Official Evenfall Rules

Last Updated on October 9, 2025 by The Official Game Rules Team

Harness ancient magic, command your clan of witches, and restore balance to the world in Evenfall, a strategy card and resource management game of powerful rituals and rival covens. Over three intense rounds, you’ll explore mystical regions, gather resources, and compete for dominance through cunning tactics and well-timed battles.

The clan that earns the most victory points ascends the Magic Throne and becomes the leader of the new age.

Board game box for 'Evenfall' featuring a central, large ancient tree with glowing yellow and gold leaves, and several small figures at its base. The box side includes character art.

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How to Play Evenfall


Table of Contents

Overview | Objective | Components | Game Setup | Player Setup | Solo Setup | Gameplay Overview | Main Actions | Coven Track | Battle Phase | Round End | Final Scoring | Winning the Game | Card Effects | The Moon Side | Solo Mode | Symbols and Terminology Reference |

Overview

1–4 Players | 45–90 Minutes | Ages 12+

We’ve done our best to summarize these rules to make them easier to understand. If there is any confusion or you have any questions , please refer to the original rulebook at the top of the page.


Objective of the Game

In Evenfall, each player leads a clan of witches seeking to regain power after the fall of the old order. By discovering sacred Places of Power, mastering Rituals, and advancing their Coven Track, players gain Mana, resources, and victory points.

After three rounds, the player with the highest total score becomes the ruler of Evenfall.


Game Components

Shared Components
  • 3 Region Boards:
    • Northern Lakes
    • Central Mountains
    • Southern Slopes
  • 1 Victory Point & Mana Track Board (includes Magic Throne and Round Track)
  • 1 Deck of Places of Power
  • 1 Main Deck (Ritual and Specialist cards)
  • Powerstones
  • First Player Marker
  • Resources:
    • Herbs
    • Potions
    • Knowledge
    • Catalyst Tokens (Scythe and Orb)
    • Resource Tiles
  • Round Marker
  • Victory Point Tokens
Player Components

Each player receives:

  • 1 Clan Board (Sun or Moon side)
  • 1 Clan Token (matching color)
  • 4 Witches
  • 4 Elders
  • 4 Player Markers
  • 1 Mana Dial
  • 1 Player Aid
  • 1 Starting Place of Power
  • 3 Herbs and 3 Potions

Game Setup

Step 1: Arrange the Regions

Lay out the Region Boards vertically in this order:

  • Northern Lakes (top)
  • Central Mountains (middle)
  • Southern Slopes (bottom)

In a solo or 2-player game, remove Southern Slopes from play.

Step 2: Prepare the Central Board

Place the Victory Point and Mana Track above the Regions.

  • Put each player’s Victory Point Tile on the Magic Throne.
  • Set the Round Marker on Round 1.
Step 3: Prepare the Decks
  1. Shuffle the Places of Power Deck and draw 3–4 cards per Region (based on icons on the Region board).
    • Place them face up above their respective Region.
  2. Shuffle the Rituals and Specialists together to form the Main Deck.
    • Leave space for a discard pile beside it.
Step 4: Add Powerstones

Shuffle all Powerstones and place four random Powerstones (symbol-side up) on each Region.
Return extras to the box (they are used only for Moon Cycle variants).

Step 5: Place the First Player Marker

Place the marker on the Northern Lakes board.

Step 6: Prepare the General Supply

Arrange piles of Herbs, Potions, Knowledge, Catalysts, and Resource Tiles near the play area.


Player Setup

Each player:

  1. Chooses a Clan Board (Sun or Moon side).
    • For your first game, use the Sun side (simpler and symmetrical).
    • The Moon side adds unique clan abilities for advanced play.
  2. Takes:
    • 1 Clan Token, placed active-side up on the board.
    • The Starting Place of Power for their clan, placed in the Inner Circle of their board.
    • 4 Witches (upper reserve).
    • 4 Elders (lower reserve).
    • 4 Markers, placed as follows:
      • On the lowest space of the Coven Track
      • On 0 of the Mana Track
      • On 0 of both Victory Point Tracks (upper and lower rows)
    • 1 Mana Dial (assembled before play)
    • 3 Herbs and 3 Potions
  3. Shuffle the Main Deck and draw your starting cards according to your Clan Board.
  4. Choose a starting player and give them the First Player Marker.
Evenfall board game setup with character cards, location cards, and wooden meeples (spirit dog, mountain castle, eternal tree).

