Home

How to Play

The Rules of the Tavern

Runefall Rivals is a fast, chess-like collectible card battler. There is no mana or energy — you and your opponent alternate single-card moves, reacting to each other in real time, until one hero falls. Matches last 5–10 minutes.

The Basics

The goal is simple: reduce the enemy hero to 0 health. The first to do so wins.

Chess-like, no energy
No mana curve. You and your opponent alternate one card per move.
One card per move
Play a single card from your hand. Swift cards let you play again immediately.
5-card opening hand
You start with 5 cards (max 7 in hand). You draw one at the start of each move.
30 health
Every hero starts at 30 health. Drop the enemy to 0 to win.

The Move & React Flow

Cards resolve immediately, but strikes create a brief reaction window — this is the heart of the game.

  1. 1. Your move — play a card
    On your turn, play one card. Attacks, spells, and strikers that deal damage create a PENDING strike against the enemy.
  2. 2. Opponent reacts
    Before the strike lands, the defender may react: play a Warden to soak it, an Interrupt/Root to cancel your card, or take the hit.
  3. 3. Swift grants a bonus move
    If your card (or your chain) is Swift, you get another move immediately — strike again, set up, or counter.
  4. 4. Pass to Brace
    If you can't or won't play, brace. You gain 3 Brace armor (soaks 3 damage) and 2 life, then your move ends.

You may chain up to 3 consecutive Swift moves before initiative is forced to pass — so a single turn can explode into a multi-card combo.

Rounds, Brace, Cycle & Fatigue

A round is one normal move from each player. The round boundary matters.

Round boundary
When both players have moved, the round ends. Afflictions (DoT) tick once for each side, and reaction fatigue resets.
Brace
Passing your move earns 3 Brace armor (soaks 3 damage) and 2 life. Stack a few to weather a big turn.
Cycle — 3 per game
On your move, discard a card and draw a fresh one. Each cycle spends 1 of your 3 Cycle tokens — it doesn't use up your move.
Reaction fatigue
You may play at most 2 cancel-reactions (Interrupt / Root) per round. The 2nd lets the enemy draw 1; a 3rd is blocked until the round resets.

Anatomy of a Card

Every card shares the same forged frame. Here is what each part means — using a real card from the set.

Berserker's Charge
Berserker's Charge
2
Attack

Deal 4 damage. Swift.

“He did not run. He arrived.”

Berserker's Charge — a real card from the Alpha set.

Name Plate
The card's name in gold serif lettering on a stone plate.
Full-Art Painting
The hand-painted scene fills the entire card, edge to edge, in the shared dark-fantasy style. The name and rules plates ride on top of the painting.
Type Line
The faction icon, the card's type, and the Alpha set rune — the rune is colored by the card's rarity.
Attack
Rules Text
What the card does when played. Keywords and numbers are highlighted in color.
Medallions— the brass medallions floating over the painting's base:
Type medallion
The card's type — here, an Attack.
Swift medallion
Playing this card grants a bonus move.
Champion medallion
Grants Rage tokens toward your hero's ultimate.
2
Token counter
How many tokens this card grants — here, 2.
Rarity

The outer band and set rune carry the card's rarity color — rarer cards are stronger and grant more champion tokens:

CommonUncommonRareEpicLegendaryMythic

Card Types

Every card belongs to one of these types. Creatures are temporary — they do their job and leave the board.

Attack

A direct strike that deals damage to the enemy hero. Creates a pending strike the opponent may react to.

Spell

One-off magical effects: direct damage, afflictions, cleansing, equipment destruction, and card draw.

Creature — Striker

A temporary attacker. Deals its strike damage, then leaves the board. Does not persist between moves.

Creature — Warden

A temporary defender. Played as a reaction to soak incoming damage, then leaves the board.

Equipment

Equips to one of three slots — Weapon, Armor, or Trinket — and grants a persistent bonus while attached.

Trick

Utility plays: draw cards, buff your next strike, set up combos. Often Swift.

Interrupt

Cancel the enemy's last card outright. Limited by reaction fatigue — at most 2 cancel-reactions per round.

Root

Cancel the enemy's last creature — even a blocking warden — but the effect may be broken by a Break-Root. Harder to remove than an Interrupt.

