THE RULES

Welcome to the Digital Rulebook for GRIM the Card Game. Before we discuss gameplay, it's best to familiarize yourself with the various cards in GRIM the Card Game. Head over to THE CARDS to review the 11 GRIM DECKS and the AFTERWORLDS. You will be choosing 2 Grim Decks to pair together as you play, so knowing their unique strategies and gimmicks is essential to developing your play style.

GRIM is a two-player strategy game that requires each player to choose 2 of the 11 provided GRIM DECKS, each which consists of 10 Elemental GRIM CARDS, the creatures with which you battle throughout the match. Players will command those Grim to launch ATTACKS in hopes of defeating their Opponent's Grim. With enough Knockouts, one player will win the game. But be warned, this game is heavily balanced by THE FIEND, who attempts to prolong your battle. At the bottom of this page is a 15-minute How to Play video. Also at the bottom of this page is a Key Words Section that provides detailed definitions of each term in case you ever get lost, an FAQ for common questions, and an alternate ruleset for our COVEN format.

GRIM is a complex game ripe with strategy. It may take one or two plays to fully grasp every aspect of the following rules. Please review the FAQs for specific cards on each Element webpage if any questions arise, and join our Discord server to ask questions directly to the creator.

The RULEBOOK provided in the physical copy of GRIM the Card Game will be a helpful tool for getting started, but for nuanced questions and strategy, this webpage will provide more context and answers to FAQs. For a downloadable PDF of this webpage, click below for the official GRIM Guide Book.

THE CARDS

There are four types of cards in GRIM the Card Game: (1) GRIM CARDS, which are the creatures that you battle with; (2) ELEMENTS, which can be attached to Grim to supplement their offensive and defensive capabilities; (3) SPIRITS, which can be attached to Grim for a stockpiling mechanic described further below; and (4) AFTERWORLDS, which are terrain effect cards that rotate each Round.

GRIM CARDS.  Grim Cards each have a Health, a Speed, two Attacks, a Passive, and a primary Element. Each Attack has a Synergy Effect that can trigger only when the Grim is played next to an Ally Grim with the required Element shown on the bottom right of the text. For example, for the Grim below, its SPOOK Synergy Effect would only trigger if it was played next to a Ghost Grim (which can be a Grim with the Ghost icon directly on the card or any Grim with the Ghost Element attached). Here, we would say that THE MUMMER MIST has SPOOK Synergy, but it does not have SHEETSHINE Synergy (as it is not next to a Light Grim). 

THE SETUP

Separate the Grim Decks by Element (each with ten Grim and a Grimlord Card). Players must mutually decide (or flip a coin to decide) who will choose and ban the first Grim Decks, and who will instead have FIEND’S FAVOR in the first Round. Fiend’s Favor grants the following: (1) +0.5 Speed to your Grim for the Round; (2) the ability to choose the active Afterworld for the Round; (3) the ability to search your Grim Decks for one card and add it to your hand be- fore the Round begins. NOTE THAT BEFORE ROUND ONE, HOWEVER, BOTH PLAYERS WILL PERFORM THIS SEARCH REGARDLESS OF WHO HAS FIEND’S FAVOR.

The player without Fiend’s Favor will choose a Grim Deck (set to your left), then ban a Grim Deck (flip and shuffle it, and the other player will take two random cards from it that remain a secret to both players). Repeat this process in the other direction, then for each player once more, so that both players have two Grim Decks (A below) and four secret cards. These secret cards are called the Banished (B). Shuffle them and place them to your right. These will be drawn when you suffer a Knockout. This process is called the Pick-Ban Phase.

Next, shuffle together all Elements and Spirits (the Bond Deck) and place them to the side between the players (C), and the Afterworlds face-up on the other side (D). Throughout the match, discarded Afterworlds will be placed next to this deck--all other cards will be discarded to Limbo (E). Limbo will remain face-down and is not public information. The Afterworlds can be freely searched.

Place the Tracker (F) in front of each player. This will be used to track each Grim’s Health, Stamina, and Status, and the player’s Fiend’s Favor and Reaction. Below you can also see where your Grim will be played (G) and how the Spirits and Elements can be slid beneath them when attaching. Before moving to the next section, each player should take ten cubes. The player with Fiend’s Favor should place a cube on the “F” on their Tracker, and both players should mark the “R” to show that they have a Reaction available for the first Round.

