Rulebook
Learn how the cards, Orders, and keywords shape every battle.
ARCHETYPES
Archtypes are the overarching main types of cards in ORDINEM. They cover all of the core card subtypes and are the core of the ORDINEM expereince.
001
Follower
Followers are ‘creatures’ or ‘minions’ you summon to the frontier to fight and defend. Followers have Strength and Health. Strength is how much damage the follower deals when it attacks, and health is how much it can take. If Health is ever 0, the Follower is destroyed.
001
Follower
Followers are ‘creatures’ or ‘minions’ you summon to the frontier to fight and defend. Followers have Strength and Health. Strength is how much damage the follower deals when it attacks, and health is how much it can take. If Health is ever 0, the Follower is destroyed.
002
Relic
Relics are mechanical contraptions that serve various purposes. They stay in the Frontier and usually have have an activated ability that requires it to exhaust.
002
Relic
Relics are mechanical contraptions that serve various purposes. They stay in the Frontier and usually have have an activated ability that requires it to exhaust.
003
Twine
Twines are mystical objects or enhancements made from meticulously woven threads of magic. They stay in the Frontier to give permanent or repeating effects.
003
Twine
Twines are mystical objects or enhancements made from meticulously woven threads of magic. They stay in the Frontier to give permanent or repeating effects.
004
Spells
Spells are fantastical cards that are played for a dazzling effect, then go straight to the Boneyard. They do not stay on the frontier.
004
Spells
Spells are fantastical cards that are played for a dazzling effect, then go straight to the Boneyard. They do not stay on the frontier.
005
Weave
Weaves are your main Thread sources. They exhaust themselves automatically to increase your thread capacity turn by turn.
005
Weave
Weaves are your main Thread sources. They exhaust themselves automatically to increase your thread capacity turn by turn.
ORDERS
The great forces of the universe, each shaping how cards gain and use their power.




Vitae
The Order of life and growth. It fuels healing, regeneration, and the untamed expansion of nature.

Vitae
The Order of life and growth. It fuels healing, regeneration, and the untamed expansion of nature.

Vitae
The Order of life and growth. It fuels healing, regeneration, and the untamed expansion of nature.

Necros
The Order of death and decay. It wields necromancy, entropy, and the dark cycle of rebirth.

Necros
The Order of death and decay. It wields necromancy, entropy, and the dark cycle of rebirth.

Necros
The Order of death and decay. It wields necromancy, entropy, and the dark cycle of rebirth.

Elementum
The Order of matter and form. It commands stone, metal, and the fundamental laws of the physical world.

Elementum
The Order of matter and form. It commands stone, metal, and the fundamental laws of the physical world.

Elementum
The Order of matter and form. It commands stone, metal, and the fundamental laws of the physical world.

Celestia
The Order of balance and stability. It channels the sky, stars and the suns radiant light.

Celestia
The Order of balance and stability. It channels the sky, stars and the suns radiant light.

Celestia
The Order of balance and stability. It channels the sky, stars and the suns radiant light.

Potentus
The Order of change and chaos. It thrives in volatility, unleashing bursts of raw, unpredictable power.

Potentus
The Order of change and chaos. It thrives in volatility, unleashing bursts of raw, unpredictable power.

