Card types
From loyal Babies to rude Downgrades, here's what every kind of card does.
- 8 card types
- Every Unicorn counts toward victory
- Magic is one-shot
- Instants answer other cards
Unicorns
Baby Unicorn (Rainbow)

Card Type: Baby Unicorn
If this card would be sacrificed, destroyed, or returned to your hand, return it to the Nursery instead.
Narwhal

Card Type: Basic Unicorn
Magical Kittencorn

Card Type: Magical Unicorn
This card cannot be destroyed by Magic cards.
Chronocorn

Card Type: Ultimate Unicorn
When this card enters your Stable, DISCARD a card. This card can be played as an Instant card.
- Baby Unicorn: starts in the Nursery. Most Babies go back there instead of being destroyed, sacrificed or returned to your hand.
- Basic Unicorn: no special power, just a Unicorn. Example: Narwhal.
- Magical Unicorn: joins your Stable with a power. Example: Magical Kittencorn cannot be destroyed by Magic cards.
- Ultimate Unicorn: a rare heavy hitter from the Control and Chaos decks. Each one asks a price when it enters, like a sacrifice or a discard. Example: Chronocorn.
Every Unicorn in your Stable counts toward victory, Babies included.
Magic
Unicorn Poison

Card Type: Magic
DESTROY a Unicorn card.
A one-shot effect. Resolve its instructions, then send it to the discard pile.
- Unicorn Poison: destroy a Unicorn.
- Glitter Tornado: every player, you included, returns a card from their Stable to their hand.
- Unicorn Swap: trade a Unicorn in your Stable for one in any player's Stable.
Upgrades
Yay

Card Type: Upgrade
Cards you play cannot be Neigh'd.
A lasting advantage placed in your Stable. Protect it while it helps you.
- Yay: cards you play cannot be Neighed.
- Rainbow Aura: your Unicorns cannot be destroyed.
- Double Dutch: play 2 cards during your Action phase.
Downgrades
Barbed Wire

Card Type: Downgrade
Each time a Unicorn card enters or leaves your Stable, DISCARD a card.
A lasting nuisance. Play it into a Stable—usually an opponent’s—to slow them down.
- Barbed Wire: discard a card each time a Unicorn enters or leaves that Stable.
- Blinding Light: every Unicorn there counts as a Basic Unicorn with no effects.
- Tiny Stable: go over 5 Unicorns and you must sacrifice one.
Instants
Neigh

Card Type: Instant
Play this card when another player tries to play a card. Stop their card from being played and send it to the discard pile.
Super Neigh

Card Type: Instant
Play this card when another player tries to play a card. Stop their card from being played and send it to the discard pile. This card cannot be Neigh'd.
Instants are played in response to another card, often on someone else's turn. Each one says when.
- Neigh: stop a card and send it to the discard pile.
- Super Neigh: the same, but it cannot be Neighed.
Hover or tap a card at the real table to read it closely.

