The Game



Accustom yourself to the essentials of battle.

Learn the basics of your units and understand the workings of every battlefield.


The Game > Cards


Unit Cards

Patron | Paladin | Warrior | Healer | Archer | Wizard | Scout | Bard

Monk | Druid | Assassin | Barbarian | Anti-Paladin | Monster

Unit classes with behavior inherit to their specialties.

  • Over 50 Unit cards to discover and ally.

  • Explore thousands of deck-building possibilities.

  • Assemble teams that work best for your favorite play styles!


The Game > Cards > Card Anatomy

Card Anatomy   

A guide to understanding the unique qualities of your units.


Unit: The individual character card.

Movement Directions:A unit's ability to advance forward in a direction on the board:

  • Forward: Advancing directly forward.

  • Strafe: Advancing forward diagonally.

  • Directional Block: A unit cannot be advanced upon from this direction.

Name: The character unit's name.

Class: One of Fourteen classes.

Heraldry Crest: The origin of this character.

Character Art: An image of the card's character.


Unit Ability: An innate mechanic of a Unit.

(Some Units do not have an Ability.)

"Per Life" or “ #/Life” : The "Life" of a Unit is its entire span that the card is "Played" until it is sent to the

Discard Pile. (If a card is returned to the hand after using it's "per life" ability, it still cannot use the ability again until it is placed in the discard pile.)
Effect Grid: A helpful display of the ability's effects and their range.  

Effect Grid Legend:

Large Red Square & White Circle: The unit and its occupied panel.

  • Red Square: Enemy Units

  • Green Square: Ally Units

  • Blue Square: All Units

  • Black Square: Panels

  • Arrows: Extending to the end of the Row or Lane.

Card ID: Each card's identification code.


The Game > Cards > Print & Play



“Upon”: After the action/ability of the Unit has resolved

“Upon Action”: At the end of either:       

  1.  The Unit being Played on to the Home Row.       

  2.  Attempting an action. (Even if blocked)

  3.  Holding position.

“Upon Advancing Forward”: Abilities with this condition only activate if the unit is successful on moving to a forward panel through an attempted Advance.
“Directly Forward”: The target panel/unit directly in-front of the unit card.


The Game > Cards > Print & Play


Print & Play

Play Anywherestrategies:

Download and print cards to play at home or on the go!


The Game > Gameplay


Gather your allies and put your skills to the test!
Advance forward and claim victory through various strategies:
Breach enemy lines or Control the battle field. Balancing your units is paramount to success.

  1. Panel: One of many spaces within the playing board to place your Units.
    (Some game formats vary in panel dimensions.)

  2. Lane: The Vertical measurement of panels.

  3. Row: The Horizontal measurement of panels.

  4. Home Row: The first row closest to the player.

  • Putting a card in-play: To "Play" a Unit, place the card face-up and displayed towards you on any unoccupied panel on the Home Row.


The Playing Field

The elements of gameplay.

The Game > Gameplay > The Playing Field

5. Discard Pile: When cards are "Destroyed" or "Discarded" place them face-up on top of this pile.
6. Deck: Depending on the game format, your deck size may be limited or you and your opponent will draw from a communal deck.
7. Hand: The cards you hold that are not in-play.
8. Victory Pile: Units that have advanced beyond the opponents’ Home Row are placed here face-down to count towards your victory. 


The Game > Gameplay > Game Format


Game Format

Master gameplay modes for small and large-scale battles!


The Game > Gameplay > Game Format > Arena


Form a party with your favorite unit formations to claim victory in this fast-paced duel.
Panel Dimensions: 3x4
Unit Plays per Turn: 1
Deck Size: 10 Cards
Deck Restriction: 1 /per Card ID 
Hand Size: 4


The Game > Gameplay > Game Format > Battlefield

Gather your alliance and conquer the map from all sides. Navigate the tides of battle by balancing aggressive and defensive tactics.
Panel Dimensions: 7x5
Unit Plays per Turn: 2
Deck Size: 15 Cards
Deck Restriction: 1/per Card Copy
Hand Size: 5


How to play
Breach enemy lines or Control the battle field. Balancing your units is paramount to success.

At the start of the game:

Each player shuffles their respective decks.

Each player draws X cards from their decks.  (Hand sizes are dependent on game format.)
*A coin-flip may be used to determine who takes the first turn.


On your turn, you will:

1.) Draw: Draw cards from your deck until you have Hand size* cards in your hand.

Note: The player whom takes the first turn starts with 1-less card than the Hand size*.

*Hand sizes are dependent on game format. 


    - in any order -

2-a.) Play a Unit (Optional): Play a Unit to your Home Row

2-b.) Act (or Action): All Units you control restore their Action at the beginning of your turn.

Every unit you control must either:
​  I.) Advance: Moving a Unit forward on to a panel. (directly forward or diagonally)

  • Advancing Forward: Successfully moving forward in an allowed direction and occupying a panel.
    (Contested or not)

  • Unsuccessful Advance: Being unable to occupy a panel resulting from an attempt.
    (EX. Blocked by an enemy unit upon attempting to advance.)

  • Battle: When a unit contests a panel occupied by an enemy unit a Battle is engaged.
    (If an advance is Negated, a battle never occurs.)

  • Victory Point: When a unit Advances beyond the opponent's Home Row, it is placed face-down on your victory pile.

  II.) Hold Position: Leaving a Unit on its current panel.

    - and finally -

3.) End your turn: Clearly announce the end of your turn to your opponent.


The Game > Gameplay > How to Play


The Game > Gameplay > How to Play > Battle


When opposing units interact through Advancing, a Battle is engaged.

If an attack is not blocked or negated, the defending unit occupying the contested panel is destroyed and replaced by the opposing Unit.

  • Battle: Opposing units interacting in contesting an occupied panel through Advancing or certain Abilities.

  • Attack: An attempt to destroy an enemy unit on a contested panel by Advancing.

  • Block: Preventing the enemy unit from advancing onto your unit’s panel.

  • Directional Block: Preventing attacks from certain directions through the use of Block Icons.
    (See Card Anatomy)

  • Overtaken: When the contested panel is replaced with the opposing unit, the panel is considered Overtaken.


The Game > Gameplay > How to Play

Winning the Match

Several outcomes signal the end of the match and the start of tallying points to decide who is the victor.

Once any one of these conditions are met, immediately end the match:

  • A player achieves 3 Face-down cards in their Victory Pile.

  • A player no longer has any cards in their deck, hand, or in their control on the playing field.

Tallying Points

When the end of the match is signaled, it is time to count both how many units are on the playing field, and how many face-down cards you have in your Victory Tally.

  • Units on the field that you control = 1 Point

  • Cards face-down in the Victory Tally = 3 Points

The player with a higher total of points is the victor of the match.

If a player surrenders, no points are tallied and their opponent is the winner of the match.