How to Play

Neo Noble: Shattered Souls

Getting Started

Introduction

You died.

Death, however, is only the beginning. Your soul now stirs at the gates of judgment, your ultimate fate laid bare. There are no second chances - not truly. The only choice left is to not go forward.

Joining countless others who refused to cross over, you struggle to maintain your form, channeling spirit energy from anything - and anyone - around you. Yet where others have fallen from grace, your resolve remains unshattered.

Build your domain and arise as a Noble Lord, crafting formidable decks through bonds with souls of the mighty, the cunning, the desperate, and the righteous. In these endless planes of Limbo, each duel's victory is absolute - reap four souls from your opponent's domain before they harvest yours. But peace is fleeting, for another challenger always awaits.

Strike first. Uncover the secrets of strategic card dueling below, and begin your eternal conquest in Neo Noble: Shattered Souls.

Dueling Components

Survival in the planes of Limbo requires a few key components - your deck to Channel souls and Summon spirits, and Dominance coins to mark your resolve on the battlefield.

Required

  • 31 Card Deck (detailed below)
  • 3 Coins for Dominance
  • 1 Coin for Noble's Bargain

Optional

  • 1 D6 Die for Lingering Souls
  • Playmat & Sleeves
Dueling Components

Card Types

There are four types of cards in Neo Noble, each with their distinct role and abilities or effects.

Nobles

Nobles Card

Your leader, always active with two special abilities

Cannot be destroyed or attacked directly

Can be targeted by abilities and effects

Do not have stats (cost/power/resolve)

Arbiters

Arbiters Card

Powerful champions with activated and passive effects

May Shatter if linked and later revealed

Errants

Errants Card

Weakened souls with a one-time effect upon summoning

* Effects may linger even after the card is summoned

Tokens

Tokens Card

Temporary shades created by abilities or effects

Do not enter the Grave or Reap Pile (Reap card underneath Token instead).

Parts of a Card

Card Anatomy Diagram

Gameboard

Neo Noble's gameboard (a.k.a. playmat or play area) consists of seven main zones. These zones determine how a player manages resources, summons cards, battles, and tracks their victory points.

Card Anatomy Diagram

Bottom Zones

1. Noble Slot

Where your Noble card is placed at the start of the duel

2. Channel

Where cards are placed face-down as resources before being drawn

3. Domain (Deck)

Your deck of cards that you draw from during the duel

Top Zones

4. Battlefield

Three lanes (left, middle, right) where cards battle for dominance

5. Dominance Zone

Three circled slots above each lane tracking which player has the highest total Resolve

6. Graveyard (Grave)

Where cards are placed face-up after being discarded or defeated

7. Reap Pile

Victory point tracker where Reaped cards are stacked

Extra Zones

8. Banish Zone

Unmarked zone off the play area where cards are removed from the current duel

9. Token Area

Unmarked area for tokens, kept within reach for fluid gameplay

10. Reserve Deck

Sideboard used for best-of-three format (must remain visible to opponent)

Building Your Domain

Prior to dueling, both players must construct a 31-card deck (your domain) or use a preconstructed deck.

To start, choose a Noble with abilities and a playstyle that resonates with you. Then forge bonds with Arbiters and Errants until you have assembled your 30-card deck within these guidelines below:

Main Deck Requirements

  • 1 Noble
  • 30 Spirits (Arbiters + Errants)
  • Maximum 2 copies per card with the same name
  • Tokens (kept outside of deck)
Deck Construction Diagram

Reserve Deck (Optional)

  • For Best-of-Three matchups
  • Up to 10 cards
  • 2 copy maximum rule still applies
  • 1-for-1 swapping between matches
Reserve Deck Diagram

Noble Tip

You can construct a deck using any combination of colors and Fates. You are not restricted to using only one color (like "Red") or cards that match your Noble's Fate (like HellBound).

Game Setup

Prepare for battle! Setting up a game of Neo Noble is quick and straightforward - you'll be ready to duel in just a couple of minutes.

