Full Rules

Rob the Cemetery, stitch creatures out of what you find, and race your rival for the last of the Revenge and Science tokens.

Winning the Game

Players will draft cards and build creatures in the hopes that those creatures will help them toward their goals of exacting revenge on the villagers or furthering their knowledge of life over death.

  • The Revenge and Science tokens represent progress toward those two goals.
  • The player with the most tokens at the end of the game wins.

Unspent tokens are green, spent tokens are red. Spending a token never costs you the point — both sides count at the end.

Phases of a Turn

Each turn has six phases.

Drafting
Players draw cards.
Building
Players build creatures.
Revenge Tokens
Players may use Revenge tokens.
Behaviors
Player's creatures act and react.
Scoring
Player's creatures earn tokens.
Science Tokens
Players may use Science tokens.

A phase with nothing you could legally do in it is skipped.

1 · Card Drafting

Each turn a player gets 5 cards. These cards can either be drafted from the Cemetery or from the tops of either card pile.

  • If a card has others stacked on it, the player must have enough remaining draft to draft the entire stack. Card stacks must be drafted together — see Binding.
  • Your hand has no size limit, and anything you do not play carries over between turns.
  • Once a pile is empty, a draw from it simply does nothing.

2 · Building

Structure of a Creature

Core cards are required to construct a creature and are the base to which Parts are attached. Creatures are constructed as 3×3 grids of Parts with a Core at the center — eight Part positions around it. The Core itself is never counted as a Part.

Attaching Parts

Each Part can only fit on a certain area of a creature — a head goes where a head goes. The board only ever offers you positions the Part is allowed to occupy.

The Build Phase

  • The first step is Core placement. Only one Core can be placed per turn, and it comes from your hand.
  • Next is the attaching of Parts. The first Part of the turn can be of any type, but it must come from your hand — never the Pet Cemetery.
  • Each Part attached after the first must be stitched. Stitching means attaching a Part that shares at least one type with the previously attached Part.
  • Parts can be stitched from your hand or from your Pet Cemetery (see Behaviors).
  • Parts can be attached to multiple Cores in a single turn, in any order, as long as they follow the stitching rules — the chain runs through the turn, not through one creature.
  • You may stop building at any point, even while you still hold Parts you could play.

3 · Revenge Tokens

During this phase unspent Revenge tokens can be placed on dual-type Parts to temporarily have them count toward the activation of Behaviors during the next phase. Tokens can be placed on either type on the Part, or in the center to mark both types.

A dual-type Part contributes nothing until it is marked. Unmarked, it forms no pair, stabilises nothing and earns nothing — it counts only toward the four-Part threshold and gives you something to stitch through.

Dual-type Parts never contribute at Scoring, in any circumstance. A mark buys a dual its place in a pair for the Behaviors phase only. Marked or unmarked, a dual cannot earn a token — only single-type Parts do that.

So a Revenge token is spent to make something happen, never to make something count. The mark is gone before Scoring begins.

4 · Behaviors

Active Creatures

Only active creatures will perform actions and suffer from reactions during a player's turn. A creature is considered active if it has 4 or more Parts attached to its Core.

Type Affinity

Each type leans more toward one of the two player goals of Science and Revenge.

  • FleshRevenge
  • BeastRevenge
  • PlantScience
  • MonsterScience

Type Stability

A creature can be composed of several types based on which Parts are attached to it. Some of these types react well with each other and serve to stabilize the creature's behavior. Types that differ too much from the Core of the creature's nature will serve to make the creature unstable.

A type is considered stable in one of two ways:

  • The creature's Core will stabilize all Parts of that type attached to the creature — however many pairs they form. A Flesh Core stabilizes one Flesh pair, or two, or four; there is no limit and nothing else is needed.
  • If the creature has at least one pair of each type belonging to the same affinity, all Parts of that affinity are stabilized.

The Core does not stand in for a pair. It stabilises its own type, but it never counts as one of the two Parts an affinity needs.

Stability, worked through

Each of these is one creature, laid out the way the board draws it — the Core at the centre, Parts around it.

The simplest way to score

Core flesh

Stable Flesh

Scores 3 Revenge — 1 for the Core, 1 for each Flesh pair

A Core stabilizes its own type for free, and it does so for every pair of that type at once — four Flesh Parts on a Flesh Core is two Flesh pairs, and both score. Six would be three. Nothing else has to be on the creature.

Example 1 — a whole affinity completes

Core plant

Stable Plant, Flesh and Beast

Scores 1 Science for the Core, 1 Revenge for the Flesh pair, 1 Revenge for the Beast pair

A pair of each Revenge type stabilises the whole affinity, even though the Core is Science. Plant is stable too — but there is no Plant pair, so nothing collects on it.

