In Development — A Ratty Original

How to Play

A tarot-forged TCG built on six card types and four suits, where six Aspects stand between you and defeat. Fast 7–10 turn matches. No infinite loops. No auto-wins.

Fast Matches 1v1 Free to Play v1 — In Development
142Collection
50Your Deck
6Aspects
15Orbs Fixed
7–10Avg Turns
12–18Match (Min)

What Kind of Game This Is

The Ratty Arcana is a 1v1 trading card game where you build a 50-card deck from your personal collection and select 6 Aspects to serve as your board presence. Aspects are your conduits — they shape your damage, absorb hits, and channel healing. When they dissolve, they are gone.

Cards are split into six distinct layers: Pips for combat, Courts for spike plays, Majors for fate-altering moments, Utility for micro-tools, Orbs for resources, and Primordials for global climate effects. Every layer has a role. No layer replaces another.

Pips = Combat
Courts = Spike
Majors = Fate
Utility = Tools
Primordials = Climate
Aspects = Identity

Your 142-Card Collection

Each player owns the full 142-card set and builds from it independently. Your Main Deck is exactly 50 cards — locked composition, no mulligans. The draw is the draw.

56
Pips
14 per suit x 4 suits. Your primary combat engine. No duplicates.
16
Courts
Mage, Knight, Queen, King x 4 suits. High-impact spike cards.
22
Major Arcana
Fate-altering effects. Resurrection. Resource shifts. 1 per turn, no Orb cost.
10
Demons
Aspect pool — skew toward Power. Choose 3 for your Aspect Deck.
10
Mystics
Aspect pool — skew toward Guard and Flow. Choose 3 for your Aspect Deck.
2
Primordials
Maharat and Adirat — 5 forms each. Held in the Primordial Chamber outside your deck.
4
Orbs
Fire, Water, Earth, Air — 15 go into every Main Deck, fixed.
30
Utility
Tinctures, Organics, Gems, Incense, Sigils, Charms, Relics. No Orb cost.
Main Deck — 50 cards, fixed

10 Pips · 4 Courts · 5 Majors · 15 Orbs · 16 Utility — no variation, no mulligan, no reshuffle on deck-out.

Aspect Deck — 6 cards

Choose any 6 from the 20 available Aspects (10 Demons, 10 Mystics).

Primordial — 1 card

Choose 1 from 10 variants. Held in the Primordial Chamber — not part of your deck.

Your Conduits

Your 6 Aspects are your board presence. They do not attack automatically — they shape the outcomes of the cards you play through them. At game start, shuffle your Aspect Deck, reveal the top 3 to the Altar, and flip simultaneously. The first revealed becomes Active. The next two are Passive.

🌊Passive
🔥Active — Conduit
🗡Passive
When Active Dissolves

Damage stops immediately. You choose which Passive promotes to Active — instant, no delay. Draw top Aspect from deck to fill the empty Passive slot. Newly drawn Passive cannot become Active that same turn.

Dissolution is Permanent

When an Aspect dissolves it leaves permanently — unless a Major Arcana card resurrects it. Stats reset on resurrection. No lingering effects carry over. After all 6 dissolve, you lose.

🔥
Power
-4 to +4

Modifies outgoing damage from Pips and Courts when this Aspect is Active.

🛡
Guard
-4 to +4

Reduces incoming damage when this Aspect is Active. High Guard Aspects absorb pressure.

🌊
Flow
-4 to +4

Modifies healing received. Always applies regardless of Active status. Mystics skew heavily toward Flow.

Damage Resolution

When you play a Pip or Court, damage resolves immediately through your Active Aspect. The formula is clean — base damage modified by Power and Guard. Minimum damage is always 0. Aspects dissolve immediately when HP reaches 0 or below. No spillover. No carryover damage.

Base
Pip Damage
+
Power
Active Aspect
Guard
Target Aspect
=
Final
Min 0

Orbs & Resonance

Orbs are cards in your deck, not automatic energy. You draw them, attach them to Pips or Courts to pay costs, and spend them — they go to discard. No automatic regeneration. 15 Orbs in every deck, fixed.

