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V1.0 August 2025
A strategic card game where every move and card shapes your path to victory as you fight to seize a legacy for tomorrow. Play as a cunning strategist, facing your opponent across a dynamic, expandable battlefield.
Your mission?
Command your forces to outsmart your rival. Strike their city and crush their morale.
How you lead your forces to victory will be up to you. Will it be by Might, Cunning, Fortitude, Zeal, Authority, or Affluence? As commander, use your Agency to deploy your forces on a dynamic grid that never plays the same way twice. Claim the Carpe Cras Token to bend the battlefield to your will and open new opportunities to demoralize your opponent’s city.
Ready to seize tomorrow?
Before you unleash your inner tactician, let’s lay down the law—these are the golden rules of Carpe Cras:
If a card’s text clashes with these rules, the card wins. Think of the rules as a trusty map and cards are the wild adventurers who explore the great unknown.
When two abilities disagree, the one saying what can’t happen supersedes the one saying it can.
Text in (parentheses) are like a friend explaining the rules over coffee—it clarifies, but it’s not the rule itself and doesn’t cover every scenario.
Unlike many games where high rolls rule, Carpe Cras loves low rolls! Land a small number to dodge strikes, gain agency with the Carpe Cras Token, or taking the first turn of the game.
Imagine a battlefield that grows as you play, a grid where cards clash and schemes unfold. Here’s the lay of the land:
The game starts with one lane, a column of spaces where you play cards. As the game heats up, you can add more lanes, up to 6, to expand the battlefield (more on that below in Shape the Battlefield). Adjacent lanes are connected, letting your units move or strike between them with ease.
Blue Player City Space | May only be occupied by up to 3 of the Blue Player’s agency cards. | ||
Blue Player Spawn Space | May be occupied by any card. | ||
Neutral Space | May be occupied by any card. | ||
Neutral Space | May be occupied by any card. | ||
Neutral Space | May be occupied by any card. | ||
Red Player | May be occupied by any card. | ||
Red Player City Space | May only be occupied by up to 3 of the Red Player’s agency cards. |
Each space is a single square on the grid. As more Lanes are added to the battlefield, the spaces form rows. Moving into an adjacent space, whether forward, backward, left or right (if the available Lanes allow it), costs 1 Step. Each unit or Hero has their own Steps for navigating the battlefield. Only one unit can stop on a space at a time and only one player’s environments can claim a space at a time.
Morale is your city’s health—starting at 15. When it hits 0, the game’s over, and your opponent claims victory. Land strikes on the enemy city spaces to chip away at their morale or force them to sacrifice Agency resources to protect their city (more on that later in the Gameplay section).
Your decks are toolboxes of tactical tricks, each card type bringing its own strengths and weaknesses to the battlefield:
Your arsenal is split into two distinct decks, each a key to victory.
These two decks DO NOT mix their cards.
Your draw deck contains exactly 40 cards (units, heroes, upgrades, events, and environments). You can include up to 3 copies of any card, unless a card (like Time Flies) says otherwise. Yep, you can have 6 of those pesky critters! Cards are identified by their unique Cost, Title, and Artwork. If any of these is different, it’s a different card.
There are 6 different leadership styles you may utilize to command your forces, called Agency. Agency cards live on your city row, accumulating and refreshing with each round to play more and more powerful cards as the game continues. A player’s agency deck contains any combination of exactly 18 agency cards.
Example:
Your draw deck might include Barbarian Tyro (a Might-fueled unit) and a Royal Scout (a unit that can be played by Cunning or Authority). Your agency deck could have 6 Might, 6 Cunning, and 6 Authority cards to keep your options open.
Pro Tip: Sticking to 2 or 3 Agency types at most provides more consistent power. But if you want to mix it up and live dangerously—you do you!
Defeated units and completed events don’t simply vanish. They rest in the discard pile, face-up, to the right of your draw deck. They’re out of play unless a strategic card brings them back. Keep an eye on your discard and the opportunities it contains!
When building your draw deck it’s important you identify what makes a card unique (seeing as how you can only have up to 3 of each card in your deck).
