How to Play
Knijiht is a simultaneous Clash Card Game in which players build connections between Classes, Elements, Draijions, and support cards.
Each deck contains 12 cards:
1 Anijiel
11 Draijions, Iji Gems, and Ioi Tools
Knijiht is a simultaneous Clash Card Game in which players build connections between Classes, Elements, Draijions, and support cards.
Each deck contains 12 cards:
1 Anijiel
11 Draijions, Iji Gems, and Ioi Tools
During a Clash, compare each card's Class and Element against the opposing card's matrices.
Class + Element + Bonuses = Attack
The higher Attack deals damage equal to the difference between both Attacks. Equal Attacks result in a Tie. A negative Attack increases the damage received.
Damage strikes the opposing Clash card first. When that card reaches 0 Health, it enters the Grave and any excess damage carries over to its player's Anijiel.
Triangle defeats Circle.
Circle defeats Square.
Square defeats Triangle.
Triangle creates Bonus Damage from Strong matchups.
Square creates Bonus Damage from Weak matchups, allowing it to negate danger and turn defence into offence.
Circle creates Healing from Base matchups. Healing is resolved separately from Attack.
Class Effects normally activate through the Element matchup. If either clashing card has no Element, both cards activate their Class Effects through Class instead.
Anijiels determine player Health and provide Class Bonuses. If your Anijiel reaches 0 Health, you are defeated.
Draijions are the primary clashing cards. Ophanim Class Effects are +1, while Cherubim Class Effects are +2.
Two duplicate Ophanim on the board may fuse during Put Down. Send both Ophanim to the Grave, reveal their matching Cherubim from your hand or Deck, and place it in Clash or Crown. Shuffle after searching the Deck.
Iji Gems cannot Clash, but support matching Draijions from Clash or Crown.
Ioi Tools have Classes but no Elements. When an Ioi Tool reaches 0 Health, its player loses 3 additional Light Hearts.
Choose an Anijiel, shuffle your remaining 11 cards, draw three, place two into your Clash Slots, and keep one in hand.
Pick Up one card.
Put Down by placing a card into an empty Clash Slot, moving a Draijion from Clash to Crown, fusing eligible Draijions, or passing.
Both players then secretly choose an eligible Clash card and reveal simultaneously.
Continue the cycle until one Anijiel is defeated.
Choose an Anijiel and begin with one Triangle, one Square, and one Circle Ioi Tool.
Each turn, choose an available card, place it into Clash, and reveal the next Wild Draijion.
Win: exchange your used card for the Wild Draijion.
Tie: keep your card while the Wild Draijion remains revealed.
Lose: send your card to the Grave, receive the remaining damage, and challenge the same Draijion with another available card.
Capture every Wild Draijion to win.
Light Hearts represent Health. Dark Hearts represent Damage. Gold Hearts represent Healing.
Players choose their Damage-to-Health ratio before play. The standard ratio is 3 Damage to 1 Health.
Raise the ratio for a longer game or lower it for a faster one.