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.
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.
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.
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.
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.
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.
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.
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.
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.
You place a Scribe
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.
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.
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.
Choose your two Orders
Two Orders, eight cards, one duel. The board awaits.
Play for freeNo account, no download, in English