Cost
SkillThe knowledge and capability of a unit to wield a particular weapon or magic. The icon on the card will vary depending on the Unit (See Skills below). The number indicates the Power the unit has with that Skill and the amount of damage the Unit will inflict to another card’s health with a successful strike. Can be either Melee or Projectile as indicated by the Range icon RangeThe distance (in adjacent spaces) a particular skill can strike. Diagonals are 2 spaces. If no range is shown, the skill has a range of 1. A skill's range can be reduced to 0, but not below, leaving it capable of only striking cards in the space it currently occupies. | AbilityMost cards have text that describes special effects or rules that they apply to the game while they are in play. Some units have abilities with specific timing, others spend the unit to use (preventing them from attacking that round) or have a different cost. TraitsThe text above a card’s ability further categorizes a card allowing other cards to target or synergize with them. Some traits have inherent special effects |
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| Exit StepsThe cost in Steps for a unit to leave a space occupied by an Environment card. If the cost is equal to or higher than the Unit’s Steps, they cannot leave the space. |
AccuracyA skill stat that adds to a Unit’s base speed only for a first strike. When striking, +X Speed. Doesn’t add to Tempo for Strike Twice. | EvadeAdd to a Unit’s base speed when targeted. Not used for striking. |
DexterityA skill stat that adds to a Unit’s base speed only when striking (for a first strike or a Strike Twice strike). Not used when targeted. | FocusUnits that haven't moved or taken damage this round may choose when to gain modifications indicated. Focused modifications are all or none. |
Skills and their stats are how you deal damage to enemy units or your opponent’s city. They’re used only for striking.
These are many of the skills you may encounter while playing Carpe Cras.
Upgrades
Upgrades add their Skills to their holder while they hold it. The power on units and upgrades for matching Skills are combined, while unmatching Skills keep their power separate. Players declaring a strike must announce which Skill their multi-skilled units are striking with. Any non-Skill stats that an upgrade confers to a Unit are added to the Unit’s base stats and may be used anytime.
Example 1:
If you play the Dagger upgrade on Royal Scout, you increase your scout’s Knife Skill Power by 2 (for a total of 4) AND give him an additional 1 range when using his Knife skill. A bonus of 1 Speed is also added to Royal Scout’s base speed for a total of 4 Speed. If Royal Scout were to attack with his Sword Skill, it would only have 2 Power since the Dagger doesn’t give Sword Skill. Royal Scout would still benefit from the additional speed.
Example 2:
If you played Katana on Well Read Squirrel, it would have 3 Sword Power and gain 2 Dexterity, giving it an effective Speed of 6 when striking with his Sword Skill, but only 4 Speed when trying to dodge a strike.
Some Units and Upgrades confer Generic Power which increases all skills a Unit has.
Some Units don’t have a Skill at all. This means they cannot attack without first gaining a skill through an upgrade. Until they have a skill, Generic Power does nothing for them.
Duality Cards (two sided)
Duality Cards can be played more than 1 way. You can choose to play 1 of the sides of the card and pay the cost for that side. The card gains the Stats, Traits, Abilities, etc. that are associated with that side. Stats, Traits, Abilities, etc…that are centered on the bottom of the card are used regardless of which side was played.
Pre-Game Setup
The battlefield is set with 1 Lane and both players shuffle their Agency and Draw decks.
Each player draws 5 cards from their draw deck. Don’t like what you see? You get one shot before the first round to mulligan your hand and shuffle it back into the deck to draw 5 new cards.
Both players roll a die and the low roller chooses the starting player. For ties, roll again until someone claims the honor.
Carpe Cras unfolds in rounds during which players trade turns choosing actions to outmaneuver their opponent.
All cards in play are readied (turned to portrait orientation), including Agency. Every player draws 1 card and gains 1 agency. Agency is placed in any City space, stacking up to 3 per space. For the first round the starting player takes the first Player Action of the round, every other round begins with the player who takes the Carpe Cras Token (explained below) in the previous round.
Players take turns performing one of the following actions:
There is no limit to the number of turns in each round, so players may keep taking turns as long as they have one of the following:
When there is nothing left to do, you must pass or take the Carpe Cras Token. The round continues until you or your opponent passes their turn immediately after the other player passes.
Assess any card abilities or effects that happen at Round End. Discard any Events from play that have affected the whole round. Start the next round.
