Mrs. E’s Card Nook

It’s official! Mrs. Erikson's favorite card games have transcended realms. Do you think you could beat the master?

“She shuffled them and gave me a grin, letting me know that no matter what game she chose, she would have no mercy.
When it came to cards, she never did.”

Straight from Lumnara

Lumnarian Games. Earth Decks.

Mrs. Erikson’s legendary card games have been carefully translated for a standard Earth deck. Don’t worry—the magic and mischief that make these games unforgettable was preserved. So, grab a deck (or two), gather your friends, and see if you have what it takes to become the new master!!

Celestial Ranks

Lumnarian Games. Earth Decks.

Earth Equivalent: Rummy meets Phase 10—with a twist!
Players: 2-5
Deck: Two standard decks, including all Jokers
Recommended Age Range: 12+
Ideal for: Teens, adults, and older kids who enjoy card games with strategic elements and moderate complexity.

Each player is assigned to one of the four Seasonal Courts or the Human Realm, defining their path to victory. Players from the Fae Seasonal Courts work to collect four elements, while those from the Human Realm aim to collect spellcraft abilities. The first player to collect all four elements/abilities wins the game. Each element/ability requires specific sets or runs to complete, adding strategy to every round.

  1. At the start of the game, remove one card from each suit (Hearts, Diamonds, Spades, Clubs) and a Joker.
  2. Each player draws one of the five cards to determine their court/realm:
    • Hearts: Summer Court
    • Diamonds: Winter Court
    • Spades: Autumn Court
    • Clubs: Spring Court
    • Joker: Human Realm
  3. Once done, return cards to the deck, reshuffle, and deal 10 cards to each player. Place the draw pile so everyone can reach it and flip over the top card, placing it in the discard pile.
  4. The eldest player draws first—either from the draw or discard pile—to initiate the game. Play proceeds clockwise.
  5. Players must collect all four elements/abilities to win.
  • Set: A grouping of three or more cards of the same rank (e.g., three Kings, four 7s).
  • Run: A consecutive sequence of three or more cards (e.g., 4-5-6, 9-10-Jack-Queen).
  • Aces: Aces can be high OR low (e.g., Ace-2-3 or Queen-King-Ace).
  • Empty Draw Pile: If the draw pile is emptied during play, the discard pile is shuffled (leaving the top discard card in place) to form a new draw pile, allowing players to continue drawing as usual.
  • Discarded Joker or Two-Eyed Queen: If a Joker or two-eyed Queen is discarded, the entire discard pile is shuffled and placed at the bottom of the draw pile.
  • Minimum Cards: Unless ‘going out’ on a player’s turn, a player must maintain at least one card in their hand, meaning they can not play their last card during ‘The Mother’s Twist.’

Each Fae Seasonal Court must collect all four elemental powers or spellcraft abilities to win. The requirements are listed below:

1. Summer Court

  • Fire: One set of three cards (any suit), one run of three cards (any suit) 
  • Water: One set of four cards (any suit), one flush run of three cards (same suit)
  • Earth: Two sets of three cards (any suit)
  • Air: One set of four cards (any suit), one flush run of four cards (same suit)

2. Winter Court

  • Air: Two sets of three cards (any suit)
  • Earth: One set of four cards (any suit), one run of four cards (any suit)
  • Fire: One set of three cards (any suit), one flush run of three cards (same suit)
  • Water: One flush run of four cards (same suit), one set of four cards (any suit)

3. Autumn Court

  • Earth: One set of three cards (any suit), one flush run of three cards (same suit)
  • Fire: One set of four cards (any suit), one run of four cards (any suit)
  • Water: Two sets of three cards (any suit)
  • Air: One set of four cards (any suit), one flush run of four cards (same suit)

4. Spring Court

  • Water: One set of three cards (any suit), one run of three cards (any suit)
  • Air: One set of four cards (any suit), one flush run of three cards (same suit)
  • Fire: Two sets of three cards (any suit)
  • Earth: One set of four cards (any suit), one flush run of four cards (same suit)

5. Human Realm

  • Levitation: One set of three cards (any suit), one flush run of three cards (same suit)
  • Invisibility: One set of four cards (any suit), one run of four cards (any suit)
  • Telekinesis: Two sets of three cards (any suit)
  • Illumination: One flush run of four cards (same suit), one set of four cards (any suit)

Element/Ability Declaration

  • At the beginning of each round, all players must declare which element/ability they are aiming to collect that round. This declaration must happen before cards are dealt, locking in their choice for that hand.

Turn Actions

  • The player begins their turn by drawing either the top card from the discard pile or a new card from the draw pile.
  • To end their turn, the player discards one card to the discard pile.

Collecting an Element/Ability

  • If a player has successfully collected their required sets and/or runs for their declared element or ability, they may lay down those cards, signaling they’ve successfully collected it.
  • Once a player has done this, they may play cards on their opponents’ sets and/or runs to reduce the number of cards in their hand.

Ending a Round and Collecting an Element

  • A round ends when a player who has earned their element/ability ‘goes out’ by discarding their last card.
  • Any player who did not lay down their sets and/or runs to earn their element/ability will have to replay that phase until they’ve earned it.
  • Players who were successful will declare the new element/ability they will work on collecting next.

Going Out

  • The player that ‘goes out’ (IE: plays all the cards in their hand), is dealt an 11th card. Before the round begins, the player must select one card they don’t want to keep and shuffle it into the draw pile. The round may now begin.

Winning the Game

  • The first player to collect all four elements/abilities wins. If more than one player collects their final element/ability in the same round, whichever player goes out first wins. If neither of those players goes out, they must both replay that phase.

Stardust Shift

  • A two-eyed Queen (Hearts or Diamonds) allows a player to invoke the Stardust Shift, enabling them to search the draw deck for any desired card. Once they’ve selected a card, they shuffle the queen back into the deck. This card can only be played during the player’s turn. The player is still required to draw and discard during this turn.

Shift Block

  • The Stardust Shift can be blocked by an opponent holding a Joker. If multiple Jokers are played, they can trump one another up to four times, with the final Joker winning the block. All losing players forfeit the use of cards played in this skirmish and play shorthanded for the rest of the round. The winning trump player can draw a replacement card for each lost card plus one extra. If all Jokers are used, a final two-eyed Queen may override them (out of turn), allowing that player to search for two cards in the draw deck. All cards played in the skirmish are removed from play until the next round.

Joker as a Wild Card

  • Jokers can be used as wild cards to represent any card in a Set or Run. Once played in this manner, they may not be used as a Shift Block.

Limit on Jokers in Sets and Runs

  • Mixed Sets/Runs: A Set or Run with Jokers must contain more standard cards than Jokers unless the entire Set or Run is composed of Jokers.
  • Full Joker Sets/Runs: A Set or Run made entirely of Jokers must contain at least three Jokers to qualify as a complete requirement.

More Games on the Way!

Translating from Lumnara to Earth takes time...

We’re hard at work adapting/testing Mrs. Erikson’s favorite card games for you! 
Want to help us test, or find out when the next game is ready to play? Then sign up for updates, and be the first to try your hand at the next legendary game!