Rules handbook
Material and Ingredient
2 min read Source: CR §3.3, CR §5.13 Updated 1 August 2026
Alongside life and souls, each player tracks two numbers called resources: Material and Ingredient. They are the card game's version of gathering wood and stone, and cooking with what you catch.
How they work#
Both start at 0 when the game begins.
Cards give them to you, usually structures that put a Pal to work, and usually as an "on assign" or "on deploy" effect.
Cards take them away with the word consume. Consuming 3 Material means your Material count drops by three.
There is no upper limit, and they never go below zero. If an effect would push a resource below zero it stops at zero instead.
If you cannot pay the full amount, you consume nothing. Owning 2 Material when an effect wants 3 means that consumption simply does not happen.
They are public#
Both players can check each other's Material and Ingredient at any time. Track them with dice or beads where your opponent can see them — this is a floor-rules requirement at events, and good manners everywhere else.
What they are for#
Resources are a way for cards to charge you something other than souls. A soul cost competes with everything else you want to do that turn; a resource cost competes with everything you have banked. That makes resource cards slow to start and dangerous once they get going, and it gives structures a reason to exist beyond their durability.
The practical consequence for a new player: if your deck contains cards that consume resources, it also needs cards that produce them, and the producing half has to come down first. A hand full of powerful consumers with no engine is a hand full of blank cards.
Resources are counted per player, not per card, and they do not reset at end of turn. Anything you bank is still there next turn.
Source: Comprehensive Rules ver. 1.00 (30 July 2026) §3.3 “Resource” and §5.13 “Consume”.
Unofficial summary. Official sources are linked from the handbook index.