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CLAMOR

How to play: the complete guide to a game of noise and consequence.

1 · What is Clamor

Clamor is a card game for two to four players. Each player brings a 60-card deck and a single champion called an Ascendant. You win by being the last player standing. Life starts at 30 and counts down.

But every powerful card you play makes noise. That noise is tracked on your clamor counter, from 0 to 30, and it only goes up. When the table gets loud enough (10, then 20, then 30), the bell rings itself and a boss spawns, sized to the table's combined noise. The whole game lives between two clocks: your life running down, and the table's clamor running up.

2 · The Two Costs ↑ top

Every card costs two things:

Playing strong cards is how you win, and how you ring the bell. That tension is the whole game.

3 · Setup

  1. Place your Ascendant face up in your Recovery zone (it is not part of your 60).
  2. Shuffle your deck. Life to 30, clamor to 0.
  3. Draw 7. One free mulligan (redraw 7); each mulligan after is London-style: draw 7, put N on the bottom.
  4. The cut: your opponent cuts your deck from the middle and reveals the card; you cut theirs. Higher mana cost goes first (ties: coin flip). Reshuffle. The first player skips their first draw. Online, the cut happens automatically.

Zones: Deck, Hand, Battlefield, Graveyard, Recovery, Exile. Life, clamor, and Scars are tracked openly. Hand size is 7; discard down at the end of your turn.

4 · The Turn

Untap → Draw → Main → Combat → Main → End.

5 · The Card Types

TypeHow it works
CreatureStays on the battlefield. Attacks and blocks. Can't attack the turn it arrives unless it has Charge. Its stats are power/toughness; damage it takes heals at the end of the round.
ActionA one-shot spell. Play it in your main phase, do what it says, put it in the graveyard.
ReactionA fast spell. Play it in your main phases, in combat windows, or in response to another spell on the stack. One Reaction per player per window.
ArtifactA permanent that stays on the battlefield. Many have activated abilities ("Tap: …", "Tap, sacrifice: …") usable at Reaction speed. A paid, untapped ability can be used as often as you can pay.
EquipmentCast it like an artifact; it enters the battlefield unattached. Attaching is a separate cost, the printed Attach N, paid during your main phase. Move it by paying again. When its bearer dies, the equipment stays on the battlefield.
SourceYour mana. Tap for one element. Basics are free and quiet; dual Sources tap for either of two elements but carry Clamor 1.

Reading a card

6 · Combat

  1. Declare attackers. Each attacker targets a player or the active boss; you may split. Reaction window.
  2. Declare blockers. The defender assigns blockers; any number may gang one attacker. The attacker splits its damage among them in declaration order (excess is lost), and every blocker strikes back. Reaction window.
  3. Damage: simultaneous, and it cannot be reacted to.

7 · Reactions & the Stack

When a spell is played, each other player may answer with one Reaction; the caster may answer that with their own. Cards go on a stack and resolve top-down: last played, first resolved.

Worked example. Ana casts Wildfire Rite. Ben responds with Deny. Ana responds to that with Silence the Current. Resolving top-down: Silence the Current counters Deny; Deny does nothing; Wildfire Rite resolves. Had Ana passed, Deny would have countered Wildfire Rite.

Activated abilities may be used any time you could play a Reaction. Stealing effects (playing cards you don't own): the thief pays all costs from their own Sources, and the thief's clamor takes the Clamor cost.

8 · Keywords & Tokens

KeywordMeaning
ChargeMay attack the turn it enters play.
FlyingCan only be blocked by Flying or Skywatch.
Aggro(Boss keyword) While this boss lives, players cannot attack each other; every attack targets the boss.
SkywatchMay block creatures with Flying.
Cannot blockExactly that. It may still attack.
Enters tappedArrives tapped; untaps normally.
ResoundBlocked attacks push excess damage through the blockers to the defending player. Bosses flip it as a behavior; some treasures grant it to creatures.

Tokens are Neutral, cost 0, and named: Levy (1/1), Gale Wisp (1/1 Flying), Warband (1/1 Charge). A token that leaves the battlefield ceases to exist. "Divided as you choose" damage is divided when played, minimum 1 per target, whole numbers.

9 · Clamor & the Bells

10 · Bosses

All bosses (numbered B1 and up, three per element including Neutral) are shuffled as one Boss Deck; a bell flips the top card, so you never know what answers. Every boss is printed 0/0 and enters with:

Health = the combined clamor of all players.
Attack = half its health, plus two (round down).

Aggro & treasure

Aggro. Some bosses are printed with Aggro: while one lives, players cannot attack each other. Every attack must target the boss; the table's war waits.

Treasure. Treasures are a shuffled face-down deck. When a boss dies, its killer draws the top treasure and it enters play immediately as a token artifact with a one-time sacrifice effect. Kept in your collection afterward; your treasure deck grows by slaying bosses.

11 · The Ascendant

12 · Winning & Losing

13 · Deckbuilding

14 · Quick Reference

MomentRule
TurnUntap · Draw · Main · Combat · Main · End (discard to 7). One Source per turn.
StackOne Reaction per player per window, resolve top-down.
Combat windowsAfter attackers · after blockers. Damage is uninterruptible.
Combat clamorFirst unblocked hit on a player each combat: attacker +1 clamor.
Bells10 / 20 / 30. The boss spawns instantly when reached.
BossHP = combined clamor · ATK = half +2 · strikes ringer first, then alternates · retaliates vs attackers.
AscendantFirst entry quiet · return costs +1/death · Scars become clamor.
🔔

The bell hears all of it.