1. Goal and victory conditions
The goal of the game is to earn Victory Points (VP) by destroying Places and raiding the opponent's Leader.
| Mode | Victory threshold |
|---|---|
| Standard 1 vs 1 game (and multiplayer) | 50 VP |
| Simplified mode / first games | 30 VP |
| Team game | 75 VP (shared team pool) |
When a player reaches the required number of VP, the game ends immediately and that player wins. VP is earned only by destroying Places and by a successful raid on the Leader — killing a Warrior or destroying an Intrigue grants no VP. VP awarded = the base Combat Value (CV) of the destroyed card.
2. Game elements
Player deck — each player's own; a base deck contains 57–59 regular cards plus 1–3 Leader cards (only one is used per game). Gold Tokens — 1 token = 1 Gold Unit. Shared Pool — tokens available to all players, from which Gold is drawn.
3. Realm layout (play zones)
Each player builds their own Realm in front of them:
| Zone | Description |
|---|---|
| Settlement | The Leader plus any number of Places, laid out horizontally in an adjoining grid. |
| Borderlands | Warriors defending the Settlement against raids from land, sea, and air. |
| Strike Force | Warriors used to attack and raid the opponent. |
| Gold Reserve | Surplus income in the form of tokens. |
| Deck | The draw pile. |
| Discard pile | Face down, may not be browsed. Becomes the new deck once the deck runs out. |
| Annihilated pile | Cards removed from the game permanently — they never return. |
A discarded card ≠ an annihilated card. Annihilation is stronger and takes precedence.
4. Natural resources and resource icons
Blue icon = the card provides that resource. Red icon = the card consumes (spends) a resource to remain in play. Both on one card = the card first consumes, then provides.
| Resource | Storable | Use |
|---|---|---|
| Gold | Yes (tokens) | Pays Starting Costs and card upkeep. |
| Food | No | Warrior upkeep. |
| Resources | No | Building and upkeep of structures/vehicles. |
| Fuel | No | Settlement upkeep and Vehicle construction. |
Only Gold is stored between turns — unused icons of the other resources are lost. Cards with a Starting Cost require paying N Gold Units when played.
5. Affiliation (factions)
A player may normally only use cards that share their Leader's affiliation, or General cards (no faction icon — available to everyone).
| Faction | Characteristics | Related mechanics |
|---|---|---|
| Sons of Rasputin | Military might of northern/eastern Europe. | — |
| The Templars | Genetically mutated fanatics, south-eastern and central Europe. | — |
| The Lutheran Triad | Telepathic defenders of the north-west; Patriarchs. | Rituals (requires a Patriarch) |
| Crescent Horde | Nomads riding great beasts; Khans and Prophets. | Prophecies (requires a Prophet) |
| Dark Legion | Demonic invasion; goal: annihilation of humanity. | Dark Harmony |
| Megacorporations | Bauhaus, Capitol, Imperial, Mishima, Cybertronic. | Few cards in the base set |
| The Brotherhood | Spiritual guardians of humanity; the power of the Art. | Art Spells (requires a Sorcerer) |
| General | No icon — available to everyone. | — |
6. Combat tactics
You can attack and raid from three directions:
| Tactic | Warrior type | Effect |
|---|---|---|
| Land | Soldier | Attack/raid from land |
| Sea | Sailor | Attack/raid from the sea |
| Air | Pilot | Attack/raid from the air |
Every Warrior/Leader/Place can have one, two, or three Tactic icons. The attacker must use a Tactic the defender also has (shared by both sides).
7. Card types
7.1 Leader — represents the player, only one card is used; it cannot be destroyed. It has a Name, Affiliation, CV, Combat Tactic, Special Ability, always blue resource icons, and a Neighbor Count of 4.
7.2 Places — buildings in the Settlement; they provide resources, unlock cards, and protect the Leader. They can be raided and destroyed → grant VP equal to their base CV.