Solo Mode (Automa Setup)

For solo play:

  1. Place the Automa Board beside your Clan Board.
  2. Use one unused clan color for the Automa’s components.
  3. Place its markers on:
    • The lowest space of the Coven Track
    • The top space of its Rondel (yellow border)
    • 0 of both Victory Point tracks
  4. Add 4 Witches to its reserve (no Elders).

The Automa never plays Council Members and uses only designated areas for actions and battles.


Gameplay Overview

The game lasts three rounds, each divided into four phases:

PhaseDescription
I. Scout PhaseCollect resources, Mana, and cards
II. Action PhaseTake turns performing actions
III. Battle PhaseCompete in each Region
IV. Round EndReset and prepare for the next round

After the third Round End, final scoring begins.


Phase I: Scout Phase

Each player simultaneously collects resources, Mana, and cards as shown on their Clan Board.

  • Take resources from the general supply.
  • Move your Mana and Victory Point markers accordingly.
  • Draw the indicated number of cards from the Main Deck.

Advanced Variant:
At the start of the first round, draw two extra cards, then discard any two cards from your hand to plan your early-game strategy.


Phase II: Action Phase

Players take turns clockwise from the first player.
On your turn:

  • Perform one Main Action.
  • You may perform any number of Free Actions before or after.

If you cannot or choose not to take a Main Action, you pass and are out for the rest of the phase.

The phase ends when all players have passed.


Main Actions

You may choose one of the following five Main Actions each turn:

  1. Discover a Place of Power
  2. Activate Your Clan Token
  3. Play a Card (Ritual, Specialist, or Council Member)
  4. Activate an Action Space
  5. Build Catalysts

1. Discover a Place of Power

Send Witches to a Region to claim a Place of Power.

  • Choose a face-up Place of Power in any Region.
  • Move the required number of Witches from your reserve onto the Region’s circular space.
  • Take that Place of Power and place it in your Outer Circle.

Notes:

  • Only Witches can discover Places of Power — Elders cannot.
  • Each Place of Power offers specific harvest bonuses and may later be linked with a Ritual.

Example:
Catalina sends two Witches to Central Mountains, claims Spirit Bog, and adds it to her Outer Circle.


2. Activate Your Clan Token

Use the special ability of your Clan Token (once per round).

  • Announce activation to all players.
  • Resolve its effect.
  • Flip the token to its exhausted side.

Sun Side (default effect):

  • Harvest all Places of Power in your Outer Circle.
  • Gain 1 Herb and 1 Potion.

Example:
Catalina activates her Clan Token to harvest two Places of Power, gaining 2 Herbs, 2 Potions, and 2 Mana, then flips her token to its exhausted side.


3. Play a Card

You may play one card from your hand as:

  • A Ritual (on a Place of Power)
  • A Specialist (left of your board)
  • A Council Member (beneath your board)

A. Playing a Ritual

  • Pay the Ritual’s resource cost.
  • Place it offset over a Place of Power to show the Harvest Bonus and Powerstone symbol.
  • Trigger its Binding Bonus, if any.
  • Rituals may grant immediate, ongoing, or action space effects.

Example:
Catalina plays Transmutation Chalice, paying 2 Herbs and 1 Potion.
It grants her +1 Herb and +2 Victory Points as a Binding Bonus.

B. Playing a Specialist

  • Pay the Specialist’s cost and place it to the left of your Clan Board.
  • Each Specialist has one of three effect types:
    • Ongoing
    • Once-per-round (turn sideways when used)
    • ⚔️ Battle Phase effect

No two Specialists with the same name may be in play in your clan.

Example:
Catalina plays Irene, paying 2 Knowledge and 1 Herb.
Her effect allows harvesting Places of Power immediately upon discovery.

C. Playing a Council Member

  • Pay the cost listed on your Clan Board, not on the card.
    • 1st Council Member: 1 Herb, 1 Potion, 1 Knowledge
    • Later Members: 2 of each resource
  • Slide the card underneath your board so only the bottom effect is visible.

Council Members offer ongoing or endgame effects:

  • Permanent bonus
  • Rundenende: Triggers each Round End
  • Spielende: Triggers during Final Scoring

4. Activate an Action Space

Use a Witch or Elder to perform a powerful one-time effect.

