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Vibrant blue and purple nebula with swirling gas and stars

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.

VwR Playmat Layout

VwR game mat2.jpeg
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