Magii — The Card Game of Athernyx
Played in taverns across the world. Simple to learn. A lifetime to master.
Overview
Magii is a tavern card game built on the four primordial elements and seven sacred runes. Not every combination is valid — there are 20 true phenomena, and mastering them means understanding which elements accept which runes.
The Deck
80 cards total
- 20 unique element+rune combinations
- 4 copies of each combination
- Art variants exist for collectors
The Elements
| Element | Color | Domain |
|---|---|---|
| Mana | Violet | Pure magic, healing, protection |
| Storm | Blue | Lightning, wind, speed |
| Earth | Brown | Stone, metal, growth |
| Water | Teal | Flow, pressure, ice |
The Runes
| Rune | Effect | Compatible Elements |
|---|---|---|
| Barrier | Protection, shielding | Mana, Earth |
| Bolt | Speed, striking | Storm, Water |
| Flow | Movement, adaptation | Water, Mana |
| Ember | Warmth, persistence | Earth, Storm |
| Pulse | Sensing, detection | Storm, Mana |
| Root | Stability, anchoring | Earth, Water |
| Veil | Concealment, illusion | Mana, Storm |
Not all combinations exist — some runes reject certain elements.
Setup
- Shuffle the 80-card deck
- Deal 8 cards to each player (Main Hand)
- Place deck in center
- Youngest player goes first
Gameplay
Your Hand
- Main Hand: 8 cards (hidden)
- Trade Hand: 1 card (face-down in front of you)
Turn Structure
Turn 1 (Setup)
- Draw 1 card from deck → This becomes your Trade Hand
- After all players have drawn: Double Down (see below)
Turn 2+ (Play)
- Exchange Trade Hands with any opponent
- Look at your new Trade Hand
- Decide: Keep it, or swap it into your Main Hand
- Check for completed sets
Winning
- Build 3 sets of 3 matching cards
- First to complete calls "Magii!"
- Reveal your hand — if valid, you win
The Double Down
After Turn 1, going around the table:
- "I'm in." — Play at base ante
- "Double." — Double your winnings (or losses)
One decision. Stakes set. Then you play it out.
Set Rules
A valid set is 3 cards with the same element+rune combination.
Examples:
- 3× Mana+Barrier = Valid set
- 3× Storm+Veil = Valid set
- 2× Earth+Root + 1× Water+Root = NOT a set (different elements)
Strategy Notes
- Watch what opponents trade — it reveals what they need
- Early Double is bold; late Double is desperation
- The Trade Hand is information warfare
- Some combinations are rarer (fewer valid pairings)
- "Magii!" called falsely = instant loss + double penalty
Game Limits
- 80 cards total in deck
- 32 dealt (4 players × 8)
- 48 remain for drawing
- ~12 rounds max before deck empties
- If deck empties: Everyone reveals, highest score wins
Tavern Variants
Speed Magii: 30-second turn timer Blind Magii: Trade Hands never revealed until end Team Magii: 2v2, shared Trade Hand pool High Stakes: Minimum Double required
"Four elements. Seven runes. Twenty truths. One winner."
In-world origin: Invented by gamblers in the Citadel during Year 314, spread across Athernyx during The Dying as a morale ritual.
Canon established: January 2026