Klong Wars
A Digital Prototype

Klong Wars

LEARNER EDITION · Free 20-Card Starter Deck

Your Earth constellations have just been KLONGED! Tip Caloric, summon Constellations, and reduce your opponent's Loomens to zero.

Playing solo vs. a simple AI opponent, both drawing from a free 20-card taste of the full GENESIS decklist — 3 Conjugate Pairs across all three factions, enough Caloric to keep things flowing, and a handful of straightforward Celestifacts and Pulses. Win by Power Collapse (opponent to 0 LM). The full 60-card GENESIS deck — 9 Conjugate Pairs, the Cosmic Harmony win condition, and the deck’s full depth — is available as a paid upgrade.
Opponent
25 ★
Celestial Sphere
Hand: 5 Deck: 55 Defunct Zone: 0
Full Rulebook (PDF)
Deck: 55 Defunct Zone: 0
Your Celestial Sphere
You
25 ★
Hand

How to Play

Turn order: every turn moves through six phases, shown across the top: Energy → Draw → Main 1 → Combat → Main 2 → End. The gold chip shows where you are.
To advance, click the orange button in the middle bar (labeled "Next Phase," "Declare Attackers," or "End Turn" depending where you are). Keep clicking it to move through your whole turn — when you click it from the End phase, your turn passes to the Opponent, who plays automatically.
Main 1 / Main 2 — play one Caloric (resource) card from your hand into play, click it to Tip it for energy, then click Constellations, Celestifacts, or Pulses in your hand to cast them with that energy.
Combat — click your untapped Constellations to select attackers, then click the orange button to declare. The Opponent decides whether to block.
End — hand size over 7 is discarded automatically. Click the button once more to end your turn.
Click any card, anywhere, to read its full text.
Redraw Hand — during your Main 1 phase only, you may discard your whole hand to the Defunct Zone and draw back up to the same size. It immediately ends your turn (no Combat, no Main 2) — a fair trade when your hand is dead, but a real cost.

Defunct Zones

Victory