Example 2 — half an affinity is not enough

Core beast

Stable Beast only

Scores 1 Revenge, for the Core alone

Flesh has a pair but no Beast pair beside it; Monster has a pair but no Plant pair. Neither affinity is complete, so both pairs are unstable — they still act, and they each fire their Reaction at you.

Duals never score

Core flesh

Stable Flesh

Scores 2 Revenge — 1 for the Core, 1 for the single-type Flesh pair

The two dual Parts count toward being active, and a Revenge mark can make them act during Behaviors. They can never earn a token, marked or not.

A split cell is a dual-type Part. A creature needs four Parts before any of this applies — an inactive creature is neither stable nor unstable, it simply does nothing.

Triggering Behaviors

  • Behaviors are only triggered on creatures that are active.
  • For each pair of single-type Parts, or Revenge-token-marked dual types, that type's behavior is triggered by the creature. Cores never count toward a pair.
  • If a creature has multiple pairs for a type, then the behavior is triggered once for each pair. Pairs are counted in twos — three Parts of a type make one pair, with one left idle.
  • If a creature would trigger multiple types' behaviors during its turn to act, all Actions and Reactions for each type must be triggered together. A creature finishes one type completely before starting the next.
  • All pairs of the same type on a creature activate their behaviors together.

Type Actions and Reactions

Stable types will trigger only that type's Action. Unstable types will trigger that type's Action and Reaction.

Flesh (Blue · Revenge)

Action: Steal — Attach an unstacked Part from the Cemetery to one of the player's Cores.

Reaction: Clumsy — After the Part is attached, it is flipped over. It still counts as a Part for creatures being active, but has no type — and it stays that way for the rest of the game.

Beast (Red · Revenge)

Action: Maim — Opponent must remove a Part of their choosing from one of their creatures.

Reaction: Mindless — The player must remove a Part from one of their creatures as well.

Plant (Green · Science)

Action: Fertilize — Blind draft 2 Parts and stack them face up in any order. This is called the Pet Cemetery. During the player’s next turn these cards can be used for Part stitching; any left unused after that are lost.

Reaction: Organic — The Parts are added face down instead. A face-down Part is only revealed when it reaches the top of the Pet Cemetery.

Monster (Purple · Science)

Action: Binding — Blind draft a Part and peek at it, then stack it face down on a Part in the Cemetery. Any player who wants that Cemetery Part must draft the whole stack. Parts with stacks cannot be stolen.

Reaction: Insane — The Part goes on face up instead, where everyone can see it. If possible it must be stacked on a Part sharing a type with it; otherwise any Part in the Cemetery will do. At most 5 Parts can be stacked together, counting the Cemetery Part underneath.

Playing the Behavior Phase

  • Active creatures trigger behavior starting from the leftmost creature and finishing with the creature farthest to the right.
  • The player chooses the triggering order for each type's behavior on each creature.
  • If a creature is rendered inactive during or before its turn to act, it triggers no more behaviors.
  • If a creature becomes active before its turn to act, it will trigger behaviors during its turn to act.
  • If a type pair is completed by adding a Part to a creature that is currently triggering behaviors, then that pair's behavior is triggered as well during that creature's turn to act.

5 · Scoring

During this phase players earn unspent tokens based on the structure of their creatures. Creatures are scored from the left to the right. Only creatures that are active during this phase will earn tokens.

  • An active creature's Core will earn one token of its affinity.
  • Each stable single-type pair will earn one token of its affinity.
  • Unstable types and Parts affected by Revenge tokens do not earn tokens.
  • Dual-type Parts never earn tokens, whether or not they were marked this turn. Only pairs of single-type Parts score.

6 · Science Tokens

During this phase Science tokens can be used to rearrange the Parts connected to a player's creatures. For each Science token spent, the player can either:

  • move one Part to any other valid placement on any of their Cores, or
  • swap two Parts that occupy the same spot of two different Cores.

This is the last phase, so a rearrangement can only ever pay off on a later turn — and your rival has a turn in between.

Ending the Game

The end of the game is signaled when either or both groups of tokens are depleted. The second player always plays the final turn.

  • If the second player depleted one or both groups of tokens, the game is over.
  • If the first player depletes one or both groups of tokens, the second player gets one final turn to try to earn any of the remaining tokens.
  • The second player will also have access to the last-chance reserve. These tokens can only be earned during the final round, and they are paid out as whichever affinity your creatures actually earn — there is one reserve, not one per affinity.

Once the game is over, each player adds up all of their spent and unspent tokens. Whichever player has the most tokens wins. Players can draw if they have the same number of tokens.