Cards and Terrain

Below you will find information about each card type used in the game. There are currently 6 card types total and more will be introduced within new expansion decks.

Ally cards are your clan members. Your God card is always placed on the field at the beginning of battle next to your homebase. Clan allies will cost SP to summon as the game progresses. The star is just the rank of the card. Each ally has 4 primary stats. Health, Attack Power, Speed and Range. Each ally will also have 2 special abilities that can be used if the player has enough SP. Only one can be used for an allies action.

HEALTH : If an allies HP reaches 0, they will be destroyed and removed from battle. The opponent will recieve EXP for defeating your allies. If your God is destroyed, you will lose the game.

ATTACK : The damage dealt by the ally when using a standard attack. Some ally abilities may also use their attack power as damage.

SPEED : This determines how many steps an ally can move. Each ally on the field can move and make an action only once on each of the players turns.

RANGE : This determines how many steps away an ally can attack a nearby enemy.

This is your homebase and can be placed anywhere on your side of the field after the battlemap is created. When starting the game, your god must be placed 1 step near your homebase.

All allies that are summoned must also be placed 1 step near your homebase.

These gates cannot be used by allies or enemies for movement and everyone must go around these locations.

This is your clans equipment. Equipment can be used by any god or ally and in some rare cases they can be used to equip to an enemy causing negative effects.

If the equipment enhances HP in any way, this means that it will heal by the value shown. This does not add to an allies max Health and HP can never exceed the max Health of an ally. This healing effect happens only once and occurs when it is first equipped.

Only 1 piece of equipment can be equipped by an ally at a single time. Equipment is permanent unless it is somehow stolen by the enemy or destroyed by an ability.

Equipment has two primary uses. It can either be used as equipment or if it has not been used yet, it can be assimilated and converted into SP. If it is assimilated, the equipment will be destroyed and removed from the game but the player will gain SP for it.

A player can only assimilate a single piece of equipment on their turn.

These are special items that can be used during the game to enhance allies, damage enemies or activate other special effects. These items can only be used once and are destroyed and removed from the game after use.

SP and EXP are normally needed to use an inventory item.

If an item enhances HP in any way, this means that it will heal by the value shown. This does not add to an allies max Health and HP can never exceed the max Health of an ally.

There are no limits to stat enhancements for attack, speed and range.

The effect of the item ends after the ally has taken their turn, unless the item states that it lasts until the end of the players turn.

These are special tactic cards that allow multiple allies to unleash a unique attack against an enemy. Each runic art has requirements that must be met before it can be cast by your allies.

The runic art will state what ally classes can use it. In the card shown, it takes 1 stealth ally and 1 defense ally to use this art. Both allies can still make a movement, but they must not have attacked on their turn. If the correct classes are in the correct location around an enemy and have not made an action, the runic art can be cast by one of them.

These abilities can do massive damage and can easily destroy weaker enemies.

Runic arts are destroyed and removed from the game after they are used. It normally takes both SP and EXP to cast them.

Allies cannot use runic arts if they have attacked or made any other action except for movement on their turn. This counts as an action for all allies using it and their turns will be over even if they were not moved.

These are special abilities that normally have a global effect for your entire clan. These effects greatly vary but are all related to the battlemap terrain itself.

All terrain abilities, once cast, are permanent effects and every ally you have on the field are given these abilities. The terrain card shown allows allies to use mountain terrain as passable areas, but movement will be reduced to 0 when stepping on these tiles. Meaning it will take 2 turns to pass over a mountain. Allies who are standing on mountain terrain gain a +1 to their attack power in combat against enemies.

Terrain abilities always have a high EXP cost due to them being permanent effects that cannot be destroyed.

Unless the terrain card states that it goes on the field, just place it to the side of the battlemap as a permanent effect for your clan.

Terrain effects cannot be destroyed unless an ability directly states that it can remove them.

The double-sided battlemaps have many terrain variations. Players must have the same number of battlemaps to build their side of the battlefield. Each player should use opposite sides of the battlemaps so that they know what area belongs to them. The standard battlefield uses 12 battlemaps. 6 per player. There are 4 primary terrain tiles used in these battlemaps. Ground, Forest, Water and Mountain. Create your battlefield so that all areas can be accessed by allies and make sure nothing is blocked off.

