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Confluence

A strategic card game of domain influence and capture—where controlling four battlefields simultaneously determines victory.

Confluence Gamplay


What Is Confluence?

Confluence is a strategic card game where players compete to exert influence across four domains—Temporal, Spatial, Cognitive, and Social—using cards with varying influence values. By outpacing your opponent's influence in a domain, you capture their cards and gain control.

The game combines deck composition strategy with tactical card placement, rewarding players who can think across multiple dimensions simultaneously.

If You've Played Other Card Games

Confluence draws inspiration from several strategic card games you may know:

Similar to Gwent (The Witcher)

  • Playing cards to separate rows (Gwent has 2 rows; Confluence has 4 domains)
  • Numerical values that determine who wins each area
  • Best-of-rounds structure with strategic card commitment
  • Building toward specific point thresholds

Similar to Magic: The Gathering

  • Deck archetypes with distinct playstyles (aggro, control, tempo)
  • Card abilities that trigger on play or under conditions
  • Strategic depth requiring multi-turn planning
  • Counter-play between offensive and defensive strategies

Similar to Triple Triad (Final Fantasy)

  • Cards have values in multiple directions (Triple Triad: 4 sides on a 3x3 grid; Confluence: 4 domains)
  • Capture mechanics based on higher numbers beating adjacent lower numbers
  • Positional strategy matters—where you play affects what you capture

What Makes Confluence Different

  • Four simultaneous battlefields — Unlike lane-based games with 2-3 rows, you manage 4 domains at once
  • Capture pile system — Captured cards go to your capture pile (removed from play, not destroyed)
  • Dominus Points — A unique resource system generated by domain control
  • Events are systemic — Random events affect gameplay beyond just card abilities
  • Multiple victory paths — Win through domain control (Convergence), total influence (Dominance), or outlasting (Time Limit)

If you're new to strategic card games, Confluence is an accessible entry point—simpler than Magic's mana system, but with strategic depth similar to Gwent's positional play.


Why Confluence Matters

While Chronotrate tests speed and TriDyak tests spatial calculation, Confluence tests:

CapabilityReal-World Application
Multi-Domain ThinkingManaging simultaneous priorities
Strategic AdaptationAdjusting plans as situations evolve
Resource ManagementOptimizing limited assets across competing needs
Pattern RecognitionReading opponent strategies and card interactions

Confluence develops the ability to see complex situations holistically.


Core Mechanics

The Four Domains

Every card has influence values (0-4) across four domains. You play cards to domains to build influence:

DomainFocusStrategic Role
TemporalTime and sequenceTurn order, delayed effects, timing
SpatialPosition and areaTerritory control, positioning
CognitiveKnowledge and thoughtInformation control, prediction
SocialRelationships and influenceAlliances, reputation, collective actions

Card Placement and Capture

When you play a card to a domain:

  1. Your influence in that domain increases by the card's value
  2. If your total influence exceeds your opponent's, you capture all their cards in that domain
  3. Captured cards transfer to your captured pile
  4. You gain control of the domain

Higher influence captures lower—making every card placement a calculated risk.

Turn Structure

Each turn follows this sequence:

Draw Phase — Draw cards (1 archetype + 2 common cards)

Event Phase — System checks for random events that affect gameplay

Action Phase — Play up to 3 cards to domains

Resolution Phase — Compare influence, resolve captures, check victory


The Five Archetypes

Archetypes

Choose an archetype that determines your deck composition and strategic focus. Each has distinct domain strengths.

Effiogous — The Builders

Focused on Spatial and Temporal domains

  • Excel at establishing board presence
  • Strong territory control
  • Build advantages over time

Gubernous — The Governors

Emphasize Tempo and Control balance

  • Balanced across multiple domains
  • Control the pace of the game
  • Adaptable strategies

Nexious — The Communicators

Prioritize Value and Social influence

  • Strong in Social domain
  • Card advantage through connections
  • Build synergies between cards

Sentious — The Wardens

Focus on Defense and Control

  • Protect your domains from capture
  • Disruptive abilities
  • Excel at preventing opponent progress

Librinous — The Knowledge Seekers

Combine Value and Aggression

  • Strong in Cognitive domain
  • Information advantage
  • Aggressive capture strategies

Victory Conditions

Four paths to victory exist. Choose your strategy wisely.

