Rules Reference 4th-edition rules checked Oct 2026

Eternal Decks Rules FAQ

Clarifications for two-color cards, Field adjacency, River play, Jewel timing, Ability Cards, curses, Stage A, communication and official solo play.

Eternal Decks creates many questions because one card can be constrained by the common Field rules, a Field-card rule, an Eternal curse and a stage-specific exception at the same time. This FAQ resolves the recurring questions without replacing the stage sheets or official fourth-edition rulebooks.

Do the common placement rules apply between different rows?

No. The normal “same color cannot be adjacent” and “same number cannot be adjacent” checks are about neighboring cards within the row where you are placing the new card. Do not compare a card with cards directly above or below it in other Field rows unless a stage-specific effect explicitly tells you to.

You still have to satisfy the current row’s Field-card restriction as well. A card may pass the common adjacency rules and still fail Mountain, Cave, Lake or another Field rule.

Can I leave a gap in a Field row?

No. Normal number cards go into the leftmost empty Field space of the chosen row. You cannot skip an awkward space and continue farther right.

This is why an early placement can create a future bottleneck: once the row’s right edge becomes difficult to extend, you cannot route around it.

How do two-color cards work in the Field?

A two-color card has different colors on its two sides. When you place it in the Field, choose its orientation before it is played. Its left-facing color must be legal next to the card on its left, and a later card placed on its right must also respect the right-facing color.

You cannot rotate it later to repair the row. It is flexible, but it is not a free wild card.

Can two-color cards satisfy Jewel recipes?

Yes, when a recipe checks color you choose one of the two colors for that use, subject to the specific recipe or stage rule. The same physical card does not count as both colors simultaneously just because both are printed on it.

Later stages can add specific uses for two-color cards, so check the selected stage before assuming the Stage A interaction is universal.

What can a Rare card represent?

Rare cards are highly flexible. Under the core rules they can stand in for any of the normal colors and numbers when a rule allows a Rare to be used, and multiple Rare cards can be involved in Jewel generation.

That does not mean a Rare ignores every stage-specific prohibition. If a later stage explicitly says Rares cannot satisfy an objective, that restriction wins.

Can Rare cards be adjacent to each other?

Yes. The normal common-placement restrictions do not make two Rare cards illegal merely because they are both being treated flexibly. Follow any additional Field-card or stage rule that applies to the spaces involved.

Can I play a cursed number or color to the River?

Usually yes. A normal Eternal curse restricts Field placement, while the River has no normal placement restrictions. The rulebook specifically allows a card that is blocked from the Field by a curse to be played into the River.

This is one of the main ways to survive a hand that has become awkward after a revival.

Can I play a card to the River without generating a Jewel?

Yes. “Play a card” and “Generate a Jewel” are separate turn actions. You may use the play-a-card action to put a normal card into the River even if it does not complete a Jewel recipe.

When the fifth card is placed in the River, resolve the River Bonus immediately and clear the River as instructed.

Can an Ability Card be put in the River without using its power?

Yes. The current rules allow an Ability Card to be played into the River without activating its ability. Some specific Ability Cards normally resolve in unusual locations when used for their effect, but sending the card to the River as a card play is permitted unless a stage-specific rule says otherwise.

What happens if Jewel generation puts more than five cards in the River?

That is legal. Cards used to generate a Jewel are placed into the River, so a multi-card recipe can push the River above five cards. Resolve the River Bonus, then move all of the River cards to the discard area as the rulebook directs.

By contrast, when you are simply playing single cards to the River, the fifth normal River play triggers the bonus before a sixth normal card can accumulate there.

When exactly does a curse start?

When an Eternal is revived, its curse becomes active as part of resolving that revival. The eight-card Eternal deck helps the reviving player’s future turns, but the curse can immediately narrow everyone’s Field options.

A Jewel placed on the revived Eternal covers the curse icon and breaks that curse. Plan the Jewel route before creating a revival that blocks cards several players are holding.

Who receives the eight Eternal cards after a revival?

The player who completes the revival receives that Eternal’s eight-card deck and places it beneath their own Player Deck as instructed. The refill is not distributed around the table.

Because of that, cooperative planning should often prioritize the player with the shortest remaining deck rather than the player with the easiest final placement.

Can we freely tell each other what is in our hands?

No. Eternal Decks is designed around limited communication. The rules allow discussion of public information and certain categories of information, but players should not simply announce exact hidden numbers, colors or the presence of two-color cards in hand.

Communication Discs are the intended tool for indicating where you want to play next. Use them to coordinate sequence and destination without turning every hand face up verbally.

What is the goal of Stage A?

Gain four Stars before the cooperative loss conditions end the game. Stage A is the teaching scenario for the core cycle of Field placement, revival, curses, Jewels and deck survival.

Stages B–F are not just higher-scoring versions of Stage A. They use distinct ways to earn Keys or complete the scenario objective, so read the selected Stage’s rules before setup.

Does every later stage still use the same Field rules?

The common system remains, but stage content can replace Field cards, add objective cards, change how certain tokens are earned or introduce exceptions. Apply rules in layers: core placement rules, current Field-card rule, active curse/effect, then the selected stage’s specific instruction.

If a stage explicitly contradicts a general rule, follow the stage instruction for that scenario.

Is solo play official?

Yes. Official solo play has you control three Golems. Basic Mode plays one Stage; Story Mode links multiple Stages. It is not simply a normal one-player seat with the multiplayer rules unchanged.

The solo rules change how Communication Discs and some icons work, and they use the three-player Jewel setup. Follow the dedicated solo section rather than improvising a single-hand variant.

Is there an official solo campaign?

The rulebook calls the multi-stage format Story Mode. It is a structured solo progression built on the three-Golem rules. The official file set also includes a printable solo record sheet, but the record sheet is optional support material rather than a replacement for the solo rules.

Which English rulebook should I use?

Use Hiroken’s current English file listing. The designer updated the upload on June 22, 2026 and identifies it as the fourth edition. Earlier English files and printed/localized copies may differ.

If a forum answer or older player aid conflicts with the current designer-uploaded file, prioritize the current rulebook for the edition you are actually playing.

Are the fan-made print-friendly rules official?

No. BoardGameGeek hosts useful community files, including a print-friendly English version, but that file identifies itself as fan-made rather than original. For rules authority, use the designer-uploaded fourth-edition file.

How should we resolve a rules question mid-game?

  1. Identify the card’s normal type: number, two-color, Rare or Ability.
  2. Check the common Field rule if the card is entering the Field.
  3. Check the current Field card.
  4. Check active curses or abilities.
  5. Check the selected Stage for an explicit exception.
  6. If the question is still unresolved, use the current fourth-edition rulebook rather than an older summary.

This order prevents the most common mistake: applying one familiar rule while overlooking a more specific restriction already in play.

Sources and scope

Checked 6 October 2026 against Hiroken’s designer-uploaded English rulebook listing, updated June 22, 2026, and the searchable Eternal Decks rulebook reference. Recurring question topics were cross-checked against the current BoardGameGeek rules forum. Answers here are concise editorial explanations, not reproductions of the stage sheets or card database. Editorial policy and corrections.

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