GROUND : These are passable tiles and they have no negative effects on movement.

FOREST : These are passable tiles, but they have a -1 SPD effect after landing on it.

WATER and MOUNTAINS : These are tiles that cannot be used as passable areas. There are special abilities and terrain effects that must be cast before these areas can be used by allies.

Moving from tile to tile is referred to as “Steps” in the game. The number of steps an ally can move on their turn is based on their SPD (Speed). If an ally has a SPD of 2, they can move 2 steps in any direction, including diagonal movement. If the terrain has a negative SPD effect, it takes away an additional step after landing on the tile and slows down your advance if you are trying to get through a forest or using abilities to walk on water or scale mountains. There are also limitations to movement when allies and enemies are on the field around you. An ally cannot move through an opponents enemy. This allows players to guard certain passable areas to stop the enemy from advancing. However, allies can pass through other allies if they have the SPD to move to an empty tile on the other side of them. This is important because various strategies can be created that take advantage of the terrain. Also remember that if you have a non-passable tile in front and on the sides of an ally and there is a passable terrain tile in a diagonal direction, you can move between the non-passable tiles to a passable tile in that diagonal direction and can also attack an enemy in that diagonal direction .

Allies can move in a diagonal direction just as any other direction. If a part of the map has non-passable tiles but has a diagonal gap between them, your allies can move to a passable tile in a diagonal direction through them. After this issue came up in beta testing, these are now considered paths between non-passable terrain and any ally or enemy can move diagonally between them.

There are 6 card types. Allies, Homebase, Equipment, Inventory, Runic Arts and Terrain Effects. Deck rules and special card limits are shown below.
* A deck cannot have more than 30 cards *
* Card copies are not allowed. Each card must be different *
* You can only have 1 God card in your deck and it acts as your leader *
* You can only have 1 Divine Spirit Card in your deck *

Aside from these rules, you are free to build your deck with whatever card types that you want. The pre-built decks comes with a balanced number of card types for a balanced strategy. The core set includes 2 pre-built decks for gameplay, however, once new expansions are released, you will be able to expand your strategies with new cards and abilities to build your ultimate team.

A standard game is 2 players. But you can also team up with another player and have 2 on 2 battles (4 players) and by using a larger battlefield. It's best to even out the number of players and pair up to keep things balanced and fair. When both Gods on a team are destroyed, they lose.

The God Card (your leader), is both a God and Ally on the field. This means that all abilities and effects that state "allies", will also affect your god, unless it states God separately from ally on the card. Your God card is immune to status effects, but certain abilities that can revive do not work on a god. If at any time your Gods HP reaches 0, your God will be destroyed and that player loses the game. No card or ally ability that can revive will work on a God.

RULES : Getting Started

To set up the game you need to first get your battlemap ready. For the first game, lets start with a standard sized battlefield. Each player chooses 6 battlemaps to create their side of the field. Then place your homebase card on a passable terrain tile on your side and then place your God 1 step next to it. Remember to give some room around your homebase because all new allies summoned to the field must be placed 1 step next to it. Once this is done, seperate your cards into two stacks : Your Allies in one stack and your other tactic cards in another stack. Place them face down off the battlefield in front of you. Players do not draw from a deck in this game and any card you have can be used as long as you have enough SP and EXP to cast it. Then get your battle sheet ready for your clans information.

Now that your battlefield, homebase and God are set up and in place, its now time to start the game. Flip a coin or choose who will go first and the game will begin. At the beginning of each players turn, they will gain 4 SP (Strategy Points). SP are used for all cards in your deck. Most cards only need SP to cast, but others like Equipment, items, arts and terrain effects will also have an additional cost of EXP to be able to use it. EXP (Experience) can only be obtained by defeating your opponents enemies. The EXP gained is always shown at the bottom of an enemies card.

