How to Play:
"[Elemental Mystics has] ... some really unique twists on the traditional 2 player card games that have been prevalent in the past. I should think that players who enjoyed Ashes: Rise of the Phoenixborn would find this game interesting as well."
- Flaming Dice Reviews
"I didn’t even look up how it’s played before I backed the project. I backed it purely on it’s design. Of course I went back and watched the “How to Play” video right after to make sure I didn’t make a horrible mistake...I made the right choice."
- A Pawn's Perspective
If you would like to help us translate the rules into your native language, please contact us!
There is an ancient war between the Monsters of the Light and those of the Shadow realm that has spanned centuries. The grasp for control over sea, land and sky has reached boiling point and the final battle has begun. Elemental Mystics is full of twists, turns and abilities that will always leave you on the edge of your seat.
There are 2 ways to play: the streamlined Classic version and the longer (and more challenging) Tournament rules. You will need to choose between 2 deck types (Light or Shadow) and build you deck strategically to combat anything your opponent may throw towards you in battle. A complete list of monsters and what comes in each deck type can be found here.
Who will you choose?
The first decision you have to make in Elemental Mystics is whether to choose the Light or Shadow deck. The Light deck is full of dragons, centaurs, griffins, elves and merpeople, whereas the shadow deck contains some dark and mysterious Monsters like demons, hydras, trolls, the legendary Medusa, vampires, werewolves and zombies (just to name a few)!
Each deck contains a mix of special abilities that can severely change gameplay in seconds (an excerpt from the rule booklet is below):
Death's Advocate: When put into play, the strongest of your opponent's red-seal Monsters on the same field gets sent directly to the discard pile. If more than 1 share the highest attack strength, all will be discarded.
Gather More Supplies: Draw 2 cards from your deck when you play this card from either your hand, deck or discard pile.
Helping Hand: Any red-seal Monster on the same field will gain 1 additional base attack point (before any other conditions or effects).
Immunity: Monsters with this ability have a gold attack seal. These Monsters are not immune to attacks but are immune to most effects or conditions of other Monsters or Assist Cards.
Puppet Master: When this card is put into play from either your hand, deck or discard pile, take 1 red-seal Monster from your opponent's field or discard pile and put it into play onto one of your fields. That Monsters's attack strength is now added to your own. When your Puppet Master Monster is removed from your field, any Monsters taken from your opponent are returned into play on their side of the board (even if that Monster was taken from the discard pile). When removed from play, any Monster affected by the Puppet Master ability returns to the discard pile of the original player.
Resurrection: When this card is put into play from either your hand, deck or discard pile, search your own discard pile for a red-seal Monster and put it back into play.
Revenge: When this card is removed from play, search your deck for any red-seal Monster that has an attack strength of 6 or more. Shuffle these cards and spread them out, face down. Your opponent chooses 1. Put this Monster into play and shuffle the remaining Monsters back into your deck.
Sound the Alarm: When this card is put into play, every Monster that is either in your deck or in your hand with the same name or same base part-name is put into play instantly (eg. Ice Giant is put into play. Every Monster that has 'Giant' in their name is also put into play [Giant, Rock Giant, etc...], however, other Monsters that have 'Ice' in their name do not get put into play because 'Ice' is not part of the Ice Giant's base name [eg. Ice Troll, Ice Elemental, etc...]).
Strength in Numbers: When this card is put into play, it works with other Monsters already in play that have the same name and ability. Each Monster must be on your side of the board and on the same field as one another. Total attack strength of each is calculated by: Number of Monsters x attack strength (eg. 4 Griffins are in play on your field. The base attack strength for each is 6. 4x6=24. The total attack strength for each Griffin is 24. 4 Griffins with attack strength of 24 each makes for a total of 96 combined attack strength).
Time Travel: When combined with the Stone of Wisdom card, this Monster can turn into the Elder version of itself (if that Elder card is available in your deck or your hand). See 'Card Types' in the rule book (linked below) for more information.
Please note, the Print + Play does not have illustrations and the Master Cards are not the final design. Final designs for all cards will be included in the Print + Play pledge.
Want to be made into a Monster and featured in the game? Pledge to our Elemental Level! Here are some examples we've done so far:
Shipping will be charged after the Kickstarter campaign ends (during the pledge manager phase). We will be shipping with a company called Ship Naked. Shipping with these guys means that any pledge being delivered inside Australia, Canada, EU, New Zealand or US will not carry any additional customs charges. This is possible because Ship Naked has fulfillment centers inside all of these regions and the cost of getting your game to those fulfillment centers and through customs will be paid by us. We want the best experience for you so we choose to go with one of the best fulfillment services out there.
One of the reasons we have chosen to charge shipping after the campaign ends is because, if you're like us, you see a ton of cool things here on Kickstarter on a daily basis but getting charged shipping straight away means that you can't get involved with as many as you possibly could due to the extra costs that month. We personally love when we get to pay for shipping after the fact. Another reason is that we've all seen those campaigns do tremendously well and add heaps of stretch goals (which is amazing), but then again, when it comes time for the pledge manager, you get one of those messages that say something like "the extra things we've added to this campaign means that it's a bit heavier to ship than we initially thought so we need you to pay more shipping now". That's not a great experience. We would prefer to charge you once for shipping after everything is finalized. The final reason for charging shipping after the campaign ends is because we want to keep the funding goal as low as possible. Kickstarter counts all the shipping costs you pay during the campaign into reaching the total funding goal. Doing things that way means that there is a possibility that accounting mistakes can be made. We would like to eliminate the possibility of that being an issue. If you do have any concerns about this, please feel free to contact us.
I'm Josh Gray, the creator of Elemental Mystics. I am also one of the artists of the game. Having spent my years in the design and management fields, this is my first solo game to make it onto Kickstarter. I have also enlisted the help of a couple other artists following the successful funding of this campaign: Tenda Spencer and Joselito Mahilum, both exceptional artists with as high amount to detail to their work as I have to mine.
Tenda is the Creative Director for a web and mobile development company in Australia. He has illustrated books and done artwork for a myriad of games in the past. You can check out some of his other work here. Joselito is a virtuoso with a paintbrush and has been a full time artist for about 18 years. His talent is extremely versatile and has never failed to impress me.
What is fundamental to us at Elemental Mystics is not just creating a game that is playable but creating a game that people get excited about and want to play over and over again. We commit ourselves to the highest standard in manufacturing, artwork and playability. We think that the small, insignificant details are just as important as the big ones.
This Kickstarter is the result of almost a year of planning and play-testing.
The Nitty Gritty
We've decided to manufacture with Ad Magic who have manufactured games such as Cards Against Humanity. We have also chosen to use 300gsm black core cardstock to give high durability and give you the highest quality for your money.
47% - Manufacturing
18% - Artwork
17% - Shipping and customs charges to the distribution centers around the world
9% - Kickstarter and Stripe fees
9% - Cushion fund (to cover any unexpected charges that may arise)
Please note that any costs shown in USD and Euro are based on the exchange rate the week the campaign started.
Risks and challenges
As with any venture, there is always the possibility that a Hydra could sink a ship but, hey, that's what insurance is for, right?
Quotes have been nailed down. The quality has been tested over and over again to ensure durability. A card and board game does not have as many risks as those with miniatures or a lot of different parts. Every possible thing has been done to ensure a smooth experience for you (even down to having a generous time frame for production and delivery). Any questions? Feel free to ask!Learn about accountability on Kickstarter
- (32 days)