The Mystic Cross is made up of eight positions that can hold cards. Each card lists the positions that can hold it. This can be anything from one to eight positions.
The most important cards to play are Creature Cards. Creatures are used to recruit (or "sway") Pop Markers. This involves taking a Pop Marker from the common pool and placing it on a creature card. Each creature may hold only one Marker. Next turn, the Marker can travel one place inward in your Mystic Cross, until it reaches the center or Hub. First player to have ten Markers in his Hub wins the game.
Each turn, players can decide to engage in combat. In combat, one creature of the active player may attack one creature in the Mystic Cross of the opponent. Creature cards list a Combat Value and the creature with the highest CV wins the combat. Should the losing creature be carrying a PM, then that PM will go to the winning creature, provided it didn't already hold one.
Besides creature cards, there are also influences that can be played on other cards. These might help your own creatures, like different weapons to increase CV, or hinder those of your opponent. And of course there are cards that can be played at almost any time, to add the element of surprise.
Should you be one of the people actually playing or collecting this great game, do not hesitate to check out my tradelist.
The information from the Kult CCG FAQ
has been
taken from
Bryan Winter's
Homepage. A while back, Bryan mentioned the page would no longer be active, as
far as the Kult CCG was concerned, so I present the info here for all
interested parties. Meanwhile, Bryan's site is still up, so go take a look.
To find other players living near you, visit my Kult Geography page.
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