Parallel is a strategic card game that combines unique and complex mechanics with a sci-fi aesthetic. Unlike other games in the genre, it introduces a unique energy system called Banking, five factions with clearly defined styles, and complex abilities that require constant planning and adaptation.
In this guide, we explain everything you need to know to play, from the basic rules to the step-by-step of a real match.
Before playing a match, you need to build a complete deck. A deck is made up of:
It’s also recommended to maintain a balance between different types of cards:
Each Faction has its own Paragons. These define your deck's playstyle with unique abilities. Some can enter the field as a unit, while others only provide passive effects. You can’t mix cards from different factions (except for a few universal cards). Here are the faction types and their Paragons:
Some keywords you'll frequently see:
At the beginning of a match, you draw 5 cards. You have one chance to replace all or some of them (this is called a mulligan). The cards you change go back to the deck and are replaced with the same number of new ones.
Instead of using mana or lands, Parallel uses the Banked Energy system:
In Parallel, each match unfolds through alternating turns between two players. During your turn, you’ll be able to perform key actions like playing cards, activating abilities, attacking, or preparing your strategy for the next turn.
The goal is to reduce your opponent’s life points to zero, but to do so, you'll need to build a solid energy base, manage your resources well, and make smart decisions at every stage.
Each turn starts with the start phase, where you simply draw a card from your deck. It’s also when your available energy is refreshed, based on the number of cards you’ve placed in your "Bank".
This energy is what you’ll use during your turn to play cards or activate abilities.
This is where most of the action happens. Here you can play cards from your hand, such as units, spells, or relics. You can also place a card in the "Bank", which doesn’t cost energy, but sacrifices that card to turn it into a permanent resource.
This is a critical part of the game because you must decide whether to keep that card for later or turn it into energy to keep up the pace. The decisions you make in this phase will directly impact your ability to play cards in the upcoming turns.
If you have units in play that have been on the field since the previous turn, you can move to the combat phase. During this phase, you choose which units to attack with. Then the defending player decides whether to block those attacks with their own units or let the damage go directly to their life points.
You can also play certain cards that deal damage directly to the opponent instead of their defending cards.
Once combat ends, the turn is over. This is the final phase, where you simply wrap up your actions. Battles are resolved by comparing a unit’s attack to the other’s life, and units that take damage equal to or greater than their life are destroyed.
If for some reason you have more than seven cards in hand, you must discard until you only have seven. This forces players to manage resources wisely and not hoard cards.
After your final phase, the turn passes to your opponent, who will repeat the same flow: draw, play cards, attack, and end their turn. Turns alternate this way until one player brings the other to zero life. There are no complicated phases or unnecessary interruptions, but due to the freedom of choice each phase offers, strategy becomes fundamental.
Discord | Play Now |
9
0
NEWSLETTER
Subscribe!
And find out the latest news
Other news you might be interested in
Etiquetas