Eclipsed — Rules

Eclipsed — Rulebook v1.0

A meld game for 2–4 players


Overview

Eclipsed is a card game on a redesigned 52-card deck of four elemental suits — ☀ Solar, ⚡ Arc, ◉ Void, and ❄ Stasis. Two suits align to Light; two to Dark.

Each round three Edict cards define the rules: one drawn by fate, one contributed by each player from their hand. Turns are draw-and-discard. Declare melds when they score enough to be worth it. Race to go out — because unmelded high cards become deadwood when the round ends.

First to 50 points wins.


The Deck

Suits

SuitElementAlignmentFamily
☀ SolarFireLightAmplify
⚡ ArcLightningLightThreshold
◉ VoidGravityDarkNegate
❄ StasisIceDarkPreserve

Ranks

RankNameNotes
1Traveler (Ace)High (15) or low (1) — declared at time of play
2–10Number cardsStandard rank
11ScoutCourt — bridges alignment in runs
12SageCourt — doubles Edict bonus on its meld
13WardenCourt — Void-immune; meld scores minimum 3 pts

The Edict System

Setting Edicts each round

  1. Flip 1 card from the deck — fate Edict
  2. Each player contributes 1 non-face card from hand — contributed Edicts
  3. Three Edicts are active. Contributed cards leave the player’s hand permanently.

Face cards (Scout, Sage, Warden) may not be contributed — fate flip only.

Suit families

SuitFamilyRank controls
☀ SolarAmplifyBonus pts on Solar melds (max +5/card)
⚡ ArcThresholdMinimum cards required in meld (max 5)
◉ VoidNegateExact card count that scores 0 (still played)
❄ StasisPreserveCards held back from melding (max 2)

Solar Amplify Edicts

CardEffect
☀2–10 (capped +5)Solar melds +rank pts
☀Scout (11)Top meld ×1.5
☀Sage (12)All melds +5 pts
☀Warden (13)Best meld ×1.5

Arc Threshold Edicts

CardEffect
⚡2–5Melds under rank cards score 0 (burned — still played)
⚡Scout (11)First declarant this round +8 pts
⚡Sage (12)Must cover 3+ suits in declared melds to go out
⚡Warden (13)Only best meld scores this round

Void Negate Edicts

CardEffect
◉2–10Melds of exactly rank cards score 0 (burned — still played)
◉Scout (11)Opponent’s top meld −6 pts at round end
◉Sage (12)Court cards in melds cost −2 pts each
◉Warden (13)Pairs score 0 this round

Stasis Preserve Edicts

CardEffect
❄2–3 (capped 2)Hold back rank lowest cards — cannot be melded
❄Scout (11)Best last-round meld scores +6 pts again
❄Sage (12)First declared meld is Void-immune
❄Warden (13)Warden melds +5 pts, Void-immune

Conflict resolution

  • Arc + Void active: Void wins, Arc suspended
  • Arc + Stasis active: Stasis wins, Arc suspended

Light/Dark meter

Count Edict suit alignments at round start:

  • 2+ Light suits → meter starts Light 1
  • 2+ Dark suits → meter starts Dark 1
  • Mixed → Neutral

Meter amplifies relevant Edict bonuses (+2 at extreme positions). Shifts one step as aligned cards are played.


Round Structure

Setup

  1. Deal 8 cards to each player
  2. Flip fate Edict; each player contributes 1 non-face card
  3. Set Light/Dark meter from Edict suits
  4. Apply Stasis hold-back if active
  5. Flip 1 card to seed discard pile

On your turn

  1. Draw — top of draw deck OR top of discard pile
  2. Declare (optional) — play melds face-up; cards score now and leave hand
  3. Discard — place 1 card face-up on discard pile

Going out (minimum 2 turns played)

Go out at the end of your discard step if:

  • Hand is empty, OR
  • 10+ pts declared this round, OR
  • 2+ melds declared this round

Going out bonus: +5 pts

Round ends immediately. Opponent scores declared melds only.

Deadwood

Unmelded cards in the non-going-out player’s hand:

Ranks 2–4Ranks 5–9Ranks 10–13Traveler
Free−1 pt each−2 pts each−1 pt

Burn to clear: If unmelded cards carry 3+ pts deadwood risk and you hold a burned meld (score 0 from Edict), you may play the burned meld to remove those cards. 0 pts but clears deadwood liability.


Melds

Sets (matching rank)

MeldRequiredScore
Pair2 matching ranks, same alignment1 pt
Triad3 matching ranks3 pts
Full Element4 matching ranks, all 4 suits8 pts
Court set3+ matching court ranks5 pts/card

Runs (consecutive ranks, 3+)

MeldRequiredScore
Pure run1 suit1/card
Radiant run☀+⚡ only1/card
Resonant run◉+❄ only1/card
Cross-align runMixed Light+Dark1/card −1 (min 1)
Court runCourts only2/card
Transcendent run4 suits, 5+ cards3/card

Court abilities in melds

CourtAbility
Scout (11)Bridges Light/Dark alignment — run may cross alignment
Sage (12)Doubles Edict bonus on this meld
Warden (13)Void-immune; meld scores minimum 3 pts

Winning

First to 50 points wins. Match totals never go below 0.

FormatWin condition
Standard (2 players)50 pts — ~5–7 rounds
Quick35 pts — ~4–5 rounds
Long match75 pts or best of 3 to 50

Design notes

  • Suits echo Destiny’s elemental system: Solar/Arc (Light), Void/Stasis (Dark)
  • Court cards echo Guardian classes: Scout→Hunter, Sage→Warlock, Warden→Titan
  • Validated across 40 simulations: avg 5–6 rounds/game, 7–10 pts/player/round, 10–11 turns/round
  • Balance: equal win rate across both suit alignments with Solar Amplify capped at +5