Blood & Nectar · Getting Started

Your First Game

Blood & Nectar lives inside Discord. No launcher, no install. Here's everything that happens from the moment you arrive.

01Join the Discord & Find a Sanctum 02Open the Vault - Drop Your Chest 03Pick Your Card & Compete for Grabs 04Keep or Disenchant - Fragments & Skins 05Build Your Collection & Enter the Campaign 06Tend Your Garden & Summon Familiars 07Raidgates, Guilds & What Comes Next
01
Where It Starts
Join the Discord & Find a Sanctum

Blood & Nectar runs inside Discord. Not alongside it - inside it. There's nothing to download, no separate launcher to manage. The game is where your community already is.

Once you join a server running Blood & Nectar, look for the Sanctum channels. These are the game's dedicated spaces - each one a shared arena where players open chests, compete for cards, and watch each other's collection grow in real time.

Your account travels with you. Every card you own, every deck you've built, your garden and your familiars - they follow you to any server running Blood & Nectar. One account. Every community. Your full collection, arena, and every other system are always accessible through the Discord Activity - one click, right inside the app.

"The game IS the conversation."
02
The Economy Loop
Open the Vault - Drop Your Chest

In the Sanctum, you'll find the menu waiting. Type /drop to open a chest and release its cards into the Vault - live, in the channel, for everyone to see.

Chests accumulate over time - you earn one per hour, and they stack up to eight. So you can log in daily and always have something waiting. Or save them up and drop a sequence - nothing quite like opening chests while your server watches.

Earn Rate
1 / hr
One chest per hour, passively
Max Stack
8
Chests held at one time
Cards Per Chest
3
You keep one; two go up for grabs

Each chest contains three cards. One is yours to take immediately. The other two stay in the Vault - public, visible, and up for grabs.

03
The Drop Window
Pick Your Card & Compete for Grabs

The moment you drop a chest, all three cards appear in the channel - visible to everyone. The whole server can see what you pulled. For the first 10 seconds, only you can act. This is your window to choose the card you want. Everyone else watches.

When the 10 seconds expire, the grab buttons open for the entire channel. Any card you didn't take is now contested. They stay available for 5 minutes - then they're gone. The channel moves forward. So should you.

If multiple players grab the same card simultaneously, chance decides. One winner. One card. No consolation - just the next drop.

"Open chests with friends watching. Compete for drops in real time. The thrill when you claim it. The intensity when someone beats you to it."
Why Only 5 Minutes?
The Sanctum is a living space, not a scroll. We want your attention on what's happening now - not on chests that dropped half an hour ago. Five minutes is enough to compete. After that, it's gone. That's the point.
04
Collection Economy
Keep or Disenchant - Fragments & Skins

Every card you receive prompts a choice: keep it or disenchant it. Neither is wrong.

Keeping a card adds it to your collection - played, leveled, and built around. Disenchanting breaks it into Fragments specific to that card, which you spend to upgrade your main copy. Nothing is traded. Cards don't change hands. The only thing that moves between players in Blood & Nectar is Skin Crystals - and that's by design.

🃏
Card Leveling
Fragments feed into that card's level - more power, higher ceiling. Think Clash Royale's leveling system, applied to every card in the mythic pantheon.
Skin Drop Chance
When you disenchant, there's a chance a Skin Crystal falls out. This is the only way skins enter the game - through play, through sacrifice, through luck.
🔷
Skin Crystals - The Player Market
Each crystal is card-specific. Use it to apply a skin to every copy of that card you'll ever own - past, present, future. Skin Crystals are the only tradeable item in Blood & Nectar. Players are free to trade them however they like, and there's a dedicated Marketplace channel built exactly for that purpose.
What Moves & What Doesn't
Cards stay with the player who earned them. Gold isn't a tradeable currency. Nothing in the core economy was designed to be farmed and converted into advantage. Skin Crystals are the deliberate exception - fully free to trade between players, with a dedicated Marketplace channel for exactly that. Hunt the skins you want. Sell the ones you don't. That's the whole scope of the market, and it was designed to stay that way.
When an Epic Chest Drops a Skin
The Skin Tournament
Epic chests don't drop one skin - they drop several. The entire contents appear in the channel at once, visible to everyone. The Sanctum stops what it's doing. This isn't a normal grab. This is an event.
I
Opener's Priority - First Pick
The player who opened the chest has their 10-second window to choose whichever skin they want. With multiple skins on the table, this is a real decision. They walk away with one. The rest go to the channel.
II
The Tournament Ticket - One Per Remaining Skin
Each skin the opener didn't take triggers its own Tournament Ticket. Claiming a ticket costs a small amount of gold - earned through play, never purchased. This is the gate. Not a paywall - a commitment check. If you're not willing to spend a little gold, the skin was never really yours to chase.
III
The Mini Ladder
Entrants are placed in a quick live ladder. The bracket resolves on the spot - a compressed series of outcomes that climbs to one winner. The channel watches the whole thing unfold.
IV
One Winner. One Skin.
The ladder winner receives the Skin Crystal. It cannot be bought. It cannot be farmed. It fell from one chest, in one moment, in your channel - and now it belongs to someone who was present.
The gold entry keeps the tournament honest. A small cost - paid in currency you earned by playing - means only committed players compete. When entry is free, the room fills with noise. When it costs something real, the people in the room actually want to be there. This is the event that gets screenshotted. The moment people tell their friends about.
Before We Continue