Convergence Victory

Control 3 domains simultaneously

Control 3 of 4 domains at once to achieve Convergence Victory. This requires balanced influence across multiple domains and rewards versatile deck management.

Dominance Victory

Reach 35 total influence while controlling at least one domain

Total influence is the sum across ALL domains, not just one. You must also control at least one domain. The threshold is 35 influence for all difficulty levels.

Time Limit Victory

Highest influence when turn limit is reached

DifficultyTurn Limit
Easy20 turns
Medium25 turns
Hard28 turns

If no other victory is achieved, the player with the highest total influence wins. Prevents infinite games.

Deck Depletion Victory

Highest influence when a deck is exhausted

Rare condition when all cards are drawn. Victory goes to the player with the most influence at that moment.


Card Types

Cards are associated with special stones (three for each archetype) that determines deck composition. Players can choose to:

  • Focus entirely on archetype strengths
  • Lean in to card abilities
  • Blend synergistic archetypes

Archetype Cards

Powerful cards specific to your chosen archetype. Drawn once per turn. Often have special abilities that trigger on play, capture, or other conditions.

Common Cards

Balanced generic cards that fill out your hand. No abilities—purely numerical influence values.

  • Distributed across tiers: high (25%), medium (50%), low (25%)
  • Total influence range: 2-5 per card
  • Maximum 2 influence per individual domain

Event Cards

Special cards triggered by the game system. Create temporary conditions affecting gameplay—may boost or penalize certain domains or actions.


Card Abilities

Archetype cards often have special abilities that trigger under specific conditions. Understanding abilities is key to maximizing your strategy.

Note: The abilities shown below are representative examples from each archetype, not a complete list. With more than 40 unique abilities across all archetypes, there are many more to discover through gameplay.

Ability Effect Types

Effect TypeWhat It Does
Influence BoostIncreases influence values on your cards
Influence ManipulationRedistributes influence between domains on a card
ProtectionShields cards or domains from negative effects
Domain LockPrevents card movement to/from a domain
Card DrawLets you draw additional cards
Card MoveRelocates cards between domains
PreviewReveals information about opponent, deck, or events
MultiplierApplies percentage-based boosts
Forced DiscardMakes opponents discard cards

Effiogous Abilities — The Builders

Focus: Board stability, territory protection, construction synergies

CardAbilityTypeEffect
Effiogous PrimeConstruction BoostMultiplierPlay your next card to 2 domain territories simultaneously
Effiogous ArchitectStructural EnhancementProtectionProtect target domain from influence reduction for 2 turns
Effiogous FoundationStability FieldDomain LockLock target domain—no cards can move to or from it this turn
Effiogous WeaverPattern WeavingInfluence BoostGain +1 influence on all your played cards
Effiogous DesignerBlueprint CreationPreviewOptimize hand order and deck arrangement for maximum efficiency

Playstyle Tip: Effiogous abilities excel at protecting what you've built. Use Stability Field to lock down a domain you control, then stack cards there safely.

Gubernous Abilities — The Navigators

Focus: Temporal control, information gathering, adaptive repositioning

CardAbilityTypeEffect
Gubernous NavigatorTemporal MasteryInfluence ManipulationRedistribute up to 3 opponent influence between their card's domains
Gubernous TimekeeperChronos ControlPreviewModify a future event's timing and increase its likelihood
Gubernous WayfinderDimensional SightPreview / Forced DiscardLook at opponent's hand and force them to discard 1 card
Gubernous PilotCourse CorrectionCard MoveMove up to 2 of your cards to their optimal domains
Gubernous ScoutReconnaissancePreviewLook at opponent's next 2 cards and assess their threat level

Playstyle Tip: Gubernous abilities give you information advantage. Use Dimensional Sight early to see opponent threats, then Chronos Control to manipulate events in your favor.

