How to Play Earlyverse
Welcome to the beginning of two similarly unsimilar universes!
This asymmetrical turn-based expandable card game has magic-makers (The Earlyverse) and mischief-manifesters (The Mischieverse) converge in cosmic nonsense in a race to culturevate or delay planetary progress.
If you’re looking for the complete and detailed Official Gameplay & Rules Guide, click here!
The Goal
Two universes. One planet. Opposing agendas.
Earlyverse: Culturevate the planet to 50 points.
Mischieverse: Deculturevate the planet to -50 points.
The planet starts the game at 0 points, and the win scenarios get closer to 0 the longer the game lasts. What if neither side wins before the decks run out? Whoever tilted the planet most wins—unless it’s even. Then it's a cosmic draw!
Turn Flow & card activation
Phases 1 + 1.5:
Draw Phase
Each player starts off each turn with a plethora of possibilities by drawing one card from their main deck.
If you’re an Earlyverse player, you also draw one Magic Matter card from your Magic Matter side deck.
Phase 2:
Action Phase
Play Earlyans & Mischievents (creature cards) or Figments (support cards), activate abilities, warp your opponents’ cards, and more!
This is the phase where all the magic (and mischief) happens.
Phase 3:
Resolve Phase
Finally, tally up results and resolve all the actions of the turn!
Update the Planet Counter, Earlyan and Mischievent stats, and any other cosmic ripple effects before you pass the turn to your opponent.
Magic Matter
&
Mischief Matter
Unlike most card games and much like the multiversal mix-up that is the Earlyverse, this card game activates card abilities differently depending on the universe you’re playing for.
Earlyverse card abilities are activated by
Magic Matter cards that are methodically and consistently collected throughout the game.
Mischieverse card abilities are activated by rolling a Mischief Matter 20-sided die. Mischievents are made of Mischief Matter, which is an incredibly unstable and unpredictable form of Magic Matter, making their abilities completely up to chance!
Who and what You’ll Be Playing WIth
Earlyverse
Inhabited by Earlyans, this universe wants to grow through magic and planet culturevation!
Goal: Culturevate the new Earlyverse planet
Power Source: Magic Matter cards
Playstyle: Build gradually and plan strategically
mischieverse
Inhabited by Mischievents, this universe has one goal and one goal only - to spread mischief!
Goal: Deculturevate the planet for a millennium
Power Source: Mischief Matter 20-sided die
Playstyle: Dive in fast and leave it up to chance
FIGMENTOPIA
Inhabited by Figments, this galaxy at the intersection of verses warps reality and gameplay!
Function: Support cards played by all players
Duration: Some are forever, others vanish
Effects: Alter specific cards or game environment
Earlyverse Card Anatomy
Build Your Deck
Players build decks of 60 unique cards to find the perfect winning combination. Earlyverse players also play with a 25-card Magic Matter side deck.
Each deck can only have one of each card (except for Magic Matter) and are limited to how many cards of each level there are in the deck (there are three levels).
And don’t forget! Earlyans and Mischievents play best with each other and so Earlyan decks can only have Earlyan cards, while Mischievent decks can only have Mischievent cards.
Other than that, the universe is the limit!
Looking for the full Earlyverse rulebook?
You can find the complete and detailed Official Gameplay & Rules Guide here. Follow the link below.