The Key Philosophies of Blood & Nectar

I
The Cosmetic Promise
No skin will ever appear in the shop.
No cosmetic will ever be monetised.
No item you acquire will ever feel outdated. Blood & Nectar follows the model of persistent progression - your gains carry forward through every expansion, every patch, every new chapter. Not the reset model, where each new season quietly makes everything you built irrelevant. What you earn here, you keep.
No older expansion will be farmable for advantage over current players. No boss is desecrated. Every encounter that mattered was built to keep mattering - not to be run on autopilot for loot until it means nothing.
Everything you carry is bound to you - by play, by time, by sacrifice. The one exception: Skin Crystals move freely between players, by design. A marketplace exists for exactly that.
Written in the contract at the start
II
The Living Artifact
Artifacts are found in dungeons. They level up by returning to where they were found.
Each patch transforms that dungeon into an end-game version of itself - harder, stranger, deeper. The same entrance. A different door.
No expansion goes dark. No dungeon becomes a dead chapter. Old content is revisited, not abandoned.
Your Artifact grows with the game. What you found in the first chapter is still worth carrying in the last.
No content is ever truly over
05
From Cards to Combat
Build Your Collection & Enter the Campaign

Blood & Nectar is a turn-based 3v3. You build a deck of three champions - Tank, Damage Dealer, Support - and take them into battle. The Vault is how you grow the roster. The Campaign is where you test it.

As you progress through the Campaign, you'll encounter Expeditions - side missions that branch off the main path. You can tackle them head-on, live, with your full attention. Or you can assign your roster and let them resolve over the next 8 hours while you're away. Come back to the result.

PvP - duels, ranked arenas - are where strategy earns its reputation. No wallet wins a duel. Deck-building does.

How Combat Works - The Basics
Attacks follow a simple hierarchy: they hit the Tank first, then the Damage Dealer, then the Support. You don't need to think about targeting. The order is built in - and it's the same for both teams. The only time targeting opens up is when a special ability explicitly allows it.

Strategy in Blood & Nectar lives in your cooldown timing and artifact decisions - not in who you click. Early on that simplicity is the point. As you play more, the depth reveals itself through the combinations you discover, the decks you build, the moments where timing everything right feels like a conversation rather than a calculation.

Blood & Nectar doesn't want to hand a new player a targeting decision before they know what anything does. Anxiety is not depth. Depth comes later - and it's worth waiting for.
06
The Living World
Tend Your Garden & Summon Familiars

Outside the Sanctum, you have a Garden. Up to 60 plots, 19 herb varieties, each growing on its own timer. Herbs are ingredients - for potions brewed at the Alchemy Table, and for offerings made at the Altar.

Make an offering to the right god, and a Familiar answers. These spirit companions tend your affairs while you're away. They protect your crops, store your rewards, and hunt the specific cards and skins you've told them to watch for.

No Familiar is locked behind a paywall - ever. All of them can be summoned through the garden, given time and the right offering. A casually active player who checks in daily can earn the core roster without missing out.

�-
Boar
Stores up to 8 chests & grabs. Protects garden from decay for 8 hours.
Subscription
🐭
Mouse
Auto-harvests your plots so herbs don't go to waste while you're away.
Subscription
�-
Cricket
Alerts you when a specific card you're hunting drops in any server.
Craftable
🦋
Butterfly
Replenishes familiar energy - keeps your other guardians active longer.
Craftable
🦅
Eagle
Alerts you the moment a rare Skin Crystal drops anywhere in the Vault.
Rare Craft
🦊
Fox
Boosts champion fragment drops from Campaign battles.
Rare Craft
On the Subscription
The subscription is a convenience option for players who can't check in daily or every other day. It grants access to the most basic utility Familiars - Boar and Mouse - so that occasional players don't fall behind on the fundamentals. Higher-end Familiars, the ones that give a real edge in skin hunting, will never be in any shop. That's a promise.
"There's something about knowing your garden is growing while you're at work... It's the opposite of FOMO."
07
Community & Beyond
Raidgates, Guilds & What Comes Next

Every player action in the Sanctum contributes to a shared Raidgate - a progress bar visible to the whole server. When it fills, a legendary boss spawns for everyone. You'll need Raid Keys, earned through collective effort, and you'll want to bring friends. Or join strangers. The Raidgate doesn't wait.

Guilds let you organize. Track contributions. Compete in server wars. Every weekend, guild effort translates into better shared chests. The more your guild shows up, the better everyone's haul.

Further down the road - once the base game is stable - longer Dungeon raids are planned. Multi-phase encounters with dedicated mechanics, requiring coordination across larger groups. Legendary-tier rewards that don't show up anywhere else.

"Miss a raid? That's fine. Your familiars were watching. Life comes first."

Blood & Nectar is a passion project - written, illustrated, and developed by one person. It will be treated accordingly: no roadmap held hostage behind launch metrics, no feature promised until it's ready, no community treated as a revenue stream. Every system in this game was designed to feel good to play - first, last, and always.

Ready to Begin?

Join the Discord. Walk into the Sanctum. Type /drop. The rest unfolds from there.

Join the Discord