Nexious Abilities — The Communicators

Focus: Network effects, card synergies, domain connections

CardAbilityTypeEffect
Nexious TransmitterSignal AmplificationMultiplierIncrease your influence in target domain by 25% this turn
Nexious RelayNetwork BridgingInfluence BoostConnect 2 domains—cards in one gain influence equal to the other
Nexious NetworkDistributed ProcessingCard MoveRedistribute up to 3 of your played cards across domains
Nexious EncoderData EncryptionProtectionProtect target domain from manipulation for 2 turns
Nexious RouterTraffic DirectionCard MoveMove any 2 played cards (yours or opponent's) between domains

Playstyle Tip: Nexious abilities create powerful synergies. Use Network Bridging to make a weak domain benefit from a strong one, then Signal Amplification for burst influence.

Sentious Abilities — The Wardens

Focus: Defense, lockdown, opponent disruption

CardAbilityTypeEffect
Sentious GuardianProtective FieldProtectionShield target domain from all negative effects for 3 turns
Sentious FortressImmovable DefenseDomain LockLock target domain—no cards can move to or from it for 2 turns
Sentious SnareEntrapmentDomain LockLock opponent's strongest domain for 2 turns
Sentious PatrolPerimeter SweepCard MoveMove up to 2 opponent cards to their weakest domains
Sentious GuardCrowd ControlForced DiscardForce all opponents to discard 2 cards from hand

Playstyle Tip: Sentious abilities shut down opponent options. Use Entrapment to lock their strongest domain, then Perimeter Sweep to scatter their other cards.

Librinous Abilities — The Knowledge Seekers

Focus: Card advantage, information, cognitive dominance

CardAbilityTypeEffect
Librinous ScholarKnowledge SynthesisCard DrawDraw 3 cards, then discard your weakest card
Librinous SageWisdom SharingInfluence BoostAll your cards gain cognitive influence based on hand size
Librinous OracleFuture SightPreviewPreview potential events and make unwanted ones less likely
Librinous CuratorCollection ManagementCard MoveRetrieve up to 3 cards from discard pile to hand
Librinous IndexQuick ReferencePreviewAccess detailed game state info including victory proximity and opponent deck composition

Playstyle Tip: Librinous abilities maximize card advantage. Use Knowledge Synthesis for card draw, then Wisdom Sharing when your hand is full for massive cognitive boosts.

Special: Lock Hacker

Some cards have the Lock Hacker ability, which removes all locks and protections from domains. This is a rare counter to defensive strategies:

  • Gubernous Pathbreaker and Librinous Penetrator both have this ability
  • Use it to break through Sentious lockdowns or remove protective fields

Ability Strategy Tips

  1. Timing matters — Some abilities (like Construction Boost) affect your next play, so plan ahead
  2. Stack protections — Multiple protection abilities on one domain create a fortress
  3. Counter-play exists — Lock Hacker can break defensive setups
  4. Duration awareness — Track how long protections and locks last (2-4 turns typically)
  5. Synergy chains — Combine abilities: use Network Bridging to boost a domain, then Signal Amplification for +25% more

Deck Building

Affinity Stones

Affinity Stones

Affinity stones modify your deck composition before the game begins:

Stone TypeEffect
Pure100% archetype cards (highly specialized)
ConfluenceMix of two aligned archetypes (balanced)
SpecialistHeavy concentration in specific domain

Choose your stone based on your victory strategy—Pure for archetype synergies, Confluence for flexibility, Specialist for domain dominance.