Setup Steps

  1. 1.Place your Noble face-up in the Noble slot
  2. 2.Shuffle your 30-card Domain and place it face-down in the Deck slot
  3. 3.Randomly decide first player
  4. 4.Second turn player receives Noble's Bargain (A one-time, +1 Soul resource)
  5. 5.Both players Channel 1 card and draw 5 cards from their Domain
  6. 6.Declare and follow Mulligan Rules
Dominance Coin Active SideNoble's Bargain Coin
Mulligan Rules (Optional)

First Turn Player

May mulligan 1 card from their hand:

  • Set aside 1 card
  • Draw 1 new card
  • Reshuffle mulliganed card into deck

Second Turn Player

May mulligan 2 cards from their hand:

  • Set aside up to 2 cards
  • Draw that many new cards
  • Reshuffle mulliganed cards into deck

Game Setup Guide

Setup Guide Animation

Gif loop of game setup sequence

Core Mechanics

Channeling

Channeling is the primary method of gaining Souls, which are the game's resources used to summon cards and activate effects.

The Channel Zone

  • Each player has 4 available slots to store and Channel their cards.
  • To Channel, place the top card of your deck face-down in the next available slot in your Channel Zone.
  • If your Channel Zone is full, you cannot Channel another card until a spot becomes available (see Harvest in INCOME PHASE).
Channel Zone Guide

Card States

    Cards can be in one of two states while in the Channel Zone:

  • Ready (upright) - Available to spend for 1 Soul
  • Spent (sideways) - Already used, cannot be spent again until refreshed
Ready CardSpent Card

Additional Rules

  • Cards enter Channel face-down unless flipped face-up from a card ability or effect
  • Face-up cards generate 1 Soul when spent like normal
  • Cards entering Channel outside of Income Phase enter spent unless otherwise stated

Noble Tip

Face-up cards may have special behaviors when Channeled - watch out!

Dominance

Dominance represents control over a lane's spiritual energy, which can be harnessed to generate Souls. Players compete for Dominance by maintaining the highest total Resolve in a lane.

Dominance Coins & Zones

There are exactly 3 Dominance coins in the game - one for each lane. Each lane has a corresponding Dominance tracker (coin) which begins in a neutral position between both players' playmats.

Dominance Coin Active SideDominance Coin Inactive Side
Dominance Zone Overview

Coin States

  • Face-up (gold, "1" side): Ready/Active
  • Face-down (gray, "0" side): Spent/Inactive

Control & Positions

  • Neutral: Between both players
  • Player Dominante: On your side
  • Opponent Dominante: On opponent's side

Dominance Check

After a card is summoned or created and all effects have resolved, perform a Dominance Check. The lane/player with the highest total Resolve either gains, maintains, or steals Dominance from its current position. When gained, Dominance immediately flips to its spent side unless otherwise stated, then readies during your End Phase.

During your Action Phase, you may voluntarily relinquish Dominance in a lane you control to generate 1 Soul. The Dominance coin returns to the neutral position.

Dominance Coin States

Additional Rules

  • An empty lane (no cards) cannot hold Dominance
  • If a Dominante lane becomes empty, Dominance returns to neutral
  • Ties in Resolve maintain the current Dominance state

Noble Tip

Many card abilities interact with Dominance states and changes. Consider carefully when to fight for, maintain, or relinquish Dominance in each lane.

Linking Spirits

Summoning your cards to the battlefield and linking their spirits is the heart of Neo Noble's gameplay. What powerful synergies can you discover through careful positioning and layering?

The Battlefield Zone

Cards are considered "cards" when in your deck, hand, or other zones. Once a card enters the battlefield face-up, it becomes a "Spirit" - a manifestation of its power on the field.

