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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.
4–5 card opening hand
The first mover starts with 4 cards, the second with 5 (max 7 in hand). Each side draws one card when a new round begins — Swift chains don't draw, so card advantage comes from draw and Cycle effects.
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, a Reflect to turn it back on you, 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 2 shield and draw 1 card — 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 2 shield and a fresh card. 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
Attackᚨ

Deal 7 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.
Art Window
The hand-painted illustration sits in its own framed window between the name plate and the rules text — not full-bleed, so every plate stays crisp and readable.
Type Line
The faction icon, the card's type, and the Alpha set rune — the rune is colored by the card's rarity.
Attackᚨ
Rules Text
What the card does when played. Keywords and numbers are highlighted in color.
Medallions— brass circles riding the art window's bottom edge:
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, plating-rust, 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.

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 — or snare a Swift card: its effects still resolve, but its bonus move is negated. 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 — and its Swift bonus move — to resolve.

Reflect

A reaction that turns an incoming strike back on its caster — they take the damage instead of you. Doesn't count toward the cancel-reaction limit.

Examples from the card pool:

Dire Wolf
Dire Wolf
1
Creatureᚨ

Striker: 7 damage. Swift.

Forest Sprite
Forest Sprite
1
Creatureᚨ

Warden: soak 3.

Iron Ward
Iron Ward
Spellᚨ

Gain 3 shield. Draw 1.

Flame Lash
Flame Lash
1
Spellᚨ

Deal 6. If chained after Ignite: deal 5. Ignite.

Grasp of the Grave
Grasp of the Grave
Interruptᚨ

Interrupt: cancel the enemy's last card.

Arcane Bind
Arcane Bind
Rootᚨ

Root: cancel the enemy's last creature — or snare a Swift card: it still resolves, but its bonus move is negated. May be broken.

Briar Shield
Briar Shield
Break-Rootᚨ

Break: negate a root that targets your card.

Festering Wound
Festering Wound
Spellᚨ

Afflict the enemy: 2 damage for 3 turns.

Mirror of the Weave
Mirror of the Weave
2
Reflectᚨ

Reflect: the enemy's last strike is turned back on its caster.

Drain Life
Drain Life
1
Spellᚨ

Deal 7 damage. Heal for half the damage dealt (rounded down).

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.

Forgework — the Iron Craft

The Iron Kingdom's signature mechanic: shields and the Brace move, built up by its Forgework spells and turned into value by its heroes.

Build Shield
Forgework spells grant shields alongside draws and heals. The Brace move itself grants 2 shield and draws you a card.
Iron Payoffs
Iron heroes convert defense into value — stronger strikes while shielded, extra shield when Bracing, or a bite when the shield shatters.
Rust
Rust spells strip points from the enemy's shield — the counter-tech to a shielded-up Iron player.

Defenses

Incoming damage is reduced by your Shield first, then health.

Shield
The single armor stat. Wardens, Forgework spells, and Iron heroes stack it with no cap. It absorbs incoming damage before health — but piercing strikes cut straight through it, and Rust strips it away.
Brace
The defensive move: pass your card play to gain 2 shield and draw 1 card. Iron heroes like Bragnir, Thora, and Torvald get extra value out of Bracing.
Empowered
Buffed by tricks like War Cry: your next strike deals bonus damage, then the effect is consumed.

Shield persists between moves until consumed by damage or stripped by Rust — but afflictions (DoT) are true damage and bypass it entirely. The rule of thumb: shield is uncapped but pierced by piercing strikes, and Rust strips it away.

Card Effects

The building blocks every card is made from.

Strike

Deals damage to the enemy hero (reduced by Shield).

Block (Warden)

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

Heal

Restores your health. Healing is uncapped — it can push you above your starting total.

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.

Rust

Strips points from the enemy's shield — the counter to a stacked-up defense.

Self-Damage

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

Ignite Bonus

The 2nd+ Ignite card in a move-chain strikes for its escalated Ignite damage instead of its base damage.

Lifesteal

Strike damage with lifesteal heals you for half the damage dealt, rounded down (e.g. Drain Life, Vampiric Touch).

Pierce

Piercing strikes cut straight through Shield and go to work on health.

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.
BraceTemporary armor — each point absorbs 1 damage (more with Iron passives).
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 & Reflects

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. It also snares Swift cards: the card still resolves, but its bonus move is negated. Can be negated by a Break-Root; some heroes make their Roots unbreakable.
Break-Root
Negates a Root targeting your card, letting your play — and its Swift bonus move — resolve. Use it to protect a key combo piece.
Reflect
Turns a pending strike back on its caster — they take their own damage. Unlike Interrupts and Roots, Reflects don't fatigue and never hit the 2-per-round limit.

Ultimate Tokens & Ultimates

Each hero collects faction tokens over the match — fill their ultimate meter (6 tokens) 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 a full meter to unleash
Once your meter is full, consume it 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

Forgework shields 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: twenty legendary heroes across ten alliances 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. Healing across the set is deliberately scaled back, Bracing no longer restores life, and strike damage has been raised across the set — so attrition tips marathon matches toward the aggressor.

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.