The ten Orders

The Orders of EMPRISE

Ten card families, ten abilities, two per duel

  • 10playable Orders
  • 4cards per Order
  • 2Orders per duel
  • 1Order still sealed

In EMPRISE, every card belongs to an Order, and every Order has its own ability. Before each duel, you choose two, by hand or with a roll of the die: your hand of eight cards comes from those two Orders, and the game hinges on their alliance. Ten Orders are playable today; an eleventh is still sealed.

New to the game? The rules take two minutes to learn.

Tap an Order's card: it turns a quarter turn. Its four positions are the Order's four cards: the same numbers, each turned to another side.

Order 01

The Gilded

Reversed combat: it captures neighboring enemies stronger than itself on the touching side.

A Gilded card swaps its ranks with the enemy's: so it captures what is stronger than itself. A weak Gilded card is a dangerous one. The swap only lasts for the fight: afterward, each card takes its own number back.

The Gilded page: strategy, counters, Treaties →

Demo
Your 2 against its 6: they swap. 6 against 2, it's yours. Then each card takes its own number back.

Order 02

The Cinders

Pulls the nearest card on each side, ally or enemy.

They drag an enemy out of position, square by square. A well-placed card stops being one once it's dragged elsewhere. Pressed against the Cinders card, the enemy is judged at once: if it's weaker, it's taken.

HeraldPulls up to two lined-up cards instead of one.

The Cinders page: strategy, counters, Treaties →

Demo
Pulled against the Cinders card, it is judged: 5 against 4, it's taken.

Order 03

The Pikes

Pierces the cards lined up in each direction.

The Pike pierces up to two lined-up cards. Look for lines, not lone squares. The same number strikes every card in the line: it has to beat each one.

HeraldPierces up to three cards instead of two.

The Pikes page: strategy, counters, Treaties →

Demo
The 6 pierces the 3, then the 5. Two cards at most: the third one holds.

Order 04

The Archers

Captures in a straight line, even at range.

They shoot in a straight line, over empty squares. The only Order with both a 9 and a 1: all their strength lies in knowing which way to turn that 1. The arrow stops at the first card it finds: an ally blocks it.

HeraldIts arrow passes through its allies without stopping.

The Archers page: strategy, counters, Treaties →

Demo
The arrow flies over the empty squares: 9 against 6, hit.

Order 05

The Abyssals

Each Abyssal in play strengthens the others by +1.

The bonus counts the ones you own, not the ones you place: stealing an enemy Abyssal strengthens all of yours. Alone, an Abyssal gets no bonus.

HeraldStarts at +2, even alone in play.

The Abyssals page: strategy, counters, Treaties →

Demo
Two Abyssals: +1 for each. The 6 becomes a 7 and beats the 6.

Order 06

The Chimeras

Flips the rank of each adjacent enemy on its axis.

The molt flips an enemy's axis: its strongest rank can end up facing empty space. The flip is permanent.

The Chimeras page: strategy, counters, Treaties →

Demo
Its 9 turns toward empty space. 5 against 1: it's yours.

Order 07

The Plagued

Poisons the 4 neighboring squares: −1 to every rank.

Poison weakens any card placed on its squares afterward, yours included. Except a Gilded card, which a lost rank makes better at trading. Poison stacks, up to −4 on a single square.

HeraldNo longer poisons allied cards.

The Plagued page: strategy, counters, Treaties →

Demo
Placed on the poison, the card loses 1 everywhere: its 6 is now only a 5. Against your 5, nothing gets through.

Order 08

The Guardians

+1 to the attacked rank, for the length of the fight.

Guardians are made to hold: their shield adds a rank on defense, and, placed in a corner, they show only their two 6s.

Herald+1 in attack too, permanently.

The Guardians page: strategy, counters, Treaties →

Demo
Its 7 attacks your 6, which the shield raises to 7. Nothing gets through.

Order 09

The Scribes

Ranks hidden in hand, then for 1 turn after placing.

The Scribes' veil hides your ranks from your opponent, who has to guess where to strike, and guesses badly. Once your opponent takes a Scribe, it is revealed at once.

HeraldRanks hidden for two turns after placing.

The Scribes page: strategy, counters, Treaties →

Demo
Its numbers stay hidden from your opponent until your next turn.

Order 10

The Cursed

Gains a permanent +1 on its 4 ranks each time it is captured.

A Cursed card gains a rank each time it's captured, for good, up to 10. Letting your opponent steal one means feeding it before you take it back.

HeraldA one-in-three chance to gain +2 instead of +1.

The Cursed page: strategy, counters, Treaties →

Demo
Once taken, it gains +1 on all four ranks, for good.

Order 11

???

The next Order to join EMPRISE.

An eleventh Order awaits its hour. Its name and its ability will be revealed in the game.

Story mode

The Heralds

Eight Orders have a Herald: a superior version of their ability, earned by finishing their chapter of Story mode. All of them except the Gilded and the Chimeras. Heralds are played against the Echo, in Classic matches and in challenges between friends, never in Ranked or in tournaments.

The eight Heralds · The Story mode chapters

Two per duel

The alliances

Two Orders means two abilities that answer each other. Some alliances are so strong that the game has given them a name: these are the Treaties, ten combinations your profile tracks game after game. It's up to you to find the one that suits you.

The ten Treaties in detail

Choose your two Orders

Two Orders, eight cards, one duel. The board awaits.

Play for free

No account, no download, in English