Your Battlefield consists of three distinct lanes representing areas of influence:

  • Left Lane - Closest to your Noble
  • Middle Lane - The central battleground
  • Right Lane - At the edge of your domain
Battlefield Zone Layout

Linking Mechanics

  • Stat Contribution

    Each linked Spirit adds its Power and Resolve to the lane's total strength

  • Active Spirit

    Only the topmost Spirit's effects are active in a linked stack

  • Lane Capacity

    Each lane can hold up to 4 linked Spirits unless modified by card effects

Spirit Linking Example

Additional Rules

  • Spirits cannot move between lanes unless directed by card effects or Battle
  • When a Spirit leaves a lane, remaining Spirits maintain their linked order excluding Arbiters (see Shattering below)
  • New Spirits are always placed on top of existing links in a lane

Noble Tip

Consider carefully which Spirit to place on top of a link - its effects will be the only ones active in that stack!

Shattering

Shattering Icon

Shattering is a unique behavior tied to Arbiters - their immense power comes at the cost of unstable manifestation.

Shattering Mechanics

  • Trigger Condition

    When an Arbiter is linked (concealed) and later revealed, it immediately Shatters

  • Shattering Sequence

    When an Arbiter Shatters, it is immediately destroyed and then sent to the player's Graveyard

  • Chain Reaction

    After an Arbiter Shatters and enters the Graveyard, this can start a chain reaction of Shatterings

Shattering Chain Example

Key Rules

  • Chain reactions must fully resolve before other effects can occur
  • Arbiters can only be spared from Shattering through card abilities or effects (example: "This effect does not cause Shattering."

Noble Abilities

Nobles possess unique abilities that define their playstyle and strategy. These powerful abilities are always active or accessible while your Noble is in play.

Effect Types

Effects can be found on Arbiters, Errants, and even Tokens. Some cards may have no effects at all, relying purely on their Power and Resolve stats.

Card Example
Effect Detail
Ability & Effect Activation Types
INCOME

Triggered at start of Income Phase. Optional unless stated "You must".

ON SUMMON

Triggered when summoned. Mandatory unless stated "you may".

MANIFEST

Once per turn abilities for Nobles and Active Spirits.

ONGOING

Passive effects active while card is face-up.

END TURN

Triggered at start of End Phase. Optional unless stated.

PAY

Activated at discretion when resources available.

Behaviors

Behaviors are special rules that dictate how cards interact with the game state, similar to keywords in other games. These can appear on any card type.

Unique
PATHFINDER (If this card is summoned in an empty lane, you may Channel a card.)
Shared
HASTE (You may summon this face-up card from your Channel.)
Universal
BRITTLE (Destroy this card after activating its effect.)
Card Example
Effect Detail

Turn Structure

A player's turn consists of three distinct phases: Income Phase, Action Phase, and End Phase - each with 4 Steps.

Income Phase Overview

Income Phase

The Income Phase is where you'll set up your strategy for the turn ahead. During this phase, you can activate start-of-turn abilities or effects, draw cards and gain resources, or skip your turn completely to double up on resources.

KEY RULE

All steps during the Income Phase are optional but must be completed (or skipped) in order.

1.

Activate Income Abilities or Effects

Your Income Phase begins with the opportunity to activate INCOME abilities and effects from any face-up cards under your control. These effects can range from generating resources to executing powerful strategic plays.

Income Ability & Effect Mechanics

  • Activation

    INCOME effects are optional unless stated with "You must".

  • Resolution

    Declare your card's named ability or effect along with it's rule text, followed by its target(s), action(s), and resolution.

  • Effect Order

    When multiple INCOME effects are available, you determine their activation sequence.

Income Effects Example

Noble Tip

INCOME abilities count as activations, allowing cards with specific REACT triggers to respond even during the Income Phase.

2.

Harvest

Harvesting is the optional act of drawing all cards from your Channel into your hand, which replaces a player's typical draw phase similar to other games.

Harvest Mechanics

  • Collection Process

    All cards are collected from your Channel Zone regardless of their state (readied or exhausted), regardless if there is 1 card or 4 cards.

