Seven dragon cards from each faction fanned out on an obsidian surface

Learn the Game

How to Play

Learn 7 Stones TCG in 7 simple steps.

How to Play in 7 Steps

Build Your 30-Card Deck

Pick your Stone. Build a 30-card deck. No lands, no filler. Every single card in your deck is a piece of your strategy that you chose to be there. Mix faction-specific cards with Generic neutrals to create combinations nobody has seen before.

Make the Energy Choice

Every single turn you face the same decision: take 1 Stone Energy or 2 Generic Energy. Stone Energy pays for any cost on your cards. Generic Energy only covers Generic costs. Your pool grows every turn with no cap. No mana screw. No mana flood. You always have a play.

Make the Energy Choice

Deploy Minions and Cast Spells

Spend energy to drop minions onto the Field and fire off spells that swing the game. Minions attack, defend, and trigger abilities. Spells hit instantly. Your Hero also has a unique 1-cost ability you can use every turn to keep pressure on.

Deploy Minions and Cast Spells

Command the Field

Your Hero has 30 life (20 Health + 10 Shield). Trade blows, control the board, protect your Hero. Know when to push face damage and when to clear threats. Timing is everything.

Use the Discard Pile

Cards sent to your Discard Pile are not gone. They can be reused as a resource in different ways depending on the Stone faction you are playing. Cards can be remembered, reanimated, and recycled back into play. Smart players plan their discards as carefully as their plays.

Use the Discard Pile

Reduce Their Life to Zero

Hit them with minions. Burn them with spells. Get their 30 life to zero and you win. If their deck runs empty, they take escalating damage each time they are unable to draw a card.

Reduce Their Life to Zero

Strategy Shapes Every Match.

Challenge other players in ranked 1v1 or test your skills against powerful bosses in single-player mode. 7 Stones emphasizes deck building and in-game decisions, with reduced variance through the innovative 7 Stones Energy System. Fast matches, deep strategy, and meaningful choices from the first turn to the last. Most games finish in 10 to 15 minutes.

Know Your Cards

How to Read a Card

Learn the casting cost, rarity, card name, card type, and combat stats before you enter the battle.

COSMYRA card anatomy showing casting cost, rarity, card name, card type, attack, and health

Card Mechanics

Keywords

Minions cannot attack on the turn they are played. Keywords break that rule and define how your cards interact with the battlefield. Learn these and you control the game.

DASH

Can attack enemy minions on its first turn entering The Field.

SPRINT

Can attack minions or the enemy Hero on its first turn entering The Field.

GUARD

Enemies must attack this minion before they can attack your Hero.

DEPLOY

Triggers a special ability the moment this card enters The Field.

REVENGE

Triggers a special ability when this minion is destroyed.

SIPHON

Damage dealt by this minion also heals your Hero for the same amount.

REMEMBER

Can be cast again from the Discard Pile for its original cost.

HEAL

Restore health to any single target on The Field.

VEIL

Cannot be targeted by spells or abilities. Can only be removed through combat.

FREEZE

The target cannot attack on its next turn.

BREACH

Excess damage dealt to a minion carries over to the enemy Hero.

DIG

Place the top card of a deck into the discard pile. Self Dig only targets your own deck.

HALO

Absorbs the first instance of damage. Double Halo absorbs two.

RELENTLESS

This minion can attack twice per turn.

TEMPORARY ENERGY

Energy that expires at the end of the turn it was gained.

Before the First Turn

Starting the Game

The Mulligan

Both players draw 4 cards. For each card, you choose: keep it or mulligan it. Any card you mulligan is shuffled back into your deck and replaced with a random draw. Choose wisely, because you can draw the same card back again.

Going First vs. Going Second

Going first is a known advantage in trading card games. 7 Stones balances this: the player going first does not draw on their first turn. The player going second draws on their first turn and starts with The Crystal in their opening hand.

The Crystal

A 0-cost spell that adds 2 temporary energy. It gives the second player an early tempo boost to offset the first-mover advantage. Because it counts as a spell, it triggers all spell interactions in your deck.

At a Glance

Quick Rules

Deck size
30 cards
Starting life
30 (20 Health + 10 Shield)
Starting hand
4 cards (mulligan each individually)
Energy pool
Grows every turn, no maximum
Energy per turn
1 Stone OR 2 Generic, your choice
Stone Energy
Pays for any cost (Stone or Generic)
Generic Energy
Only pays for Generic costs
Hero ability
Costs 1 energy, class-specific
Discard Pile
Fully interactive resource
Going second
Draw first + The Crystal
Win condition
Reduce opponent to 0 life
Empty deck
Escalating damage each time you cannot draw a card
Match length
10 to 15 minutes

The full rulebook and interactive tutorial ship with the game at launch. Founding backers enter the closed beta first and learn the meta before the world does.

See It in Action

HEAVEN vs HELL

Every system comes together on the battlefield. Manage energy, command the field, and battle your way to victory!

HEAVEN vs HELL in-game board with active cards, heroes, energy, decks, and battlefield controls
The full 7 Stones battlefield, built for fast decisions and deep strategy.

Two Paths to Mastery

Choose Your Battle

Challenge players across the competitive ladder or hunt legendary bosses through the seven realms.

