Berserk: Heroes
Berserk: Heroes Rulebook
Table of Contents
Table of Contents
- Introduction
- Part 1. Basic Principles of the Game. Abilities and Features
- 101. General Information About the Game
- 102. Game Objects
- 103. Cards
- 104. Card Properties
- 105. Base Properties
- 106. Non-Base Properties
- 107. Additional Properties
- 108. Rules for Replacing Properties
- 109. Non-Game Elements
- 110. Features and Abilities
- 111. Types of Abilities
- 112. Triggered Abilities
- 113. Activated Ability
- 114. Static Ability
- 115. Combining Abilities
- 116. Spell Abilities
- 117. Targeted and Non-Targeted Abilities
- 118. Simple and Complex Abilities
- 119. Wounds, Effects and Markers
- Part 2. Card Types and Zones
- Part 3. Steps and Phases of the Game
- Part 4. The Queue
- Part 5. Game Process
- 501. Declaration. Payment
- 502. Sources and Targets
- 503. Game Rules Effects
- 504. Life and Wounds
- 505. Destruction
- 506. Action
- 507. Attacks
- 508. Carrying Out Attacks and Other Abilities
- 509. General Rules for Assigning Blockers
- 510. Rules for Carrying Out Battles
- 511. Axe Rule
- 512. Zero Rule and the X Rule
- Part 6. Victory, Draw, Defeat
- Part 7. Terminology
- Part 8. Cards with the Features "Created" and "Placed"
Introduction
The Full Rules of Berserk: Heroes are a set of rules for one-on-one play. They are an official document issued by Mir Hobby LLC (ООО «Мир Хобби»).
All official tournaments must be held in accordance with these rules.
The rules take effect on the day they are published.
Part 1. Basic Principles of the Game. Abilities and Features
101. General Information About the Game
101.1. Berserk: Heroes is a collectible card game in which heroes fight using creatures, spells and support cards. The goal of the game is for your hero to defeat the opponent's hero.
101.2. Each player starts the game with their own deck of cards. Players take turns making moves. During a turn, a player may play cards from their hand and use the abilities of their own cards (cards under their control). A player must announce to the opponent each ability they intend to perform and, if necessary, state its target(s).
102. Game Objects
102.1. The game uses:
- original cards produced by Mir Hobby LLC;
- coin markers, or any other accessories that allow them to be easily replaced;
- it is recommended to use some items to mark wounds and various effects on creatures and heroes, for example, dice of different colors.
103. Cards
103.1. A card contains game information, non-game text and service information. Game information consists of the properties and abilities of the card.
Non-game text consists of the legend, flavor text and (sometimes) the author of the idea. Service information consists of rarity symbols, the set symbol, the serial collector number (the card's number within its set), the illustration, the illustrator, the year of release, and the name of the manufacturer (Mir Hobby LLC).
103.2. The text field is the area where the card's abilities, flavor text, legend and (sometimes) the author of the idea are printed. The rest of the card, called the frame, contains information about the card's properties and service information.
104. Card Properties
104.1. Base properties are cost, starting number of lives and attack strength. These properties are shown in the frame of the card. Base properties are determined by the card's type. Depending on the card's type, it may carry information about lives, cost and attack strength.
104.2. Non-base properties are card type, card name, element, card class and controlling player.
104.2.1. Changing a non-base property overwrites the previous value without applying any effects. This applies only to cards in the play zone. When a card leaves the play zone, it restores these properties.
EXAMPLE. You took Vail under your control, then played Viata and healed him, removing effects along the way. Since the controlling player of a creature is a non-base property, it produced no effects, and Vail stayed under your control.
104.3. Additional properties. These properties appear only in the play zone.
105. Base Properties
105.1. Card cost is the number inside the cost symbol (a coin).
105.1.1. Abilities that change the cost of cards work only when a card is played. When a card is played, all changes produced by abilities are applied to the card's base cost, and this determines its final cost. A final cost cannot be less than 0. After the card enters play and the queue is cleared, the card's cost becomes equal to its base cost again.
EXAMPLE. You have Runesinger in play and Gnome in hand. Runesinger reduces the cost of playing Gnome, so Gnome is played for 1 coin, but Runesinger's ability does not reduce its own cost while it is in play.
EXAMPLE. You played Vial of Foresight and took Raven Tribe Shaman with its ability. Although Vial of Foresight reduces the Shaman's cost by 4 coins, the Shaman's final cost is 0. After Raven Tribe Shaman is played and is on the field, its cost will be 1 coin.
105.1.2. A card's cost may be variable (contain the number X). When a player plays such a card, X cannot be chosen as 0 (the minimum cost to play such a card is 1 coin).
EXAMPLE. Lightning Summon costs X coins. When a player plays Lightning Summon, they choose X themselves (the minimum is 1 coin).
105.1.3. If, as a result of an ability, a player must play a card of cost X for free, then all abilities that depend on X are declared as if X were 0. (It is considered that you played the card of cost 0 for free.)
EXAMPLE. If the spell Ether Analysis reveals the spell Reverse Time from the deck, you may play Reverse Time for free without shuffling anything.
105.1.4. In all cases other than playing a card, the cost X of a card equals 0.
EXAMPLE. If the spell Dangerous Future reveals Lightning Summon, then X will equal 0.
105.2. Starting number of lives is the number in the red circle on the right side of a card's frame (for the card types Creature and Hero).
105.2.1. When the lives value of a card is brought to a specific number, all wounds are removed from the card, and such a number of additional and negative lives is placed on or removed from it that the final number of lives equals X. Abilities that react to a change in the number of wounds on a card do not trigger.
EXAMPLE. You have Akkenia under your control (all creatures of the opponent have Vulnerability), and your opponent plays Shock (the number of lives of all creatures in play becomes 1). All wounds are removed from the creatures, and the number of negative-lives effects needed to bring the final value to one is placed on each. Since wounds must not be placed, Vulnerability does not work. Abilities that trigger "when healed" also do not work, even though the wounds were removed.
105.3. Starting attack strength is the number in the green circle on the left side of a card's frame (for the type Creature).
105.3.1. When the attack strength property is changed by non-permanent abilities, effects of +/- attack are placed on the card in such an amount that its attack becomes equal to X. This applies only to cards in the play zone. When it is necessary to know the attack strength for some abilities, the final attack strength is used.
EXAMPLE. You play the Pum-Pu Rite on your Vail, whose attack strength is 0. You place one effect of +1 attack on it, and as a result Vail's attack strength is 1.
106. Non-Base Properties
106.1. Card type is determined by the type symbol in the upper right corner of the card. The card types are: "Hero," "Creature," "Support card," and "Spell." The three classes of Support cards, "Amulet," "Armor" and "Weapon," have their own symbols. A card's membership in a particular type is determined by its base properties.
106.1.1. The correspondence between a card's type and the base properties it has is shown in the following table.
| Card type | Cost | Lives | Attack |
|---|---|---|---|
| Hero | + | ||
| Creature | + | + | + |
| Spell | + | ||
| Support card | + |
106.1.2. The types Creature and Hero are referred to for convenience as Characters.
106.1.3. The classes Amulet, Armor and Weapon are referred to for convenience as Equipment.
106.2. Card name. It is placed in the center of the card, above the illustration.
106.2.1. The card's name is its unique identifier. When it is necessary to confirm that a card is a legal target for an ability, its name must be shown. Since the card base is open information, the opponent may ask to be shown the whole card.