7.3 Warriors — defend the Settlement, attack, and raid. Killing a Warrior grants no VP. The first word of their action line determines their type:
| Type | Description | When to play |
|---|---|---|
| INFANTRY | Humans and humanoids — the backbone of the army. | From the start (Recruiting action) |
| CAVALRY | Great beasts with riders. | Only when another card allows it |
| VEHICLE | Machines; strong, expensive, heavy on Resources/Fuel. | Only when another card allows it |
7.4 Intrigues — equipment, powers, events. Destroying an Intrigue grants no VP. What happens to the card after being played:
| Icon | Effect |
|---|---|
| ATTACH | Permanently attached; discarded with its base or by another card. |
| DISCARD | Goes to the discard pile. |
| ANNIHILATE | Removed from the game permanently. |
Keywords: EQUIPMENT (permanent, discardable — max 1 Weapon + 1 Armor in use at once), RITUAL (requires a Patriarch, lasts until the start of the next turn), PROPHECY (requires a Prophet, attached to the Leader for the rest of the game), DARK HARMONY (attached to cards "worthy of the Dark Harmony"), ART SPELL (requires a Sorcerer, absent from the base set).
8. Game setup
- Reveal Leaders — both players reveal their chosen Leaders simultaneously.
- Shuffle decks — each player shuffles and hands their deck to the opponent to cut.
- Starting discard pile — each player sets aside the top 3 cards (without looking).
- Draw 7 cards to your hand. Gift of Fate (mulligan) — once, you may set aside your entire hand and draw a new 7.
- Shared Pool of tokens in the middle of the table.
- Starting reserve — each player takes 5 Gold tokens from the pool.
- Determine turn order — who goes first.
9. Turn sequence — six steps
| # | Step | Summary |
|---|---|---|
| 1 | Draw | Draw up to 7 cards in hand |
| 2 | Actions | Any number of actions, in any order |
| 3 | Resource Balancing | Pay red resource icons |
| 4 | Attack | Warrior(s) vs Warrior(s) combat |
| 5 | Raid | Destroying Places / raiding the Leader → VP |
| 6 | Discard | Optionally discard 1 card; end of turn |
Draw enough cards to have 7 in hand (if you already have 7+, you don't draw). When the deck runs out, shuffle the discard pile — it becomes the new deck. Drawing cannot be interrupted by any effect.
10. Step 2 — Actions (details)
Actions can be performed any number of times, in any order. Attacking and raiding are not actions — they have their own steps. Available actions:
- Building Places — must be edge-adjacent to the Leader/a Place; respect the Neighbor Count (cards touching only at corners don't count).
- Recruiting Warriors — INFANTRY only, into the Borderlands or Strike Force; may act the turn it's recruited.
- Moving — a Warrior between Borderlands and Strike Force, once per turn; Groups cannot be moved.
- Equipping — attaching Equipment.
- Performing Rituals — requires a Patriarch; effect lasts until the start of the next turn.
- Uttering Prophecies — requires a Prophet; attached to the Leader for the rest of the game.
- Bestowing Dark Harmony — attached to cards "worthy of the Dark Harmony".
- Forming Offensive/Defensive Groups — usually done last, right before Resource Balancing.
11. Offensive and Defensive Groups
A Group = at least 2 Warriors sharing a Tactic icon; their modified CV is summed. Loners cannot join Groups. Offensive Group — from the Strike Force only, disbands at the end of the Attack Step. Defensive Group — from the Strike Force or Borderlands (no mixing), disbands at the start of the owner's next turn; defends only against a Tactic shared by all its members.
