Build the strongest 5-card hand (Desmos) across a set number of rounds. Cards used for effects cannot be reclaimed into your final hand. Victory comes at Showdown with the strongest Desmos — unless someone achieves the impossible: The Ascension.
Shuffle the full deck. Deal 5 cards to each player. Place the rest face-down as the draw pile. Starting player (first game): the player who most recently read a page in a printed book. Later games: the loser of the previous game. Play proceeds clockwise.
If the draw pile empties: shuffle both public Graveyards together to form a new draw pile. Play continues.
On your turn, choose one: Hold (do nothing) · Play a card face-up (resolve effect, draw 1) · Set a Trap face-down (draw 1, max 2 Traps) · Then optionally Swap (discard 1, draw 1). You always end your turn with 5 cards.
Max 2 Traps per Arena. May be triggered any time by the player who set them. Auto-expire after your second subsequent turn.
Work as wilds in Desmos. Cannot count as Gods in The Ascension. Cannot mimic the Palaestron.
If drawn, must be played immediately. Resolve in order for each player: Discard 1 → Draw 1 → Reveal 1 (player's choice) → Discard all Traps in Arenas. Cannot be part of a winning Desmos.
When a rule forces a discard: the card is revealed. Only God cards trigger their effect when discarded. The card goes to the correct Graveyard. Player draws 1 to return to 5.
Hierarchy: Gods > Crowns > Classes > Fates > Beasts
Ties: God > Crown > Class > Fate > Beast
After the final round, all players reveal their hands. Only cards in hand count. The player with the strongest Desmos wins. Tie-breaker: the player who most recently finished a printed book within the year. If none: sudden-death Rock–Paper–Scissors.
© Noah Lane 2026 · Palaestra™ is a trademark pending registration.