PVP

Player vs Player

Challenge the World

01

Ranked Ladder

Climb seasonal ranks and compete on global leaderboards.

02

Casual and Unranked

Test new decks and strategies with zero risk to your rank.

03

15-Minute Duels

Fast matches built for decisive plays without sacrificing strategic depth.

04

Strategy-First Energy

Choose Stone or Generic Energy every turn, reducing variance while keeping resource decisions in your hands.

05

Organized Play

Join free bracket play, seasonal competition, and community events built around skill and strategy.

06

Competitive Seasons

Play online from anywhere as ranked formats grow after launch.

PVE

Player vs Boss

Hunt the Legends

01

Legendary Boss Battles

Face powerful enemies with unique abilities that break the rules of a normal duel.

02

Difficulty Scaling

Take on Normal, Heroic, and Mythic encounters as your collection and mastery grow.

03

Seven-Realm Campaign

Travel across every realm and uncover the conflict behind each Stone.

04

Weekly Challenges

Return for rotating encounters, new restrictions, and limited-time objectives.

05

Exclusive Cosmetics

Earn card backs, alternate presentations, and other rewards through boss play.

06

Deck-Building Puzzles

Solve encounters with restricted card pools and combinations built for the challenge.

Collectible Value

Card Rarity

Rarity determines how many copies you can run in a deck and how scarce the card is in Booster Packs and similar products.

Common rarity gem

Common

2 per deck

Rare rarity gem

Rare

2 per deck

Epic rarity gem

Epic

2 per deck

Legendary rarity gem

Legendary

1 per deck

Mythic rarity gem

Mythic

1 per deck

Exotic cards are limited Kickstarter editions created for collectors. They are not a separate rarity, they are not part of standard booster odds, and they have no gameplay advantage. For now, Exotics are available only through Kickstarter campaign rewards.

Five Cards. Every Time.

Genesis Boosters

Every Genesis Booster contains 5 cards. The first three cards are Common. The fourth card is always Rare or better. The fifth card can be any rarity.

Every booster is guaranteed to contain at least one Rare, Epic, Legendary, or Mythic card.

Exact Card Odds

Cards 1 to 3
Common
100.00%
Rare
0%
Epic
0%
Legendary
0%
Mythic
0%
Card 4
Common
0%
Rare
81.40%
Epic
15.19%
Legendary
3.06%
Mythic
0.35%
Card 5
Common
80.00%
Rare
14.00%
Epic
4.70%
Legendary
1.05%
Mythic
0.25%

Each card is rolled separately, so one booster can contain more than one high-rarity card.

Natural Results

Chance Per Booster

Contains an Epic
19.18%
Contains an Epic or better
23.48%
Contains a Legendary or Mythic
4.66%
Contains a Mythic
0.60%

Guaranteed Progress

Protection Counters

Epic
You will receive an Epic within 10 Genesis Boosters.
Legendary
You will receive a Legendary or Mythic within 40 Genesis Boosters.
First 10 Boosters
Your first 10 Genesis Boosters will include at least one Legendary or Mythic.

Each counter resets when its listed result appears.

Duplicate Protection

If you receive more playable copies of a card than you can use while another card of the same rarity is still missing, the duplicate may be rerolled into a missing card. The rarity never changes.

RarityProtection rate
Common100%
Rare100%
Epic75%
Legendary50%
Mythic0%

Player Marketplace

Trading

Cards opened from paid Genesis Boosters, including duplicates and guaranteed cards, are tradeable. Starter and promotional cards are account-bound.

Odds Note

Slot percentages are rounded to two decimal places. Guarantees are applied after the natural five-card roll, so long-run Epic and Legendary results will be slightly higher than the natural odds shown above.

Coming Soon

Hero Abilities

Each faction's Hero has a unique ability that costs 1 energy and can be used every turn. These class-defining powers shape your strategy from the first turn to the last. Full Hero ability reveals are coming during the campaign.

Free Online Competition

Compete From Anywhere

Competitive TCGs often mean flying across the world and spending thousands just to sit at a table. 7 Stones keeps competition online with ranked ladders, seasonal standings, and community events you can join from home.

Current competitive play is free to enter and offers ranks, leaderboards, and in-game recognition only. No paid-entry competition, cash award, or prize of monetary value is currently offered.

Free

Entry

Online

Play

Ranked

Seasons

7 Stones World Championship Trophy

Beyond the Duel

Complete the Set

Winning is half of it. The other half is the hunt. Two hundred fifty Genesis cards exist. One release window made them. Trade with other players to close the gaps in your collection, then go chasing Exotics, the foil and alternate art treatments that only ever appear on Mythics. Finish the set and own a collection that will never be released again.

The 7 Stones in-game marketplace
HEAVEN sigilNEBULA sigilAETHER sigilNATURE sigilTIME sigilHELL sigilABYSS sigil

Seven realms. Seven factions. Seven paths to victory.

Ready to Compete?

Back the Genesis campaign for priority beta access and founder-exclusive cards that will never be released again.

Pre-Launch

Don’t Miss the Genesis Launch

Follow the official campaign and Kickstarter will alert you when it goes live.

Follow on Kickstarter

Opens the official Kickstarter page