Break-Root

Negates a Root that is targeting one of your cards, freeing your play to resolve.

Examples from the card pool:

Dire Wolf
Dire Wolf
1
Creature

Striker: 4 damage. Swift.

Forest Sprite
Forest Sprite
1
Creature

Warden: soak 3. Heal 1.

Hand Cannon
Hand Cannon
Equipment

Weapon: your strikes deal +1.

Flame Lash
Flame Lash
1
Spell

Deal 3. If chained after Ignite: deal 5. Ignite.

Grasp of the Grave
Grasp of the Grave
Interrupt

Interrupt: cancel the enemy's last card.

Arcane Bind
Arcane Bind
Root

Root: cancel the enemy's last creature. May be broken.

Briar Shield
Briar Shield
Break-Root

Break: negate a root that targets your card.

Festering Wound
Festering Wound
Spell

Afflict the enemy: 2 damage for 3 turns.

Combo Tags

Some cards carry a combo tag that changes how they play within a single move.

Swift
Grants a bonus move — strike again or counter.
Ignite
Escalates when chained after another Ignite this move.
Corrupt
Triggers bonus effects when the enemy is hurt.
Arcane
Builds toward powerful spell effects.

Equipment

Equipment attaches to one of three slots and stays until destroyed or replaced.

Weapon
Adds to every strike you make. Rarer weapons grant bigger bonuses.
Armor
Absorbs incoming damage first, degrading as it does. When depleted, it's destroyed.
Trinket
A passive bonus — often extra strike damage, sometimes with an on-attach heal or draw.

Defenses

Incoming damage is reduced in a fixed order: Brace first, then Armor, then Shield, then health.

Brace
Temporary armor earned by passing your move. Each Brace grants 3 armor — it soaks incoming damage until 3 is absorbed, then is depleted.
Shield
Absorbs a flat amount of incoming damage before it reaches your health. Granted by cards and champion abilities.
Armor (Equipment)
Equipped armor absorbs incoming damage first, degrading as it does so. When fully depleted, the armor is destroyed.
Empowered
Buffed by tricks like War Cry: your next strike deals bonus damage, then the effect is consumed.

Card Effects

The building blocks every card is made from.

Strike

Deals damage to the enemy hero (reduced by Brace, Armor, and Shield in that order).

Block (Warden)

A warden's soak — absorbs pending strike damage as a reaction.

Heal

Restores your health, up to your hero's maximum.

Draw

Add cards to your hand (hand size caps at 7).

Affliction (DoT)

Damages the afflicted hero at the end of each round. True damage — bypasses Armor and Shield.

Cleanse

Removes all of your active afflictions.

Disenchant

Destroys the enemy's most valuable equipped item.

Self-Damage

Some powerful cards cost your own health (e.g. Blood Pact, Ritual Scarring).

Ignite Bonus

Ignite cards escalate when chained after another Ignite within the same move, dealing bonus damage.

Icon Legend

A quick reference for every flat glyph you'll see across the tavern — and what each one means.

Factions
The BloodclansBrutal warriors, berserkers, beast riders.
The Astral OrderWizards, elementals, spell scholars.
The WildboundDruids, beasts, ancient forest creatures.
The DreadbornUndead, necromancers, cursed warriors.
The Iron KingdomDwarves, artificers, constructs.
The RunewrightsThose who inscribe the runes that power all magic.
The AshboundWar-mages who braid blood fury with living flame.
The BloodgroveBeast-riders whose warpacks hunt beneath the deepwood.
The Sanguine DeadRevenant warlords who feed on the blood of battle.
The ForgewrathBattle-smiths who temper rage into steel.
The BloomseersOracles who read fate in starlit blossoms.
The VoidswornSpellcallers who bargain with the grave's silence.
The SpellforgeArtificers who forge spells into glass and gear.
The RotgardenDruids who tend the garden where life feeds death.
The IronwoodTree-folk knights girded in riveted iron bark.
The OssuaryBone-smiths who raise legions of marrow and steel.
Card Types
AttackDirect hero damage; creates a pending strike.
StrikerTemporary attacker — deals its strike, then leaves.
WardenTemporary defender — soaks damage as a reaction.
WeaponEquipped — adds to every strike you make.
ArmorEquipped — absorbs incoming damage first.
TrinketEquipped — passive bonus while attached.
SpellOne-off magical effect.
TrickUtility play — draw, buff, set up combos.
InterruptCancels the enemy's last card.
RootCancels the enemy's card; broken by a Break-Root.
Break-RootFrees your card from a Root.
HeroYour champion on the battlefield.
Combo Medallions
SwiftGrants a bonus move — strike again or counter.
IgniteEscalates when chained after another Ignite this move.
CorruptTriggers bonus effects when the enemy is hurt.
ArcaneBuilds toward powerful spell effects.
Champion Tokens
RageChampion cards matching your hero's tag grant Rage tokens toward the ultimate.
FlameChampion cards matching your hero's tag grant Flame tokens toward the ultimate.
GrowthChampion cards matching your hero's tag grant Growth tokens toward the ultimate.
BlightChampion cards matching your hero's tag grant Blight tokens toward the ultimate.
ForgeChampion cards matching your hero's tag grant Forge tokens toward the ultimate.
RuneChampion cards matching your hero's tag grant Rune tokens toward the ultimate.

