VwR Game Play
Game set up: High roll choses who goes first. First doesn't draw for first turn. Draw 7 cards, you may mulligan up to 7 cards if you choose. shuffle deck after you draw new cards. Turn 1 starts when both players are ready.
Turn Sequence:
Dawn: Ready all cards; Draw 1 card from deck. (unless you are first on turn 1)
Reign Phase: Choose 1 card to Reign (Resolve Crusade triggers now).
Main Phase: Play Units, Spells, and Relics, & Armaments. Conduct Combat. (in any order)
Combat: Every Unit has summoning Sickness except for units with Surge. Commanders cannot Atk. Dmg stays on units.
End Phase: Resolve "End of Turn" effects; Discard down to 7 cards. Acknowledge your turn is over.
The Objective: Reduce the enemy Commander from 30 HP to 0 HP, or achieve a faction-specific alternate win condition (like the Zodiac "Ascension").
Deck Construction:
Deck Size: 61 Cards. This includes your Commander. Duplicates: Up to 4 copies of each card, except Legendries (Limit 1 per deck, per category) and Crusades (can only have one of each).
Composition: Faction Cards + Neutral Cards (Relics, Armaments, Spells, Crusades & Mercenary units).
The Reign System: (Resource aka mana) Reign is needed to play a card. Tap to use, resets at start of turn.
Reigning: Once per turn, you may place any card from your hand face-down into your Reignwell. It is advised to use Ancient Crusades, when you have them.
Crusade Triggers: If the card you Reign is a Crusade, its ability triggers immediately when it hits the Reignwell. Some Reign may have an "Objective" to complete first.
VwR Key Words
Ancient Crusade: Reign that has an effect.
Ancient Spell: On play effect for one turn
Armament of the void: Equip cards to attach to a unit
Atk: Attack.
Battlecry: Effect happens when played.
Blitz: Unit can Atk Commander directly.
Blood-Debt: Pay Hp instead of Reign.
Bounce: Return unit to players hand.
Burn: Deal (x) amount of Dmg when played.
Dmg: Damage.
Frenzy: When damaged, gain the effect printed
Glaciate: After an Atk, Enemy unit can't Atk or use ability for 1 turn.
Hp: Health Points.
Legendary Faction Spell: Only 1 per deck, Faction specific.
Legendary Unit: Only 1 per deck, Faction specific.
Life steal: Heal your Commander 1 Hp every time an Atk is made during your turn.
Majesty: Opponent can only play 1 card per turn.
Omen: Even and Odd turn effects.
Overwhelm: Remaining Dmg hits the Commander.
Poison: (x) amount of Dmg at the end of every turn.
Protector: Enemy can not Atk other units while in play.
Quickstrike: When attacking, Deal Dmg first. If the defending unit would die, take no Dmg.
Relics of the void: Items that have on play and every turn effects.
Reign: Mana\ resource.
Splash: Deals (x) amount of Dmg to surrounding units. (The immediate left and right)
Stealth: Can attack units around Protectors
Stonewall: Take (x) amount less Dmg from incoming and outgoing attacks.