Potentus
The Order of change and chaos. It thrives in volatility, unleashing bursts of raw, unpredictable power.
KEY WORDS
Common terms in ORDINEM
Augment
As this is played, choose a permanent of the specified type. When this enters the Frontier, this card attaches to that permanent. If the augmented permanent leaves play, return this to your hand.
Augment
As this is played, choose a permanent of the specified type. When this enters the Frontier, this card attaches to that permanent. If the augmented permanent leaves play, return this to your hand.
Augment
As this is played, choose a permanent of the specified type. When this enters the Frontier, this card attaches to that permanent. If the augmented permanent leaves play, return this to your hand.
Blessed
A follower becomes bless when it has new abilities, has new advancement types or has an enchantment or augment attached to it.
Blessed
A follower becomes bless when it has new abilities, has new advancement types or has an enchantment or augment attached to it.
Blessed
A follower becomes bless when it has new abilities, has new advancement types or has an enchantment or augment attached to it.
Bulwark
Next time it would take damage or be destroyed, prevent it. This can stack.
Bulwark
Next time it would take damage or be destroyed, prevent it. This can stack.
Bulwark
Next time it would take damage or be destroyed, prevent it. This can stack.
Dawn (phase)
Start of your turn. This is when your Thread is refilled, your cards Unexert and when you Expand.
Dawn (phase)
Start of your turn. This is when your Thread is refilled, your cards Unexert and when you Expand.
Dawn (phase)
Start of your turn. This is when your Thread is refilled, your cards Unexert and when you Expand.
Decay X
Follower gets -X - X at the next dawn, lasting permanently. Then decay is removed.
Decay X
Follower gets -X - X at the next dawn, lasting permanently. Then decay is removed.
Decay X
Follower gets -X - X at the next dawn, lasting permanently. Then decay is removed.
Deck
This determines the Warps, Followers, and Weaves you bring into battle. For now there are five predetermined decks.
Deck
This determines the Warps, Followers, and Weaves you bring into battle. For now there are five predetermined decks.
Deck
This determines the Warps, Followers, and Weaves you bring into battle. For now there are five predetermined decks.
Develop Phase
The main phases of your turn. You have two develop phases, and during them you can expand your city by playing 'slow' cards.
Develop Phase
The main phases of your turn. You have two develop phases, and during them you can expand your city by playing 'slow' cards.
Develop Phase
The main phases of your turn. You have two develop phases, and during them you can expand your city by playing 'slow' cards.
Dusk (Phase)
End of turn. "Until dusk" effects last until the end of this phase, where the active player passes to the next player.
Dusk (Phase)
End of turn. "Until dusk" effects last until the end of this phase, where the active player passes to the next player.
Dusk (Phase)
End of turn. "Until dusk" effects last until the end of this phase, where the active player passes to the next player.
Drain X
Each enemy player loses X life and you gain X life
Drain X
Each enemy player loses X life and you gain X life
Drain X
Each enemy player loses X life and you gain X life
Endurance
This unexerts after each of your combats.
Endurance
This unexerts after each of your combats.
Endurance
This unexerts after each of your combats.
Entwine
As this is played, choose a permanent of the specified type. When this enters the Frontier this card attaches to that permanent. If the entwined permanent leaves play, this moves to the Boneyard.
Entwine
As this is played, choose a permanent of the specified type. When this enters the Frontier this card attaches to that permanent. If the entwined permanent leaves play, this moves to the Boneyard.
Entwine
As this is played, choose a permanent of the specified type. When this enters the Frontier this card attaches to that permanent. If the entwined permanent leaves play, this moves to the Boneyard.
Thread
Thread is used to pay for cards and effects in Ordinem. It is usually given by Weaves. It empties + refills at the start of your turn.
Thread
Thread is used to pay for cards and effects in Ordinem. It is usually given by Weaves. It empties + refills at the start of your turn.
Thread
Thread is used to pay for cards and effects in Ordinem. It is usually given by Weaves. It empties + refills at the start of your turn.
Thread Pool
Your current Thread amount. This is automatically refilled each turn depending on the amount of Weaves you have on the board.
Thread Pool
Your current Thread amount. This is automatically refilled each turn depending on the amount of Weaves you have on the board.
Thread Pool
Your current Thread amount. This is automatically refilled each turn depending on the amount of Weaves you have on the board.
(Thread) Cost
The numbers indicating the Thread Cost of each card shown near the top of the card. Or the cost of an ability, shown at the start of an ability.
(Thread) Cost
The numbers indicating the Thread Cost of each card shown near the top of the card. Or the cost of an ability, shown at the start of an ability.
(Thread) Cost
The numbers indicating the Thread Cost of each card shown near the top of the card. Or the cost of an ability, shown at the start of an ability.
Exhuast
