The Codex of Battle

How to Play

A 1 vs 1 civilization-building battle. Draft your wonders, raise your city, and outmaneuver your rival across three Ages.

2 Players 3 Ages ~15 Minutes
I

The Battle

Rivalist is a 1 vs 1 civilization-building battle. Two players lead rival civilizations and race to build the more powerful city. The game plays over three Ages — each with its own deck. Age I is the gentlest; Age III is the most treacherous.

Every turn you take a card from a shared pyramid and either build it, discard it for coins, or sacrifice it to construct one of your Wonders. You win by overwhelming your rival on one of three fronts.

II

Three Paths to Victory

There are three ways to win. Two end the game instantly.

Military Supremacy

Push the Conflict Pawn all the way to your opponent's capital. The game ends the instant it arrives.

Scientific Supremacy

Collect 6 different scientific symbols across your green cards and progress tokens. The game ends immediately.

Civilian Victory (VP)

If no supremacy is claimed by the end of Age III, the player with the most victory points wins.

III

Starting Out

The board, decks, and tokens are all dealt out for you — this is an online battle, so there's no physical setup to worry about. Two things are worth knowing before you begin:

  • Each player begins with 7 coins in their treasury. Coins pay for cards, for trading, and ultimately convert into VP at the end of the game (1 VP per 3 coins).
  • Before the first card is played, you and your opponent draft 4 Wonders each from a pool of 12. Wonders are powerful one-time effects that can swing an entire game.
IV

The Wonder Draft

Twelve Wonders are shuffled and laid out four at a time. Players take turns claiming Wonders in a snake order so that neither player gets every first pick. By the end of the draft each player owns exactly 4 Wonders.

Screenshot of the Wonder draft, showing 4 face-up Wonders being picked
The draft layout — pick from the four face-up Wonders.
  1. 4 Wonders are revealed face-up between the players.
  2. Player 1 picks 1 · Player 2 picks 2 · Player 1 takes the last.
  3. 4 more Wonders are revealed — Player 2 picks first this time.
  4. Repeat the snake order until each player has 4 Wonders.
Why it matters
You can build at most 4 Wonders during the game, and only 7 total Wonders will be raised across both players. The draft is your first real strategic decision — pick Wonders that fight for the path to victory you intend to take.
V

The Board

The board has three regions to know: the Military Track along the top, the Progress Tokens in the middle, and the Card Pyramid below. Everything you do in a turn touches one of them.

Annotated screenshot of the game board showing the Military Track, Progress Tokens, and Card Pyramid
The three regions of the board — Military, Progress, Pyramid.
I

Military Track

A horizontal track with the Conflict Pawn sitting on it. Every shield printed on a red Building (or Wonder) you build pushes the pawn one space toward your opponent. A red card with 2 shields moves it 2 spaces. The pawn moves left or right depending on who built the card. Cross into a new zone on your opponent's side and you immediately loot 2 or 5 coins from them. Reach their capital and you win on the spot.

II

Progress Tokens

Five face-up tokens sit between the players. Each time you complete a pair of matching scientific symbols (from your green cards), you immediately claim any one Progress Token of your choice. They grant powerful permanent effects — discounts, coins, extra shields — and most are worth VP at the end.

III

Card Pyramid

20 cards laid in a pyramid shape, some face-up, some face-down. A card is accessible only if no other card is sitting on top of it. On your turn you may pick from any accessible card. When you remove one, any face-down card that becomes uncovered flips face-up — slowly revealing the deck as the Age progresses.

VI

Your Turn

On your turn, take any one accessible card from the pyramid. You must then choose one of three actions:

I

Construct the Building

Pay the card's cost, then place it in your city. Its effect is active for the rest of the game.

II

Discard for Coins

Discard the card (pay nothing) and take 2 coins from the Bank, plus 1 additional coin for every yellow card already in your city.

III

Construct a Wonder

Pay the cost of one of your unbuilt Wonders, then slide the chosen card face-down under it. The card's effect is lost — the Wonder's effect triggers immediately.

Seven raised, not one more
Only seven monuments may be built across the entire game. The moment the 7th is raised — no matter by whom — the last remaining unbuilt Wonder is returned to the box.
VII

Construction Costs

Resources are not spent when you build. A card that produces Wood keeps producing Wood forever — you can re-use it every turn.

Free
The card has no cost symbols. Play it for nothing.
Resource Cost
You must either produce the listed resources in your own city, or purchase the missing ones from the Bank via trading.
Coin Cost
Pay the printed number of coins to the Bank.
Coin + Resource
Pay both the coin cost and meet the resource cost.
Chain (Free-Build Icon)
Some Age II & III cards show a small icon beneath the cost. If you already own the card that grants that icon, you may construct the new card for free, ignoring every other cost.
VIII

Trading

If you don't produce a required resource, you may always buy it from the Bank. The price of a single missing unit is:

cost=2+(units your opponent produces of that resource)

  • Only brown and grey cards in the opposing city are counted — yellow and Wonder production is ignored.
  • There is no limit on purchases in a single turn.
  • Some yellow Commercial Buildings fix the cost of certain resources at 1 coin, regardless of opponent production.
  • The coins are paid to the Bank, not your opponent.
Example
Bruno produces 2 Stone. Antoine needs 1 Stone for the Baths but produces none — he pays 4 coins (2 base + 2 units Bruno makes).
IX

Card Anatomy

Every card has the same anatomy: a top band showing what it gives you, a name strip in the middle, and a cost at the bottom-left. Below the cost some cards also show a small chain-from icon — own the card with the matching symbol and this card builds for free.