106.2.2. If an ability that affects the play zone names a card, that name refers to that specific card and does not refer to other cards with the same name in the play zone.
EXAMPLE. There is a face-up Dendromorph in the play zone. You play your own Dendromorph. When hiring, you may close only the Dendromorph that has just entered.
EXAMPLE. An Avenger Orc is in the play zone, another of your creatures dies, and the Avenger Orc searches the deck for another Avenger Orc.
106.2.3. A combined card has several names, each being the name of one of its component parts.
106.2.4. If it is required to find in the deck, or summon from the deck, a card with the same name as a combined card, then a card with the name of any one of the component parts of the combined card may be found or summoned.
EXAMPLE. Under the opponent's control in the play zone is a Self-Propelled with a Shade and a Chain Saw attached to it. You have two Shades and one Chain Saw in your deck. You play the spell Great Minds Think Alike. You may summon two Shades onto the field, or a Shade and a Chain Saw.
106.2.5. If a card's ability must modify the cost of, or forbid playing, cards with the same name as a combined card, then the cost is modified, or cards with the names of each of its component parts cannot be played.
EXAMPLE. In your play zone you have a Vanishing in the Gloom with an Exoskeleton and two Attack Modules attached to it. Your opponent plays Ihve Blade and, with its ability, returns the combined creature to your hand for 4 coins. When it moves to hand, the creature "falls apart" into separate cards. On your next turn, to play Vanishing in the Gloom you will have to pay 6 coins, and for the Exoskeleton, 5 coins.
106.3. Card element. A card may belong to one or more of the five elements (Steppes, Forests, Mountains, Swamps, Darkness), or may belong to none of them (it is then a neutral card). The elements of a card and Neutrals are indicated as follows:
- Steppes (steppe cards): a picture of the sun on a background in the text field; the overall background is yellow.
- Forests (forest cards): a picture of a tree on a background in the text field; the overall background is green.
- Mountains (mountain cards): a picture of mountain peaks on a background in the text field; the overall background is dark blue.
- Swamps (swamp cards): a picture of moss tussocks on a background in the text field; the overall background is dark green.
- Darkness (dark cards): a picture of a skull on a background in the text field; the overall background is black, and the background of the type symbol is dark purple.
- Multi-element cards combine the features of all the elements to which the card belongs.
- Neutrals (neutral cards): a picture of a shield and crossed weapons on a background in the text field; the overall background is red.
106.3.1. If a card loses its last element, it becomes a neutral card.
106.3.2. A card may gain an element it already has. A neutral card may lose an element.
EXAMPLE. Vial of Creation may choose a neutral card for its first ability.
106.3.3. A card with several elements belongs to each of those elements at the same time.
EXAMPLE. Resurrected Linung has the multi-element (Mountains, Darkness). It can be put into a deck with Krom the Iron (where a deck may contain only mountain cards), and also with Zul-Baal (where a deck may contain only dark cards). And a Resurrected Linung can be destroyed by Inquisition Executioner as a dark card.
106.4. Card class is a sub-type of creatures, support cards and spells.
107. Additional Properties
107.1. In addition to the base and non-base properties shown on the card's frame, there are properties that are not marked on cards in any way. Such properties are called additional properties, and by default every card of the corresponding type (class) has them. No ability can remove the additional properties of a card of the corresponding type, but an ability may affect whether they can be used.
Additional properties of creatures in the play zone:
- Strike attack;
- Assigning a blocker against a strike;
- Strike reflection;
- First-turn weakness.
107.2. A strike attack has the form "Once per turn: if open, strike-attack an opposing character, then close." It may be declared by the player only in the Selection phase of the Main step of their turn.
107.3. Assigning a blocker has the form "Once per opponent's turn: if open, act as a blocker against a simple strike; then close." It may be declared and carried out by the player immediately after the opponent declares a strike attack by a creature.
107.4. Strike reflection is a property of creatures that allows them, if they are open, to exchange strikes with the creatures attacking them.
107.5. First-turn weakness is a property that prevents a creature from acting (but it may still act as a blocker) on the turn it came under this player's control. The exception is creatures with Charge. They may always attack and use activated abilities.
EXAMPLE. You took Elf Rider under your control, but you cannot strike-attack with it or use its shot.
EXAMPLE. You took Elf Rider under your control and gave it the ability Charge. Now you may either strike-attack or take a shot immediately.
108. Rules for Replacing Properties
The initial type is the type a card has before the start of the game.
108.1. If a card acquires a non-base property, then it replaces the property located in the same area of the card. For example:
EXAMPLE. If a steppe creature becomes a dark creature, then this creature stops being a steppe creature.
108.2. When a card changes its type, all properties in the base-properties field become those corresponding to that card's new type (and class). When a card loses its type but no new type is specified, the card returns to its initial type (together with its numerical values).
EXAMPLE. If a creature becomes Equipment, then it stops being a creature (losing the properties and features that Equipment cannot have: Attack and Lives).
EXAMPLE. If a creature changes its card type to Hero, then it stops being a creature (losing the properties and features that a Hero cannot have: Cost and Attack).
109. Non-Game Elements
Non-game elements are the non-game text and service information.
109.1. Non-game elements on a card serve for the artistic and supporting presentation of the card. Non-game elements are:
- the legend;
- the author of the idea;
- the illustration;
- the set symbol;
- the serial collector number;
- the number of cards in the set;
- the illustrator;
- the name of the manufacturer (Mir Hobby LLC);
- the year of release;
- the rarity symbol of the card: common — black background, uncommon — bronze background, rare — silver background, ultra-rare — gold background.
109.2. The legend is the text set in italics that follows the description of all the card's features. The legend never explains how the card is used.
110. Features and Abilities
110.1. A card's features are the text in the text field written on the card itself, excluding non-game elements. Each feature is separated from the others by a period.
EXAMPLE. You have the hero Ferocious Cutter in play, and there is a Vail with Charge and Attack Experience granted by the hero, and a Berserk. You play Talos, which copies the feature "Directed Strike" from Berserk, but not Charge from Vail, since Vail does not have that as a feature; it is an ability produced by an effect.
EXAMPLE. You use Mimicry Force against Anvold. You may copy only one of his three features.
110.2. Abilities are a characteristic of a card that allows it to influence the game. A card's abilities are determined by its features, the effects applied to it, and the rules of the game. Abilities may be activated, triggered and static, and there are also spell abilities.
110.3. Effects are the result of carrying out abilities. They change the state of cards in the game, may grant new abilities to cards, and may remove abilities. Normally an effect belongs to the card to which it is applied. An effect that removes an ability removes all instances of that ability. If two or more effects grant or remove the same ability, the effect applied last takes precedence.
110.4. The interaction between abilities that must work at the same time is determined by the Queue.
110.5. Some abilities allow other abilities to be copied. In this case, if the name of the source card appears in the text of that ability, the name is replaced with the name of the receiving card when it is copied.
EXAMPLE. Afari plays Mimicry Force against Bjornbon and wants to receive his ability ": The target of the opponent's first attack each turn must be Bjornbon." In this case Afari receives the ability ": The target of the opponent's first attack each turn must be Afari."
