Codex

Every rule of EvN, written out in full: how a duel runs, how every effect resolves, and what happens at the edges.

Rules for game version 0.4.0updated 1 November 2026

Rules

18 chapters, 301 numbered rules. Every rule has its own number and address, such as 9.5.7.

  1. 1FundamentalsWhat a duel is, who controls what, which cards count as active, and the rules that sit above all others.
  2. 2CardsCard types, ranks, attributes, the stat line, Leaders, and how to read a card's text.
  3. 3DecksDeck size, copies and Leaders: what makes a deck legal.
  4. 4The fieldSoul slots as a tree under the Leader, realm slots, the event slot, the Elysium, the Exile, deck and hand.
  5. 5Chain of commandSuperiors and Underlings, the lines from the Front Line backwards, and where a Soul may be recruited.
  6. 6Setting upChoosing Leaders, Player A and B, the opening hands, the mulligan and the setup recruiting rounds.
  7. 7Turn structureThe three phases of a turn, what you may do in each, and the limits that apply.
  8. 8Escalation SpiralHow each player wakes their slots over their first four turns, and what proactive slots allow.
  9. 9CombatWho may attack whom, Taunt, how damage is worked out, and every step of a battle in order.
  10. 10Card types in detailRecruiting Souls, casting Events, equipping Armaments, setting and springing Ambushes, invoking Realms.
  11. 11EffectsThe four kinds of effect, their parts, when conditions and targets are checked, costs, limits, and when an effect fizzles.
  12. 12Fast effects, priority and the CascadeWhen Fast effects may be used, who holds priority, how a Cascade is built and resolved, and how triggers are ordered.
  13. 13Continuous effectsStatic effects and auras, granted effects, how long effects last, stacking, negation and Unyielding.
  14. 14Damage, healing and captureRounding, lasting damage, healing, paying HP, when Souls are captured and Realms shatter.
  15. 15Moving cardsRetract, Teleport and Exile, the Leader who never moves, cards that leave the field, and moving cards between deck and hand.
  16. 16Winning and losingA captured Leader, being Decked Out, and surrendering.
  17. 17Online playThe time limit, what happens when time runs out or a connection breaks, and server updates.
  18. 18MiscellaneousEndless loops and counting.

Glossary

92 terms from A to Z, each with its rules, its interactions and its edge cases.

Open the glossary

Card rulings

How each of the 77 cards works in detail, and how it meets the others.

Read the rulings

Reading the Codex

  • The game enforces every rule here. Where an older printed rulebook differs, the game is right.
  • Terms, rule numbers and card names are links. Rest on one to read it without leaving the page.
  • Example shows a rule at work. Note settles an edge case.
  • New to EvN? How to play covers your first duel in a few minutes.

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