All Orbs can pay any cost. But match the Orb element to the suit of the card you are playing and you trigger Resonance — a bonus effect that scales with how many Orbs match. The Ace card has no cap.

🔥 🔥 🌊 Resonance Active — 2 Fire Matched
🔥
Embers
Aggression / Burn

High-impact damage. Fast pressure. Rewards going wide and burning hot.

🌊
Tides
Heal / Sustain

Sustain, recovery, and card flow. Plays the long game.

🌿
Spoils
Guard / Stability

Defensive positioning. Builds resource leads. Rewards patience.

🗡
Daggers
Precision / Disruption

Cuts opponent resources. Denies options. Punishes greed.

The Primordials

Each player selects 1 Primordial from the 10 available (5 Maharat variants, 5 Adirat variants) and places it face-down in their Primordial Chamber — separate from their 50-card deck.

At the start of the match, the player going second reveals their Primordial, making it the active Realm. While active, a Primordial effect applies universally to both players. Only one Primordial can be active at a time.

Maharat
Expansion · Entropy

The Primordial of expansion and entropy. Each variant imposes a Realm law that pushes the match toward escalation, motion, and growth.

5 Variants
Adirat
Balance · Restraint

The Primordial of balance and restraint. Each variant bends the match toward equilibrium, restriction, and control of momentum.

5 Variants

How a Turn Works

Turns are clean and fast. There is no separate attack phase — combat is card play. Unlimited Utility and Pip/Court plays per turn, limited by Orb availability. One Major Arcana per turn. One Primordial swap per turn.

1
Start of Turn

Resolve any active Primordial start-of-turn effects. Draw 1 card from your Main Deck. If your deck is empty and you must draw, Last Wish triggers.

2
Play Phase

Play unlimited Utility cards (no Orb cost). Play unlimited Pips and Courts by attaching Orbs. Play 1 Major Arcana if desired. Replace the active Primordial once if desired.

3
End of Turn

Resolve any active Primordial end-of-turn effects. Pass to opponent.

The Last Wish

When your Main Deck is empty and you must draw, you invoke the Last Wish — once, per game, per player. Your opponent chooses which card you get from a face-down arrangement of your discard.

01

Shuffle your discard pile and place it face-down.

02

Your opponent selects one face-down card without seeing it.

03

Reveal it. That card becomes your draw for the turn.

04

Your discard pile remains unchanged. No new deck was created.

05

If you must draw again from an empty deck — immediate loss. No second wish. No mercy.

How the Game Ends

Two paths to loss. One path to victory: be the last player standing.

Loss Condition 1
All 6 Aspects Dissolved

When every Aspect in your Aspect Deck and on the Altar has entered the Dissolution Realm, you lose. No resurrection without a Major Arcana.

Loss Condition 2
Deck Empty After Last Wish

If you must draw from an empty Main Deck after your Last Wish is spent, the game ends immediately. No reshuffle. No second chance.

What This Game Refuses to Be

The Ratty Arcana is designed around finite resources, permanent consequences, and skill-based pressure. No infinite loops. No auto-win combos. No hand reloads without card effects. Deck-out is real. Aspect death is real. Every decision compounds.

Pips
Combat

The primary damage engine. Tarot-driven identity. Scales with Orbs and Resonance.

Courts
Spike

High-cost, high-impact. One of each rank per deck. No duplicates.

Majors
Fate

Macro effects. One per turn. The moment the board shifts in ways Pips cannot.

Utility
Tools

Micro effects. Unlimited per turn. No Orb cost. Small but precise.

Primordials
Climate

Global modifiers that reshape what strategies thrive. Environment, not direct damage.

Aspects
Identity

Your board. Your stats. Your conduit. Permanent loss when they fall.

Ready to Play?

The game is in active development. Follow along for playtesting info, card reveals, and updates.