111. Types of Abilities
| Static abilities | Activated abilities | Triggered abilities |
|---|---|---|
| Written as a statement | Contain a colon in the text: "Payment: effect". May contain a condition of use. | Contain a trigger condition: "When", "At", "At the start/end of the turn", etc. |
| Not played. They work while the source is in a suitable zone. | Activated by the player who controls the source of the ability. | Always carried out when the trigger condition occurs, unless the text contains the keyword "may". If the keyword "may" is present, it is carried out with the consent of the player who controls the source. |
| Applied immediately after the source appears in a suitable zone. Created effects disappear if the ability itself or its source disappears. | After activation or triggering, placed in the Queue. Created effects are applied after the ability resolves. |
112. Triggered Abilities
112.1. A triggered ability is an ability that triggers when the specific conditions stated in the text of that ability are met. A triggered ability is usually written in the form "[condition] – [description of effect]."
112.2.1. The condition of a triggered ability begins with the words: "Before," "When," "After," "If," "Whenever," "At the start of the turn," "At the end of the turn." If the condition for declaring a triggered ability occurs, the ability is declared as soon as the player receives priority (after all effects of the game rules that have arisen have been applied).
EXAMPLE. "When one of your creatures dies on your turn, wound the chosen opposing creature for 2" (Wasteland Scavenger).
112.3. If all the necessary conditions for a triggered ability are met and the text of the ability does not contain "may... / you may...", the player is obliged to declare this triggered ability at the first moment they receive priority.
112.4. If all the necessary conditions for a triggered ability are met, but the text of the ability contains "may... / you may...", the player may choose not to declare the ability. If the player does not do so at the first moment they receive priority, they can no longer declare it for that trigger.
112.5. When a triggered ability is declared, a "used once per turn" marker is placed on the card and, while this marker is on the card, that ability cannot be declared again. The exception is abilities containing the phrase "Each time," which may be declared any number of times per turn when their trigger conditions occur. The marker "X times per battle (game)" works in the same way.
112.6. If the same triggered ability must trigger several times, then when it is declared the player may use any of the trigger points.
EXAMPLE. You have Talitha, and your opponent has three creatures (Gnome, Glutton, Elf Prince), and you play Crossbow Orc, which makes 3 shots for 1 damage at different creatures. While Crossbow Orc's ability is resolving, Talitha's triggered ability receives 3 trigger points: one for the Gnome, one for the Glutton and one for the Elf Prince. After Crossbow Orc's ability is carried out, you may choose which of the three points to use. Thus you may choose whom to destroy: the Gnome, the Glutton or the Elf Prince.
112.7. If, during the resolution of an ability, the condition of a triggered ability is met, but at the moment it is placed into the Queue its declaration has become illegal, then the limit of 1 time per turn does not apply.
EXAMPLE. You have Talitha; your opponent has 2 poisoned creatures with 1 and 5 lives. On the opponent's turn, the creature with 1 life dies from poison, so Talitha cannot declare its destruction, and can destroy the creature with 5 lives, in whatever order the opponent places the poison triggers into the Queue.
112.8. The game may contain triggered abilities that trigger from the deck. Such abilities begin with the words "When you use a search" or "When you look through the deck" and end with the words "this feature works in the deck." Such abilities may be declared only when the player is entitled to look through their deck and the corresponding trigger condition has occurred.
112.9. The game may contain triggered abilities that trigger from the graveyard. Such abilities begin with the words "When this card is put into the graveyard," "While this card is in the graveyard," or contain the wording "If [creature] is in the graveyard." Such abilities may be declared when the necessary trigger condition is met after the source card has been moved to the graveyard.
113. Activated Ability
113.1. An activated ability is an ability for the declaration of which resources are usually required (these resources are called the payment of the ability and are stated in the text of the ability before the colon) and the player's will. The only prerequisite for declaring a playable feature may be the player's will. An activated ability is usually written in the form "[payment]: [description of effect]."
113.2. An activated ability may be declared by the player only in the Selection phase of the Main step of their turn, if all the necessary conditions for using this feature are met.
113.3. The payment of an activated ability is made before it is carried out.
113.4. When an activated ability is declared, a "used once per turn" marker is placed on the card and, while this marker is on the card, that ability cannot be declared again. The marker "X times per battle (game)" works in the same way.
114. Static Ability
114.1. A static ability affects the game for the stated period of play (or for the whole game if no period is stated). A static ability applies an effect to a card as soon as that card begins to satisfy the condition for the effect. The effect is removed as soon as the card stops satisfying that condition. If the source of a static ability loses that static ability or leaves the zone in which it operates, the effect of the static ability ceases to affect its targets. Normally the text of a static ability contains the word "While," or it is not specially marked in any way.
114.2. A static ability is not declared, is not carried out and does not use the Queue. As soon as it appears, a static ability applies its effects. Static abilities affect cards without choosing them as targets.
114.3. Some static abilities become relevant only for a certain period of time. For example, static abilities that generate replacement effects, prevention effects and cancellation effects.
114.4. If several static abilities must apply to a card at the same time, they are applied in the order in which they appeared.
114.5. If a static ability changes a card's attack strength or lives, it changes the card's base parameters for the duration of the effect.
114.6. A static ability that affects creatures in the play zone applies an effect to a creature from the moment that creature enters the game until the moment the creature loses its features: that is, after the triggered features "Death:", "When dies:" and "When dies", which trigger on the death of this card, are placed into the Queue.
114.7. If a card acquires a triggered or activated ability whose source is a static ability, the "1 time per turn/battle" marker applies to the effect of that static ability, even if that ability had stopped affecting this card.
115. Combining Abilities
115.1. Abilities may be combined into complex structures. For example, an activated ability combines easily with a triggered one. In such cases, to declare such a combination, all possible targets must be specified at once when it is placed into the Queue. If they are separated by a semicolon or a period, the targets are specified one after another as the combined ability is carried out.
115.2. When any ability is combined with a static ability or a replacement effect, that ability will apply at the relevant moment, even though it has the form of a triggered or activated ability.
116. Spell Abilities
116.1. Spells have their own type of ability: spell abilities. These look like a list of instructions that must be carried out one after another when the spell resolves. For a spell to be placed into the Queue, all the abilities on this list must be legally declarable.
117. Targeted and Non-Targeted Abilities
117.1. Many abilities require choosing a target in order to be carried out. Normally the target is chosen by the player who controls the ability, but some abilities assign the choice of target to the opponent.
EXAMPLE. Bad Advice is a spell with a targeted ability, but the choice of target lies with the opponent.
117.2. If an ability does not require choosing a target, such an ability is considered non-targeted.
EXAMPLE. Cataclysm is a spell with an ability that does not require choosing a target.
117.3. Only activated abilities, triggered abilities and spell abilities can be targeted.
117.4. In general it is fairly easy to determine whether an ability is targeted or non-targeted. A non-targeted ability gives a general description of the conditions for which cards it applies to, without the possibility of choosing whether to apply it or not, so an unlimited number of cards may be affected by a non-targeted ability. Targeted abilities, on the other hand, limit the number of targets by enumeration.
EXAMPLE. The spell Fading, played for 2 coins, destroys all creatures of cost 2. The ability of this spell describes the cards it affects: they must be creatures with a cost of exactly 2 coins. It does not matter how many such cards are in play, 3, 10 or 100, or none at all.
EXAMPLE. The spell Massacre allows a battle to be applied to an unlimited number of creatures, but it lets you choose which creatures fight and which do not, so the ability of this spell is targeted.
117.5. If the text of an ability does not say which player's zone it works with, then by default it works with the zone of the player who controls that ability.