Interrupts, Roots & Break-Roots

Cancel-reactions are powerful but limited.

Interrupt
Cancels the enemy's last card outright. Counts toward your 2-per-round reaction limit.
Root
Cancels the enemy's last creature — even a blocking warden — but can be negated by a Break-Root. Some heroes make their Roots unbreakable.
Break-Root
Negates a Root targeting your card, letting your play resolve. Use it to protect a key combo piece.

Ultimate Tokens & Ultimates

Each hero collects faction tokens over the match — gather 10 and consume them to unleash a game-swinging ultimate.

Champion cards grant tokens
Cards carrying the champion medallion grant your hero's faction tokens when played. Rarer cards grant more.
Consume 10 tokens to unleash
Once you hold 10 tokens, consume them instead of playing a card to unleash your hero's ultimate — direct damage, drains, shields, summons.

Factions & Ultimate Tokens

The factions of Runefall, each with its own playstyle — and the faction tokens its Champion cards grant toward your ultimate.

The BloodclansRage

Brutal, relentless aggression. Champion cards grant Rage tokens toward your hero's ultimate.

The Astral OrderFlame

Chain Ignite cards within a single move to escalate their damage. Champion cards grant Flame tokens toward your hero's ultimate.

The WildboundGrowth

Druidic healing and mighty creatures. Champion cards grant Growth tokens toward your hero's ultimate.

The DreadbornBlight

Corrupt cards trigger bonus effects when the enemy is hurt. Champion cards grant Blight tokens toward your hero's ultimate.

The Iron KingdomForge

Equipment and stalwart defense. Champion cards grant Forge tokens toward your hero's ultimate.

The Runewrights

Those who inscribe the runes that power all magic. Neutral cards can be played by any hero.

Multicolor Alliances: ten legendary heroes each bind two factions — the Ashbound, the Bloodgrove, the Spellforge, the Rotgarden, and more. Their cards blend both parent colors, and each may build decks from either parent faction plus the alliance's own exclusive Epics and Legendaries.

Deckbuilding

You bring a 40-card deck built around your hero.

40 cards
Your deck must be exactly 40 cards.
Max 4 copies
No more than 4 copies of any single card.
Tavern Reserve
A chosen sideboard card joins your opening hand — your safety answer for the first turn.
Multicolor heroes
Alliance heroes may build decks from either of their two parent factions — plus their alliance's exclusive cards.

Only the five starter heroes come with a premade deck. Every other hero borrows a compatible faction starter deck — their own faction's, either parent faction's for alliance heroes, or any faction's for the First Runewright — or builds a deck from scratch.

When your deck runs out, your graveyard reshuffles into a new library — there is no fatigue damage in Runefall Rivals.

Game Modes

Three ways to play.

Practice
Solo skirmishes against the AI. Learn the ropes with no rank on the line.
Casual
Real-time PvP for fun. Wins and losses are tracked, but your rank doesn't move.
Ranked
Competitive PvP. Win to climb the leaderboard; lose to drop. Your peak rank is recorded.

Ready to enter the tavern?

Pick your hero, build your deck, and put these rules into practice.