Harvest Mechanic Example

Noble Tip

Choosing when and when not to Harvest is crucial to long term victory. Players are encouraged to analyze their options in this moment similar to deciding a move in the game Chess.

3.

Channel

After a player either Harvests or skips their Harvest step, they may Channel the top card of their deck face-down in their next available Channel slot (as outlined above in Channeling).

Channel Zone Guide

Channeling Mechanics

  • Channel Zone

    Each player has 4 available slots to store and Channel their cards.

  • Process

    Place the top card of your deck face-down in the next available slot in your Channel Zone.

  • Card States

    Cards enter Ready (upright) and can be spent for 1 Soul, becoming Spent (sideways) after use.

Key Rules

  • Cards enter Channel face-down unless flipped face-up from a card ability or effect
  • Face-up cards generate 1 Soul when spent like normal
  • Cards entering Channel outside of Income Phase enter spent unless otherwise stated
4.

Focus

The last step of your Income Phase is Focus. Focusing allows players to Channel and Draw a card from their deck to gain additional resources or play more defensive strategies.

Focus Mechanics

  • Channel Bonus

    Channel an additional card from your deck (enters readied)

  • Draw Bonus

    Draw the top of your deck to your hand

  • Action Phase Skip

    After Focusing, proceed directly to your End Phase

Focus Mechanic Example

Noble Tip

Focus can be a powerful tool when you need to build resources quickly or draw additional cards.

Action Phase

The Action Phase is where you'll deploy your tactics and attempt to outwit and overpower your opponent by spending resources gathered during the Income Phase. During this phase, you can draw additional cards, activate face-up card abilities or effects, and summon and send your cards into battle.

KEY RULE

All actions can be taken in any order, as many times as resources and individual actions allow.

Draw

Draw additional cards from your deck by spending souls as a basic action.

Draw Mechanics

  • Cost + Action

    Pay 2 souls to draw the top card from your deck

  • Resolution

    Drawn cards go directly to your hand

  • Combining Draw Actions

    Players may combine multiple Draws into a single action by declaring and spending the required souls (example: declaring to your opponent that you are spending 4 Souls to draw 2 cards). This counts as one Draw action for the purposes of abilities and effect triggers.

Draw Action Example

Noble Tip

The Draw action is a great way to spend extra Souls before losing them at the End Phase.

Manifest

Activate powerful once-per-turn abilities and effects from your Nobles and active Spirits.

Manifest Action Example

Manifest Mechanics

  • Activation

    Activate the once per turn ability of a face-up Noble or effect of an active spirit with the MANIFEST activation type

  • Additional Costs

    Some MANIFEST abilities and effects have an additional cost to use it's one-time abilitiy or effect (example: MANIFEST: Pay 1 Soul; you may reveal a face-down card in any player's Channel, then Channel 1 card.)

  • Multiple Copies of the Same Card

    Cards with the same name can each activate their MANIFEST effect once per turn unless otherwise stated

Summon

Summoning is the act of paying a card's cost to play it onto the battlefield. There are three types of Summons: Normal, Tribute, and React. Cards may be summoned from any zone outside of the battlefield's three lanes (hand, Channel, Deck, Grave, Reap Pile, and Banish Zone).

See Linking Spirits under CORE MECHANICS for more information on summoning cards into the battlefield.

See the Dominance under CORE MECHANICS for more information on how summons trigger a Dominance Check.

Normal Summon Mechanics

  • Soul Cost

    Pay souls by turning Channel cards sideways, spending lingering souls, relinquishing Dominance, etc.

  • Placement

    Place as active (top) spirit in any lane unless stated otherwise

Normal Summon Example

Noble Tip

Empty lanes maintain an ambient Resolve Resolve of 2. Consider carefully before summoning - a weaker spirit could actually lower your lane's Resolve, leaving you more vulnerable than before.

