Field Guide

How to Play

Be the first to collect 3 Qi cards to win. Use elemental creatures to attack, perform combos, and cast spells to steal Qi from your rivals.

Prototype for playtest. Cyclémental is still under active development — these rules are a work in progress and subject to change.

Field guide updated 18 July 2026

How It Works

Welcome to the game of Cyclémental! The rules are pretty simple: be the first to collect 3 Qi cards to win the game. Use elemental creatures to attack, perform combos, or cast a spell to take Qi cards from other players. Or, if you're lucky, you might just draw a Qi card for free!

The Elemental Cycle

The elemental cycle balances each element by working like rock, paper, scissors — but with five elements.

The Cyclémental elemental cycle diagram
Fire element

Fire burns Wood and melts Metal.

Wood element

Wood breaks Earth and absorbs Water.

Earth element

Earth holds Metal and extinguishes Fire.

Metal element

Metal carries Water and cuts Wood.

Water element

Water quenches Fire and dissolves Earth.

Setup

  1. 1Remove all 8 Qi cards from the deck.
  2. 2Deal 5 cards to each player and 1 Qi card as a starter (6 cards total). Keep your hand secret, but you can place your Qi down.
  3. 3Shuffle the additional Qi cards back into the deck. The game can now begin.

Tip · Qi cards by player count

2 playersInsert 2 Qi cards · 4 Qis in play
3 playersInsert 3 Qi cards · 6 Qis in play
4 playersInsert 3 Qi cards · 7 Qis in play
5 playersInsert 3 Qi cards · 8 Qis in play

Qi Cards

8 cards

  • When drawn, Qi cards enter your hand like any other card.
  • Qi cards cannot be used as elemental cards or discarded voluntarily.
  • Qi cards' backs are distinct, so everyone can see them.
  • Qi cards can be stolen through Attacks, Combos, and Spells.
  • If you hold 3 Qi cards at the start of your turn, declare it and you win!
Qi — Victory card
Qi card back — Distinct reverse

On Your Turn

Start your turn by doing any of the following, in any order:

Attack

Attack another player.

Combo

Play a Hand Combination (only once per turn).

Spell

Cast a Spell card.

Then, end your turn by drawing a card.

1Attacking

Attacking lets you take a card from an opponent if it succeeds. Choose 1 element card (any) and declare your attack on a target player. Your opponent may counter with 1 card of an element that beats yours, if they have one.

  • For example, if you attack with Fire, your target might defend by playing a Water or Earth card (see the elemental cycle).
  • If countered successfully, the defender chooses between keeping their counter card OR your attacking card. The other is discarded — you cannot counter back.
  • If not countered, your target has to give you 1 card of their choice. Your attacking card also returns to your hand.
  • Attacks may also be countered by Spell Cards or Hand Combos.

Failed attack

Your opponent counters with an effective element, Spell, or Combo. They choose to keep either your attack card OR their defense card — the other is discarded.

Successful attack

They have nothing to counter with — lucky you! Your opponent gives you 1 card of their choice, and you also get your attacking card back.

2Hand Combos

Play Doubles or Triples combos to trigger special effects unique to each element. Combos can only be countered using Spell Cards — not other hand combos (except for Earth's Petrify). After playing a combo, discard the cards used.

Fire elementFire element

Ignite

Double Fire

Force target to give you 2 cards of their choice.

Fire elementFire elementFire element

Inferno

Triple Fire

Force target to give you half their hand (rounded down), their choice.

Water elementWater element

Ripple

Double Water

Reveal target's full hand to everyone, take 1 card of your choice excluding Qi.

Water elementWater elementWater element

Vortex

Triple Water

All players pool their hands (excluding Qi), then shuffle and redeal evenly. Leftover cards go to you.

Wood elementWood element

Harvest

Double Wood

Draw the top 2 cards from the deck to your hand.

Wood elementWood elementWood element

Overgrowth

Triple Wood

Draw the top 4 cards from the deck to your hand.

Earth elementEarth element

Petrify

Double Earth

Cancel an attack, combo, or spell targeting you.

Earth elementEarth elementEarth element

Gravity

Triple Earth

Every player with more cards than you discards down to match you after using this combo.

Metal elementMetal element

Calibrate

Double Metal

Look at and rearrange the top 3 cards of the deck. Take 1 card into your hand.

