OPEN PORTALS is a fully illustrated poker-sized playing card deck by James R. Eads and can be used to play any card game. This deck is unique because each card has its own image and story. Within this box are TWO GUIDES that tell the myth of Open Portals and explain how to use it as both an Oracle Deck and a new energetic game of strategy and luck.

THE GAME was designed by Sean Eads and is a hybrid between a classic card game and a more contemporary magic card game. In the game of Open Portals, four players represent the four Magics: TIME, LIGHT, NATURE AND SPIRIT Players use the powers of Gods to sway the balance of the game and  call upon the Mythical Kuzo and Kaaos to tip the fates of other players, all while focusing on collecting portals for points. Timing is everything in this game of infinite possibilities!



Be the player with the most points after 3 games OR be the first player to 36 points.


The game centers around playing Gods to attain Portals and playing Portals to earn points. In this Game “Gods” are Face cards (JQK), Portals are Pips (2-10), Magics are Aces and the Myth cards are Jokers.* While Gods can be played at any time, to play a Portal first, it must match the suit of your Ace (determined in Round i.). Once a Portal has been played, Portals of numerical equivalence can be played by linking them. 




Players can earn points in the following ways (an abbreviated point system is included in the tear-off ‘Pointers’ cards):


+1 point for each Open Portal, Myth Portal, or Linked Portal


+2 points for having no unopened Portal cards (left in your hand at the end)


+2 points for any God in your suit or declared suit of a Myth card


+3 points for having Kuzo


+4 points for having a 4 of a kind


+5 points for having a run of 5 or more cards in your suit


-1 point for any unopened Portal (left in your hand at the end)


-2 points for every player NOT holding Kaaos OR Kuzo if Kaaos is saved and played at the end of the game


*reference the OPEN PORTALS INDEX for detailed information. 


Give each player one ‘God Power’ Card and one ‘Pointers’ Card. Shuffle the deck and deal four players 14 cards each.


i. passing


RULE 1: The Magic Forces stabilize in four phases. 


Once all players have organized their hand, everyone must pass 4 cards clockwise. After receiving 4 cards and adding them to their hand, each player then passes 3 cards clockwise, then 2, and finally one.


RULE 2: Magic is only stable in ones. 


In passing, you CANNOT pass Aces (Magic) if you only have one, and if you have more than one you MUST immediately pass Aces such that you have exactly one. (ie: if you have one Ace, you must keep it; if you have 2 Aces, you must pass one immediately; if you have 3 Aces, you must pass 2 immediately; and if you have 4 Aces you must pass 3 immediately).  


At the end of this round, reveal your Magic by placing it face-up before you, and then move on to Round ii.


ii. summoning


The player holding God of Time (K  begins the round by placing it in front of them underneath their Magic and choosing a God to freeze, forcing that God to be played immediately without using its action. The player then decides the direction of play. This decision ends the turn of the God of Time. Each God has its own unique procedures associated with it to help players steal, swap, and burn cards (refer to the ‘God Index’ or the ‘God Powers’ Cards during play). Alternatively, a Portal may be played on a player’s turn.

valid moves


Summon a God: Play any God and use its action immediately (or do nothing).

Open a Portal: Play a Portal of your suit in your spread for secured points.

Open a Linked Portal: Play a Portal that numerically matches an already played Portal in your spread for secured points.

Open a Myth Portal: Play a Portal that matches the declared suit of a Myth Card you’ve played in your spread for secured points. 

Summon a Myth: Myths can only be summoned by Gods who have the power to do so (with the exception of Kuzo) or at the end of the game. 




The one exception to protecting your cards by playing them down is Triples. A player can steal a particular Trickster God (Jack), Myth (Joker), or Magic (Ace) no matter where it may be (including the discard pile or any player’s spread), by playing certain triples over the course of three turns:


Play three 4’s and steal the Fractal Tree

Play three 5’s and you may swap Aces.

Play three 6’s and steal the Great Mother

Play three 7’s and steal the God of Dreams 

Play three 8’s and steal the God of Fires 

Play three 9’s and steal the God of Life and Death

Play three 10’s and steal the God of Synchronicity

Play three Jacks and steal Kuzo

Play three Queens and steal Kuzo

Play three Kings and steal Kuzo


NOTE: A stolen card goes into your hand for future play. This means Trickster Gods can be played twice if stolen after already played once.

blocking abilities 


i. If a player has Kuzo when a God action is announced, they can use Kuzo to stop that God from performing the action. Kuzo is then discarded. 


ii. Once a Queen has been played to a players spread it has the secondary ability to protect from a specific God. (Refer to the ‘Gods Index’ and ‘God Power’ Cards).


iii. Triples can not be blocked. Once a player has unlocked a triple they must be given the corresponding card. 



ending the round


Once all Gods have been played or discarded, the round ends. If it is unclear if there are any Gods left, a player holding no Gods may ask aloud if others have Gods to which they must answer truthfully yes or no.

iii. revealing


The reveal. Once the Gods have all been played, no more actions can be made and each player reveals all remaining playable Portals and Myth Cards at once.

The player(s) with the Fractal Tree and Great Mother have the ability to declare these cards as one Black Ace or one Red Ace respectively. i.e. a player can put down the Fractal Tree and declare it as an Ace of Spades. 


Using a pencil and paper, keep track of each player’s score for this round. Players can use the Pointers cards for an abbreviated list once familiar. 


OPEN PORTALS: Portals matching your Ace’s suit are placed in a column beneath the Ace and counted as 1 point each.


LINKED PORTALS: Portals matching your Open Portals numerically are placed in adjacent columns and counted as 1 point each. 


MYTH PORTALS: Portals matching the chosen suit of the Great Mother and Fractal Tree are placed in a column beneath the Myth and are 1 point each. You may not numerically link portals to portals that are played under a Myth card.


UNOPENED PORTALS: Portals that you cannot play in your spread in any of the previously mentioned ways remain in your hand and are counted as negative 1 point each.


SUITED GODS: Gods matching your Ace’s suit or declared Myth Suit are counted as 2 points each.


4-OF-A-KIND: Each 4-of-a-kind in your spread is worth an additional 4 points.


RUN OF 5: A straight of 5 consecutive Open Portals or Myth Portals is worth an additional 5 points.


KUZO: If Kuzo is in a player’s hand, 3 points are awarded to his holder. You’re a hero! You are also protected from the devastation of Kaaos. 


KAAOS: If Kaaos is in a player’s hand, 2 points are deducted from all other players but the player holding Kuzo.


BONUS: If no Portals remain in your hand you receive a 2 point bonus!