Deck Composition

  • Minimum 20 cards
  • 40-60% archetype cards (varies by stone)
  • 40-60% common cards (filler)
  • Starting hand: 7 cards
  • Hand limit: 10 cards maximum
  • Per turn draw: 1 archetype + 2 common cards
  • 2 deck reshuffles allowed per game

Strategic Approaches

Tempo Strategy

(Effiogous/Gubernous)

  • Play high-influence cards early
  • Establish control before opponent builds up
  • Win through early convergence

Value Strategy

(Nexious/Librinous)

  • Accumulate card advantage over time
  • Use abilities that generate resources
  • Outlast opponent in late game

Control Strategy

(Sentious/Gubernous)

  • Dominate specific domains completely
  • Prevent opponent captures
  • Win through domain lockdown

Aggression Strategy

(Librinous/Sentious)

  • Focus on capturing opponent cards
  • Pressure opponents into poor trades
  • Win through dominance from captured influence

Events System

During each turn's Event Phase, the game may trigger random events that affect gameplay. Events create dynamic situations requiring adaptation.

Event Types

Effect TypeWhat It Does
Influence BoostIncreases card influence values in target domains
Influence ReductionDecreases card influence values
Card Swap/MoveMoves cards between domains or players
Hand ManipulationAffects drawing and hand composition
Archetype BoostBuffs cards of a specific archetype
Victory ModificationTemporarily changes victory thresholds
Domain LockPrevents playing to specific domains
Global ModifierApplies game-wide changes

Event Rarity

RarityFrequencyImpact
Common (50%)FrequentMild effects—small influence changes, minor draws
Uncommon (30%)ModerateSituational benefits—archetype bonuses, targeted effects
Rare (15%)InfrequentGame-changing—victory modifications, major board shifts
Epic (5%)Very rareExtreme impact—full board resets, cascade events

Notable Events

Stellar Alignment — Boosts influence in a random domain (+1 to +3)

Cognitive Storm — Reduces cognitive domain influence for 2 turns

Knowledge Surge — All players draw 1-2 additional cards

Archetype Awakening — Cards of a specific archetype gain +2 influence in their specialty domain (2 turns)

Domain Lockdown — Prevents new cards being played to the most contested domain (3 turns)

Primal Chaos — All cards return to players' hands, domains reset (Epic rarity)

Convergence Shift — Temporarily changes the convergence victory threshold

Strategic Adaptation

Events reward flexible thinking:

  • Watch event timing — Rare events tend to appear mid-game (turns 5-12)
  • Control domains — Controlling a domain provides some protection from event disruption
  • Bank your moves — If a beneficial event triggers, capitalize immediately

Dominus Points

Dominus Pointss

Dominus Points are a resource generated by controlling domains. They power special abilities that can turn the tide of battle.

Earning Dominus Points

Generation occurs during the Resolution Phase when you control a domain.

Game PhaseBase GenerationMaximum Pool
Early (turns 1-5)2 points/domain8 points
Mid (turns 6-12)3 points/domain12 points
Late (turns 13+)2 points/domain15 points

Archetype Scaling:

  • Librinous: +15% generation (aggressive playstyle)
  • Effiogous: -15% generation (defensive focus)
  • Gubernous, Nexious, Sentious: Standard rate

Stone Bonuses:

  • Specialist stones grant +1 point when generating in their specialty domain
  • Confluence stones grant +1 point when controlling multiple domains

Point Decay

Points slowly decay each turn to prevent excessive banking:

  • Early game: Minimal decay (0-1 points)
  • Mid game: Light decay when over threshold
  • Late game: Preserved points remain valuable

Points decay faster when you lose control of a domain.

