RULES AND STORYLINE
No search parameter or an illegal search parameter is used!
ACT I: THE NEW ERA
This is the year 333 after Chaos,
if you're living in the past this is the year 2345.
Chaos is the consequence of a technological experiment gone wrong. An extremely powerful EMP has disabled almost all technology. It also had an unexpected influence on matter. In a nanosecond all matter fell apart and instantaneously reassembled itself. During reassembling a total DNA-shuffle took place. Within a few days nearly everything mutated into new life forms. This is the New Era, the time after Chaos.
On the ruins of Chaos new civilizations have emerged. Various intelligent life forms have joined forces to create Clans. Most Clans live in the centre of the new earth, where conditions are better for living.
Some Clans seem peace loving and are knowledge-oriented, like the inhabitants of the city of Arnunnia. Other Clans are focused on conquering and plundering, like the Pirates and the Red Barbarians. Despite this, life in the new age has reached a certain stability. Trade, the development of new magical powers and the search for new energy sources have become key.
However, a life threatening phenomenon, the consequence of the crash of a UFO containing an alien life-form, has forced the civilizations to leave the centre of the new earth. The race for survival has begun. During the Great Flight old scores are settled between the various Clans. The question is: who gets out in time and who doesn't? May the Gods have mercy...
WHAT'S THE GAME ABOUT?
X610Z® is a Trading Card Board Game (TCBG) for 2-6 players: Single Player, Multi Player and Team Player. It is suited for players of 12 years and older. Players construct a deck with game cards. With these cards the course of the game can be influenced, for example by manipulating the movement and attacks of Summons (creatures). The Summons are represented by pawns on the game board. All cards affect the game in their own unique way. By combining cards you can construct strategic decks. X610Z® offers great interaction: every player can respond to most actions during the game.
WAYS TO WIN!
1. Speed Victory: Move your Life Base to an Ending Dot on the game board.
2. Destruction Victory: Destroy the Life Base of your opponent.
3. Resource Victory: Your opponent can’t draw a card from his or her deck.
4. Capitulation Victory: Your opponent gives up.
5. Alternative Victory: Quest Cards can offer alternative win conditions.
In team play; if one player meets any of the win conditions his or her team wins.
CARDS
There are different types of cards with specific game workings. X610Z offers a lot different strategies and cards combinations to discover and we are sure you will enjoy them.
Card Explanation
Each card has several properties:



X610Z® is played on the game board which consists of connected Dots. Players can move their Summons over these Dots. Every pawn symbolizes a class of Summon you use in battle.
Card Types
• LIFE BASE CARD
The “main” Summon you start the game with. It is the only card that is not in your deck.
• SUMMON CARDS
These cards call forth “creatures” that you move across the game board. Every Summon has Basic Stats, printed in the action panel of the Summon Card. The Basic Stats of a Summon indicate its Attack Power, Defense, Speed and Range. There are Summons that have an ability and are part of the Basic Stats. An example of an ability: [Move and Attack in all directions].
There are 6 Summon Classes. During the game, you may only have one Summon of each Class in your control at a time.


- Summon Classes ACT I: Life Base, Dragon, Vessel, Beast.
- Summon Classes ACT II: Life Base, Dragon, Vessel, Beast, Army, Berserker.
• ENERGY CRYSTAL CARDS
The energy sources to move Summons, cast cards and activate cards in play.
There are several Energy Types:
- ACT I: Boost Energy, Mystic Energy, Colorless Energy.
- ACT II: Boost Energy, Mystic Energy, Robiumm Energy, Colorless Energy.
• EFFECT CARDS
Cards with effects that can influence the course of the game.
• QUEST CARDS
Cards that offer very powerful game effects for and by Summons.
GAME ZONES
Cards can be in the following zones:
- Deck: In the Deck Zone a player’s deck is placed. Each player has his or her own deck to draw cards from. The decks are kept face down. No one may look at the cards in a deck, but at any moment during the game you may ask for a “deck count”.
- Hand: Cards a player draws are taken into his or her hand. From your hand you can cast cards. Each player has his or her own hand. No one except you is allowed to see the cards in your hand.
- Cast Zone: Before a card comes into play or has its effect, it is placed face up into this zone until the cast resolves.
- Play: Cards that are successfully cast come into play. Cards in play are directly ready for use. Each player has his or her own play zone. The cards in this zone are placed face up.
- The Discard Pile: Cards that are destroyed or sacrificed are placed face up into this zone. Each player has his or her own Discard Pile.
- Removed from Game: Some cards state they have to be removed from the game. Those cards are placed face up into the Removed from Game Zone. Each player has his or her own Removed from Game Zone. Cards in this zone can’t be used again for the duration of the game (unless forced by an effect).
Cards you own can never be in another player’s deck, hand, cast zone, discard pile or removed from game zone. The only exception to this is the play zone. (With certain cards you can take control of another player’s cards.)