Cards on the frontier can Exert themselves for effects. This is depicted by the card turning slightly sideways. A card unexhausts at the players dawn.
Exhuast
Cards on the frontier can Exert themselves for effects. This is depicted by the card turning slightly sideways. A card unexhausts at the players dawn.
Exhuast
Cards on the frontier can Exert themselves for effects. This is depicted by the card turning slightly sideways. A card unexhausts at the players dawn.
Combat phase
Combat is a large and important phase in the middle of a player's turn where they send their Followers to attack the enemy City. Combat is split into 3 main subphases.
Combat phase
Combat is a large and important phase in the middle of a player's turn where they send their Followers to attack the enemy City. Combat is split into 3 main subphases.
Combat phase
Combat is a large and important phase in the middle of a player's turn where they send their Followers to attack the enemy City. Combat is split into 3 main subphases.
Opt X
Look at the top X cards of your advancement library, pick any number to keep on top in the same order, then put the rest on the bottom.
Opt X
Look at the top X cards of your advancement library, pick any number to keep on top in the same order, then put the rest on the bottom.
Opt X
Look at the top X cards of your advancement library, pick any number to keep on top in the same order, then put the rest on the bottom.
Overwhelm
Excess damage this advancement deals is done to the defending advancements controller instead.
Overwhelm
Excess damage this advancement deals is done to the defending advancements controller instead.
Overwhelm
Excess damage this advancement deals is done to the defending advancements controller instead.
Resurrect
Return from Boneyard to the Battlefield. If targeting an enemy card in a Boneyard, it puts that card under the targeting player's control.
Resurrect
Return from Boneyard to the Battlefield. If targeting an enemy card in a Boneyard, it puts that card under the targeting player's control.
Resurrect
Return from Boneyard to the Battlefield. If targeting an enemy card in a Boneyard, it puts that card under the targeting player's control.
Silence/silenced
Removes ALL abilities from the permanent. This removes negative and positive effects. Effects can be applied after Silence. Removing Silence does not restore abilities.
Silence/silenced
Removes ALL abilities from the permanent. This removes negative and positive effects. Effects can be applied after Silence. Removing Silence does not restore abilities.
Silence/silenced
Removes ALL abilities from the permanent. This removes negative and positive effects. Effects can be applied after Silence. Removing Silence does not restore abilities.
Stunned
Becomes exerted if it wasn’t already. While stunned, it cannot unexert, attack, or block.
Stunned
Becomes exerted if it wasn’t already. While stunned, it cannot unexert, attack, or block.
Stunned
Becomes exerted if it wasn’t already. While stunned, it cannot unexert, attack, or block.
Card Subtypes
There are many, as they depict what ‘kind’ of Follower they are. e.g. Zombie, Skeleton, Gravelord, Angel, Primordial etc. These don't do anything on their own, but can be referenced and used by Abilities.
Card Subtypes
There are many, as they depict what ‘kind’ of Follower they are. e.g. Zombie, Skeleton, Gravelord, Angel, Primordial etc. These don't do anything on their own, but can be referenced and used by Abilities.
Card Subtypes
There are many, as they depict what ‘kind’ of Follower they are. e.g. Zombie, Skeleton, Gravelord, Angel, Primordial etc. These don't do anything on their own, but can be referenced and used by Abilities.
Artifact (Relic)
Artifacts Exert themselves for an effect every turn and/or have Passive Abilities.
Artifact (Relic)
Artifacts Exert themselves for an effect every turn and/or have Passive Abilities.
Artifact (Relic)
Artifacts Exert themselves for an effect every turn and/or have Passive Abilities.
Augment (Relic)
Augments are attached to Followers (usually) to give them effects. If the card they’re attached to leaves the Frontier, the Augment goes back to your hand.
Augment (Relic)
Augments are attached to Followers (usually) to give them effects. If the card they’re attached to leaves the Frontier, the Augment goes back to your hand.
Augment (Relic)
Augments are attached to Followers (usually) to give them effects. If the card they’re attached to leaves the Frontier, the Augment goes back to your hand.
Enchantment (Twines)
Enchantment Twines ‘attach’ themselves to cards (usually Followers) for an effect. If the card they’re attached to leaves the Frontier, the Enchantment goes to the Boneyard.
Enchantment (Twines)
Enchantment Twines ‘attach’ themselves to cards (usually Followers) for an effect. If the card they’re attached to leaves the Frontier, the Enchantment goes to the Boneyard.
Enchantment (Twines)
Enchantment Twines ‘attach’ themselves to cards (usually Followers) for an effect. If the card they’re attached to leaves the Frontier, the Enchantment goes to the Boneyard.
World (Twines)
World Twines have a permanent effect that affects the whole Frontier.
World (Twines)
World Twines have a permanent effect that affects the whole Frontier.
World (Twines)
World Twines have a permanent effect that affects the whole Frontier.
Ritual (Spell)
Rituals are spells that have to be played on your turn during your develop phases.
Ritual (Spell)
Rituals are spells that have to be played on your turn during your develop phases.