12. Step 3 — Resource Balancing
For each of the 4 resources: count blue icons in your Realm, spend 1 per red icon. Cards you cannot afford to pay for must be discarded (you may also discard on purpose). Unused blue Gold icons go to the Reserve — this is the main way to accumulate Gold.
| Missing icon | Gold cost |
|---|---|
| Gold | 1 Unit per icon |
| Food / Resources / Fuel | 2 Units per icon |
13. Step 4 — Attack (combat)
Only Warriors from the Strike Force attack (not from a Defensive Group), each once per turn. The target is any opposing Warrior/Defensive Group, using a Tactic shared by both sides. Order: 1) designate the Attacker and Defender, 2) determine the Tactic, 3) compare CV, 4) apply modifiers (alternating: Attacker → Defender), 5) resolve — higher CV wins, the loser dies; a tie = no one dies. After the Attack Step, all Offensive Groups disband.
14. Step 5 — Raid
You raid Places (any with an exposed edge) or — if the Settlement has no Places left — the Leader, once during the entire Raid Step. Announce a Tactic: any single Warrior or Defensive Group in the Borderlands sharing that Tactic icon automatically blocks the raid — it must first be eliminated in the Attack Step. Compare the raiders' total CV to the target's CV. A tie = nothing happens (a tie cannot be broken in a raid). Raider's victory:
- Place — destroyed, VP = its base CV; the card becomes a VP marker.
- Leader — cannot be destroyed; the raider chooses one: take the entire Gold Reserve, annihilate cards attached to the Leader, annihilate the discard pile, or take VP tokens equal to the Leader's base CV.
Victory check: if you have ≥ 50 VP, the game ends immediately and you win.
15. Other rules
Unique cards — a second copy cannot be played until the first is discarded. Adjacent cards — only cards touching along an edge (not just a corner). Supply Line — an unbroken path of adjacent cards from the Leader to a Place; losing it disables the Place's abilities and its blue icon output (but also exempts it from paying red icons), though the Place can still be raided and defended.
16. Advanced rules (Expert notes)
Timing — everything happens instantly; there is no "before this happens." Exception: the Attack/Raid Modification phase happens "all at once," so earlier actions can be disrupted later within that same phase. CV modifier order: multiplication/division "before all" → addition/subtraction "before all" → remaining multiplication/division → remaining addition/subtraction → addition/subtraction "after all" → multiplication/division "after all".
Terminology distinctions: "your" = your Realm only, "any" = anywhere in the game; "cannot" can be overridden by another card, "NEVER" never changes and takes precedence over "ALWAYS"; "combat" refers to the Attack, not the Raid; the Leader is not a Place.
17. Simplified mode — first games
For beginners: ignore affiliation (all cards may be used), ignore Cavalry and Vehicle restrictions, ignore Equipment restrictions. 30 VP is enough to win.
18. Deckbuilding
A deck must contain at least 60 cards (no upper limit). Maximum 5 copies of the same card (unless a card says "UNLIMITED COPIES IN DECK"). One Leader card is used per game.
19. Variants: team play and stalemates
Team play — same rules, but only the VP pool is shared (threshold 75, adjustable). Stalemate — with all players' agreement, the game ends and the player with the highest VP wins (equal = a draw).
20. Glossary of terms
| Term | Meaning |
|---|---|
| VP | Victory Points. |
| CV | Combat Value of a card. |
| Realm | A player's entire area (Settlement + Borderlands + Strike Force + resources/piles). |
| Settlement | The Leader + Places (grid of cards). |
| Borderlands | Warriors defending the Settlement. |
| Strike Force | Warriors for attack/raiding. |
| Place | A building card in the Settlement; grants VP when destroyed. |
| Tactic | Land (Soldier) / Sea (Sailor) / Air (Pilot). |
| Neighbor Count | How many cards can be edge-adjacent (Places 1–4; Leader 4). |
| Supply Line | A path of adjacent cards from the Leader to a Place. |
| Keyword | An ALL-CAPS word assigning a category (RITUAL, PROPHECY, EQUIPMENT, LONER…). |
| Loner | A Warrior that cannot join Groups. |
| Attach / Discard / Annihilate | What happens to a card after it's played. |
| Gift of Fate | A one-time mulligan at the start of the game. |