Ascension: Deckbuilding Game

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Overview

Ascension is a deckbuilding game where players recruit Heroes and Constructs from a shared center row to build their personal deck, while defeating Monsters for Honor points. Starting with a basic deck of Apprentices and Militias, players generate Runes (to recruit) and Power (to fight). The game ends when the shared Honor pool is depleted, and the player with the most total Honor wins.

Components

Setup

  1. Shuffle the center deck.
  2. Deal 6 cards face up to form the center row.
  3. Place Mystics and Heavy Infantry in their own piles (always available to acquire).
  4. Place the Cultist card (always available to defeat).
  5. Give each player a starting deck of 8 Apprentices and 2 Militias. Shuffle each deck.
  6. Each player draws 5 cards as their starting hand.
  7. Place Honor tokens in a shared pool (based on player count: typically 30 per player).

Turn Structure

On your turn:

  1. Play cards from your hand to generate Runes and Power.
  2. Use Runes to acquire Heroes/Constructs from the center row (or Mystics/Heavy Infantry).
  3. Use Power to defeat Monsters in the center row (or the Cultist).
  4. Activate Constructs in play for ongoing abilities.
  5. Discard all played cards, acquired cards, and remaining hand cards to your discard pile.
  6. Draw 5 new cards. If your deck is empty, shuffle your discard pile to form a new deck.
  7. Refill the center row to 6 cards.

Actions

Acquiring Cards (Runes):

Defeating Monsters (Power):

Card Types: | Type | Effect | |——|——–| | Hero | Play for one-time effects (Runes, Power, card draw, etc.) | | Construct | Stays in play providing ongoing abilities each turn | | Monster | Defeat for Honor points and special effects |

Factions: Cards belong to factions (Enlightened, Lifebound, Mechana, Void). Faction synergies reward playing multiple cards of the same faction.

Scoring / Victory Conditions

Game End: When the shared Honor pool is depleted, finish the current round so all players have equal turns.

Final Score:

Highest total wins. Tiebreaker: most Honor tokens (from Monsters).

Special Rules & Edge Cases

Player Reference

Starting Card Provides
Apprentice (x8) 1 Rune
Militia (x2) 1 Power
Always Available Cost Provides
Mystic 3 Runes 2 Runes when played
Heavy Infantry 2 Runes 2 Power when played
Cultist (Monster) 2 Power 1 Honor
Turn Sequence
Play cards
Acquire / Defeat
Discard all, draw 5
Refill center row