EXAMPLE. The spell Resurrection has the text "Take a creature from the graveyard into your hand." The creature Resurrected Mermaid has the text "Hire: Take a creature and a spell from the graveyard into your hand." Since it is not stated whose graveyard, it is the graveyard of the player who plays Resurrection.
EXAMPLE. The spell Doppelganger has the text "Choose a creature in the opponent's graveyard …". This text specifically states that the spell works with the opponent's graveyard.
117.6. If the text of an ability does not specify the type of zone in which the needed card is located, then by default the card must be in the play zone.
117.7. If the text of an ability does not say which card the ability applies to, it may apply to any suitable card.
EXAMPLE. The spell Patrol has the text "Creature gets '-2 attack. -2 from attacks'." Since it does not say which creature, any creature in the play zone may be chosen.
117.8. To simplify understanding of the preceding items, the following table is provided.
| Text of the ability | Applies |
|---|---|
| No zone type is specified | To suitable cards in the play zone |
| A zone type is specified, but no zone ownership is specified | Only to those zones that belong to the player playing the ability |
| No restriction on the cards it applies to | To any cards in the specified zone |
118. Simple and Complex Abilities
118.1. Abilities that consist of a single game action with a single target are called simple.
118.2. If the text of an ability contains several game actions separated by a comma or a semicolon, it is called a complex ability. A complex ability is carried out in the order in which its components are written, and the components are not placed into the Queue separately; in the Queue, the ability simply has its targets and game actions replaced as it proceeds. If some part cannot be carried out, the carrying out of the ability is interrupted.
118.3. To declare a complex ability, the first part of that ability (up to the first separating element, a comma or a semicolon) must be legally declarable.
EXAMPLE. Alp has a triggered complex ability: "At the end of your turn, if Alp is in the graveyard, you may destroy your creature to resurrect Alp." If two Alps want to destroy the same creature, it will succeed for one of the Alps, and that one is resurrected. The second Alp cannot destroy the creature, since it is already in the graveyard, and therefore the second Alp is not resurrected.
118.4. Complex abilities sometimes use the construction "Do X, and in doing so do Y." The key phrase here is "in doing so." In this case the ability moves on to "Do Y" only if X was carried out in full without any replacement effect being applied to it.
EXAMPLE. Chaos Hyena has the feature "Hire: Wound your hero for 3, and in doing so wound the opposing hero for 3." If your hero does not receive wounds from Chaos Hyena (for example, if it has the ability "Undead"), then wounding the opposing hero is no longer possible.
EXAMPLE. The spell Sacrifice: "Destroy your creature, and in doing so destroy the opponent's creature." is played on your creature, but you use the feature of Chaosfortum and your creature survives; then the second part of the spell is not carried out.
118.5. In complex abilities that use the construction "You may do X, then do Y," the player may skip the carrying out of X and move on to carrying out Y. If the construction "You may do X, and in doing so do Y, then do Z" occurs, the player may or may not do X, but Y is carried out only if X was carried out, and Z is carried out in any case.
EXAMPLE. Ponita has the feature "5: Wound the hero for 1, you may wound a creature for 1, heal a character for 1, draw a card, the player puts the top card of the deck into the graveyard." If there are no creatures in the play zone, the ability is not interrupted and is carried out to the end.
118.6. In complex abilities that use constructions of the form "make [X] +1 (or [X] -1) until [X] equals [Y]," if [X] is greater (or less, depending on the condition of the ability) than [Y], the ability is not carried out.
EXAMPLE. Broken Dragon has the feature "Clutch. Hire: If no was paid when Broken Dragon was played, the opponent discards cards until they have as many cards as you do." If you have more cards than the opponent, the ability will not be carried out.
119. Wounds, Effects and Markers
119.1. An effect is the result of a carried-out ability.
119.2. An effect may be applied to cards in the play zone, as well as to cards in the graveyard or in hand.
119.3. An effect belongs to the cards to which it is applied.
119.4. Some abilities create markers. There are five types of markers:
- wound markers;
- markers for changing non-base properties;
- markers for "X times per turn";
- markers for "X times per battle (game)";
- coin markers (marked with the coin symbol).
They are not effects.
119.5. The loss of an effect as the result of some ability is also an effect (in this case an effect of loss of an ability is applied, or, if this ability was applied by an effect, that effect of the ability is removed). If an effect is lost until the end of the game, the effect is removed without applying a loss effect.
119.5.1. If an ability that removes X markers is directed at a card that has fewer than X such markers, then all markers specified in the text of the ability are removed from the card.
EXAMPLE. If a creature has 1 wound and we use the ability "Heal a creature for 2," that 1 wound is removed.
119.6. Sometimes effects granted by activated or triggered abilities have conditions of existence. In this case, as soon as the condition of existence stops being met, the effect disappears and does not return, even if the condition is met again later.
119.7. If an ability with several legally declared targets can be carried out only partially (that is, it applies its effect to some targets but not all), then it is carried out partially. However, if none of the targets of the ability can receive the effect, the ability is considered not carried out.
119.8. A partially carried-out ability is considered successfully carried out, and all abilities that were to trigger on its successful carrying out are triggered.
EXAMPLE. The spell Execution requires the opponent to discard 2 cards, but they have only one card. They discard it, and all abilities that react to discarding cards are triggered.
Part 2. Card Types and Zones
201. Types of Zones
201.1. In Berserk: Heroes the following zones exist: the play zone, hand, deck, graveyard, reserve, and the additional deck (sideboard).
201.2. There is only one shared zone: the play zone. All other zones are private, and each player has their own private zone: their own hand, deck, graveyard and reserve.
201.3. An open zone is a zone that both players may freely look through. Open zones include the play zone and the graveyards of both players.
201.4. Zones in which the information on cards is hidden from one or more players are called closed or semi-closed zones. Closed zones include the decks of both players, and semi-closed zones include their hands, additional decks and reserves. When a card moves from other zones into hand or deck, it loses all of its markers and effects, and it is considered a new card at each subsequent interaction. Effects that allow information about cards in such zones to be learned partially or in full do not change the rules for interacting with them.
202. Play Zone
202.1. The play zone is an open shared zone, in which the players' heroes are initially placed. During the game, creatures and support cards enter the play zone and interact with each other. The synonyms "game" and "table" are also used to refer to the play zone.
202.2. Properties and abilities of cards affect only the play zone, and they may be used only while these cards are in the play zone, and only on cards that are in the play zone, unless otherwise stated on the cards themselves or provided by other rules.
203. Hand
203.1. The hand is a semi-closed private zone. A player may look only at their own hand, but the number of cards in hand is open information and is available to the other player. Normally players hold the cards of this zone in their hands, which is why the zone is so called.
203.2. Abilities that affect only the cost of the card they belong to work only when it is played.
EXAMPLE. You have 4 cards in hand, one of which is Kutila. Kutila costs 4 coins less and may be played for 6 coins. In the play zone, Kutila costs 10 coins, regardless of how many cards are in hand.
203.3. Abilities that affect the cost of a certain set of cards do not work from hand, but they do affect cards that are in hand.
EXAMPLE. Runesinger makes all Gnomes cheaper. But Runesinger itself can be played only for 3 coins, since it does not make itself cheaper when it is played.
203.4. If a card must go to hand, it always goes to the hand of its owner. In doing so, it loses all effects and markers. When it later returns to the play zone, it will be considered a different card.
