless otherwise stated by a card effect.

  • Resources can be individually rested once per turn to play additional cards.

  • All of a player's resources are refreshed at the beginning of a player's turn, unless otherwise specified by card effects.

  • When a Resources that is worth 2 or more is tapped to play a card below its value, the resource is considered completely used

    • If you tap a 2 worth resource for a card that cost 1, the additional resource is not usable to play other cards

    • However if you play a 5 cost card and tap a resource worth 2, you only require 3 more resources to pay the card's cost.



Depending on the size of a player’s party, they may receive a resource handicap. At the beginning of a player's first turn(after they have shuffled their deck and before they draw cards) A player draws cards from the top of their deck and immediately plays them into their resource area.

  • Party of 1: 3 Resources

  • Party of 2: 2 Resources

  • Party of 3: 1 Resources

  • Party of 4: 0 Resources

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General Rules

How to Win

The first player to Archive (Defeat) each of their opponent’s Party wins the game. 

Deck Size and Card Limits

  • Party Champions: Players may choose between a party size of 1 - 4 champions. (This will have an effect on Handicap*.

  • Deck Size: Players may have between 40 and 60 cards in their arsenal deck.

  • Card Limits: Players may only have up to 3 cards with the same name in their arsenal deck at a time.

  • Hand Size: There is no limit on hand size

Turns and Rounds

Turns: A player takes a single turn when they have completed each phase of gameplay (see Phases)

Rounds: A single round is defined as both players taking a full turn. A round can begin with any player relative to the effects of cards being played. 

  • ex. Player A plays a card that lasts for one round. When it is Player A’s next turn, a single round has occurred

Playing cards

Card Requirements


Resource Check: Any arsenal card can be played from your hand by paying its resource cost. Players must tap the resources in their resource area corresponding to the arsenal cards resource type and value. (See Playing resources). 

Enchanted Shells: Enchanted Shells can also count as Shells or Mana when used as a resource.This is at the player's discretion. 

Affiliation Check: You must have at least one Champion Character on the field with an affiliation that matches the Arsenal Card’s affiliation that you wish to play.

*Characters only have to meet one of the Affiliation requirement of a card


Class Check: You must have at least one Active Character on the field with a class that matches the Arsenal Card’s class.

*Characters only have to meet one of the class requirement of a card


Race Check: You must have at least one Active Character on the field with the race that matches the Arsenal Card’s race requirement.

*Characters only have to meet one of the race requirement of a card

Name Check: Some arsenal cards have effects that quote a card name or part of a card name.


Archiving Cards

Most Arsenal cards are archived immediately after their effect has resolved. 

Equipment & Infinite Cards

Equipment Cards - Equipment cards may only target Champion cards, unless otherwise stated by card effect. Equipment is permanent and stays on the field continuously. Equipment does not need to be played directly under the champion it is targeting. Equipment cannot change ownership once their target has been designated.


Infinite Cards - When a card with the infinite icon is played, It stays on the field continuously instead of being archived. This card’s effect/s persist until the card is archived by other means. 

Champions and Acolytes

Party Champions: 

Champions may not attack on the turn they are played to the field unless they have the (First Strike) Keyword. Champions may however use their Skills.

At the beginning of a game, the Player that takes their turn second may attack, since their champion was already considered to be in play before their turn began.


When Playing a party leader to the field with a (swift) effect at the beginning of the game, That effect is activated at the beginning of the respective players turn, during Camp phase 


Acolytes: When an acolyte is played to the field is considered an Ally Character or (AC). Acolytes can be played in any of the 6 acolyte positions on the field.When Acolytes are played to the field, they may not attack on the turn that they are played without the (First Strike) Keyword.

Resolving Effects

When resolving effects of Arsenal cards or Character skills, a player must take into account the Keyword (if applicable) and the condition required for the effect to activate(if applicable).

  •  When the effect of the entire card cannot be resolved, and there is no written condition that requires the card or skill effect to activate, Resolve any part of the effect that can be resolved. But when an card effect or skill has some printed condition before the effects text (not including Keywords) Then The card may not be played/ The skill may not be activated

Card Speeds

When resolving the effects of Arsenal cards or Character skills simultaneously to other card effects and character skills, The effects of these cards happen in the following order:


  1. Conjure effects

    1. Multiple Conjure effects played simultaneously resolve with the last Conjure card effect happening first, and then resolving the rest of the effects in play in reverse order of when they were played

  2. Counter effects

    1. Multiple counter cards played simultaneously resolve with the last counter card played effect happening first

  3. Acolyte and Character effects

  4. Arsenal card effect that do not contain the Conjure or Counter Keyword

Targeting Cards

Scenario cards are not considered Arsenal Cards once they have been played on the field. Effects that target “Arsenal Cards” Specifically cannot target Scenario Cards. Effects that Target “all cards” on the field, do however target Scenario Cards.