When a card is in Play it is not considered a card. The suffix “card” is dropped. For example:
- Summon Card >> Summon
- Energy Crystal Card >> Energy Crystal
- And so on...
PERMANENT AND NON PERMANENT CARDS
You can cast Permanent Cards only during your own turn. Once you have successfully cast a Permanent Card it comes into play. From that moment on you can activate and use it. Permanents remain in play until they are destroyed, sacrificed or forced to be taken back into hand.
You can cast Non Permanent Cards during any player’s turn. Non Permanents are put into the Discard Pile after successfully being cast.
USING YOUR CARDS
- Casting
Casting a card is done in the following sequence:
1. Release the required energy to pay the casting cost of the card. (If the card you cast is a Non Permanent Effect Card and it includes an additional effect, you need to state if you will be using it or not. If you want to use the additional effect and it requires energy, you also need to pay this “additional effect cost”.)
2. Place the card in front of you, face up.
3. If the card requires a target, mention the target. The card you cast will mention what kind of target you can choose.
4. If nobody prevents you from casting the card, it’s successfully cast. If the casting of a card is prevented, all the paid costs are lost and that card doesn’t come into play but is put into the Discard Pile.
- Activating
A Permanent can be in 2 different states: activated or reactivated. Certain Permanent Cards have the activation sign

in the Action Panel. This means you need to activate the Permanent to use it. When you activate a Permanent, you must rotate it 90 degrees into an activated state. Permanents in activated state can’t be used again until they are reactivated.
ENERGY COSTS
Moving Summons, casting cards and activating Effects or Summon Abilities may require energy. You can cast 1 Energy Crystal Card during your turn in your control. Energy is released by activating Energy Crystals or by certain effects. You can activate as many Energy Crystals as you control, during any player’s turn. The energy you release flows into your Energy Pool. You can use the energy from this pool until the end of the turn it was released in. Every time a turn ends, all players’ Energy Pools are emptied. The required energy to cast a card is called “Casting Cost”. The casting cost of a card is mentioned in the top right corner of the card. Different types and specific amounts of energy may be required. For example, if a casting cost is:
you need to pay 1 x Colorless energy, 1 x Mystic Energy and 2 x Boost Energy to cast that card. A requirement of Colorless Energy can be paid with any type of energy.
The activation of Permanent Effects may also require energy. This is called “Activation Cost”. The activation cost is mentioned in the action panel of a card directly after the activation sign.
Cards that don’t mention a casting or activation cost, don’t require an energy payment to cast or activate.
START OF THE GAME
1. Every player places his or her Life Base Card in front of him or her.
2. All Life Base pawns are placed onto the Starting Dots of the game board, directly opposing the pawn of the opponent.
3. Determine who takes the first turn by using a die or flipping a coin.
4. All players shuffle their deck and place it face down in front of them. After that you offer your deck to an opponent who can cut or shuffle it.
5. All players draw 7 cards from the top of their deck.*
* Murphy’s Law: If you have 7 cards in your hand at the start of the game but are not satisfied with them, you are allowed to put your cards back into your deck, shuffle the deck and draw 6 new ones. If you are still not satisfied you may shuffle these cards back into your deck and draw 5 new cards, etc.
During the game, the player who has the turn is called the active player, the other players are called the reactive players.
FLOW OF THE GAME
Players take turn clockwise. A turn consists of the following phases:
1. Reactivation Phase: In the Reactivation Phase the active player reactives his or her Permanents. After reactivation those Permanents are ready for activation again.
2. Draw Phase: The active player draws the top card from his or her deck.
3. Action Phase: During this phase both active and reactive players can cast Non Permanent Cards and activate Permanents. Only the active player can also cast Permanent Cards and move and attack with Summons.
4. End Phase: During the End Phase both active and reactive players can cast Non Permanent Cards and activate Permanents. The active player may no longer cast Permanent Cards or move/attack with Summons. When all actions have been resolved and no player announces another action, the turn ends and the next player starts his or her turn.
When a turn is ended the active player may have at most 7 cards in hand. Cards that exceed this number must be put into the Discard Pile. The active player decides which cards he or she discards.
THE GAME BOARD
The game board consists of Dots and lines. Summons can move and attack across the game board, following the lines that connect the Dots. Every Dot counts as 1 step (1 Range / 1 Speed). A Dot may not be occupied by more than 1 Summon.
Type of Dots

- Starting Dots: Life Bases are place onto these Dots at the start of the game. The Starting Dot on which your Life Base started will be your “Summon Dot” for the rest of the game. Starting Dots are also “No Attack Dots” and “Warp Dots”.
- Ending Dots: These Dots are the destination of the Life Base Summons. The player that moves his or her Life Base Summon to one of the Ending Dots first, wins the game. The Ending Dots are also Summon Dots and Warp Dots.