  • Place a Witch (or Elder) from your reserve onto an available Action Space.
  • Resolve the effect shown.

Witches can use:

  • Any Action Space on your board or Region boards.

Elders can use:

  • Only Inner Circle Action Spaces (unless a card allows exceptions).

If the space shows a cost → arrow → reward, pay the cost first.

Region Action Spaces:

RegionCostEffect
Northern LakesDiscard 1 cardGain 3 resources (any mix)
Central MountainsSpend 3 ManaDraw 3 cards or perform 1 Transfer and draw 2 cards
Southern SlopesSpend 2 ManaTrade 1 resource for 2 other resources and gain 3 Mana

Transfer:
Move a Place of Power (and its Ritual) from your Outer Circle to your Inner Circle.
Only Inner Circle cards score victory points and can be activated by Elders.


5. Build Catalysts

Spend resources to construct Scythes and Orbs on your Rituals.

CatalystCostEffect
Scythe1 HerbCopies the Harvest Bonus of its Place of Power
Orb2 PotionsAdvance 1 step on the Coven Track

Each Ritual has limited Catalyst slots.


Coven Track

Found on the left of your Clan Board.
Every time you advance:

  • Gain the bonus of the space entered (e.g., Mana, Victory Points, or Transfers).
  • If already at the end, gain 2 Victory Points per extra step.

Example:
Catalina builds two Scythes and one Orb.
She spends 2 Herbs and 2 Potions, then advances on the Coven Track, earning a Transfer.
She uses it to move Sanctum to her Inner Circle.


Battle Phase

After all players have passed, resolve battles in each Region in this order:

  1. Northern Lakes
  2. Central Mountains
  3. Southern Slopes

Step 1: Determine Participation

You automatically join any battle where you have at least one Witch (or Elder via card effect).

Step 2: Secretly Choose Mana

Each participant secretly sets their Mana Dial (0–9).
Reveal simultaneously, then move back that amount on the Mana Track.

Step 3: Determine Combat Strength

Your total strength =
(Number of Witches + Elders in Region) + Mana Spent

Step 4: Gain Battle Rewards

Compare your combat strength to the thresholds on the Region board.

StrengthReward Tier
4+4+ Reward
6+4+ and 6+ Rewards
8+All three Rewards

Step 5: Determine Winner

  • The player with the highest combat strength wins a Powerstone from that Region.
  • Ties are broken by higher Mana spent, then by player order.
  • The winner of the Northern Lakes battle becomes the first player next round.

Step 6: Powerstones

Powerstones double the victory point value of Rituals in your Inner Circle during final scoring if their symbols match the Place of Power’s icon.

If no match, the Powerstone has no effect.


Round End

At the end of Rounds 1 and 2:

  1. Resolve all Round End effects in any order.
  2. Refill each Region with new Places of Power.
  3. Return all Witches and Elders to reserves.
  4. Flip Clan Tokens back to active side.
  5. Ready all ↺ (once per round) cards.
  6. Advance the Round Marker.

After Round 3, skip setup and proceed directly to Final Scoring.


Final Scoring

When the third round ends:

  1. Discard remaining cards and return resources to the supply.
  2. Place Powerstones on matching icons in your Inner Circle to double the Ritual’s value.

Score Points For:

  • Specialists (Victory Points on cards)
  • Council Members with “End Game” effects
  • Rituals and Places of Power in the Inner Circle (Powerstones double Ritual VP)

Use the Victory Point Track and take an additional 100-point tile if you pass that mark.

Tiebreakers:

  1. Most remaining Mana
  2. Still tied → Shared victory

Example of Final Scoring

Catalina’s total before scoring: 79 VP

  • +6 VP from three Specialists
  • +6 VP from one Council Member
  • +17 VP from Rituals and Places of Power (including a doubled Sanctum)
    = 108 VP total

Winning the Game

The player with the most Victory Points at the end of the game becomes the new leader of Evenfall and claims the Magic Throne.


Card Effects in Detail

Below are detailed explanations of specific card effects, icons, and advanced features in Evenfall, including Moon Side clan abilities and solo Automa rules.


Common Card Effect Icons

Icon / EffectDescription
(×1) “3 in deinem Inner Circle.”Gain 3 Victory Points for each Orb or Scythe in your clan. All cards placed to the left, right, or below your Clan Board count as part of your clan.
(×1) “2 in deinem Inner Circle.”Gain 2 Victory Points for each Powerstone and for each matching icon in your Inner Circle.