ELEMENTS. Each Grim has a primary Element printed on its card, but Elements can also be drawn and attached to Grim to provide them a secondary Element. In the example above, THE MUMMER MIST starts as a Ghost Grim, but becomes a Fire and Ghost Grim by attaching a Fire Element (place the Fire Element beneath it with the bottom protruding). Adding an Element will impact the Grim's offensive and defensive interactions. GRIM CAN ONLY HAVE ONE ELEMENT ATTACHED UNLESS EXPRESS TEXT PROVIDES OTHERWISE,  and attaching a new one will force you to discard the old one.

SPIRITS. Spirit Cards can be attached to Grim as a stockpiling mechanic. If you can successfully attach three Spirits to a Grim, you will unlock a Spirit Bonus related to the Grim's Element(s), which is a strong one-time boost. In the case of Grim having an Element attached, it has the option of using either Element's Spirit Bonus, providing you options to adapt. 

AFTERWORLDS. Afterworlds are terrain effect cards that affect the entire field of play. There is one Afterworld for each Element in the base game, and each benefits that Element and detriments the Element it is weak to (Element weaknesses and other interactions will be discussed in the next section). For example, THE FIRE EMPIRE benefits Fire Grim and detriments Water Grim.

THE PLACEMENT

Each player draws two Grim Cards from each of their Grim Decks and four Bond Cards from the shared Bond Deck. Next, the player with Fiend’s Favor sets the Afterworld for the first Round into play. Then, each player will search their Grim Decks and add one Grim to their hand, then shuffle their Grim Decks. Remember, starting in Round two, only the player receiving Fiend’s Favor will perform this search. Eventually you will search for unique Passives that you know from memory. In your first play, consider finding a Grim with Attacks that display Elements that you have in your hand.

Next, each player must choose their starting Grim and play them face down. YOU MAY ALWAYS ATTACH A BOND CARD TO A NEWLY PLACED GRIM. Players will then flip them over at the same time to begin the match. 

Here, the player chose to attach an Electric Element to THE MUMMER MIST and a Spirit to THE NIMBUS SHADE. Let's review what we know about these cards to analyze why they made this decision.

THE NIMBUS SHADE is a Dark Grim with access to Dark and Electric Synergy. This player has opted to place an Electric Element on THE MUMMER MIST to unlock its THUNDERCLAP Synergy Effect. Now when The Nimbus Shade declares a Thunderclap Attack, it will also inflict Fear on both enemy Grim and draw a Bond Card. 

THE MUMMER MIST is a Ghost Grim with access to Ghost and Light Synergy. It appears that this player did not draw a Ghost nor a Light Element (or did not care to have Synergy), so they’ve instead attached a Spirit to The Nimbus Shade. Remember, you will need three Spirits to trigger a Spirit Bonus, so getting a head start is a good idea. 

Now that each player has chosen their starting Grim, they may be flipped to reveal and the match will begin! Be sure you mark each Grim's Health on the Tracker. EVERY GRIM ENTERS PLAY WITH 5 STAMINA

THE ROUNDS

GRIM is played in Rounds. Grim each have a Speed stat, and they take their Turns in descending Speed order. Each Grim only gets one Turn per Round while active. When the slowest Grim has completed its Turn, the Round is over, at which point Fiend's Favor is passed to the other player. In certain circumstances, for example when a Grim is Paralyzed, Grim's Actions or full Turns will be forced into a "Paralysis Phase." This is effectively a second "Round" within the Round in which those Grim take their Turns from fastest to slowest. In most cases, only one Grim will be affected into the Paralysis Phase (by Paralysis or otherwise).

Let's take a look at a sample placement to analyze Turn order.

Here, we see that THE NOBLE ROAR is the fastest Grim on the field with 14 Speed, and thus it will take its Turn first.

The next fastest Grim is THE SWIFT TWITCH with 9 Speed, so it will take its Turn second.

And now we come to an impasse: THE NIMBUS SHADE and THE SIMOOM CLOUD both have 8 Speed. Recall that Fiend's Favor breaks Speed ties by effectively adding 0.5 to Speed. So whichever player currently has Fiend's Favor will have their Grim take its Turn first. Let's assume that the player on the right has Fiend's Favor.

This means our Round order is as follows: (1) THE NOBLE ROAR, (2) THE SWIFT TWITCH, (3) THE NIMBUS SHADE, (4) THE SIMOOM CLOUD. Once the final Grim has taken its Turn and any “end of Round” mechanics take place, the Round ends and a new Afterworld will be set into play by the player receiving Fiend’s Favor.