Tap any example below to see exactly what it does.

free
Forest

Brown · Raw Materials

Produces a basic resource (Lumber, Brick, or Ore) every turn for the rest of the game. The icon at the top shows what it makes.

1
Paper Press

Grey · Manufactured Goods

Produces Paper or Diamond — the rare goods. Often costs a few coins to build, but the production is permanent.

Cavalry

Red · Military

Each shield at the top pushes the Conflict Pawn one space toward your opponent the instant the card is built.

1vp
Workshop

Green · Scientific

Grants a scientific symbol. Pair two matching symbols to immediately claim a Progress token from the board.

4vp
Cathedral

Blue · Civilian

Worth victory points printed at the top — pure score. The small icon under the cost is a chain-from: if you own its source card, you build this one for free.

4
free
Tavern

Yellow · Commercial

Coins, fixed-price trading, and sometimes VP. Look for the coin icons at the top to see what it grants on construction.

U
union
2
2
Science Union

Purple · Unions

Only appear in Age III. Score victory points at game end based on cards in your or your opponent's city — the icon at the top tells you which.

Reading a card at a glance

  • Top icons — what the card gives you when built (resources, shields, coins, science symbols, or VP).
  • Cost (bottom-left) — resources and/or coins you must pay. Empty means free.
  • Chain symbol (top-right of some cards) — a small icon this card grants, which can free-build a future card.
  • Chain-from (under the cost) — if you already own the card showing this icon, ignore the cost and build for free. The card Horse Guard is a good example: own its chain source and it costs nothing.
X

End of an Age

An Age ends the moment the last card is drawn from the pyramid. The next Age is laid out immediately.

Who starts the next Age? The player with the weakermilitary — whoever's side the Conflict Pawn is sitting on — chooses. If the pawn is exactly on the center space, the player who took the final card of the old Age chooses.

XI

Final Scoring

If no supremacy has been claimed by the end of Age III, add up each player's victory points. Highest score wins.

  • Military VP:0, 2, 5, or 10 points based on the Conflict Pawn's final position on your side.
  • Blue Civilian Buildings: VP printed on the card.
  • Yellow Commercial Buildings: some award VP.
  • Green Scientific Buildings: VP printed on the card.
  • Purple Union Cards: scored on their individual conditions.
  • Wonders: VP as printed on each constructed Wonder.
  • Progress Tokens: VP per token (varies).
  • Treasury: 1 VP per complete set of 3 coins.
Tiebreaker
If scores are tied, the player with more Civilian (blue) victory points wins. If still tied, both players share the victory.
XII

The Progress Tokens

10 exist; five are dealt each game. Claim one each time you complete a scientific pair.

Harvest
This progress token gives you 6 coins. At the end of the game, you receive 4 VP.
Construction
This progress token allows you to take off two resources when building a Wonder
Trade
When your opponent purchases resources from the trading post during building, gain the coins paid directly into your treasury.
Theory
This progress token gives you an extra science symbol
Blacksmith
This progress token allows you to take off two resources when building a blue (civic) card
Multiplication
This progress token allows you to gain 3 VP per progress token you have at the end of the game (including this one).
Ideaology
This progress token allows you to gain 7 VP at the end of the game.
War
Every time you build a military card, this token adds 1 shield to the card. Does not apply to Wonders.
Religion
Each wonder you build in the future, will receive a re-turn unless the Wonder already has one.
Sociology
This progress token gives you 6 coins immediately. For every building you construct using a chain linking, you will receive 4 coins from the bank.
XIII

The Wonders

11 Wonders exist; each player drafts four and may build at most four over the course of the game. Only seven total Wonders are raised across both players — one is always left unbuilt.

Babylon Gardens
Gain 6 coins immediately. Also: Worth 3 Victory Points at end of game. Also: Take another turn immediately after this one
Temple of Ares
Destroy one of your opponent's Raw Material cards. Also: Grants 1 Shield (advances military track). Also: Worth 3 Victory Points at end of game
Library of Alexandria
Choose 1 Progress Token from the available tokens. Also: Worth 4 Victory Points at end of game
Palace of King Cyrus
Grants 2 Shields (advances military track). Also: Worth 3 Victory Points at end of game
Pergamon Altar
Produces one of: Lumber / Ore / Brick. Also: Worth 4 Victory Points at end of game
Coliseum
Destroy one of your opponent's Manufactured Goods cards. Also: Worth 3 Victory Points at end of game. Also: Grants 1 Shield (advances military track)
The Red Fort
Gain 12 coins immediately. Also: Take another turn immediately after this one
Chinese Tower Ships
Produces one of: Paper / Diamond. Also: Take another turn immediately after this one. Also: Worth 2 Victory Points at end of game
The Alcantara Bridge
Choose one non-science card from your opponent to steal and build for free. Also: Worth 3 Victory Points at end of game
The Legion of Rome
Destroy one of your opponent's Commercial Buildings cards. Also: Gain 5 coins immediately. Also: Worth 3 Victory Points at end of game
Legends of Valhalla
Gain 6 coins from your opponent. They will lose 6 coins. Also: Worth 3 Victory Points at end of game

— The codex ends here —

Your rival is already drafting.

Begin a Battle