On a players turn you are allowed to : Summon any allies to the field, move and make an action once with all allies you have on the field. Using special abilities of your allies counts as an action. You can also use any equipment, item, runic art or terrain effect on your turn if you have the SP and EXP to cast them. A player decides what allies to use or cards to cast and can also choose to not move allies or make any actions. Once a player has finished with their actions, their turn will end and their opponents turn will begin. There are also certain cards that have abilities to be cast on your opponents turn. If an ability has (PT) beside it, that means it can only be cast on the Players Turn. If an ability has (OT) beside it, you can only cast those on your opponents turn.

Allies can only be summoned on the players turn. SP is needed to summon your allies to the battlefield and any ally can be summoned. Whenever a new ally is summoned, they must be placed 1 step near your homebase. New allies must first prepare for battle and cannot move or make an action after they are first summoned. They can be used only on your next player turn unless they have abilities that can be used on your opponents next turn. You can cast a summon at any time before your player turn ends.

RULES : Combat and Gameplay

Combat in the game is not one-sided and when this happens, both Ally and Enemy will make an attack against each other. All allies have a Range stat. Range plays a very important part in combat and decides if both combatants hit each other. If your ally attacks an enemy at close range (1 step away), they will deal the amount of damage equal to their attack power. If the enemy is not yet defeated, the enemy will then attack your ally and deal damage equal to their own attack power. After that, combat between the two will end and your allies turn will be over. This is a standard attack done by all ally cards. It works the same way when an enemy attacks your ally. However, if an ally has a Range of 2 and attacks an enemy at a distance who has a range of 1, your ally will do damage, but the enemy will not be able to attack back because your ally is not within the the enemies Range. Using the Range stat, you can easily gain an advantage in battle. Also remember that if an ally makes an action, they are not allowed to move afterwards. Movement must be done before an ally makes any actions.

All allies have two special abilities each. These abilities cost SP to use and will count as an allies action. Abilities vary in effect and the cards will clearly state how to use the ability and what effect it will cause.

Certain allies will have the ability to always have initiative in combat. This means that regardless of who started the combat, the ally with initiative will always attack first. In the rare event that two combatants are in combat and both have initiative, the one that started the combat will be the one to attack first.

There are also special abilities that allow an ally to counterattack from any range. This counterattack only happened if an enemy attacks them and they will always deal damage back to the enemy regardless of their Range. This does not count if they are making an attack. Only when an enemy attacks them.

Initiative abilities and special counterattack abilities are always in effect and do not cost SP to use. These are considered permanent abilities. There are also other abilities that may have a constant effect. Each deck has a special “Divine Spirit” ally and both of them have a rare ability that enhances your other allies just by being on the battlefield. Permanant effects do not display a (PT) or (OT) next to the skill and they will always have a 0 SP cost.

Both decks have certain allies and abilities that can cause a status effect. Each deck introduces a new status effect that your enemies can suffer from. The clan of the Sacred Cross will introduce the “BREAK EFFECT”. This effect will cause your enemy to have a max SPD of 1 and the enemy will also take +1 damage at the beginning of each players turn. The clan of the Crimson Nobles introduces the “POISON EFFECT”, which will cause +2 damage and the enemy will also take +2 damage at the beginning of each players turn. These effects will eventually destroy the allies unless the status effect is cured by an item or ability. If an ally has this ability, they can use it during an attack (Attack power + status effect damage).

As stated, your Range is a very important factor when deciding combat. Range is set in two categories, Ranged and Melee. If your ally has a Range of 1, it is a melee attacker. If the ally has 2+ Range, they are a Ranged attacker. Even if the ally has a Range of 2+, they can still make a close range melee attack as well. A standard attack (and a lot of abilities) use the Range stat to determine if you can hit a nearby enemy. Allies with a Range of 1 can only attack an enemy up to 1 step away. (Horizontal, Vertical or Diagonal). Ranged class allies will always have 2+ Range to attack with and can easily pick off enemies at a distance. They can also attack enemies on the other side of terrain, such as water or mountains. Certain abilities, equipment and items can also enhance an allies Range. If an ally who is not of the Range Class has an enhanced Range of 2+, they can also be used as a Ranged Class with Runic Arts as well.