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Movement and Party Tactics


Players must play cards on the field in open positions. Once cards are played to a position, they  cannot be moved to another card position aside from card effects. 

Party Tactics

During a players camp phase, they may choose to:

A. Play a Champion from their party area to their open support position.

B. Play a Champion from their Party area to the Battlefield. 

C. Swap a champion in their party Leader Area, with another Champion on the field that they control.

D. Swap their Party Leader champion with one from their support area.


Players may perform only one of these actions per turn during camp phase. Swapping a character from the support area may only be done with the champion in the Party Leader position. 


Note: When a champion leaves the Party area, they cannot return to it.


Cards specifically targeting characters leaving the field are archived. Players must choose to archive arsenal cards that are over the CC limit of the champions on their side of the field.

Using Skills

Champion Skills: 

Champions have skills that can be activated if the player’s scenario level meets the skills required Scenario level. Champion skills that do not have a keyword generally require you to rest that character to activate. Character skills with keywords such as (passive) (Innate) and (Pay) have other conditional rules. See Keywords


Support Character Skills: 

Character skills with the Support Keyword can only be activated from the support area.


Other limitations:

Character skills may have some other requirement for activation such as the Pay or Cast Keywords. (see keywords)

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Phases are a way to determine when player actions and Card effects take effect. A player’s turn consists of the following phases:


  • Camp Phase

Camp Phase marks the beginning of a players turn and must be completed in the following order:

  1. Draw a card from your Arsenal - Player draws a card from their deck

  2. Reset Resources - Players untap all of their resources

  3. Build Resources (Optional) - Player may choose to play a card from their hand into the resource area

  4. Play Scenario Cards - Players may play scenario cards from their hand

  5. Party Tactics - Play a support character or swapping champions (See Party Tactics

  6. Cast Effects - Cast effects (see Cast in Keywords) that reference “camp” or “camp Phase” may happen at any time during this phase.


  • Preparation phase 

A player may perform any of these game functions during this phase, In any order:

  1. Play Arsenal Cards from their hand

  2. Character(s) may initiate an attack

  3. Characters may activate their effects.

  4. Support Character(s) can activate Support effects

  5. (Passive) Preparation phase effects are activated and Passive character effects are recognized.

Effects Check: (Contravene)(Cast:Prep)(Pay)(Swift)(Stealth)(FirstStrike)(Passive)(Innate)(support)


  • Battle Phase

When a Player initiates an attack with a character or Activates Cast:Battle, Battle Phase begins and Preparation phase ends

  1. A player chooses a target for their attack. and rests the attacking character to confirm the attack.

You may target any active character to attack, including your own. 


Effects Check: (Fortify)(Counter)(Cast:Battle)(Conjure)(passive)(Transgress)


  1. Calculate the damage dealt by subtracting the total defense of the defending character from the total damage of the attacking character

Effects Check: (Rally Call)(Counter)(Cast:Battle)(Conjure)(passive)(range)

  1. If the defending character is untapped/active, the defending character may counter attack 

  2. If the Defending Character is in Rest, it cannot counter attack


  • Rally Call activates for the attacking character

  • Fortify activates for the defending character

  • Contravene may be activated by either player's choice here. Contravene may be activated at the moment either player states they are activating their universal effect.

  • Apply “unblockable” damage to characters here

  1. Once all damage is calculated, the player returns to preparation Phase


Boosting allows a player to use another Allied character's stats to boost the DMG or DEF of another Ally character on the field. This can be done during a battle phase when defending or attacking. 


Attack Boosting: When attack boosting, players choose any number of their Active Allied characters and add the DMG value of each of them to the attacking character. These characters must then be rested and Staggered. When attack boosting with characters of the same class, The attacking character gains Piercing for that attack


Defense Boosting: When defense boosting, Players choose any number of their active allied characters and add the DEF value of each to the defending character. These ACs are then rested and Staggered. When Defense Boosting with a character of the same class, the defending character cannot take Unblockable DMG.


Note: Support characters cannot be boosted or be used to boost other characters, unless dictated by card effect.


Note: Acolytes without the stat required for boosting may not be used for boosting.


  • Rest Phase 

 Players may perform any action as a preparation phase here. This Phase is considered the Rest phase when the player declares their turn to be over.

  1. Effects that are triggered specifically at the rest phase happen here.

  2. Establishing Scenarios - players may play a scenario card from their hand

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