EXAMPLE. You took Nimert under your control, which killed your Tryasovitsa. Your opponent plays the spell Brewing on Nimert and returns it to their own hand.
204. Deck
204.1. The deck is a closed private zone in which cards are kept face down, not directly taking part in the game. Each player has their own deck. The number of cards in the deck is open information.
204.1.1. Cards in the deck must be stacked in an even pile, with the card backs oriented the same way (each player's own way).
204.2. The deck is a closed zone, that is, only its owner has the right to look through their deck. Looking through the deck is possible only in cases where it is prescribed by the text of the rules or by the text of an ability. After looking through it, the deck is shuffled.
204.3. After the end of the redraw step, it is not allowed to change the order of cards in the deck. After an ability takes a card (cards) out of the deck or puts a card (cards) into the deck, that deck is shuffled, except in cases where the card is to be placed in a specific place in the deck (on top, on the bottom or in another specifically stated place in the deck). Exception: abilities that take cards from a specific place in the deck without looking at the deck's cards.
EXAMPLE. You use the feature of Timensa and summon Piranha; for this you need to look through the deck, after which the deck must be shuffled.
EXAMPLE. You use the feature of Dayla and look at the top card of your deck, after which you put it on the bottom of the deck. The deck does not need to be shuffled after this action, since taking out and returning the card does not require looking through the deck.
204.4. If a card must go into the deck from hand, the play zone or the graveyard, it always goes into the deck of its owner. In doing so, it loses all effects and markers. When it later returns to the play zone, it will be considered a different card.
204.5. Cards with the feature "Placed" enter the deck of the specified player from the player's reserve as the result of the ability "Place," not necessarily the owner of the placed card. At the end of the match, placed cards must be returned by the owner of the deck to the owner of the card so that they can be returned to the reserve.
205. Graveyard
205.1. The graveyard is an open private zone into which destroyed cards and played spells are moved. Each player has their own graveyard zone. Cards are moved to the graveyard of their owner on top of the cards already there. A card may go to the graveyard from the deck or hand (this is not a death of the card).
205.1.1. If cards in graveyards have any effects or abilities that can be used while these cards are in the graveyard, players may arrange the cards in graveyards in a more convenient way (so as to be able to see all these markers or abilities), but in such a way that the sequence of the cards lying in these graveyards is clearly traceable.
205.1.2. If two or more cards go to the graveyard at the same time, their owner decides for themselves the order in which they are placed in the graveyard.
205.2. In the graveyard a card lies face up. A player may at any moment look at the cards in the graveyard (their own or the opponent's).
205.3. If a card must go to the graveyard, it always goes to the graveyard of its owner. After the triggered features "Death:", "When dies:" and "When dies" are placed into the Queue, as well as all triggered features according to clause 401.5 (for example, Old Woman Storm-Witch is destroyed by the spell Kill), this card loses all effects and markers, except for Incarnation and the markers of ability use with "X times per turn" and "X times per battle/game."
206. Reserve
206.1. The reserve is a semi-closed private zone in which markers and cards are kept, for example coin markers and creation cards. The reserve is not a direct play zone, and no abilities work with it except those defined by the rules.
206.2. Players must prepare the reserve in advance with all materials needed for the game, but if additional materials are required during the game, players may replenish the reserve as necessary.
206.3. After the end of the game, all materials that were in the reserve at the start of the game are returned to the reserve, and all cards that came into the reserve from the deck are returned to the deck.
207. Card Types
207.1. Depending on type, cards are divided into heroes, creatures, support cards and spells.
207.2. Creatures have all the base properties: cost, starting number of lives and attack strength.
207.3. Heroes have only one base property: the starting number of lives.
207.4. Support cards and spells have only a cost.
208. Heroes
208.1. Hero is a card type. It is the personification of the player. Heroes are initially placed in the play zone and remain there until the end of the game.
208.2. Heroes may receive wounds and effects, and they also have abilities.
208.3. Using a hero's abilities normally requires closing it, paying the ability's cost (if any), or both.
208.4. A hero cannot strike-attack and cannot act as a blocker.
208.5. If a card chooses a player as its target, applies an effect to a player, or an effect is applied to a player, this effect is applied to that player's hero.
EXAMPLE. The card Cleric: each player receives 2 prayer tokens. These prayer effects are applied to the hero and remain on it, awaiting use or other actions with resources.
The card Black Magic: chooses as its target any hero of your opponents.
209. Creatures
209.1. Creatures in the play zone may strike-attack a character of the opponent, receive wounds, and act as blockers against strikes from the opponent's creatures.
209.2. Creatures also have first-turn weakness. This means that a creature cannot act (but may act as a blocker) on the turn it appeared in the play zone or changed the player who controls it.
210. Spells
210.1. Every spell has a cost and a list of spell abilities.
210.2. To play a spell, its cost must be paid; the spell goes to the graveyard, and all abilities of this spell are placed into the Queue in the order in which they are listed and begin to be carried out. Thus, for a spell to be played, all of the spell's abilities must be legally declarable (abilities are separated by a period).
210.3. If a spell ability refers to the results of carrying out a previous ability of the same spell in the Queue (for example, the choice of targets for an ability), then its legality is not checked when it is added to the Queue. If, when it leaves the Queue, this ability has become illegal, it is skipped, and the next spell abilities in the Queue are carried out.
211. Support Cards
211.1. Depending on class, support cards are divided into weapons, armor, amulets, terrains and events.
211.2. Support cards have a cost. Once the cost of a support card is paid, it moves from hand to the play zone and begins to affect the course of the game.
211.3. Under the control of each player there may be no more than one support card of each class in the play zone (no more than one weapon, no more than one armor, no more than one amulet, no more than one terrain, no more than one event), but there may be support cards of different classes (a weapon and an armor at the same time, a terrain and an event). If a player has another support card of the same class in the play zone, the player's other support cards of that same class are destroyed.
211.4. A support card cannot be attacked and cannot receive wounds.
Part 3. Steps and Phases of the Game
The game begins with the preparation step, and after its end passes to the main step.
301. Preparation Step
301.1. The preparation step is carried out once per game.
301.2. In the preparation step, the steps proceed in the order given below.
301.3. The players place their heroes face up in the play zone, and place the deck beside them.
301.4. Step of determining turn order. The players roll a die. The player who rolls the higher number chooses whether they will go first (hereinafter the first player) or second (hereinafter the second player). If the rolls are equal, the players roll again. The turn order may be determined by any other random method.
301.4.1. If a hero's feature specifies which turn its controlling player takes, the step of determining turn order is skipped.
301.4.2. If, as a result of hero features, both players must become players with the same number (both first players, both second players, etc.), the step of determining turn order is carried out as usual, as if the heroes had no features affecting turn order.
301.5. Deck shuffling step. The players shuffle their decks in any way, but so that the arrangement of cards in the deck is random and unknown. After shuffling their own deck, each player may shuffle the opponent's deck and/or cut it.
301.6. Deal step. Each player takes the top 4 cards of their deck, which are called the opening deal. The player may look at the cards of their opening deal.
301.7. Redraw step. A player may return any number of cards they did not like from the opening deal back to the deck. To do so, they place these cards on the bottom of the deck in any order, and draw from the top of the deck the missing number of cards to restore the opening deal. This step may be carried out no more than once.