Battle

If you control at least one card in a lane, you may challenge the opposing lane in a battle. If a battle action is taken, the battle must fully resolve before another action can be taken.

Attack Mechanic Example

Attack Mechanics

  • Requirement + Cost

    Choose a lane where you control at least one card. Pay 2 souls to declare an attack and challenge the opposing lane's Resolve

  • Power Check

    Your lane's total Power must exceed the opposing lane's total Resolve by at least 1 to succeed

  • Frequency

    You may only attack in each lane once per turn unless otherwise stated

Battle Sequence

Battle Sequence Diagram

Noble Tip

Building up to a battle is an intense game of cat and mouse. Remember, you only need to overpower your opponent's side by 1 point - balance your offense and defense wisely to reap before being reaped yourself.

End Phase

The End Phase is where you'll clean up your board prior to passing turn priority to your opponent. During this phase, you'll have one last chance to activate end-of-turn abilities or effects before you manage your excess hand size and reset your main resources.

KEY RULE

All steps in a player's End Phase are mandatory, in order.

1.

Activate End Phase Effects

Trigger any effects from cards you have in play that specifically activate during the End Phase.

End Phase Effect Mechanics

  • Timing

    Effects trigger in the order you choose

  • Resolution

    All end phase effects must be resolved before proceeding

  • Mandatory Effects

    Effects are mandatory unless specified as optional

End Phase Effects Example

Noble Tip

Plan your turn carefully - End Phase effects can be powerful, but they're mandatory unless stated otherwise!

2.

Lose Lingering Souls

Any temporary souls that were gained during your turn and haven't been spent are now lost.

Lingering Souls Example

Lingering Souls Mechanics

  • Soul Types

    Only temporary souls are lost; permanent souls remain

  • Effect Interaction

    Soul loss occurs even if affected by card effects

3.

Discard

If you have more than 5 cards in your hand, discard cards until you have exactly 5 cards remaining.

Discard Mechanics

  • Choice

    You choose which cards to discard

  • Destination

    Discarded cards go to your Grave face-up

  • Skip Condition

    If you have 5 or fewer cards, skip this step

Discard Mechanic Example
4.

Ready Channel and Dominance

Reset all cards in your channel to their readied state and ready your Dominance if it was used this turn.

Ready Mechanic Example

Ready Mechanics

  • Channel Reset

    All exhausted channel cards become readied

  • Dominance Ready

    Ready any Dominance coins you control

Noble Tip

Players do not need to declare the end of their turn since this action signals to their opponent that it is now their turn.

Victory Conditions

Reap Victory

Capture four of your opponent's spirits before they do the same to you!

Reap Mechanics

  • Reap Pile

    A temporary holding zone for cards in danger of being harvested by the opponent should they secure victory

  • Card Recovery

    Cards can be 'rescued' or swapped from this pile if the ability or effect allows

  • Public Knowledge

    This pile is always face-up and public knowledge

Reap Victory Icon
Victory Animation

Noble Tip

Keep track of your opponent's Reap Pile - knowing what's at stake can help inform your strategy!

Alternative Victories

While reaping four spirits is the primary path to victory, there are other ways to achieve victory in Noble.

  • Surrender

    Opponent concedes the match

  • Card Ability or Effect

    Fulfilling a card's alternate win condition

  • Deck Out

    Successfully battling an empty lane when opponent's deck and Grave are empty

References

Iconography

Soul Cost icon

Soul Cost

The amount of souls required to summon a card or activate an ability or effect.

Power icon

Power

A card's offensive strength. Can go below 0 an infinite amount. This value is used to overpower the Resolve of an enemy card in battle.

Resolve icon

Resolve

A card's defensive strength. Can go below 0 an infinite amount. Overpowering this value by at least 1 point will destroy and Reap the spirit in battle.

Shattering icon

Shattering

Indicates an Arbiter's spiritual form may shatter if linked and later revealed.

Token icon

Token

Indicates a temporary shade that is created by another card ability or effect.

