What is Origin: Stone of Revival?

Origin: Stone of Revival is a tactical strategy card game played in a constructed mindscape. Two or more Channelers face off, each commanding Archspirits, Spirits, Terramorpha, and other cards drawn from their deck. The battlefield is a grid of affinity tiles that both players shape during play.

What is a Channeler?

You are the Channeler — the player. Using your ArchSpirit as a vessal, You reach into the Origin Stone to reviva Spirits, cast epentance, Instincts, bring forth Ruins, and lay Terramorpha, to shape the battlefield. You as the Channeler are the will behind every action.

How to Win

Reduce your opponent's ArchSpirit to zero life points. Life is lost when your opponent's units deal unblocked damage to your ArchSpirit directly. Build your board, control the terrain, and press the assault.

Card Types

ArchSpirit
Your vessal to command, It evolves through Ascension, or is replaced by another through transition. Without a vessal, the battle is lost.
Spirit
These are the units your ArchSpirit Channels from the Origin Stone, use these as sacrifices for others that require more power to Channel, or command them to destroy thy opponent.
Terramorpha
Land-shaping cards that change the affinity of tiles on the battlefield.
Instinct
Instant-speed effects that can be played during your opponent's turn.
Repentance
Power that takes more focus, and are only playable during your turn.
Ruin
Structures that have been recovered from the Stone, these contain power, but that power is available to whoever controls the structure at the beginning of each turn.

Resources and Costs

Cards cost SP (Spirit Points) and ST (Sacrifice Tokens) to play. SP regenerates each turn. ST is earned through sacrifice and specific card effects. Managing both resources is the central economic challenge of Aeternalis.

Turn Structure

  1. Draw — Draw one card from your deck.
  2. Upkeep — Trigger start-of-turn effects. SP generates, Defense regenerates, Movement Regenerates, and the will to press the attack is lit again.
  3. Main Phase — Play cards, move units, attack, use abilities.
  4. End Phase — End your turn, allowing the opponent to retaliate. End-of-turn effects trigger.

Terramorpha and Land Shaping and Mindscape Tiles

Terramorpha cards reshape the affinity tiles on the battlefield. Units require matching affinity tiles to be channeled. Control the terrain to control what you, or your opponent can summon. Mono Terramorpha changes one tile; Di changes two adjacent tiles; Tri changes three. Tiles can be either square, or hexagon. Each Tile has 3 affinity states. These are two base afinities that are pushed through Terramorpha, or abilities. Then the 3rd state is that of the combination of the two base.

Combat/Targeting/Movement

Melee units must be adjacent to their target. Ranged units attack within their range, requiring line-of-sight unless otherwise stated. Unless an ability states otherwise, spirits can only move through unoccupied tiles. Those with flight, can move over units that do not have flight.

Sacrifice and Spirit Growth

Spirits can be sacrificed to generate Spirit Tokens and power high-cost abilities. Strategic sacrifice is a core resource loop — spending small units to fuel larger threats.

Glossary

Channeler
The player. The will behind every card played.
Origin Stone
The cosmic vessel that stores memories of all that has been and may yet be.
Archspirit
A mighty being of ages past, temporarily revived as a vessal for the Channeler.
Terramorpha
The art of shaping mindscape terrain through will and memory.
Mindscape
The constructed psychic battlefield of tiles where all matches take place.
Spirit
A lesser being summoned through channeling. Can be sacrificed for resources.
Ruin
A persistent card type that activates its abilities randomly while in play.
Instinct
An instant-speed card playable at any time, including your opponent's turn.
Repentance
A slow, powerful card that takes time to resolve after being played.
Fifth Star
The impossible new star that appeared after the first encounter with the unknown entity. A symbol of hope.