301.7.1. The first player declares first whether they want to take the redraw (stating how many cards they want to replace). The second player also declares whether they will take the redraw. After this, both players take the redraw. If the first player does not want to take the redraw, they lose the right to take it: from that moment only their opponent may take the redraw.
301.8. The cards of the opening deal become the player's hand.
302. Start-of-Turn Step
302.1. The start-of-turn step consists of two phases: the restoration phase and the accumulation phase.
302.2. Each turn of a player begins with the restoration phase.
302.3. If this is the first turn of the first player, the first player becomes the active player and the second player becomes the inactive player.
303. Restoration Phase
303.1. All abilities with the text "until the start of the turn" that were in effect before the start of this turn cease to act.
303.2. The active player turns face up all of their cards in the play zone, including the hero, as well as all coin markers.
303.3. Cards lose the markers of ability use "1 (X) time(s) per turn."
303.4. The game passes to the accumulation phase.
304. Accumulation Phase
304.1. If the active player has fewer than 10 coin markers, they receive one more face-up coin marker.
304.2. If this is not the first player's first turn, the active player draws one card from the deck. If no cards remain in the deck, the player simply does not draw a card.
IMPORTANT: if a player, for this reason, cannot draw a card from the deck in this phase for the third time in the game, that player automatically loses.
304.3. The player reveals simultaneously all of their hidden cards that they wish to reveal.
304.4. All triggered abilities "At the start of the turn" are placed into the Queue, as well as all triggered abilities that were supposed to trigger since the start of the Restoration phase.
304.5. If the Queue is empty, the Accumulation phase ends and the game automatically passes to the Main step.
305. Main Step
305.1. The Main step contains the Selection phase (mandatory), the Strike attack phase, the Activated ability phase and the Card play phase.
305.2. When the Main step begins, the game automatically passes to the Selection phase.
306. Selection Phase
The active player may move to the Selection phase any number of times per turn.
306.1. The active player must choose one of the following:
- move to the Strike attack phase;
- move to the Activated ability phase;
- move to the Card play phase;
- pass the turn to the opponent, after which the game automatically passes to the End-of-turn step.
306.2. A player may move from the Selection phase to the Strike attack phase, the Activated ability phase and the Card play phase an unlimited number of times during the Main step.
307. Strike Attack Phase
307.1. In this phase the active player must declare which creature attacks and which opposing character it attacks. After this declaration, the triggered abilities "when the opponent declares an attack..." are placed into the Queue. After the triggered abilities are carried out and the Queue is emptied, the inactive player may assign a blocker, which may be another of their open creatures that has not previously acted as a blocker this turn. After this, the strike attack is placed into the Queue and immediately begins to be carried out.
307.2. After the battle, all triggered abilities that were supposed to trigger ("when attacks," "on a strike," "on an attack," etc.) are placed into the Queue.
307.3. After the Queue has been emptied, the attacking card and the card that acted as a blocker are closed. All triggered abilities that must trigger on this event are placed into the Queue.
307.4. If the Queue is empty, the game automatically passes to the Selection phase.
308. Activated Ability Phase
308.1. In this phase the active player must declare which activated ability they use, and with which card. The activated ability is placed into the Queue and immediately begins to be carried out.
308.2. After the activated ability is carried out, all triggered abilities that were supposed to trigger are placed into the Queue.
308.3. If the Queue is empty, the game automatically passes to the Selection phase.
309. Card Play Phase
309.1. To play a card, the following items must be carried out in the order listed:
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Determine where the player will play the card from, and, if it is not from hand, by means of which effect.
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Determine the card's base cost. At this step we determine the card's base cost and which effects may be applied to it, regardless of their order and sequence.
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Determine the play parameters. At this step we choose the card's mode (if it has one, for example "Work with the Body"), additional costs of play (fury), replacement effects applied to the play (play for health or knowledge effects), alternative ways of playing it if any exist (for example, for free), and we also announce the desired cost of the spell if it has a variable cost X.
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The card is moved to the graveyard if it is a spell card, and to the play zone otherwise.
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Determine the targets of the spell.
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Division or distribution of an effect. If a spell requires the player to divide or distribute effects (such as damage or tokens) among one or more targets, that player announces the division. Each of these targets must receive at least one instance of what is being distributed (for example, Vagabond Rampage).
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Legality check. Based on the previous announcements, the game checks whether the declared card may legally be played. If the declared card is illegal, the game returns to the moment before the play of the card was announced (to item 1).
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Determination of the final cost. At this step we determine how much must be paid for the card, taking into account all additional costs of the card, as well as effects that increase cost, reduce cost, etc., in the following order:
- modifiers that increase the cost, in any order;
- modifiers that multiply the cost by a factor;
- modifiers that reduce the cost, in any order;
- modifiers that divide the cost, in any order;
- modifiers that set the cost to a certain value, in the order in which they appeared in the game.
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Payment. At this step we close the necessary number of coins.
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Cancellation. At this step the card is cancelled.
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Play. At this step the triggered features that were supposed to trigger on the play of this card are placed into the Queue. Their carrying out takes place after the play of the card is complete.
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Application of the effect. At this step the spell's abilities trigger. If the card played was not a spell, this step is skipped, but not ignored.
309.2.1. After the card being played has appeared in the play zone (in the case of a spell, after all of the spell's abilities have been carried out), all triggered abilities (or spell abilities) that were supposed to trigger are placed into the Queue.
309.3. If the Queue is empty, the game automatically passes to the Selection phase.
310. End-of-Turn Step
310.1. If the active player declares the end of the turn, all triggered abilities "at the end of the turn" are placed into the Queue.
310.2. If the Queue is empty, all abilities with the text "until the end of the turn" that were in effect until the end of this turn cease to act.
310.3. The active player becomes the inactive player, the inactive player receives the turn and becomes the active player, and the game passes to the start-of-turn step.
Part 4. The Queue
401. The Queue
401.1. The Queue consists of a sequence of declared abilities (activated, triggered, spell abilities). It is needed to order abilities that act at the same time.
401.2. If, during the carrying out of an ability, triggered abilities must be activated, they are declared and carried out within the current Queue.
401.3. After it is declared, a triggered ability is placed into the Queue. The Queue is organized on the principle "first in, first out."
401.4. The general scheme for using triggered abilities:
- the condition of the triggered ability is met;
- it is added to the Queue;
- it waits for its turn;
- it is carried out.
401.5. If the condition of a triggered ability is met, it is added to the Queue (and, accordingly, is carried out) regardless of where the source of the ability is located and regardless of whether that source has this ability.
401.6. The general rule for the possibility of adding to the Queue: the ability being carried out must be completed.
401.7. If a player is unable or does not wish (for optional abilities) to declare a triggered ability, they pass. If both players pass, the very first ability in the Queue is removed from it and begins to be carried out. If a player passes on declaring an optional triggered ability, they lose the right to declare it until its trigger condition is met again.
401.8. The Queue is considered empty if it contains no abilities and both players have passed. In this case the carrying out of the Queue stops, and the game passes to the next phase.
402. Simultaneous Triggering of Features
402.1. If during the game several triggered abilities must enter the Queue at the same time, they are all placed into the Queue. First, the abilities of the inactive player's cards are placed into the Queue in the order chosen by that player, then the abilities of the active player's cards are placed into the Queue in the order chosen by that player.