Once per round, one player can claim the Carpe Cras Token (pictured above), passing all further turns for a few advantages:
No one has the Token at game start. Once taken, you retain the Token until your opponent takes it. If both players pass, whoever has the Token keeps it.
Any time you gain Agency, it is placed in a city space on your city row. Up to 3 Agency may occupy a city space. Once all your city spaces are full, you cannot gain agency without expanding the battlefield with a new Lane. Any gained while your city spaces are full, are placed on the bottom of your Agency Deck.
When you attack a space on your opponent’s city row, your opponent will receive damage to their Morale equal to the amount of power on the attacking skill. Your opponent may sacrifice Agency from the targeted city space to prevent damage. For each Agency sacrificed, 1 damage is prevented. Sacrificed Agency returns to the bottom of that player’s Agency Deck.
Example:
Your Barbarian Tyro (2 power) attacks your opponent’s city space. Your opponent only has 1 Agency in that city space and they sacrifice it to the bottom of their Agency Deck to block 1 damage and only receive 1 damage to their Morale.
The spawn row is made up of spawn spaces. Your Units can only enter the battlefield on your spawn row. Environments can also be played here.
Think of it as your staging ground, but don’t get too comfy. Your opponent’s Units can occupy your spawn spaces or set up traps to prevent you from bringing your troops to the battlefield. Losing control of your spawn spaces could mean disaster for your city!
When blades clash and spells fly, Carpe Cras comes alive! Combat pits an attacker against a defender, each with their upgrades.
All combat is always considered 1 of these 2 types:
Range is UP TO 1 space away.
Range is MORE than 1 space away.
Triggers are a scenario in which a particular ability takes place. Examples include (but are not limited to):
Combat isn’t just brute force—it’s a dance of speed and timing. Tempo is how you determine if your unit dodges strikes, if the attacker strikes twice, or if card abilities that require tempo are successful.
During combat, players may roll for Tempo. If a player rolls at most the speed differential of the cards in combat, then the roll is successful.
Your Speed Differential equals your card’s speed minus the speed of your opponent’s card.
If your speed differential is positive, you may roll to determine the outcome.
If your speed differential is negative, rolling is unnecessary since a successful outcome is impossible.
A speed differential of positive 6 or higher also makes rolling unnecessary since a successful outcome is guaranteed.
When Differential is:
Example:
Here’s your guide to the nuts and bolts of Carpe Cras. The key terms and mechanics below are essential to commanding your way to victory.
Any card you control. Your cards are also allies to themselves.
The card is removed from play entirely and cannot return to the game. It does not go to any deck, hand, or discard pile.
When a ready Unit initiates combat against another card. Units cannot attack if they are spent.
The card that initiated an attack.
The reduction of a card’s health caused by attacks or effects. Damage is retained every round unless healed. Place a die on the card showing the number of damage it has. When a Unit’s damage equals or exceeds its health, it is defeated and moves to the discard pile.
(Armor) reduces (Physical) damage.
(Resistance) reduces (Magic) damage.
Damage that isn't specified as (Physical) or (Magic), is not reduced by (Armor) or (Resistance).
Collective damage dealt to a card exceeds the card’s max Health. The card is discarded.
The card that is being attacked.
A stat which is added to a striking card’s Speed when calculating Speed Differential.
Effects that deal damage outside of combat. Damage may be Physical, Magic, or neither if not specified.
Next to your draw deck and face up. Cards that are defeated or Events whose effects are completed go to your discard pile. A discarded card is no longer in play and may only be used again if a card says so.
The current space is 0 spaces away. Adjacent spaces are 1 space away. Diagonal spaces are not adjacent.
If the target wins a Tempo roll, it avoids the strike, taking no damage.
Draw X cards from your draw deck.
Cards with two playable sides. Choose one side, pay its cost, and use its stats, traits, or abilities. Centered stats apply to both sides. Some abilities only apply to the side that was played.
Any card controlled by your opponent.
A stat which is added to a targeted card’s Speed when calculating Speed Differential.
Draw Agency from your Agency deck, then play it in any city space, (up to 3 per space). If all city spaces are full and you don’t control the Carpe Cras Token, the Agency is Sacrificed.
Restore health to a card by removing damage. Cannot heal over max health. Healing a Unit also removes Blind, Poison, Silence, Deafen, and Stun status effects.