THE TURNS

Each Grim takes a turn in Speed order from highest to lowest. In some instances, like with Paralysis and the Wind Utopia (the Wind Afterworld), some Grim may be forced into a negative Speed bracket at the end of the round called the "Paralysis Phase." In those instances, all "Paralysis Phase" Grim similarly take their Turns in descending Speed order. On a Grim's turn, the following will occur:

  • START OF TURN: Carry out any start of Turn effects (see, The Purest Insanity). 

  • STAMINA: The Grim gains 2 Stamina. 

  • DRAW PHASE: The player controlling the Grim may draw the top card from (1) the Bond Deck, or (2) either of their Grim Decks.

  • PLACEMENT PHASE (optional): The player controlling the Grim may place one Bond Card from their hand on either of their Grim. To do this, slide the card under the Grim as shown in the graphic above. If attaching an Element, it may replace a previously attached Element as each Grim can only have one Element attached at a time. If you attach a third Spirit, you must declare a Spirit Bonus immediately. 

    • NOTE: Be sure to look out for Passives that can only occur before a Grim's Action. Carry them out on the Grim's Turn but before moving onto the next step.

  • ACTION PHASE (optional): The Grim will choose to Attack, Heal, or Swap. You can always forego your action. 

    • IF ATTACKING: The Grim may Attack using either of the two listed Attacks on its card. A Grim cannot declare an Attack on its Ally unless express language forces it to.  If an Attack knocks out a Grim, flip its stack and place it in Limbo. Do not play a new Grim until between Turns.  Use the following steps to declare and resolve an Attack: 

      • (1) DECLARE: Declare the following:

        • (A) the Attack,

        • (B) Elemental damage (which may be the Grim's primary Element or an attached Element),

        • (C) The Target(s), and

        • (D) Whether you are triggering a Synergy Effect.

        All Attacks must have A-C, Synergy is optional.  After declaring, the Attacking Grim must spend 1/2 of the listed base damage in Stamina (e.g., for an 8 damage Attack, spend 4 Stamina).   You will not get Synergy unless it is declared. 

      • (2) OPPONENT REACTION (optional): There are two ways to react: (A) inflicting a Status by discarding a Grim from hand; and (B) attaching an Element to the targeted Grim from hand. These will be further discussed in the Reaction section.  

      • (3) ATTACK LANDS OR IS HINDERED: Here, we must determine whether the Attack landed or was Hindered. AN ATTACK WILL LAND AND RESOLVE AS DECLARED UNLESS HINDERED. Hindering occurs in one of three ways related to A-C in the declaration: (A) the Attacker cannot choose the Attack they declared (this only happens with the Freeze Status); (B) the Attacker no longer has the Element they declared for damage; or (C) a Target is no longer on the field. IF AN ATTACK IS NOT HINDERED, IT LANDS, AND ITS DAMAGE WILL RESOLVE GUARANTEED AT STEP 4; SYNERGY STILL NEEDS TO TRIGGER SEPARATELY AT STEP 5.

        • If the Attack landed, resolve any effects that say “when an Attack lands.” Immediately after, resolve any Attacks that say “after an Attack lands.”

        • Note an interesting wrinkle to this—if you are targeting both enemy Grim as a result of a Synergy Effect, Earth Haven, or other effect, the loss of that effect will not Hinder your Attack, the Attack will resolve, but you will no longer have the ability to hit both Targets—so you must choose one. For example, if your Grim is holding an Earth Element in the Earth Haven and your Opponent reacts with Root to remove that Earth Element (which allows you to target both enemy Grim), you must resolve that Attack, but only against one Grim.

      • (4) RESOLVE DAMAGE: Calculate and resolve the Attack damage to the targeted Grim. This will be discussed in greater detail in the next section.  Remember the basic rule: an Attack will resolve as declared unless Hindered. If question arise due to situations dealing with Paralysis, Root, Freeze, or Blindness, see the FAQs below.   

        • Resolve any   “After Attack resolution” effects here before Synergy triggers.   

      • (5) TRIGGER SYNERGY EFFECT (only if declared): After damage is done, trigger the Synergy Effect. In some instances, all or a portion of the Synergy Effect may impact damage calculation, and so that portion would have already been addressed. Any other effect should be carried out at this step.  SYNERGY ONLY TRIGGERS ONCE EVEN WHEN TARGETING TWO GRIM.   If you declared Synergy at the declaration step, it will trigger here regardless of what happened in the interim. The only ways that Synergy can be negated are Blindness (as discussed below) and your Grim being knocked out before this step (see, Confusion).   

