Build a stable of unicorns while disrupting rival collections with magic, upgrades and downgrades. Card effects create combinations and sudden reversals.
Play style
Competitive
Suggested age
14+
Time to teach
About 6 min
Time to set up
About 3 min
Player elimination
No
How it plays
Hand managementTake that
Rules at a glance
Second-edition base rules. Two-player setup removes specified cards and changes some card effects; use that variant’s instructions.
Your goal
Complete your stable with seven unicorns for 2–5 players or six for 6–8 players, after resolving the required effects. If the draw deck runs out first, use the rulebook’s stable-count comparison and tiebreakers.
The flow of play
1
Resolve beginning-of-turn effects, then draw a card
2
Play one card from your hand or draw an additional card instead
3
Resolve card effects and reactions, then discard down to seven cards at turn end
A quick introduction to the base game. Use your edition’s rulebook for full setup, card effects and exceptions.