Knowing the rules takes ten minutes. Playing well takes considerably longer, because almost every instinct you bring from other card games is wrong here. These are the habits that separate a run of three Pantheon from a run of nine.
01 · The first principle
New players spend their turns maximising Ruin and lose on the fourth entity with a full board and an empty hand. Ruin is easy: every card does it. Cards are what run out.
A Spawn holds 20 Dominion. Between you, you have far more than 20 Ruin available. What you may not have is enough left to survive the Heralds. Diamonds are therefore not a supporting suit; they are the engine, and Hearts are the only reason the engine keeps turning after the deck thins.
Ask what a play costs, not what it deals. A 9 of Diamonds that draws nine cards is usually a better turn than a 9 of Clubs that deals eighteen.
02 · Immunity
Look at the suit of the entity first, every single turn. Sending Dream into the Spawn of Dream (J♦) is not a small inefficiency; it is throwing a card away for its Ruin value alone, which is the worst rate in the game.
The exception is Spades. Against a spade-immune enemy your shields are incubating, not lost, and a Heretic later makes all of them live at once. Sending Void into the Ancient of Void (K♠) is a gamble on drawing a Heretic: a real strategy, not a mistake, but know which one you are making.
03 · The best play in the game
An exact kill puts the entity on top of the Gathering. You draw it back as a 10, 15 or 20: the largest cards in the game, and exactly what you need to pay an Ancient's 20 Ruin later. Overkill by one and it goes to the Grave instead.
So before committing, do the subtraction. Remember Clubs double after the total, so a 5 of Clubs is 10 Ruin, and against an Ancient, the Ancient of Swarm (K♣) is exactly 40.
Two of the Unbound landing 11 and 9 on a Spawn is a recruited entity. The same two playing 11 and 12 is a wasted card and a Spawn lost to the Grave. Announce nothing, but count.
04 · Sequencing
Your big cards do two jobs: they kill Pantheon and they pay Ruin. Small cards only really do the first. So chip with Aces and low cards early, and keep at least one card worth 10+ in hand at all times. The moment you cannot cover the counterattack, the game is over regardless of how healthy the enemy looks.
Symbionts are the most efficient cards in the deck for this. An Ace adds 1 to the total but triggers both suits' powers at the combined value. A♦ + 8♣ draws nine and deals eighteen for the cost of a card you were never going to kill anything with.
05 · Discipline
Doubling is the only multiplier in the game. Spent on a healthy Spawn it buys you tempo you did not need; held for an Ancient it is 40 Ruin from one card. The exception is when the double lands an exact kill, and then it is always right.
A ward persists for the whole fight and protects everyone. Nine points of ward on a fresh Ancient is worth far more than nine Ruin, because the Ancient will manifest several more times before it dies. On a nearly-dead Spawn it is worth almost nothing. Shield early in a fight, Ruin late.
06 · The Heretic
A Heretic deals no Ruin, breaks the entity's domain for the rest of the fight, skips the Manifestation, and hands the turn to whoever you choose. Spending one on a nearly-dead Spawn because it was a convenient turn is one of the most expensive mistakes available.
It is also the only way to hand the turn to a specific player, worth remembering when someone has been quietly accumulating a hand while everyone else drew nothing.
07 · Enduring
Enduring takes the Ruin without spending a card. When the enemy's Strike is fully shielded, enduring is free: you lose nothing at all. Even unshielded, if your cheapest commitment is a 2 and your alternative is spending a 9, enduring is the better trade.
You cannot endure if everyone else just endured, so it is a shared resource: in a four player game three of you can endure in a row, and the fourth is forced to act.
08 · Together
You may not describe your hand. You can still coordinate well, because the most useful information is public: how many cards each player holds, how big the Grave is (Hearts get better as it grows), and what the enemy is immune to.
09 · Expectations
Xenocide is hard on purpose. Our own measurements: random play maroons fewer than two of the Pantheon on average. A competent heuristic maroons about six of twelve and wins roughly one game in a hundred. Reaching the Ancients at all is a good run.
Judge a game by how deep you got and which decision cost you, not by whether you won. That is also why the game records how many Heretic tokens a solo run spent, Gold, Silver or Bronze, because how you survived is the interesting part.
Everything above holds. Descending alone under the Dream Rite edition, one thing hardens: a subdued entity is not gone. It waits, and when the Pantheon is spent it breaches on its own, at full Dominion, against whatever you have left. Overkilling is no longer a wasted card. It is a debt.
The number you leave matters more than the number you take. One is the least reachable total in the deck: only an Ace finishes it, and an Ace of Swarm doubles to two. Leaving four, five or six keeps several outs; leaving one keeps three cards in fifty-four.
So when you cannot Expunge this turn, choose the remainder you are most likely to hit next turn. A play that leaves eleven and a play that leaves one deal almost the same Ruin and are not remotely the same move.
Calling a subdued entity back before you have touched the one in front of you belays that fight: it is set aside intact and costs nothing. Strike first and you break off instead, and everything you dealt is returned to it. If you are going to spend a Beckon this round, spend it first.
The Muster fires when the Redoubt falls below four. It is reinforcement, not a refill, so it only comes when you are losing. A descent spent warding every Manifestation takes almost no Ruin, musters almost nothing, and runs the Gathering dry with an Ancient still standing. Taking a blow you can afford is sometimes how you get paid.
Once nothing is left to reveal, subduing is the end of the descent. Hold something small for it. An Ace kept through three fights is worth more than the four Ruin it would have added on the way.
Inoculation
Descending alone, you can switch on Inoculation before you begin. After every move it shows what three different priorities would each have invoked from the position you were just in:
| Line | What it maximises |
|---|---|
| Ruin | Ruin that lands, a perfect marooning ahead of any other |
| Warding | Ruin you don't take this turn |
| Reserves | cards you still hold afterwards, plus what Blood calls back |
Each line is worked out by playing every legal invocation against a copy of the real position and reading off what happened, so none of it is estimated. There is no fourth line naming a best move, and that omission is the design.
When the three lines agree, the move was uncontroversial. When they disagree, which is most turns, the disagreement is the whole lesson. Deciding which of the three this particular fight needs is the skill; nothing can hand it to you.
It also checks your payments. Committing to the Grave has an exactly cheapest answer, and the greedy one is often wrong: paying 10 Ruin out of a hand holding 10, 6 and 5 burns 11 if you reach for the small cards first.