Official living reference

Rules & Keywords

Learn the field, mana system, turn sequence, battle resolution, and every keyword currently represented by the Universia engine or active card drafts.

Starting Life
10,000
Main Deck
50
Keywords
51

Part one

General game rules

01

Players and victory

Universia is played by two players. Each begins with 10,000 Life. A player loses when their Life reaches 0.

If a player cannot draw, the opponent draws instead. If neither player can draw, the game is a tie.

02

Field and decks

Each field has one Main Deck Zone, five Enhancement Zones, five Monster Zones, one Field Zone, one Nonmaterial Deck Zone, and one Rest Zone.

A Main Deck contains exactly 50 cards. A Nonmaterial Deck contains up to 15 cards. A deck normally includes no more than three copies of one card ID and uses no more than two Universes: one generic Universe and one specific Universe.

03

Mana and momentum

Mana is a shared momentum line from 10 to -10. Paying a cost moves the value toward the opponent. When the value becomes negative after effects resolve, the turn ends and the next player begins with its absolute value.

A player cannot pay more than their available mana plus 10 and cannot hold more than 10. Ending a turn before mana becomes negative normally gives the opponent 3 mana.

04

Draw Phase

Both players begin with five cards. The first player does not draw on the first turn. On later turns, the turn player draws one card from the top of the Main Deck.

05

Main Phase

Play monsters, activate Enhancements, and set Traps. Monsters may enter face-up vertically in attack mode, face-up horizontally in defense mode, or face-down horizontally as a set monster.

Setting a card costs no mana; its cost is paid when it is activated or flipped face up. Non-permanent Enhancements move to the Rest Zone after resolving.

06

Battle Phase

An attack-mode monster may attack once each Battle Phase. It may attack an opposing monster or attack Life directly when no opposing monster is present.

Against defense mode, compare attack to defense. Against attack mode, compare attack to attack. The lower value is destroyed as described by the battle, and the losing player takes the difference as Life damage. Equal values cause no change.

07

End Phase

The player may end after the Main or Battle Phase, and the phase begins automatically when mana is negative after resolution. End Phase effects resolve before the next player takes the absolute mana value and starts their turn.

Part two

Keyword glossary

Card-specific text and newer rulings take precedence over this living summary. Engine spellings are preserved where current cards depend on them.

Core card flow

Keywords that move cards through the hand, deck, field, and Rest Zone.

Revive
Select a same-universe monster in your Rest Zone and place it in an open Monster Zone.
Abduct
Select a same-universe monster and return it to its owner's hand.
Waste
Place the bottom card of your Main Deck in the Rest Zone.
Spare
Place a selected card from your hand on top of your Main Deck.
Recycle
Place a selected card from your Rest Zone on the bottom of your Main Deck.
Draw
Move the stated number of cards from the top of your Main Deck into your hand.
Save
When this card would remain destroyed in the Rest Zone, move it to its controller's hand.
Retreat
Return this monster to its controller's hand after battle.
INNUMERABLE
A deck may contain up to 50 copies of this card ID instead of the normal three-copy limit.

Monster combat

Keywords that alter attack declaration, battle resolution, and monster survival.

Blocker
An attack-mode monster may redirect an opponent's declared non-Swift attack to itself, then changes to defense mode.
Piercing
After destroying a defending monster, deal excess attack over that monster's defense as Life damage.
Indestructable
This monster cannot be destroyed by battle with another monster.
Alert
Return this monster to face-up attack position when its Alert window resolves.
Retaliation
If only this monster is destroyed in battle, destroy the opposing monster after battle.
Evade
Change this attack-mode monster to defense mode to prevent its destruction by an effect.
Swift
Retarget the attack to the highest-power opposing attack-mode monster and ignore Blocker.
Alliance
Rest another attack-mode ally to add its power and one additional hit to this attack.
Maddness
This monster can attack during the end-turn window, including from defense mode, then destroys itself.
Blessed
Opponent effects cannot affect this monster while it is attacking.
Guard
Destroy this card to prevent another allied monster from leaving the field because of an opponent effect.
FrontLiner
This monster receives an attack opportunity during the end-turn attack window.

Monster stacks

Keywords for evolved or stacked monsters and replacement effects.

Regress
Trash cards from the top of a monster stack until the requested reduction or level floor is reached.
Decoy
Destroy this card to prevent an opponent effect from destroying a matching allied monster.
ArmorPurge
Gain a counter when summoned; remove one counter to prevent this monster's destruction.
Fortitude
Replay a destroyed stacked monster in attack position without paying its cost.
Seperation
Prevent non-battle removal by splitting matching cards from this stack into separate monsters.
Beserker
Give opposing monsters Blocker and force available attack-mode monsters to intercept.
Scapegoat
Destroy another allied monster to prevent this monster from being destroyed by an outside cause.
Decode
Prevent non-battle removal by playing a matching universe and cost card from this monster's stack.
UseRequirement
Record a named use requirement that this card may ignore during later play or effect checks.
Ascension
Place this rested card on the bottom of its controller's Main Deck.

Enhancements

Persistent and delayed effects registered by Enhancement cards.

Battlements
When an opponent attacks, destroy that attacker after battle and rest this Enhancement.
SupplyLine
At the start of your Main Phase, set your mana to 3.
Delivery
At the start of your Main Phase, draw one card.
Delay
After this card has remained on the field long enough, rest it and resolve its stored delayed action.
HighMoral
On activation, give all monsters +500 attack.
HighGrit
On activation, give all monsters +500 defense.
Strife
On activation, give all monsters -500 attack.
Raze
On activation, give all monsters -500 defense.
HighCourage
At the start of your Main Phase, gain 1 mana.
Endurance
At your End Phase, if your hand is empty, draw until the effect has drawn five cards.
Leadership
At the start of your Main Phase, play a cost-3-or-less monster from hand without paying its cost.
TeaWithTheGoddess
Rest one of your monsters at Main Phase start, then return it at the End Phase.
DivineAnnoyance
Rest one of your monsters at Battle Phase start, then return it at the End Phase.
DivineIntervention
Rest one of your monsters at Main Phase start, then return it at Battle Phase start.
BattlePlan
Rest an opposing monster at your Battle Phase start, then return it at the End Phase.
BattleFormation
Rest an opposing Enhancement at your Battle Phase start, then return it during the opponent's Battle Phase.
DivineWrath
When a wide opposing board attacks, destroy all opposing monsters and rest this Enhancement.
DivineJudgement
When a wide opposing board attacks, destroy all opposing Enhancements and rest this Enhancement.

Immaterial and draft keywords

Special card families and mechanics still moving through design review.

Loner
Play this card from the Immaterial Zone by sending its named student requirement to the Rest Zone. Only one Loner should be on the field at a time.
Jamming
A reserved Psychodelic Trades design keyword. Its final rules text is still under development and card text takes precedence.

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