- No Attack Dots: All Red Dots and Starting Dots are No Attack Dots. A Summon placed on a No Attack Dot can’t attack or be attacked by Summons. Though, Summons placed on No Attack Dots can be dealt damage by any other cause (for example: Effects, Abilities).
- Quest Dots: These Dots can be used for Quests.
- White Dots: Dots with no specific function.
Summon Dots and Placing Summons
If you have successfully cast a Summon Card you need to place the associated Summon pawn onto the game board. You can place it onto the following Summons Dots:
• Your Starting Dot: You may only place a cast Summon onto this Dot if it’s not occupied by one of your other Summons. Your Starting Dot may not be occupied by another player’s Summon.
• The Ending Dots: You can cast a Summon on any Ending Dot. Do note, when a turn ends, all Non Life Base Summons (“NLB Summons”) placed on an Ending Dot will be destroyed.
MOVING SUMMONS
Movement Energy Cost: Moving a Summon mostly requires energy. The energy required to move a Summon is called “Movement Energy Cost”and is mentioned in the action panel of the Summon Card.
Moving: If you have used the required energy to move your Summon and rotated the associated Summon Card, you state to which Dot you want to move it. You can move a Summon at most as many steps as it has Speed. The Speed (S) of a Summon is mentioned in the Basic Stats of the Summon Card. A Summon can be moved “over” other Summons provided it has enough Speed. The Dot it skips counts as one step. You can’t “slay” pawns.
Direction: A Summon you move, has to keep moving in the same direction. It may change “orbit” during the movement as long as it keeps moving in 1 direction and the Dots are connected with each other. In other words, sharp turns (movement around corners less than 90 degrees) are not allowed. If you want to move in another direction you’ll have to wait until your next turn. If you have attacked first in a certain direction with a Summon it can only move in the same direction of its attack. The opposite also holds: if you have moved it first, you can only attack with it in the same direction in which you have moved it.
Warping: You can move Non Life Base Summons through Warp Dots. This means you move a Non Life Base Summon from your Starting Dot to one of the Ending Dots or from one of the Ending Dots to your Starting Dot. Warping a Summon counts as 1 step (Speed).
ATTACKING WITH SUMMONS
By attacking an opponent’s Summon with a Summon you control, you
can inflict damage to it.
• Timing: You can only attack with your Summons during your own turn and only once with each Summon per turn. The attacked Summon does not inflict damage to your attacking Summon.
• Attacking: A Summon that attacked can still move and a Summon that moved can still attack. A Summon can only attack in the direction it has moved. You can’t attack through the Warp Dots. Only Summons on a No Attack Dot can’t attack or be attacked. For attacking with a Summon you don’t need to activate it.
• Range: An attack can only be declared if another player’s Summon is in range of the Summon you want to attack with. To determine if an attack can be declared, count the Dots between your Summon and the target, including the Dot of the target. If that count is equal or less than the Range of your Summon, the attack can be declared. The Range (R) of a Summon is mentioned in the Basic Stats of the Summon Card.
• Damage: If you successfully attack a Summon with one of your Summons, it is dealt an amount of damage equal to the Attack Power of your attacking Summon. The Attack Power (AP) is mentioned in the Basic Stats of the Summon Card. The Attack Power of Summons can be altered by effects. Inflicted damage is permanent but can be prevented, redirected, reduced and/or healed. To indicate the damage on a Summon, you place counters (dice) onto the Summon Card. The inflicted damage is subtracted from the Defense of the attacked Summon. The Defense (D) is mentioned in the Basic Stats of the Summon Card and can be considered as the “life points” of that Summon. If the damage is equal or more than the Summon’s Defense, it is destroyed. The owner removes the destroyed Summon (pawn) from the game board and puts the Summon Card into the Discard Pile.
ACTIONS
There are 2 types of actions:
• Stackable actions: Actions that use the stack and always can be responded to.
1. Casting a card
2. Activating an Effect
3. Moving a Summon
4. Attacking with a Summon
5. Summon’s abilities
6. Triggers (Some effects and abilities trigger (“go off”) on the phase of a turn or a specific game state)
• Non stackable actions: Actions that take place immediately and can’t be responded to.
1. Casting an Energy Crystal Card
2. Activating an Energy Crystal
3. Using Energy
CASTING EFFECT CARDS AND ACTIVATING EFFECTS
Permanent Effect Cards can only be cast during your own turn. Once in play, Permanent Effects can be activated during any player’s turn. There are Permanent Effect Cards that can only target one specific type of Permanent (card). For example, an Energy Crystal Effect Card can only target and be placed onto an Energy Crystal. This rule also applies to for example a Summon Effect Card, it can only target and be placed onto a Summon. Once it has been successfully cast and placed onto the chosen target, it is fixed on the target. The targeted Permanent then “carries” that Effect. A Permanent Effect fixed on a Permanent will stay fixed on it as long as the target remains in play. When a Permanent changes control (for example by an effect that allows you to steal a card) all Effects it carries change control with it. When a Permanent is destroyed, all Effects it carries are also destroyed. There is no restriction to the number of Permanent Effects a Permanent can carry.