403. Last Known Information
403.1. An activated or triggered ability that has been placed into the Queue exists in the Queue independently of its source. Destruction of the source after this moment does not affect it. Some abilities, instead of doing something directly, cause their source to do something (for example, Order Cavalry). In this case, any activated or triggered ability that requests information about its source in order to carry out its effect checks this information at the moment it is placed into the Queue. The other abilities check the information on resolution. In both cases, if the source is no longer in the zone where the ability expects to find it, the last known information about it is used. The source may perform the specified action even if it no longer exists.
Part 5. Game Process
501. Declaration. Payment
501.1. A declaration is the announcement of an ability, indicating its source, its target and the ability itself, together with the receipt of the markers "1 (X) time(s) per turn" and "X times per battle (game)." In some cases a target cannot be specified; in such cases only the source and the ability are indicated.
501.2. In Berserk: Heroes a prepayment system applies. That is, in order to declare any ability, it must first be paid. Payment takes place together with the declaration. For activated abilities, the payment is everything stated before the colon. The resources for payment may be: closing the card itself, closing coin markers, inflicting the stated number of wounds, etc. A card cannot declare an ability if at the moment of its declaration there is not enough of the resources for payment. The number of resources the card uses must be stated at the moment the ability is declared.
501.2.1. If the payment was not made in full, or replacement effects were applied to some of the resources, then the ability will not be carried out.
501.3. A payment has neither a source nor a target.
501.4. If a card's ability has a restriction on choosing a target, this restriction affects the ability only at the moment of declaration.
EXAMPLE. Two creatures are summoned at the same time: the active player summons a creature with "Hire: destroy a poisoned creature," and the inactive player summons one with "Hire: remove poison from a creature." Both choose the same poisoned creature. First the ability of the inactive player's creature is carried out, and it removes the poison from the target creature. But the queue contains an ability that destroys the target creature, and it will still be carried out, even though the poison is gone.
501.5. Actions are considered to be the declaration of a strike attack and the assignment of a blocker in the Strike attack phase, as well as any activated ability that contains an icon in its payment.
502. Sources and Targets
502.1. Choosing the source (target) of an ability means specifying the source (target) of the ability in the declaration. A card becomes a target of an ability at the moment that target is finally determined (such a card may be a blocker, or a card to which the ability is redirected, or the original target).
502.2. The card that declared an ability is the source of that ability. Each ability may have only one source.
502.3. The check of the legality of an ability's source is carried out at the moment the ability is declared.
502.3.1. If an ability has been declared, the presence of this ability on the source is no longer checked. In this case the ability is carried out and paid as if the card had this ability.
502.4. The targets of an ability are always the cards that the player actually specifies in their declaration as the cards at which the use of this ability is directed.
502.5. An attack has one and only one target.
502.6. If the text of an ability says that the player declaring the ability must choose a card (one or several according to some principle), then all these cards become targets of that ability. If the ability must apply to an unlimited number of cards at once (possibly with a restriction based on some attribute), then the ability is considered to have no targets; it is a mass ability. Such abilities may be declared legally even if no cards meet the restrictions.
EXAMPLE. The text of the card Cataclysm says: "Destroy all creatures." In this case no targets are chosen for the spell ability of Cataclysm, and all creatures in the play zone are destroyed.
EXAMPLE. The text of the card Raptor says: "Hire: Destroy each creature of cost 3 or less." In this case no targets are chosen, and all creatures in the play zone that meet the condition are destroyed.
EXAMPLE. The text of the card Vial of Healing says: "Heal a total of up to three wounds inflicted on any of your creatures or your hero." To heal, one must enumerate, that is, choose as targets, from one to three characters.
502.7. Some abilities, in their declaration, specify cards that have some particular property, feature or ability. In this case the targets become those and only those cards that have that property, feature or ability.
EXAMPLE. The spell Sinister Cube destroys a creature that has an element. A neutral creature cannot be chosen with this spell's ability.
502.8. A reflexive suffix indicates that the source and the target are the same card, except for static abilities of the form "Cannot (may not) [text]," in which the reflexive suffix means that none of the cards may use [text] against the card with this ability.
EXAMPLE. "On a strike – heal yourself for 2." The source and target of the healing is the card itself, which has such an ability.
EXAMPLE. "Cannot be turned face up next turn." No card may turn face up a card with such an ability.
502.9. Abilities themselves often contain conditions for choosing legal targets. In addition, some cards may have static abilities that impose additional restrictions on targets. Therefore, to declare an ability to which several restrictions apply, all of them must be taken into account. If there are no legal targets that satisfy all the conditions and restrictions, then that ability cannot be declared.
EXAMPLE. The player's Bjornbon closed itself, using its feature "The target of the opponent's first attack each turn must be Bjornbon." The opponent, with their very first game action, plays Noita. But it cannot shoot Bjornbon, since its text reads "Shot for 3 at a creature without wounds." There are two restrictions: the shot must be only at a creature, and the shot must be at Bjornbon. As a result Noita simply enters play without carrying out a shot.
503. Game Rules Effects
503.1. Game rules effects are effects produced in accordance with the rules of the game. These effects have neither a source nor a target, but they are applied to specific cards at specific moments of the game and do not use the Queue. Game rules effects include:
- opening a card at the start of the turn;
- payment of an ability;
- applying the effect of a static ability;
- destruction of a card when it receives a number of wounds equal to or greater than its maximum lives;
- removing permanent effects from a card as soon as their period of application ends;
- shuffling the deck after a card is taken from it, after a card is returned to it, or after it is looked through;
- a player's loss when the number of wounds on their hero equals or exceeds its starting lives;
- a player's loss when, for the third time in the game, they cannot draw a card from the deck in the Accumulation phase because the cards in the deck have run out;
- replacement effects;
- destruction of a card as a result of the feature Uniqueness;
- default placement of cards into zones belonging to their owners;
- moving created and placed cards into the reserve;
- restoring the base cost after a play;
- returning obtained cards.
503.2. Game rules effects are carried out outside the Queue and instantly. These effects are carried out as soon as they become relevant.
504. Life and Wounds
504.1. When a card appears in the play zone, its current lives value equals its starting number of lives. During the game a card may decrease or increase its lives value.
504.1.1. Any change to lives made during the game by non-static abilities is applied to the card in the form of wounds and effects of additional or negative lives, or of enhancement effects.
504.2. Additional lives are an effect applied to a card that increases the card's lives value.
504.3. Wounds are markers applied to a card that decrease the card's lives value. Such an effect arises as a result of various abilities and attacks used against this card.
504.4. Loss of lives (negative lives) is an effect applied to a card that decreases the card's current number of lives. It is not wounds.
504.5. Placing wounds on a card does not remove additional lives. Placing markers of additional lives does not remove wound markers. Placing effects of additional lives removes effects of loss of lives. Placing effects of loss of lives on a card removes effects of additional lives.
504.6. Bringing the lives value to X. All wound markers are replaced by effects of loss of lives, and then the necessary number of effects of additional or negative lives is placed on the card so that its lives value becomes equal to X. In this case the removal of wound markers is not healing.
505. Destruction
505.1. When a card's lives value becomes equal to zero or less than zero as a result of wounds being inflicted or of a change in the number of effects of additional or negative lives, it is destroyed immediately. The result of destruction is the death of the card (moving the card to the graveyard of its owner). This is a rules effect; it has neither a source nor a target, and it is not declared by a player.