Detailed Card Explanations

PENDANT OF RENEWALRitual – Artifact (Cost: 1 Mana)
Remove one Ritual from your clan and return it to the box, along with all Catalysts built on it. Gain 2 Victory Points, 1 Herb, 1 Potion, and move all Witches/Elders from that Ritual back to your reserve.

WOLF GUIDE (20)Specialist (Cost: 2 Knowledge, 1 Potion)
Immediately gain 2 Mana. Then, move all Witches/Elders from one Ritual to any Region. These figures will contribute to your combat strength in the next Battle Phase but do not activate the Region’s Action Space. The vacated Ritual’s Action Space becomes free again.

STAG KING (1)Specialist (Cost: 1 Knowledge)
Gain 1 Victory Point for each Familiar card in your clan. This includes all cards showing the “Familiar” keyword currently in play in your clan (Specialists and Rituals in either circle).

THREE-EYED OWL (3)Ritual – Familiar (Cost: 1 Herb, 1 Potion)
Choose any Region and refill all its empty Places of Power using the Deck of Places. Then, immediately discover one Place of Power from that Region without spending Witches.

SAYON JANE-EYES (1)Ritual – Familiar (Cost: 1 Herb)
Whenever you harvest a Place of Power, gain 1 Victory Point for each Place of Power you harvest. This includes harvests triggered by your own effects or from other clans’ effects that let you harvest.

NORA, WILL FORGER (1)Specialist (Cost: 2 Knowledge, 1 Herb)
When building Catalysts, you may spend Mana instead of resources:

  • 2 Mana to build a Scythe
  • 3 Mana to build an Orb
    You may construct any number of Catalysts in one action.

HIGH PRIESTESS ORDEASpecialist (Free Action) (Cost: 1 Knowledge, 1 Potion)
Each time you discard a card, gain 1 Victory Point.
Note: You may discard two cards as a Free Action to gain one resource; these discards count for this effect. Cards that are removed from play do not.

ESHON, THE TEMPTERSpecialist (Free Action) (Cost: 1 Knowledge, 1 Herb)
Activate this Specialist by turning it sideways. Then, place one of your Elders on any Specialist in an opponent’s clan. While that Elder remains there, you gain the effect of that Specialist. During Round End, return the Elder to your reserve.

SURA OF THE CURSED DRAGON (3)Council Member (Cost: from Clan Board)
At the end of the game, count all resource symbols visible on the Harvest Bonuses in your Inner and Outer Circles. Gain 1 Victory Point for each resource symbol. If a Scythe is built on a Place of Power with a resource symbol, gain +1 Victory Point for each such Scythe.

KEIR, MANA’S ILLUSIONIST (0)Specialist (Cost: 2 Knowledge, 1 Mana)
After all players reveal their Mana Dials during a battle, you may adjust your value by ±2 (including no change).
If multiple players have this Specialist, apply effects simultaneously.
If you participate in multiple battles in a round, you may use this ability each time.


The Moon Side

For experienced players, Evenfall can also be played with the asymmetrical Moon Side. During setup, select all components showing the moon symbol.
The core rules remain unchanged, but each clan gains unique abilities and alternate Coven Track bonuses.


Clan Abilities and Effects

The Star
  1. Scout Phase: Draw 9 cards from the Main Deck.
  2. Activate Clan Token: Harvest all Places of Power in your Outer Circle.
  3. Free Action: Discard 1 card to gain 1 resource of your choice or 1 Mana.
  4. Coven Track: Identical to the Sun side.
  5. Council Members: The first one is free; each additional costs 1 Knowledge, 1 Herb, and 1 Potion.
  6. Starting Place Binding Bonus: Discard 1 card to gain 3 resources in any mix.

The Cross
  1. Scout Phase: Draw 5 cards, gain 3 Knowledge and 2 Mana.
  2. Activate Clan Token: Harvest all Outer Circle Places, then gain one bonus from your Coven Track you’ve already reached.
  3. Coven Track Choice: Some bonuses show “/”; you must choose one when advancing.
  4. Unique Action Space: Witch-only space—advance on Coven Track and replace “/” with “×”, gaining both bonuses.
  5. Council Members: Same cost as Sun side.
  6. Starting Place Binding Bonus: Advance on Coven Track and replace “/” with “×” (gain both effects).