    • IF HEALING: A Grim may Heal as an Action. Grim Heal by spending any combination of Stamina and/or attached Bond Cards (any Spirits and Elements attached to that Grim).

    • IF SWAPPING: Swapping may be thought of as Healing+ and CAN ONLY BE USED BY A GRIM THAT IS BELOW ITS BASE HEALTH. If the Grim can Heal back to or above its base Health, it can do so to Swap as its Action. To Swap, Heal to or above full Health, then Swap (trade places) with a Grim in your hand. Any unspent attached Bond Cards will attach to the newly placed Grim. You do not get to attach a Bond Card to this newly placed Grim like you would in the case of a Knockout. This new Grim may get a Turn within the Round that it’s placed if it’s slower than the current active Speed tier. 

  • AFTER ACTION: In limited circumstances, a Grim Card may have "after Action" mechanics in its Passive. Carry these out at this step and end the Turn.

  • REPLACE KNOCKED OUT GRIM: If any Grim was knocked out in the Turn, the player controlling it must pick up a Banished. Replace that knocked out Grim at this step. Because the new Grim isn't placed until the previous Grim's Turn has concluded, in certain circumstances, a Synergy Effect will trigger with only one or no Grim on the other side. Simply carry out effects if they can be carried out.

  • REPLACE DEPLETED DECKS: If the Bond Deck was fully depleted, turn Limbo into the new Bond Deck after shuffling. If the Afterworlds were fully depleted and it's the end of the Round, revive all Afterworlds. 

THE ELEMENTS & ATTACK RESOLUTION

Now that you understand the game flow, let’s discuss aspects of the game that will impact calculations and strategy starting with the Elements. This game has a linear Elemental interaction system, meaning each Element is strong against one Element and weak to another. The graphic below displays each Element. Each is strong against the Element to its right and weak against the Element to its left (Poison wraps around to be strong against Water). An Element also resists itself. In order below, these Elements are Water, Fire, Plant, Earth, Electric, Wind, Light, Dark, Ghost, Psychic, and Poison.

To illustrate how the Elements interact, let's consider Fire damage. If a Grim is Attacking using Fire damage, the damaged Grim's Element will determine whether there is any interaction that may increase damage, decrease damage, or nullify damage entirely.

  • ATTACKING PLANT. If Fire damage hits a Plant Grim, that is a STRONG ATTACK because Plant is weak to Fire. A Strong Attack adds two damage.

  • ATTACKING FIRE. If Fire damage hits a Fire Grim, that is a WEAK ATTACK because Fire resists itself (as does every Element). A Weak Attack subtracts two damage.

  • ATTACKING WATER. If Fire damage is aimed at a Water Grim, no damage results because Water Grim are IMMUNE to Fire damage. Effectively, we think of this as missing the Attack entirely, meaning any mechanics that might rely on landing that Attack will not trigger.

Attacking any other type would result in neutral damage, meaning no modifiers. Recall, however, that you can attach an Element to a Grim, meaning in some cases you must calculate an Attack based on two defending Elements. Resolve against each Element to calculate damage (e.g., Fire damage against a Plant/Fire Grim would offset, with Fire doing +2 to the Plant aspect and -2 to the Fire aspect). The existence of any Immunity always trumps all other interactions (e.g., Fire damage against a Water/Plant Grim would result in no damage). Note that sometimes you can ignore these interactions. For example, you will encounter text in the game that says,  "All Attacks by Fire Grim using any Element are Strong Attacks." In these cases, the Elemental interactions are irrelevant, as a Strong Attack is guaranteed.  When resolving damage, ADD AND SUBTRACT BEFORE MULTIPLYING AND DIVIDING (except in the case of Blight, the Poison Status). In addition to Elements, consider whether Synergy, the Afterworld, Passives, or Status impact damage.

When resolving Attacks, remember these rules:

  1. Attacks will always be resolved as declared unless they are Hindered (made impossible) in one of three ways: (1) they no longer have the Element they declared for damage; (2) the Target is no longer on the field; or (3) they cannot choose the Attack they declared. Hindering can be caused by a Status, and in all cases other than Paralysis you’ll regain your Stamina and redeclare your Action. In the case of Paralysis, you must redeclare an Attack.

    • Consider a situation in which your Earth Grim declares an Attack against each enemy Grim in the Earth Haven, then it’s Paralyzed, and then the Earth Haven is replaced before its Attack resolves. The fact that the Earth Haven is gone does not impact its Attack because it was already declared and it has not been Hindered.