Inventory Items can be used during your player turn. Items are single use effects that normally end after the ally that used it takes their turn. Certain items may also last until the players turn is over. The effects of items vary and can Heal HP, Boost Stats or even damage enemies.

Any Clan Equipment can be used during your player turn. Equipment have two special uses. They can either be equipped to an ally to heal HP and boost their stats or if the equipment has not been used yet, it can be assimilated. This means that the magic of the item can be absorbed and the player will gain SP from it. But this also destroys the equipment and removes it from the game. A player can only assimilate a single piece of equipment during their player turn. You can assimilate the equipment whenever you may need some extra SP before your player turn ends.

These abilities are special and it uses the allies “Class” as requirements. The class of an ally is displayed above the allies abilities. Runic Arts also need certain classes to be positioned correctly around an enemy. All details can be found on the card itself and once cast they can do massive damage to your opponents forces. Weaker enemies could be destroyed instantly by these effects. Another requirement of Runic Arts is that they cannot be used by allies if the ally has made an action on their turn. The cards state “If they have not attacked”. Attacked, meaning, as long as they have not initiated combat or used any type of abilities. Allies can still move and position themselves to use the Runic Art, but the art itself is used as the action of all allies using it.

These are permanent effects that enhance all allies on the battlefield. They have various effects that can allow walking on water, climbing mountains, terrain stat boosts and many other terrain effects that you can use against your opponent.

A player loses when their God has been defeated in battle. Protecting your God is your primary defense to win the game. A God is always powerful and has a lot more HP than normal allies. They can easily hold their own in combat, but it will be at the cost of their HP. Build your strategy, protect your leader and invade your enemy.

2 Battle Record Sheets will come with the game. However, these are examples of how you can keep track of your allies. You can download a PNG version at the link below and print out new battle records to use. But it’s much easier to just grab a piece of notebook paper to keep track of your : Allies, SP and EXP.

Download Battle Record Sheet


Can we change the amount of SP that we gain at the beginning of our turns?
Not for an official game or tournament game because additional SP can always be gained by assimilating unused equipment, but it's fine for just playing and having fun. Feel free to lower or raise the SP that you gain. The game standard for balanced gameplay is 4 SP, but for more fast-paced gameplay, you can increase the SP and can also give yourself 1 EXP at the beginning of your turns. Alter it until you and your opponent are comfortable with the speed of gameplay and adjust it to fit your play style.

How exactly does negative SPD effects work when using forest, water and mountains?
If an ally has 2 SPD, they can move up to 2 steps in any direction. Moving 1 step to a new tile cost 1 SPD. If the terrain tile has negative SPD effects, it will take away another 1 SPD after landing on it. If an ally has only 1 SPD, they can still move to those terrains even though it has negative SPD effects.

Do I have to move my allies in a straight line when they move in a direction?
No. You have full freedom of movement. If your ally has a SPD of 2, they can move up to 2 steps in any direction. You can move the ally 1 step in a direction, then move the ally again in a different direction. You may also choose to only move 1 step even if you have a SPD of 2. The decision is up to you. Attacking works the same way. If an ally has a Range of 2, they can attack any enemy up to 2 steps around them.

There are a few cards that say "Allies SPD is not reduced when walking on or through forest terrain". Does that mean I can keep moving as long as I'm on forest terrain?
No. You are referring to the terrain effect cards. If these effects are active, it still takes 1 SPD to move to another terrain tile. This just means that your ally will not suffer from any negative SPD effects of the forest terrain.

If I only moved an ally and never made an action with them, can I come back to them later to make an action?
No. Each ally can move and make a single action on their turn. You can't come back to the ally on this player turn because the allies turn has already ended. The only way you can still make an action with allies that only moved is through a Runic Art ability.

Can I assimilate a piece of equipment if it's already equipped to an ally?
No. You can only assimilate a single piece of equipment on your player turn. If it's already equipped to an ally, it cannot be assimilated.

If my ally has water or mountains around them, can I move diagonally between them to a passable tile?
Yes. Diagonal gaps between non-passable tiles can be moved through. Allies can also be attacked this way.