The Circle
  1. Scout Phase: Draw 6 cards, gain 3 Knowledge, then harvest your Outer Circle.
  2. Activate Clan Token: Gain 1 Mana for each Place of Power in your Outer Circle.
  3. Unique Coven Track: The first bonus lets you draw a Place of Power from the deck and place it directly in your Outer Circle.
  4. Elder Ability: You may use Elders to activate Outer Circle Action Spaces (normally Inner Circle only).
  5. Council Members: Same cost as Sun side.
  6. Starting Place Info: During setup, place Eternal Tree and Cavern (without Binding Bonus) in your Outer Circle.

The Spike
  1. Scout Phase: Draw 5 cards, gain 3 Knowledge and 2 Mana.
  2. Activate Clan Token: Harvest all Outer Circle Places.
  3. Coven Track: Identical to Sun side.
  4. Council Members: Same cost as Sun side.
  5. Free Action: Place a Powerstone on your clan board to immediately gain its effect. During final scoring, you can still use these Powerstones to double Ritual points.
  6. Starting Place Binding Bonus: Gain the Red Powerstone.

The Red Powerstone

The Red Powerstone acts as a wild Powerstone.

  • It may trigger any clan board bonus when placed.
  • During final scoring, it counts as any symbol, doubling the victory points of a matching Ritual in your Inner Circle.

Automa (Solo Mode)

You can challenge the Automa for solo play. The structure and phases remain the same, but the Automa follows special rules.

Key Differences

  • The Automa does not gain resources or trigger effects during Scout Phase or Round End.
  • You are always the first player.
  • After every Main Action you take, the Automa takes one.

Automa Action Phase

  1. Draw the top card of the Main Deck and place it in the discard pile.
  2. Move the Automa’s marker clockwise around its Rondel a number of spaces equal to the discarded card’s victory point value.
  3. Stop if the marker would move onto or past a yellow ring space; perform that space’s action.
  4. Alternate turns until both sides pass.

Automa Action Spaces

ActionEffect
Discover a Place of PowerThe Automa claims a Place of Power from Northern Lakes or Central Mountains (left to right). May discover a 2-Witch location with its last Witch.
Draw a CardThe Automa gains 1 card into its clan for free.
SpecialistPlace the card left of its board (effects inactive, but counts for endgame VP).
RitualPlays on a Place of Power with Binding Bonus if possible; gains Victory Points instead of resources or Mana.
Advance on Coven TrackAutoma gains the printed bonus.
Draw PlaceDraws 1 Place of Power from the deck and places it face up in its Outer Circle.
Harvest Outer CircleGains Victory Points instead of resources or Mana.
Gain X VP and AdvanceGains X Victory Points and advances on Coven Track (X = Difficulty Level).
Transfer PlaceMoves the highest-value Place of Power with a Ritual from Outer to Inner Circle.

Note: Spaces with yellow rings cannot be skipped; the marker must stop when reaching them.


Automa Battle Phase

During battles, calculate Automa’s Combat Strength as:

  • Current round number
    • Number of its Witches in the Region
    • Sum of the Victory Point values of cards drawn (equal to its number of Witches there)

The Automa earns Victory Points instead of rewards.
If it wins, it claims a Powerstone (leftmost available).
In a tie, you win.


Automa Final Scoring

The Automa scores:

  • Victory Points of all Specialists
  • Victory Points of Rituals and Places of Power in its Inner Circle
  • Powerstones placed on its highest-value Rituals (ignore matching icons)

If your total exceeds the Automa’s, you win.
If tied, the Automa wins.


Symbols and Terminology Reference

Symbol / TermMeaning
Binding BonusEffect triggered when a Ritual is placed on a Place of Power.
Coven TrackTrack on the left of your Clan Board granting progressive bonuses.
WitchUsed to activate Action Spaces or discover Places of Power.
ElderActivates Action Spaces in your Inner Circle (or Outer with some Moon Clans).
OrbBuild to advance one step on your Coven Track.
ScytheBuild to copy the Harvest Bonus of its Place of Power.
HarvestGain resources or bonuses from your Places of Power.
Transfer (Downwards Facing Arrow)Move a Place of Power (and attached Ritual) from Outer to Inner Circle.
Sideways Arrow IconCard can be turned sideways to use its effect once per round.
Lightning IconImmediate, one-time effect when played.
Inifinite IconContinuous effect active for the rest of the game.

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