  2. Synergy will always trigger if you declared it, unless your Grim is inflicted with Blindness (which negates the Synergy) or your Grim is knocked out before the Synergy triggers (Confusion may cause this).

    • Similar to the example above, consider that your Grim declares an Attack with Synergy, then it’s Paralyzed, and then its Ally loses the Element supporting that Synergy before its Attack resolves. The fact that the Element is gone does not impact its Synergy because it was already declared.

Note that there are two types of damage in this game: (1) damage done by Attacks, and (2) all other damage. The latter comes from Afterworlds, Passives, and Synergy Effects usually in the form of “Deal X damage to Y.” This kind of damage is incidental and cannot be separately reacted to.

THE REACTION

Each player has one Reaction per Round. Reactions are used by Grim when they are the Target of an Attack. (1) Status Reactions can be used by revealing and discarding a Grim from hand to inflict its primary Element’s Status (for example, discard a Fire Grim to inflict Burn on the Attacker); (2) Element Reactions can be used by attaching an Element to the Target Grim. This Element may impact damage calculations, but does not need to. YOU CANNOT PLACE A SPIRIT CARD AS A REACTION. Once your Reaction is used, remove the cube from the “R” on your Tracker. When the Round ends, you may replace the cube.

ATTACHING AN ELEMENT. We have discussed how different Elements may interact to cause Strong Attacks, Weak Attacks, and Immunities. As a Reaction, you may choose to play an Element on the targeted Grim to impact the damage dealt. Imagine that THE NIMBUS SHADE targeted THE SIMOOM CLOUD with Electric damage in the illustration here. As a Reaction, the player controlling THE SIMOOM CLOUD may attach an Earth Element (if one is in their hand) as shown here to become Immune to the oncoming damage. THE NIMBUS SHADE WILL STILL SPEND THE STAMINA FOR THE ATTACK DESPITE THE RESULTING ZERO DAMAGE.

INFLICTING A STATUS.  The other way to use a Reaction is to inflict a Status. To inflict a Status, simply show and discard a GRIM CARD (NOT AN ELEMENT) from your hand, and that Grim's Element's Status will be inflicted on the Attacker (Statuses are discussed in the next section). For example, When THE NIMBUS SHADE Attacks THE SIMOOM CLOUD, the player controlling THE SIMOOM CLOUD can reveal and discard a Poison Grim to cause Blight on THE NIMBUS SHADE. Note that some Statuses, like Blight, do not impact the currently declared Attack. Contrast this to another example: reacting to discard a Fire Grim will inflict Burn. Because Burn halves the next or current declared Attack, the Attack damage currently being resolved would be cut in half (after which Burn would dissipate naturally). 

Grim can only have one Status at a time. If a Grim that is currently Statused is inflicted with another Status, it will replace the existing Status. A GRIM CAN NEVER BE INFLICTED WITH ITS OWN ELEMENT'S STATUS ON A REACTION, BUT CAN BE WHEN STATUS IS APPLIED AS A RESULT OF A SYNERGY EFFECT, PASSIVE, OR OTHER NON-REACTION MECHANIC (e.g., you cannot Burn a Fire Grim using a Reaction, but if your Synergy Effect causes Burn, you can inflict a Fire Grim with it).   A Status can be replaced with itself. 

Some mechanics have trigger effects that happen “after Reaction.” Note that this language simply requires that the trigger come after a Reaction would take place, not that a Reaction has actually occurred. Even if you do not choose to use a Reaction, “after Reaction” effects will trigger.

THE STATUS & SPIRIT BONUS

There is one Status and Spirit Bonus for each Element. For now, don't focus  on memorizing or fully understanding these mechanics, as they are summarized on your PLAYER GUIDE, but reference the below if questions arise. 

  • STATUS. Grim can be inflicted with a Status effect to cause it some mechanical detriment. There is one Status related to each Element. Some Grim can cause Status with Synergy Effects (the special effects on Attacks), but the main source of Status infliction is REACTIONS. We will discuss how to use Reactions in a later section. A GRIM CAN ONLY HAVE ONE STATUS AT A TIME, and a new Status will replace an existing Status. STATUS WILL BE AUTOMATICALLY CURED BY ANY AMOUNT OF HEALING.   The following are summarized on the PLAYER GUIDE.   