Metal elementMetal elementMetal element

Transmute

Triple Metal

Look through the entire discard pile. Take any 3 cards into your hand.

Qi Mastery

When you have one of each element, you can demand 1 Qi card of your choice from any player! Be careful of getting Nullified, though.

Fun fact

Combos are designed and inspired by the nature of the elements:

Fire elementFireDestructive, aggressive, passionateDiscard
Water elementWaterFluid, revealing, adaptiveIntel
Wood elementWoodGrowth, accumulation, patienceDraw
Earth elementEarthRigid, immovable, determinedDefence
Metal elementMetalPrecision, control, cunningDeck manipulation

3Spells

Spell cards are played freely on your turn without spending elemental cards. Discard Spell cards after activating their effects.

Nullify — Spell card

Nullify

4 cards

Cancel any single Attack, Combo, or Spell targeting you. This card can be played out of turn.

  • You can Nullify a Nullify to negate it, and so on.
  • You can Nullify any player at any time, even if it's not your turn.
  • Yes — Nullify and Double Earth's Petrify are the same!
  • You cannot Nullify someone's turn (use Freeze instead).
Hotpot — Spell card

Hotpot

4 cards

Player with the largest hand must give cards to the smallest hand until equal (exclude Qi). If the difference is odd, the larger hand keeps the one extra.

  • Example: you have 2 cards and target has 10 (12 total). They give you 4 cards so you both end at 6.
  • Example: you have 3 and target has 10 (13 total). They give you 3 cards — 6 for you, 7 for the target.
  • Do not include Qi cards in the calculations.
  • Acts as an equaliser, so be careful of hoarding too much.
Red Pocket — Spell card

Red Pocket

4 cards

Draw 2 cards from the deck to your hand.

Wheel of Karma — Spell card

Wheel of Karma

2 cards

Choose a player. You and that player swap hands (exclude Qi).

Ancestral Offering — Spell card

Ancestral Offering

2 cards

Retrieve any 2 cards from the discard pile into your hand.

  • This can be any cards, including elemental creatures and Spell cards.
Deflect — Spell card

Deflect

2 cards

Redirect any Attack, Combo, or Spell targeting you to another player of your choice instead.

  • You can deflect a Nullify / Petrify combo back to the caster.
  • Example: you Attack a target, they Nullify you, then you play Deflect. It Nullifies back the target, effectively unlocking your original Attack.
  • You cannot block Spells or Combos that don't target you.
  • Example: if someone plays Red Pocket to draw a card, there's nothing to deflect.
  • If a hand combo affects everyone (like Vortex or Gravity), you cannot deflect it — there's no one to deflect to.
Devour — Spell card

Devour

2 cards

Discard 1 card, then choose a player. They must give you 2 cards of their choice.

  • If the player has no cards in hand, they must give their Qi card/s.
Freeze — Spell card

Freeze

2 cards

Discard 1 card, then choose a player. Their turn is skipped entirely. This card can be played out of turn.

  • Frozen player cannot do anything for one turn, including drawing a card.
  • Can be countered by another Spell like Nullify or Deflect, or through a hand Combo like Petrify.

Special Cards

But wait, there's more! Some creatures have special effects that make them unique from the others.

Double

1 per element · 5 cards

Doubles count as 2 instead of 1, making it easier to unleash powerful hand combos. Double elemental creatures cannot be used for Qi Mastery — to use Qi Mastery, elements must be balanced (1 each).

Blocker

2 per element · 10 cards

Blockers are only weak to 1 element instead of 2. They're perfect for attacking, as they're hard to counter.

Fire element

Fireproof

Cannot be countered by Fire when attacking.

Wood element

Rotproof

Cannot be countered by Wood when attacking.

Earth element

Quakeproof

Cannot be countered by Earth when attacking.

Metal element

Bulletproof

Cannot be countered by Metal when attacking.

Water element

Waterproof

Cannot be countered by Water when attacking.

Striker

2 per element · 10 cards

Strikers make successful attacks more rewarding, with a special effect unique to their element. If the attack is successful:

Fire element

Ember

Target discards an additional 1 card.

Wood element

Absorb

Draw an additional 1 card.

Earth element

Quicksand

The next attack on you is cancelled.

Metal element

Salvage

Take 1 card of your choice from the discard pile.

Water element

Swirl

Target gives you 1 additional card of their choice.

Cyclémental © 2026 by James Rotanson