Ritual (Spell)
Rituals are spells that have to be played on your turn during your develop phases.
Warp
Warps can be played during your turn, or during Stop phases on the opponent's turn
Warp
Warps can be played during your turn, or during Stop phases on the opponent's turn
Warp
Warps can be played during your turn, or during Stop phases on the opponent's turn
Main card “groupings”
The card groupings have no specific ‘functions’ or rules tied directly to them, it is for conciseness and to quickly reference multiple card types.
Main card “groupings”
The card groupings have no specific ‘functions’ or rules tied directly to them, it is for conciseness and to quickly reference multiple card types.
Main card “groupings”
The card groupings have no specific ‘functions’ or rules tied directly to them, it is for conciseness and to quickly reference multiple card types.
Advancements
Consists of Followers, Relics, Twines and Spells. These are card types that can be drawn into your hand, and played from there.
Advancements
Consists of Followers, Relics, Twines and Spells. These are card types that can be drawn into your hand, and played from there.
Advancements
Consists of Followers, Relics, Twines and Spells. These are card types that can be drawn into your hand, and played from there.
Permanents
Consists of Followers, Relics and Twines. As they ‘permanently’ stay in the Frontier until they are removed.
Permanents
Consists of Followers, Relics and Twines. As they ‘permanently’ stay in the Frontier until they are removed.
Permanents
Consists of Followers, Relics and Twines. As they ‘permanently’ stay in the Frontier until they are removed.
Card zones
These are any places your cards may reside. Cards move between these zones as they are played, killed or affected by other cards. You cannot be in more than 1 zone at a time.
Card zones
These are any places your cards may reside. Cards move between these zones as they are played, killed or affected by other cards. You cannot be in more than 1 zone at a time.
Card zones
These are any places your cards may reside. Cards move between these zones as they are played, killed or affected by other cards. You cannot be in more than 1 zone at a time.
Advancement Library/Deck
This is where all of your advancements are kept. Advancements are cards you play to “advance” (hehe) your board state. This includes summoning beasts and monsters, casting magic spells, or creating magical artifacts to help you.
Advancement Library/Deck
This is where all of your advancements are kept. Advancements are cards you play to “advance” (hehe) your board state. This includes summoning beasts and monsters, casting magic spells, or creating magical artifacts to help you.
Advancement Library/Deck
This is where all of your advancements are kept. Advancements are cards you play to “advance” (hehe) your board state. This includes summoning beasts and monsters, casting magic spells, or creating magical artifacts to help you.
Weave resovoir
This is where all your Weaves are kept. When you Enweave, it is from here. Weaves cannot be drawn into your hand, or played from elsewhere.
Weave resovoir
This is where all your Weaves are kept. When you Enweave, it is from here. Weaves cannot be drawn into your hand, or played from elsewhere.
Weave resovoir
This is where all your Weaves are kept. When you Enweave, it is from here. Weaves cannot be drawn into your hand, or played from elsewhere.
Boneyard
This is where your cards go when they are destroyed (killed) in the case of permanent advancements, discarded from hand, or played (in the case of warps)
Boneyard
This is where your cards go when they are destroyed (killed) in the case of permanent advancements, discarded from hand, or played (in the case of warps)
Boneyard
This is where your cards go when they are destroyed (killed) in the case of permanent advancements, discarded from hand, or played (in the case of warps)
Void
Where cards go when they are Voided. Basically the “VIP” Boneyard - much harder to get into (not many effects will Void), and impossible to get out of.
Void
Where cards go when they are Voided. Basically the “VIP” Boneyard - much harder to get into (not many effects will Void), and impossible to get out of.
Void
Where cards go when they are Voided. Basically the “VIP” Boneyard - much harder to get into (not many effects will Void), and impossible to get out of.
Suspend
An ‘intermittent’ zone where cards go for a specified duration. Then they either go to the Void or the Boneyard.
Suspend
An ‘intermittent’ zone where cards go for a specified duration. Then they either go to the Void or the Boneyard.
Suspend
An ‘intermittent’ zone where cards go for a specified duration. Then they either go to the Void or the Boneyard.
Hand
Where cards can be played from. Max hand size is 10 -- if you have more than that, you will need to Discard at the end of your turn.
Hand
Where cards can be played from. Max hand size is 10 -- if you have more than that, you will need to Discard at the end of your turn.
Hand
Where cards can be played from. Max hand size is 10 -- if you have more than that, you will need to Discard at the end of your turn.
Frontier
Where permanents go when they are played. This is where all the exciting stuff happens.
Frontier
Where permanents go when they are played. This is where all the exciting stuff happens.
Frontier
Where permanents go when they are played. This is where all the exciting stuff happens.