SPIRIT BONUSES. As noted above, Spirits can be attached to Grim, and attaching three Spirits will unlock a Spirit Bonus. THE MOMENT YOU ATTACH YOUR THIRD SPIRIT TO A GRIM, YOU MUST DISCARD THE SPIRITS AND DECLARE A SPIRIT BONUS RELATED TO ONE OF THAT GRIM'S ELEMENTS. If a Grim Swaps out before using the benefit of its chosen Spirit Bonus, it will not retain the benefit. Otherwise, a Spirit Bonus benefit will persist until it's used, which is generally very quickly, sometimes instantaneous. One exception to this general rule is the Light Spirit Bonus—when attaching a third Spirits and choosing the Light Spirit Bonus, the player will keep those Spirits attached. Any removal of a Spirit to bring that player below three or the removal of the Light Element (or, for example, if the Light Grim Swaps out such that the Light Element is no longer active), will require the player to trigger a new Spirit Bonus and force discard of three Spirits as normal. Recall as well that Bonds   “attach”  to a new Grim when the Grim that had them Swap. Also recall that Spirit Bonuses are owned by the Grim that triggered it. So if a Grim with a Light Spirit Bonus Swaps into a new Grim that also has a Light Element, that new Grim may choose to keep the Light Spirit Bonus or choose a new one (based on its other Element).   

THE KNOCKOUTS & WINNING

Near the start of this Rulebook, we discussed the BANISHED, which are the four cards that each player drew from the Grim Decks that their Opponent banned (two from each banned Grim Deck). When one of your Grim is knocked out, it and all of its attached Bond Cards are discarded to Limbo. You then pick up your top Banished card (recall that you should have never viewed these cards unless a mechanic expressly dictates that you reveal a Banished).

Because the Banished Grim are pulled from the Grim Decks that your Opponent banned, it is likely that they will be useful against your Opponent. For example, a player who chooses the Fire Deck may choose to ban the Water Deck, because Fire is weak to Water. However, strategy may dictate that you avoid banning decks that you are weak to, because the Banished mechanic will guarantee that your Opponent has access to two random cards from that deck. Whatever strategic choices play into how the Banished are chosen, it is certain that they are a comeback mechanic for the player that has just lost a Grim. Once you force your opponent to pick up all of their Banished cards and you secure one more knockout, you win the match.

THE KEY TERMS

THE FAQs

HOW TO PLAY GRIM: COVEN

GRIM: Coven is an alternate game format for GRIM in which players build teams of their favorite Grim in advance of battle. These are shorter matches that test players’ ability to design intricate strategies with very few Grim. The format is heavily based on the standard format detailed above, so this section will only address alternate game rules.

Each player must bring 8 unique Grim (called a “Coven”) and one Grimlord card to the table (this can be played with one box of GRIM, but two boxes will allow for individual Grim to be on both teams). In order the following will occur:

  1. Both players place their Grimlords face up below their Trackers.

  2. Next, players will be given the opportunity to Banished two Grim from their opponent’s Coven to the Banished Pile. One player can set aside two Grim face-down that cannot be Banished; the other player will have Fiend’s Favor in the first Round and can set aside only one Grim face-down. Players can decide mutually or flip a coin to determine this. Both players will then reveal their protected cards, keep them set aside, and trade their remaining Grim with their opponent for review. Each player Banished two Grim from their opponent’s Coven, place those in their opponent’s Banished Pile, and pass the Coven back. At this point, each player should have 6 Grim in their hands and 2 Banished Grim.

  3. Each player will draw 4 Bond Cards.

  4. The player with Fiend’s Favor will set the Afterworld into play.

  5. Players place their Grim as normal, and the match can begin.

As you may have noticed, this format has 2 Banished instead of the standard 4—this leads to much faster-paced matches. As with standard GRIM, you lose when one of your Grim is knocked out and you have no Banished to draw remaining. The match will otherwise be played out as normal with a few exceptions:

  1. The Grimlord card in front of you grants its Element’s Synergy to all Attacks that require it. For example, if you bring a Water Grimlord to battle, all Attack that require Water Synergy will have it.

  2. When you use a Reaction to inflict a Status, you will reveal the Grim from your hand but you won’t discard it—simply return it to your hand and proceed.

  3. When you trigger a Spirit Bonus, you always have the option of consuming your Reaction token to use your Grimlord’s Spirit Bonus. For example, if I bring the Water Grimlord to battle and my Fire Grim triggers a Spirit Bonus, I can remove my Reaction token to use the Water Spirit Bonus.

  4. There are no Grim Decks in this format, so any Synergy that allows you to search your Grim Decks is ineffective.

As normal, a player loses when they have no Banished left to draw after they suffer a Knockout. Join the Discord to show off your favorite Covens!