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Three tricks won with Honor, two with Odium. The last hand decides everything, and no one is sure which Shard their opponent is playing.
WHAT IT IS ABOUT
Divine forces in a trick-taking game that changes every time
Designed by Hayden Dillard and illustrated by Medusa Dollmaker, Shards of Creation brings Brandon Sanderson's Cosmere universe to the table. Eight divine Shards (Autonomy, Cultivation, Devotion, Dominion, Honor, Odium, Preservation, Ruin) become eight card suits, each with completely unique values and abilities.
This is not a classic trick-taking game where all suits function the same way. Here, each Shard has its own mechanical identity: you take the hand, play cards, win tricks, but how you do it and what you gain depends on which Shard you are cultivating. You can focus on a single divine aspect or build coalitions between multiple Shards. The variable setup ensures that every game is a new tactical puzzle.
What they say abroad
A trick-taking game where each suit plays by its own rules. Finally.
— FroGames
The Cosmere meets the most classic card game genre, and it works.
— FroGames
Shards of Creation
The eight divine aspects
Each Shard is a suit with its own rules
Honor and Odium
Two opposing forces, two ways to win tricks. Honor rewards consistency, Odium thrives on direct conflict. The choice between them defines your strategy.
Cultivation and Ruin
Growth versus destruction. Cultivation accumulates value over time, Ruin dismantles others' plans. Shards that change the pace of the game.
Autonomy and Devotion
Independence versus connection. Autonomy works alone, Devotion creates synergies with other cards. Two philosophies, two playstyles.
Dominion and Preservation
Control and defense. Dominion aims to dominate tricks, Preservation protects what you've built. Tactical Shards for long-term thinkers.
In half an hour, you'll understand which Shard is for you. And you'll want to play again with a completely different setup.
Come si gioca
Video dimostrativo di gameplay.
A game in five moments
What happens at the table
Not the rules. The experience.
The Revelation of the Shards
Discover which Shards are in play this time. Read their abilities, understand which coalitions are possible, decide whether to focus on one or diversify. The table studies, some already know what they want to do.
The First Takes
The first cards reveal strategies. Some focus heavily on Honor, some accumulate Cultivation, some play Odium aggressively. Understand who is building what and adapt your hand accordingly.
The Moment of Coalition
Mid-game, mid-hand. You've won some tricks, let others go. Now you must decide: do you focus on a single Shard to maximize points, or build a more flexible coalition? The choice is irreversible.
The Trick That Matters
A poorly played card now costs you the game. Read your opponents, anticipate who still has high cards, calculate if it's worth winning this trick or sacrificing it for the next one. The table slows down, everyone is thinking.
The Final Count
Tricks won, Shards collected, points calculated. Someone dominated a single divine aspect, someone diversified. The winner is the one who best read the meta of this specific game. The next one will be different.
How to play
The Flow of Each Hand
Classic trick-taking with a twist: each suit has unique abilities that activate when you win or play certain cards.
Shuffle the Shards chosen for this game. Deal the hands. Each player starts with the same number of cards, but different Shards.
The active player leads with a card. Others follow suit (if they can) or play another Shard. Trick-taking rules apply, but each Shard has its own values and abilities.
The player who played the highest card of the led suit (or a Shard with a dominant ability) wins the trick. Collect the won cards: they will count towards the final score based on the Shards you control.
When all cards have been played, calculate points. Those who focused on Shards of the same type get bonuses, those who diversified balance the risks. The winner is the one who best utilized the setup of this game.
Why it's different from others
Six mechanics that make a difference
Eight completely asymmetrical suits
This isn't a trick-taking game where only the color changes. Each Shard has different numerical values, unique abilities, and its own scoring conditions. Honor doesn't work like Odium, Cultivation doesn't work like Ruin. Eight games in one.
Mandatory variable setup
You never play with all eight Shards at once. Choose a different combination each game. This changes possible synergies, dominant strategies, and the table's meta. Replayability reset.
Specialization vs. coalition
You can strongly focus on a single Shard to maximize points, or diversify and create coalitions. The choice depends on what others have in hand and which Shards are in play. There is no always-winning strategy.
Lore integrated into mechanics
Cosmere fans recognize the divine philosophies: Honor rewards consistency, Odium conflict, Preservation defense, Ruin destruction. Mechanics reflect the lore, but you don't need to know Sanderson to play.
Gentle learning curve
The basic rules are those of classic trick-taking. Shard abilities are learned by playing, one at a time. First game in 10 minutes, tactical depth emerges after three or four sessions.
Perfect duration for the genre
A crisp 30 minutes. Long enough to develop strategies, short enough to want to play another one immediately with a different setup. Trick-taking finds its ideal rhythm.
How it ends
How to win
The final score depends on which Shards you have collected and how you have combined them.
Victory
- You focused tricks on a single Shard and maximized its bonus
- You built a balanced coalition of complementary Shards
- You won key tricks at the right moments, reading the game's meta
Defeat
- You dispersed tricks without a clear strategy on which Shards to focus on
- You won useless tricks and lost those that gave points
- You did not adapt your play to the specific setup of this game
A trick-taking game that solves the genre's limitation: here, every game is a new puzzle, every Shard a different language to learn.
Frequently Asked Questions
FAQ about Shards of Creation
Do I need to know Brandon Sanderson's Cosmere to play?
No. The game works perfectly even without knowing the narrative universe. Shard abilities are explained on the cards, and the lore is a bonus for fans, not a requirement. If you know Sanderson, you'll appreciate how the mechanics reflect the divine philosophies. If you don't, you're playing an innovative trick-taking game.
How much does the game change with different setups?
Radically. Each combination of Shards creates a different meta: some coalitions become dominant, others impossible. With eight Shards and variable setup, you have dozens of possible configurations. Replayability is the game's strong point.
Is it suitable for those who have never played trick-taking?
Yes, but with a curve. The basic rules are classic for the genre (follow suit, highest card wins), so they are accessible. The unique Shard abilities add depth but are learned gradually. A guided first game is recommended.
What's the best number of players?
2 to 4 players, but the experience changes. With 2, it's more tactical and calculable; with 4, it's more chaotic and unpredictable. The game scales well, but pure trick-taking fans prefer 3-4 players for the trick-winning dynamic.
Is the game available in Italian?
This edition is in English. The cards have text (Shard abilities), so an understanding of the language or reference to a translated rulebook is necessary. The language dependency is medium: once the abilities are learned, the game flows without constant reading.
Shards of Creation is an innovative trick-taking game for 2-4 players set in Brandon Sanderson's Cosmere. Designed by Hayden Dillard and published by Brotherwise Games, the game features eight divine Shards (Autonomy, Cultivation, Devotion, Dominion, Honor, Odium, Preservation, Ruin), each with completely unique values and abilities. Duration 30 minutes, recommended age 12+. The main mechanics are asymmetrical trick-taking, set collection, and variable setup. Each game uses a different combination of Shards, making the meta always new. Suitable for both genre experts and players looking for a strategic gateway game. Available at FroGames.it.

Frammenti di Creazione
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