Range is UP TO 1 space away.
When a card moves to a new space, each space the card passes through counts as an occupied space and will trigger any occupying abilities (such as traps). Spaces with allied units can be passed through, but cannot be stopped on. Spaces with Obstacle cards, enemy units, or enemy Strongholds cannot be passed through. Abilities that modify the grid, such as swapping or adding lanes, rows, or spaces, do not count as movement.
This is your city’s health. Your city starts with 15 Morale (possibly modified in different game modes) and though Morale can be recovered, your city cannot ever have more than its starting amount.
Shuffle your opening hand back and redraw 5 cards, once before the game starts.
The amount of damage a unit can inflict with a particular Skill.
Range is MORE than 1 space away.
A card that is facing its owner and can be spent. All spent cards are readied at Round Start.
Retaliation
A defender’s strike after an attacker’s first strike, if the defender survived and the attacker is in range.. If the defender does not survive the attacker’s first strike, then no retaliation happens.
Roll a standard 6-sided die.
Place Agency on the bottom of your Agency deck.
The physical weapon or magical knowledge that a Unit is equipped with.
When you spend a card, turn it 90 degrees and it remains in play. It may not be spent again until it is ready. Cards may be spent for a variety of reasons either by a player or their opponent.
The numerical values on a card that represent its power, health, speed, etc... Stats are used to determine the outcome of combat, movement, and other effects. Stats are sometimes modified by other cards, but the total for any specific stat cannot be negative.
A unit attempts to deal damage with a skill to a target in range. The target may attempt to dodge (see Tempo). If the target fails to dodge, it takes damage equal to the striking Skill’s Power. Units can strike even if they are spent. Units can only strike as part of combat or a card ability/effect.
If the attacker successfully rolls for Tempo, they strike again after the defender's retaliation.
The card that is striking. Can be while attacking, defending, or other situations. The target must be in the striker’s range.
The card that is receiving a strike or damage. Can be while attacking, defending, or other situations.
While most Traits are for classification or clarification, some cards have Traits which grant specific inherent abilities.
When played or moved, move any other occupying card, even Obstacles or Strongholds, 1 space in any direction.
At Round Start, damage myself 1.
I cannot be moved by an opponent or their cards.
While adjacent to another growth ally, gain +1 max health, can stack per adjacent growth ally.
Give +1 max health to each adjacent growth ally.
After I strike a unit: move that unit 1 space away from me. This can prevent defender’s retaliation or attacker’s strike twice if I become out of that unit’s range. Knockback doesn’t affect Gigantic units.
No other cards can occupy and/or pass through my space.
I always strike first, even when defending. My target may still roll to dodge.
Only allies can occupy and/or pass through my space.
When played, I may attack immediately.
I can merge into one unit with allies of the same card. Add our stats and skills, except Steps and Range. Our Steps and Range are equal to the highest Steps and Range of the swarmed units. Once merged, we are one and cannot be separated. Normal rules for unit upgrades apply. Any upgrades we cannot hold are discarded. Our cost is equal to the combined cost of the individual units who created us. If we are discarded, we separate into our component units.
I may be played Stealth. When a unit occupies my space, I am revealed then complete my ability.
My successful Melee strikes apply a stack of Poison to the target.
Once per round, if I was already spent, I may attack (without moving) a card that moved into my range on the previous turn.
Can be used to heal an ally in range by the amount of Power. Can strike as usual.
Can only be used as a part of my ability. Cannot strike as usual.
Can only be used as a part of my ability. Cannot strike as usual.
During melee combat: gain X
During projectile combat: gain X
Heal myself X.
I cannot strike (including retaliation) for the duration. I may still use non-striking abilities.
My range is 0 and can't be increased for the duration.
I am under the control of the player that converted me. Hero Units and Zealots cannot be converted.
I am unaffected by other ally abilities, except healing, for the duration.
Discard my upgrades.
Remove everything about me except my stats and skills.
I take 1 magic damage at Round Start until defeated or healed. Poison can stack from different sources, but not the same source.
I can’t use my abilities for the duration.
I am face down. I am revealed when striking or targeted. I can only be targeted by melee. I only have 1 step.
I can't do anything (strike, dodge, move, etc…) for the duration.