World/Magii Card Game Rules

Magii Card Game Rules

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

ElementColorDomain
ManaVioletPure magic, healing, protection
StormBlueLightning, wind, speed
EarthBrownStone, metal, growth
WaterTealFlow, pressure, ice

The Runes

RuneEffectCompatible Elements
BarrierProtection, shieldingMana, Earth
BoltSpeed, strikingStorm, Water
FlowMovement, adaptationWater, Mana
EmberWarmth, persistenceEarth, Storm
PulseSensing, detectionStorm, Mana
RootStability, anchoringEarth, Water
VeilConcealment, illusionMana, Storm

Not all combinations exist — some runes reject certain elements.


Setup

  1. Shuffle the 80-card deck
  2. Deal 8 cards to each player (Main Hand)
  3. Place deck in center
  4. 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)

  1. Draw 1 card from deck → This becomes your Trade Hand
  2. After all players have drawn: Double Down (see below)

Turn 2+ (Play)

  1. Exchange Trade Hands with any opponent
  2. Look at your new Trade Hand
  3. Decide: Keep it, or swap it into your Main Hand
  4. 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