Non Permanent Effect Cards can be cast during any player’s turn. Directly after a Non Permanent Effect Card’s effect has been resolved, you put it into the Discard Pile.
STACK & PRIORITY
Players can cast Non Permanent Cards and activate Effects during any player’s turn and respond to each other’s actions. The game has a system that makes sure only one player can take an action at a time. This system clarifies in what order actions can be announced and resolved: Stack & Priority.
• The Stack: A stack is an imaginary pile of announced actions from all players. A stack starts when a player announces an action, on which all following actions are stacked on top. There can be only one stack at a time.
• Priority: Determines which player gets the opportunity to announce a stackable action.
When a player wants to perform a stackable action he or she
announces it clearly.
RECEIVING PRIORITY AND RESOLVING THE STACK
In the Action Phase the active player always receives first priority to announce a stackable action. Reactive player(s) receive(s) priority in clockwise order. The player that has priority can announce a stackable action or pass (do nothing).
When all players pass in a row, the stack starts to resolve using the Last-In-First-Out System. This means the top action of the stack is performed first. Every time a stackable action has been performed, priority is awarded again (in the Action Phase the active player first). This means that all players again get the opportunity to respond to any action in the stack. When the stack is “empty” and no player starts a new stack (all players pass in a row) , the Action Phase ends and the End Phase starts.
In the End Phase the reactive player who has the next turn receives first priority. After that the other player(s) receive priority clockwise. When all players pass in a row and the stack is “empty”, the End Phase ends and the next player starts his or her turn.
AN EXAMPLE OF A GAME SITUATION
The active player, Player A, announces he wants to attack Player B’s Cargo Beast (Summon) with his Hunter Dragon (Summon).
The reactive player, Player B, responds by casting Divine Intervention with as target the Hunter Dragon of Player A. (The effect of Divine Intervention states you can place a target Summon onto a Dot of your choice.)
Because Player A doesn’t respond with an action, the stack would be as follows:
-TOP-
Player B’s Cast of Divine Intervention
Player A’s Attack with Hunter Dragon
-BOTTOM-
First the cast of Divine Intervention is performed and Player B places the Hunter Dragon of Player A onto another Dot out of range of the Cargo Beast. This way its attack won’t be successful when it resolves. Now the stack looks like this:
-TOP-
Player A’s Attack with Hunter Dragon.
-BOTTOM-
If Player A doesn’t stack another action the attack will fail, so he casts Divine Intervention. Player B gets the opportunity to respond, but since he is out of energy he can’t. The stack now looks like this:
-TOP-
Player A’s Cast of Divine Intervention
Player A’s Attack with Hunter Dragon.
-BOTTOM-
First Divine Intervention resolves. Then Player A places his Hunter Dragon back onto the Dot it was placed on before, so its attack will be successful again. Since Player B still doesn’t have any energy to respond, Player A’s attack resolves and his Hunter Dragon deals 3 damage (according to its Basic Stat, Attack Power: 3) to Player B’s Cargo Beast.
Note: As you can see timing your actions well is very important to have success. If Player A would have cast Divine Intervention in response to Player B’s Divine Intervention, it wouldn’t have had the aimed effect due to the Last-In-First-Out resolve order.
| |
Organized Play Download here your X610Z OP-Forms. |
|
X610Z Decklist Constructed |
|
|
X610Z Decklist Sealed ACT I - The New Era |
|
|
X610Z Decklist Sealed ACT II - Spoils Of War |
|
|
X610Z Draftschema 7/8 |
|
|
X610Z Draftschema 9/10 |
![]() |
Basic Game Rules Download here the X610Z Basic Game Rules. |
|
X610Z Basic Game Rules English |
|
| X610Z Basic Game Rules German |
|
| X610Z Basic Game Rules Dutch |

THE STORY
WHAT'S THE GAME ABOUT?
WAYS TO WIN!
CARDS
GAME ZONES
PERMANENT AND NON PERMANENT CARDS
USING YOUR CARDS
ENERGY COSTS
START OF THE GAME
FLOW OF THE GAME
THE GAME BOARD
MOVING SUMMONS
ATTACKING WITH SUMMONS
ACTIONS
CASTING EFFECT CARDS AND ACTIVATING EFFECTS
STACK & PRIORITY
RECEIVING PRIORITY AND RESOLVING THE STACK
AN EXAMPLE OF A GAME SITUATION
ORGANIZED PLAY
BASIC GAME RULES
COMPREHENSIVE RULES