Base Abilities (Cost: 4 Points)

Available when you control a domain and have 4+ points in that domain:

DomainAbilityEffect
TemporalTime FluxReturn up to 4 opponent cards from domains to their deck
SpatialDomain ShuffleRandomly move 3 cards between all domains
CognitiveMind FogReduce opponent influence by 2 per domain on each card (2 turns)
SocialSocial PressureForce opponent to discard up to 4 cards from hand

Stone Abilities (Cost: 8 Points)

More powerful abilities unlocked by your affinity stone choice:

Pure Stone Abilities

DomainAbilityEffect
TemporalChronos EchoDouble your card influence this turn only
SpatialReality FractureSwap all cards between the two domains with most cards
CognitiveMind ShatterOpponent discards hand, draws 3 random cards
SocialSocial CollapseAll players lose 3 influence in controlled domains

Specialist Stone Abilities

DomainAbilityEffect
TemporalTemporal WeaknessReduce target card influence by 3 (2 turns)
SpatialSpatial DistortionMove up to 3 opponent cards to their worst domains
CognitiveMemory WipeReset up to 3 opponent cards to base influence values
SocialInfluence DrainSteal 2 influence from target opponent

Confluence Stone Abilities

DomainAbilityEffect
TemporalTime LockLock opponent's 2 strongest domains from changes (3 turns)
SpatialPhase LockPrevent card movement in all domains (2 turns)
CognitiveNeural BridgeCopy up to 3 of opponent's strongest cards to your hand
SocialMass SuggestionOpponent's next card plays go to random domains

Grace Period

If you lose control of a domain but still have points:

  • You can still use abilities, but at +3 cost (base) or +4 cost (stone)
  • This allows defensive plays when losing ground
  • Recapture the domain to restore normal costs

Chaos Factor

Stone abilities have a chance to misfire and trigger an unexpected effect:

  • 15% chaos chance when controlling the domain
  • 30% chaos chance during grace period (domain not controlled)
  • Chaos triggers a random ability instead of the intended one

Strategic Use

Early Game: Focus on generating points—control domains to bank resources

Mid Game: Activate abilities to swing momentum—this is peak generation

Late Game: Points are precious—use them for victory pushes or disruption

Timing Matters:

  • Use Mind Fog before a capture attempt to weaken opponent cards
  • Use Time Flux to remove threatening cards before they capture yours
  • Save Chronos Echo for a Dominance victory push

Difficulty Scaling

SettingConvergenceDominanceTurn Limit
Easy3/4 domains35 influence20 turns
Medium3/4 domains35 influence25 turns
Hard3/4 domains35 influence28 turns

Note: Victory thresholds are currently uniform across difficulties. The primary difference is game length—Easy gives you more turns to achieve victory.


Getting Started

Day 1: Learn the Basics

  1. View the tutorial
  2. Try one match on Easy difficulty
  3. Understand domain capture mechanics

Week 1: Explore Archetypes

  1. Play each archetype at least once
  2. Note which playstyle feels natural
  3. Start focusing on one archetype

Week 2: Refine Strategy

  1. Experiment with different affinity stones
  2. Learn common card synergies
  3. Practice against Medium difficulty AI

Ongoing: Master the Game

  1. Challenge Hard difficulty
  2. Master all victory conditions
  3. Learn to read opponent strategies

Tips for Improvement

  1. Watch domain totals — Know when you or your opponent threatens Convergence or Dominance
  2. Balance offense and defense — Overcommitting to one domain leaves others vulnerable
  3. Count cards played — Track what's been used to predict remaining threats
  4. Use events wisely — Event abilities can swing domain control
  5. Adapt to your opponent — Rigid strategies lose to flexible thinking

Cognitive Training Benefits

SkillHow Confluence Develops It
Pattern RecognitionIdentify card interactions and opponent strategies
Analytical ThinkingEvaluate complex multi-domain situations
Strategic PlanningPlan multiple turns ahead
Risk AssessmentEvaluate capture trade-offs under uncertainty

The Three-Game System

Confluence fits into the cognitive training triad:

GameTestsPlaystyle
ConfluenceMulti-domain strategyDeliberate, adaptive
TriDyakSpatial calculationPatient, precise
ChronotrateSpeed efficiencyRapid, decisive

Together, they develop the full range of operative cognitive capabilities.