How Mournhand works
Every current game system has its own detailed page with a step-by-step flow, function map, worked example, limits, availability and related rules.
The selected game format always wins when a mode states a visible exception. Planned systems are documented for clarity and are not presented as public releases.
Core match
Attachment Constructed
The main card game used by Campaign, Multiplayer and the base combat layer of Nightfall.
Main rulesetTurns, energy and readiness
Energy limits how much can be played each turn, while readiness limits attacks and once-per-turn powers.
Main rulesetDraw, discard and deck cycling
Cards move between a private hand, deck, public Well and removed zone; an empty deck does not refill itself.
Main rulesetCreatures, combat and damage
Creatures occupy five field slots, block champion attacks and exchange simultaneous combat damage.
Main rulesetGuard and target priority
Guard forces creature attacks toward the current protectors before other targets.
Card magic
Spells and visible bindings
Spells are public effects that heal, modify, damage or otherwise change a creature or champion.
Main rulesetTraps and concealed information
A trap is prepared in secret, shows an ARMED marker, and reveals only when its stated trigger occurs.
Main rulesetThe Echo Window
Echo is Mournhand's short response sequence for creature attacks, designed to avoid a long response stack.
Main rulesetOpen creatures, sealed powers and attachments
The slot symbol on a creature determines whether the player may customize it with magic.
Champions
Champion powers and Champion Strike
Every champion has a visible once-per-turn identity power, while mastery unlocks a separate direct strike.
Implemented progressionChampion mastery and skill trees
Champion levels unlock health, armor, Strike improvements and two mutually exclusive power paths.
Collection
Deckbuilding and loadouts
Deck & Trunk saves 12–40 card loadouts containing creatures, standalone spells, Scheme traps and prepared attachments.
Implemented localThe Trunk and permanent collection
The Trunk records discovered designs, owned copies, champions, decks and newly earned rewards.
Implemented local economyRewards, Scrip and packs
Playable content is earned through play; Scrip is the game currency and cannot be bought for cash.
Local shop and private market testGrubbin's Shop and Player Market
Grubbin sells visible fixed-price offers for earned Scrip; the player market moves eligible owned items atomically.
Modes
Champion Campaign
Each first-generation champion has a four-encounter story route that teaches their cards and conflict.
Implemented playtest systemsNightfall Run
Nightfall is a run-based mode with temporary access to the full library, branching battles and run-only choices.
Designed multiplayer modeFour-Hand
Four-Hand adapts Mournhand for four players while keeping card ownership and stakes explicit.
Website preview plannedFree ten-card duel
A lightweight free sample gives each player a random ten-card deck and asks who can deal the most champion damage.
Side games
Online
Online multiplayer and matchmaking
The authoritative service validates commands, owns hidden information and records Ranked, Unranked and private matches.
Private test foundationSpectators, privacy and fair play
Public views expose board facts while keeping hands, draw order, concealed trap identity and server randomness private.
Consensual private test onlyWagers and escrow
A stake moves only when every participant agrees to the exact terms and the service reserves the assets first.
Optional systems
Debt Broker contracts
The Broker offers a health-debt alternative to paying a Procession ally's one-time health price. Each borrowed ally also lowers your energy cap by one while on the field.
Implemented optional classic ruleOmen Dice
Classic-only dice rule: at round opening, both players draft from three public Omens. Bargain discounts a health-paid recruit and Muster grants a second recruit this turn. Current Campaign, Nightfall and standard creature matches do not roll these dice.
Implemented; destination depends on match formatThe Procession
The Procession offers five public cards. Recruit by paying champion health once. In current creature matches, a Broker contract can replace the upfront price with recurring health debt and a one-point energy-cap reduction.
Labeled experimentsArchive and experimental formats
Archive formats preserve older or experimental rules without silently adding them to the main Attachment Constructed ruleset.
Interface
Cards and champion powers
Current catalogEvery spell, trap, enchantment and champion power
Read the concise current effect of every non-creature card, sealed effect and first-generation champion upgrade.