Pathpaws icon

Pathpaws

A special icon for the token "Pathpaws, Jegu & Jagu". Pathpaws counts as a token for the purposes of gameplay.

EarthBound symbol

EarthBound

A brand given to Souls bound to reincarnate back to their home world. EarthBound cards are influenced by the Channel, cycle, and go wide on the battlefield.

GhostBound symbol

GhostBound

A brand given to Souls bound to be cast into the Void as ghosts. GhostBound cards are influenced by the Graveyard, bounce, and revealing what's hidden on the board and hand.

HellBound symbol

HellBound

A brand given to Souls bound to an eternity of torment. HellBound cards are influenced by the Reap Pile, power, and winning battles at any cost.

HeavenBound symbol

HeavenBound

A brand given to Souls bound to ascend in rapture. HeavenBound cards are influenced by Dominance, protection, and playing high cost cards.

Glossary

Ability
Rule text unique to Nobles. Nobles typically have two abilities.
Active Spirit
Top card in a lane.
Arbiters
Powerful souls with ONGOING or activated effects. Will shatter if concealed and then revealed in a lane.
Attack
To initiate a battle in a lane where you control at least one active spirit. Costs 2 Souls.
Banish
Removing cards from the play area. Cards that are Banished may not reenter play during the same game.
Behavior
Common keywords with special rules on how the card can be played. Behaviors are not considered effects for the purposes of gameplay.
Block
Discarding cards to increase Resolve in response to an Attack.
Channel
Area where cards are readied to spend as resources. "To Channel" means moving the top card of your deck face-down to your resource pool.
Destroy
Sending a card to the owner's Graveyard.
Domain
The player's deck.
Dominance
Lane with the highest total Resolve.
Dominance Check
Triggered when a card is summoned or created (not placed or moved). ON SUMMON effects resolve before Dominance is calculated.
Effect
Rule text on what a card does. Arbiter and Errant have effects.
Errants
Stray souls with one-time ON SUMMON effects, or no effects at all.
Focus
Gaining Souls from your Channel.
Graveyard
Discard pile, reshuffle if deck is empty. May also be referred to as Grave.
Lingering Souls
Temporary resources gained from effects.
Noble
A powerful lord on Neo Noble who manifests their own domain; always visible with multiple abilities.
Noble's Bargain
A special coin granted to the second turn (defending) player. Banish to generate 1 Soul or summon the token card "Pathpaws, Jegu & Jagu".
Planes
Three areas on the field where cards are summoned and battle. Also called Lanes.
Power
Offensive strength of a spirit.
React
Cards which can be summoned when its REACT condition is met (i.e. "REACT—When your opponent attacks.")
Reap
Capturing defeated cards as a victory point.
Reap Pile
Holds cards captured by your opponent.
Resolve
Defensive power of a spirit.
Reveal
Flipping a face-down card face-up; typically in the Channel.
Sacrifice
Destroy a card you control via a card ability, effect, or behavior.
Shatter
A behavior unique to Arbiters who will be destroyed if linked and later exposed.
Summon
Playing a card by paying its cost (Soul cost, Tribute cost, or other cost stated by a card effect). Rule text which refers to a "Summon" includes all Summoned stated unless otherwise stated.
Tokens
Temporary shades created from card abilities or effects.
Tribute Summon
Playing a card by paying its alternate cost.

FAQs

Need help with specific rulings or interactions?

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ADDITIONAL CREDITS

DEV TEAM: Aaron Beedle, AveZebra, James Grey Morgan, Joey Aaron, Mikolaj "Mideanon" Wiszniewski

ARTISTS: Bráulio Gregorio, Bruno Barros, Daniel Cunha, Hamza El Faroki, Klaw Machine, Rayven Studios, Xena Rin

CONTRIBUTORS: Olayinka Henrietta Edun, Color Current, Void State Media

WEBSITE BY Jagu Games & Tom Lorenzo

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