Rules handbook
Night
2 min read Source: CR §5.3, CR §12.13 Updated 1 August 2026
The rules define a category called a specific state: a named condition that both players read off the same game, not off any one card. Right now the list has exactly one entry.
Night#
Night is a property of the game, not of a player or a card. Either the game is night or it is not, and both players are looking at the same answer.
Card text uses three phrasings, and the difference is worth learning:
"it becomes night" — an instruction that switches the state on;
"it is night" — a statement that the game is currently in that state;
"if it is night" — a condition, checked when the card asks.
What it does#
By itself, nothing. Night is a switch that other cards read. The clearest example is the keyword Nocturnal, which is shorthand for "if it is night, this card's power increases by 300". A board full of Nocturnal Pals is a board that gets meaningfully harder to attack into the moment somebody turns the lights off.
Playing around it#
Two practical notes for a new player:
Because Night is a game-wide state, your opponent's card can turn it on and your Nocturnal Pals benefit too. It is not a personal buff.
Power changes from Night are live at the moment damage is calculated. A Pal that would trade evenly in daylight wins the fight at night, so an attack that was correct a moment ago can stop being correct without a single card being played.
Expect the list of specific states to grow as sets are released; the rules define the category generically for exactly that reason.
Source: Comprehensive Rules ver. 1.00 (30 July 2026) §5.3 “Specific States” and §12.13 “Nocturnal”.
Unofficial summary. Official sources are linked from the handbook index.