How To Play

Setting Up the Battle

1. Each player is given three trusted champions—mighty forces that will aid them in their final stand. These cards are placed face down.

2. Each player is then dealt six more cards. They must choose three to place face-up as their first line of defense.

3. The remaining three cards stay in their hand to start the game.

4. The rest of the cards are placed in a pile at the center—this is the draw deck, where
new cards are pulled from.

Card Rankings

(From Weakest to Strongest)

3

Daggers

Small and quick, these blades strike first but don’t do much damage.

4

bows

Silent and steady, arrows fly through the air to hit their target.

5

Shields

Strong and sturdy, shields are used to block attacks and hold the line.

6

Hammers

Heavy and powerful, these can smash through the toughest armor.

7

Spears

Long and sharp, spears can strike from a safe distance.

8

Swords

The weapon of true warriors, strong and precise in battle.

9

Firebombs

Fiery explosions that bring chaos and destruction!

After the reign of warriors in battle with their specialized weapons came people of great strength and power, far beyond one’s ability to attain with few years of experience.

Mighty Champions

(The Greatest Forces on the Battlefield)

10. THE REBELS

Born from the ashes of oppression, these warriors defy all odds. Outlaws in the eyes of the kingdom, they strike with cunning and courage, dismantling order to create chaos wherever they go.

11. THE ADVENTURERS

Fearless and free, adventurers traverse the land seeking fortune and glory. Their strength lies in their unpredictability, always ready with a new trick up their sleeve to turn the tide of battle.

12. THE KNIGHTS

Sworn in to honor and duty, knights charge into combat with unwavering resolve. Clad in gleaming armor and wielding unmatched skill, they serve as the kingdom’s shield and sword.

13. THE WIZARDS

Masters of arcane power, wizards shape the battlefield with forces beyond mortal comprehension. With a flick of their fingers, they summon storms, shift the very fabric of reality, and bend fate itself to their will.

Special Cards

Skip | The Banishing Spell

A surge of ancient magic erupts, tearing through the battlefield! All powers, weapons, and enchantments are stripped away, leaving the field bare and defenseless. The player who unleashed it stands unchallenged, free to play any card of their choosing, reshaping the course of battle as their foes look on in disbelief.

Squash | The Towering Brute of Destruction

From the depths of chaos emerges Squash, a monstrous green titan whose very footsteps shake the battlefield. Towering over castles and warriors alike, this unstoppable force knows no allegiance—only ruin. With a single, earth-shattering blow, Squash obliterates the entire battlefield, leaving nothing but dust and echoes of the fallen. When this beast is unleashed, all that was fought for is lost, and the next player must step forward to forge a new fate from the wreckage. The discard pile is removed.

Reverse | The Reversal of Fates

A twisting of destiny itself, reversing the flow of time, making the last player take another turn. They're also granted the freedom to wield any card of their choosing -  resetting the flow of battle and altering fate itself.

4 of a Kind | The Reckoning

A hidden sign from the gods! If four of the same cards are played in succession, the battlefield is purged, wiped clean and reset!

Starting Battle

1. The player with the lowest face-up card goes first.

2. On their turn, a player must play a card that is equal to or stronger than the last card played.

3. If a player has multiple of the same card type (besides special cards) they may play
them all at once.

4. If a player can’t play a card, they may take a Flip-of-Fate from the draw deck and
instantly play the card. If it fails to rise to the battle at hand, they must take all the
cards in the discard pile!

5. At the end of their turn, players draw new cards until they have at least three cards
in their hand – and until the draw deck is empty. If a card drawn after a player’s turn matches the previous card they played (excluding special cards), they may quickly play it again in hopes that the next player has not already gone.

The Final Challenge

Once the draw deck is gone, players can only use the cards in their hands.

When a player runs out of cards and the draw pile is gone, they may access their
face-up cards to re-enter battle.

After those cards are gone, a player must play from their 3 trusted cards, flipping them
over each turn they find themselves without cards in hand. If their trusted cards
don’t stand the might of the battle at hand, they must pick up the pile!

Claiming Victory

The first player to get rid of all their cards wins the game and is crowned the Champion of the Realm!

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