The Rules
A two-player Trading Card Game for the end of the world. Race to evacuate your civilization before the comet lands.
Game Overview
Unicorn Apocalypse is a two-player Trading Card Game set in a world facing imminent destruction by a comet. Two civilizations are racing to evacuate their people through portals to a “New Home”.
Objective
Players aim to either:
- Have the most evacuees in their “New Home” when 7 Comet cards are in play, or
- Open all 6 of their portals first.
Components
One deck of 64 cards per player:
- 1Promo card
- 2Quick Guide cards
- 6Portal cards
- 1New Home card per player
- 54Battle cards

Card Types
The Attack valueis the number shown in the top-left corner of the card and is also referred to as the card’s Level. Build Pointsequal the number of hammer icons near the bottom left side of the card — one (1) 🔨 = 1 Build Point. A card’s Ability (Special Ability) is indicated by the icon located to the right of the Attack value in the top-left corner of the card.
- Level 1 — Anchor Cards (4):Special ability: cancels all special abilities except the Level 7 Archangel Card’s special ability.
- Level 2–5 — Engineer Cards (16 total, 4 of each):
- Level 2: 4 Build Points if they win against a Level 1
- Level 3: 3 Build Points if they win against a Level 2 or lower
- Level 4: 2 Build Points if they win against a Level 3 or lower
- Level 5: 1 Build Point if they win against a Level 4 or lower
- Level 6–10 — Fighter Cards (20 total, 4 of each): 1 Build Point if they win against the previous level or lower.
- Level 7 — Archangel Cards (4): 1 Build Point if they win against a Level 6 or lower. Special ability: win immediately if revealed during a War.
- Level 11 — Ancient One Cards (4):1 Build Point if they win against a Level 10 or lower. Special ability: allows removing opponent’s last played Build Point build card from a portal.
- Level 12 — Ancient One Cards (4): 1 Build Point if they win against a Level 11 or lower. Special ability: allows placing a card from hand as a 1-point build card on any portal.
- Level 13 — Comet Cards (4): Win against Level 12 or lower. Always go into play when revealed, whether the player wins or loses.
- Level 14 — Unicorn Cards (2): Win against Level 13 or lower. Can be played as either a Comet Card or a 4-point build card.
Setup
- Each player takes their 64-card deck and sets up their play area. Set aside the 1 promo card and 2 quick guide cards.
- Arrange the play area:
- Draw pile on the far left (54 cards)
- Discard pile below the draw pile
- 6 Portal cards in a row (closed side up), ordered by build cost: 2, 4, 6, 8, 10, 12
- New Home card on the far right of the 12-cost portal
- Shuffle the deck and draw 7 cards to form the starting hand.
Gameplay
- Each player chooses a card from their hand and places it face-down on the battlefield (play area), then simultaneously reveals their card.
- The higher-level card wins the battle.
- The winner can use the card’s build points on a portal of their choice (except for Comet and Anchor Cards).
- If players play the same card level, initiate a War (see War Rules).
- After each battle or war, players draw to replenish their hand up to 7 cards.
- Repeat until a win condition is met.
- If the draw pile is exhausted, shuffle the discard pile to form a new draw pile.
War Rules
- Each player draws 3 cards from the top of their decks and lays them face-down on the battlefield.
- Each player then draws a fourth card from the top of their deck, places it face-down, then reveals that card simultaneously.
- The player with the highest-level card wins and uses all the Build Points from their cards that were played in the War.
- If fourth cards match, repeat the War process.
- If one or more comets appear in a war they go immediately into play on the battlefield.
- Level 7 Archangel card automatically wins in a war if revealed.
- If the same number of Level 7 Archangels appear in a war it’s a tie; repeat the war process until there’s a clear winner.
- Special abilities trigger only if they are the first or last card in the war and you win the war. Special abilities do not trigger if the card was face-down, except for Level 7 Archangels. Level 1 Anchor Cards also do not cancel Level 7 Archangel’s special ability.
Portal Building
- Players can allocate Build Point cards to any portal in any order. Build Points on a single card cannot be used for more than one portal. Any additional Build Points left over after building a portal are lost.
- When a portal’s build cost is met, flip it face-up (open) and move build cards to the New Home pile as evacuees.
- Each card in the New Home pile counts as 1 evacuee victory point (EVP).
Winning the Game
The game ends when either:
- 7 Comet cards are in play: The player with the most evacuees wins.
- A player opens all 6 of their portals: That player wins immediately.

