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How to play

The rules, as short as they go

Two players, one deck each. The board is split into three sections, every unit belongs to one of them, and the match is decided by which sections you commit to. Below: the board, the card, and everything the game actually contains.

The board, annotated

This is the game's own schematic, from the glossary in the client. Pick a part of the board and the page on the right explains it.

The Runewards board
Pick a marker
on the board

The board

thirteen parts, marked

Three territories, two players, and one rule that decides everything: a unit goes where its affiliation says and nowhere else.

The illustrations are the game's own. Only the Total Power wording is the game's text; the rest is descriptive placeholder until the glossary strings are pulled from the client. Player rank is left off deliberately, since ranked play is switched off.

Where a card is allowed to go

The affiliation on the card is not a suggestion. Six rows, three sections, one row each side — and a card can only enter the section it belongs to. Click a card from the hand and watch the other two sections close.

Diagram — click a card to place it

Each section has a row on each side. The dim row is your opponent's, the lit row is yours.

Strength Section 1 of 3
5
Them 5
You 0
They lead
Agility Section 2 of 3
5
4
Them 9
You 0
They lead
Intelligence Section 3 of 3
4
2
Them 6
You 0
They lead

Your hand

Schematic, not a screenshot — the numbers are illustrative. Both players commit to the same three sections, which is why the interesting decision is which one you let go. See the real board.

What goes in a deck

Three kinds of card, and 242 of them in total.

Units

The body of every deck. Each unit carries one affiliation, and that decides the only section it can be placed in.

Heroes

One hero per deck, and each of the seven has an ability nobody else has. Choosing the hero is the first decision you make about a deck.

Spells

Played for effect rather than for presence on the board.

Anatomy of a card

A card carries everything a placement decision needs: what it is worth, where it is allowed to go, and what it does once it is there. This is a real card from the game — Innkeeper, a Humans card carrying the Strength affiliation, which is the clearest way to see that the two are not the same thing.

Innkeeper — a Humans card carrying the Strength affiliation

The four emblems in the kit

Hero is the fifth tier; its emblem has not been exported yet.

1 Power What the card contributes to its section. The number you are weighing when you decide whether a section is worth contesting.
2 Affiliation Intelligence, Agility or Strength. Not a suggestion — it is the only section this card is allowed to enter.
3 Art window The painted illustration, masked to the frame’s window. Every card in the game is painted, none generated.
4 Name and epithet Two lines, because the game names cards in the form "Kal’zactim, the Malignant".
5 Ability A keyword and one or two lines of rule text. Heroes carry an ability nobody else has; units carry the shorter kind.
6 Faction mark Carried by the frame itself, not a badge: blue for Humans, green for Nature, orange for Monsters, silver for Mercenaries. The power orb is tinted to match.
7 Rarity One of five, carried as an emblem across the foot of the card. Governs how the card is found, crafted, fused and salvaged.

Rarities

Each tier carries its own emblem across the foot of the card. These are the game's own, four of the five — lowest to highest.

Basic 01 of 05
Rare 02 of 05
Unique 03 of 05
Mythical 04 of 05
Emblem pending Hero 05 of 05

The three affiliation marks

The game's own marks. One sits on every unit card, and it is the only thing that decides where the card can go.

Strength Section 1
Agility Section 2
Intelligence Section 3

Seven heroes, one per deck

Each carries a unique ability, and the hero you pick is the first decision you make about a deck. Four of the seven illustrations are ready for the web.

Archmage Leshar Illustration 1 of 4
General Jandor Illustration 2 of 4
Lord Hyperion Illustration 3 of 4
Prophetess Illustration 4 of 4

Factions and counts

Build an army with Monsters, use powerful spells with Humans, or control the battlefield with Nature. Mercenaries are a shared pool rather than a faction you commit to.

75 Humans Powerful spells. The largest set of cards in the game.
60 Nature Battlefield control.
55 Monsters Army building, in numbers.
52 Mercenaries A shared pool. Any deck can hire them.
242 playable cards in total

Where to play it

Three modes, all of them working today.

5stages

Campaign

Single-player, with painted story cutscenes between stages.

5tiers

Adventure

Escalating difficulty against the AI. Where you find out whether a deck holds up.

1v1unranked

Online

Matches against other players.

Friend battles are built and currently being tested. There is no ranked ladder. It is deliberately switched off until there are enough players for it to mean anything.

Between matches

What carries over when a match ends.

Collection Every card you own, across all factions.
Crafting Make the card you wanted instead of the one you found.
Fusion Combine cards into stronger versions.
Quests Objectives that pay out in currency and cards.
Chests Earned and bought, opened for cards.
Hero levelling Heroes gain levels as you play them.

Not documented yet

This page only states what has been verified against the game. The rules below are in the game but are not written down anywhere yet, so they are left blank rather than guessed:

Send the real numbers and this section becomes six more paragraphs instead of a list of holes.

Art still needed