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Welcome to the game Immortal,
are YOU ready to learn?

Genesis: The World’s First Time Travel Game
is a grand duel of strategy and wit, where two noble players each command an
immortal champion, starting with 33 precious resources.
In this epic contest, players craft decks of up to 33 mystical cards,
wielding elemental forces, cunning obstacles, and daring challenges to vanquish their foe.
Navigate treacherous paths, engage in strategic skirmishes,
and harness the unique powers of your immortal to outmaneuver your adversary.
Protect your immortal’s essence while striving to reduce your opponent’s to 0,
and claim victory in this legendary battle of power, prophecy, and rebellion.

1 - Objective

The goal of Genesis: The World’s First Time Travel Game is to use elemental cards to reduce your opponent's immortal from 33 resources to 0 before your own immortal is reduced to 0, while playing obstacles to protect your immortal and challenges to engage your opponent.

Card Types

ARTIFACTS - These are one-time use cards that can have various effects, such as reducing or restoring Water, buffing Air or modifying other cards and characters.

WEAPONS - Some immortals can equip special weapons or abilities, which allow them to strike the opponent’s characters or immortal. Weapons have strength instead of Water that is reduced by 1 per strike. Once it reaches 0, the weapon is removed from play.

CHARACTERS - There are tokens, characters, archons, specials and bosses that are general and specific to each immortal that can be played. They can interact with the opponent's immortal or other characters and they help slow and stop the advance of your opponent to strike your immortal.

SECRETS - Secrets are placed face down and activated or triggered by a specific event performed by the opponent during their turn.

IMMORTAL POWERS - Each immortal has a unique and specific power that can be used once per turn by costing 2 Earth. Powers vary widely and can influence the board, reduce Water, restore Water, or provide other effects and abilities.

ZODIAC CARDS - Zodiacs are invitations, tickets and treasures used for tournament play and prizes.

FORTUNE CARDS - Fortunes are immortal specific bonuses to allow any player to include up to 3 Villain cards
in their crafted game play set.

EARTH CONTAINERS - Players start with one filled Earth Container and fill an additional Earth Container each turn, up to a maximum of 12. Players use Earth to pay the cost to play cards.

Basics

IMMORTALS - Players choose from 10 immortals each with their own unique power and exclusive cards. The other 3 immortals are shared as universal cards among each other. The shared card sets are Sun, Shadow, and Star and they can be used in any crafted deck.

DECK - There are a total of 698 cards.  Players build a deck of 33 cards before the game begins. Decks can include immortal specific cards and universal cards.  You can have a maximum of 2 cards of each from the Origin Set.  Cards from the 2nd Edition Harmony Set, Quest Set, Nexus Set, and the 3rd Edition Reactor Set can only have 1 of each in your deck.

HAND - Player 1 starts with 3 cards and draws on
turn 1. Player 2 starts with 3 cards and 1 MONEY card. A player’s hand cannot exceed 9 cards at a time. All cards drawn over 9 cards in hand get removed from play. Optional Rule: Serendipity can play a role in every game: Serendipity is when you decide to pull a card on your turn from your opponent’s deck, instead of your deck.  Serendipity can happen once per game and is not required.

TURN STRUCTURE - Each turn consists of several phases – receive 1 filled Earth Container per turn (max 12), draw a card, play cards, adjust value totals of Air and Water to reflect cards in play, interact with your opponent starting from the left most card, total any remaining values, and end turn. Ties can occur.

CHARACTER PLACEMENT - Characters can be are placed in the realm or world with a maximum of 6 spaces for each player. The leftmost character is the first to interact.  The placement can impact the flow of the game, especially considering effects that trigger based on positioning.

NOTE: Roll one 6-sided die for random play. Use a notepad to keep track of variables in elemental values for each turn.

Game Realm

Earth is Cost - Wealth -
How much COST to play a card.

Air is Impact - Action -
How much FORCE can a card produce.

Water is Strength - Health -
How much POWER does a card possess.

Fire is Energy/Trade - Essence -
How much VALUE does a card have.

AIR & WATER - Characters have Air and Water values. Air is the number value of force and impact a card can inflict on another card or immortal.  Water is the number value of power and strength a card can withstand from other cards before being removed from play.

FIRE - Fire is the number value of experience points for a card.  Also called the essence and energy of a card.  When you play a card, you receive the Fire of that card play. Once you remove a card from play, receive the Fire from the removed card as a reward.  If your opponent removes a card, they receive the Fire. Fire is considered game experience and is used for ranking, tracking, tournament, and administering the scores, badges and treasures received.  Fire that is collected can be transferred into player credits for unique cards, upgrades, customizations and options. Players can earn Fire through experience points, quests, battles, pay, gifts, and exploration, use them to acquire cards, rare items, upgrade equipment, or unlock exclusive areas within the game world.

RESOURCE - Each immortal begins with 33 Resources.  The objective of the game is to reduce your opponent’s immortal resources to 0 before your opponent reduces your immortal resources to 0 using crafted decks consisting of
a maximum of 33 cards.

DECKS - Crafted decks protect your immortal, hinder and slow down your opponent’s progress, and actively challenge and engage your opponent.

2 - How to Start

1 - Draw Phase

Players start with three cards in their starting hand. The player going second gets an extra card, the MONEY card.  The first 3 cards, you get an opportunity to mulligan 1 to 3 cards (except the MONEY card) and exchange them for the next top cards in your deck.  Shuffle the mulled cards back in your deck. At the beginning of your turn, you draw a card from your deck, even on turn 1.

 

4 - Exchange Phase

Characters in play can strike and use their Air to reduce others Water. They can strike the opponent's immortal, other characters, or use special abilities. Each card comes with an action ability.  The order of each strike is significant, as the leftmost character in play goes first. Players must strategically decide when to strike and what to target from the opponent to optimize their chances of winning.

 

2 - Earth Containers

Your available Earth Containers start at 1 on turn 1 and increase by 1 at the start of each subsequent turn, until you reach a maximum of 12 Earth Containers.

 

5 - Adjust Values

​If there are any remaining characters in play, adjust any Air and Water values to reflect accurate numbers for the next turn.

3 - Play Phase

You can play cards from your hand, provided you have enough Earth to pay for them. You can play characters, artifacts, secrets and use weapons during this phase of the

End Turn

Conclude your turn.  Your opponent then takes their turn, and the cycle repeats.
Throughout these phases, players can also use their immortal power if they have the Earth to pay for it once per turn (unless a card effect modifies this), and various effects and abilities may trigger based on the cards in play.

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