505.1.1. A card moved to the graveyard is considered to have died from [text] if it was destroyed by means of [text], or if as a result of carrying out [text] its lives value became equal to zero or less than zero.
EXAMPLE. Tryasovitsa, when it dies from an opposing creature, takes that creature under its control.
505.2. A card may be destroyed without wounds being inflicted. This may be an ability whose text contains the construction "Destroy [text]."
505.3. If, as a result of destruction, a card is moved to the graveyard of its owner, the abilities of this card and of other cards whose trigger condition includes the destruction (death) of this card are triggered.
EXAMPLE. Smaita was destroyed by the spell Distortion; in the same squad as Smaita there is also an Avenger Orc. Two abilities trigger on Smaita's death: Smaita's own ability (wound for 2) and the ability of the Avenger Orc (find another Avenger Orc in the deck).
505.4. When a combined creature formed by attaching one creature to another dies, all of its parts are moved to the graveyard as separate cards. Abilities of cards that trigger on the death of creatures trigger on the death of the combined creature once, regardless of how many parts that creature consists of.
EXAMPLE. At the start of the opponent's turn, Mechocrab, with an Attack Module attached to it, dies from poison. You play Meregom; its feature triggers once, and you may revive either Mechocrab or the Attack Module, at your choice, with 1 life.
506. Action
506.1. In the play zone, cards are initially placed vertically (so that the card's owner can freely read its text). During the game cards may take actions. An action of a card is the use of an activated ability that requires as payment the closing of one or several cards (including one that contains an icon in its payment), or a strike attack, or acting as a blocker in the Strike attack phase. For a card to declare an action, the following conditions must be met:
- for an attack and for acting as a blocker: the card itself must be open (that is, placed vertically);
- for activated abilities: the card may pay for the action with resources (that is, all cards that must be closed for the payment must be open), which are stated in the text of the activated ability before the colon (these resources are called the payment of the card's action).
506.2. After an activated ability that is an action is declared, the card must close all cards from the payment (turn them horizontally), pay the other required resources, and only then carry out the activated ability. An icon in a payment means closing the card itself (turning the card horizontally). Activated abilities that do not contain an icon in the payment are not actions.
506.3. The attacking card and the card that acted as a blocker are closed after their battle.
507. Attacks
507.1. A creature placed in the play zone may declare an attack on any character of the opponent.
507.2. A character may not declare an attack on itself or on allied characters.
507.3. There are two types of attack: strike attacks and shots.
507.4. A strike attack can be made in two ways: either by using the creature's property "Strike attack" in the Strike attack phase, or by starting a battle with a separate ability. The table below sets out the differences.
| Strike attack in the Selection phase | Forced to fight |
|---|---|
| The target may be any opposing character | A battle may be fought only with an opposing creature |
| A blocker may be assigned | A blocker cannot be assigned |
| A closed creature does not strike back | Any creature strikes back, even a closed one |
507.5. A shot can be made by using an activated or triggered ability of a creature.
507.6. During the use of an ability, several attacks may occur. Each attack takes place in sequence, and for each attack all stages of an attack are carried out.
EXAMPLE. Crossbow Orc may make up to five shots when hired. For each shot its own target is designated, wounds are placed, replacement and prevention effects are applied, etc. All triggered abilities may be declared only after Crossbow Orc has made all of its shots.
508. Carrying Out Attacks and Other Abilities
508.1. The use of attacks and abilities proceeds in several stages, carried out one after another in a strictly defined order. The main stage is divided into steps, which are also carried out in a defined order.
508.2. As soon as an attack (spell, effect) is declared, the preliminary stage of the ability (attack) begins.
508.3. Preliminary stage.
At this step the players designate the target of the ability or attack. The sequence of steps:
- payment of the ability, if payment is required;
- if the ability is non-targeted, all cards to which the ability will apply are determined;
- the source of the attack becomes the attacking card;
- the original target is designated;
- if this is a strike attack, a blocker is assigned; otherwise, if there are cards that change or assign targets, or the ability itself, the target of the ability or the ability itself is changed. The blocker or the designated target becomes the final target; after this nothing may change the target of the ability.
The stage ends.
EXAMPLE. The card Highlander may designate a target for a shot after the opponent designates the original target of the shot.
EXAMPLE. Vetvich declares that all its characters are healed for 1; Paths of the Immortals changes the ability itself from healing to wounding for 1 and designates one new target.
508.4. Main stage.
508.4.1. Calculation step. At this step abilities that depend on the target are applied, if they impose modifiers on the attack strength or on the numerical value of abilities.
EXAMPLE. Boarder gets +2 attack against an opposing hero. If a blocker is assigned, its strike against the blocking creature will equal 3.
EXAMPLE. Novice's Amulet increases the damage of spells by 1.
508.4.2. Effect modification step. At this step abilities that generate replacement effects and prevention effects are applied:
EXAMPLE. Armor X is a prevention effect that reduces the damage dealt to the card.
EXAMPLE. Protection from attacks by steppe cards is a replacement effect that does not allow damage from attacks by steppe cards to be received.
508.4.3. Effect application step. At this step markers in the form of wounds, effects or acquired features are placed on the target. If the ability is non-targeted, wounds and/or effects are placed on all cards that meet the conditions for the ability's application.
EXAMPLE. You have Novice's Amulet and you play Chain Lightning. All creatures of the opponent receive 4 wounds each.
508.5. End stage. At this step the source of the attack ceases to be the attacking card.
509. General Rules for Assigning Blockers
509.1. Assigning a blocker is a property that may be used by an open creature of the inactive player when a creature of the active player declares a strike attack in the Selection phase. A card assigned as a blocker becomes the target of the attack instead of the card at which the strike was declared.
509.2. A blocker may be assigned only against a simple, non-directed strike.
509.3. Each creature may act as a blocker no more than once per turn.
509.4. A blocker cannot be assigned to a blocker.
509.5. The closing of a card acting as a blocker takes place in the end stage, at the same time as the closing of the attacking card.
510. Rules for Carrying Out Battles
510.1. If a creature declares a strike attack and the target is an open creature of the opponent, then both cards fight.
510.2. For a creature that reflects a strike, in the main attack stage the same calculations and application of replacement and prevention effects take place as for the attacking card.
510.3. If the target of an attack is a closed creature or a hero, then wounds are placed without a battle.
510.4. A counter-strike is not an attack, and all abilities that trigger on attacks do not trigger.
511. Axe Rule
511.1. If the text of a card explicitly states a contradiction to these Rules, then in that situation the text of the card takes precedence.
512. Zero Rule and the X Rule
512.1. If the attack strength or the numerical value of an ability becomes less than 0 after modifiers are applied, then when it is carried out it is taken as 0.
EXAMPLE. Vail attacks a creature in whose squad there are Fathi's Quicksand. Although Fathi's Quicksand reduces Vail's attack strength to -1, when wounds are calculated the calculation proceeds as if Vail had attack 0.
512.1.1. Strikes and shots of strength 0 are not a source of wounds, and therefore do not receive bonuses from abilities of the form "Inflicts X more wounds" and similar.
512.2. Abilities with numerical parameters (such as Poison, Incarnation, etc.) cannot be declared if the parameter equals 0.
512.3. If the cost of a card contains X, then X is determined only when the card is played. In all other cases it equals 0.
EXAMPLE. Poisonous Flame costs X coins. If Dangerous Future reveals Poisonous Flame, it is considered a spell of cost 0.
512.3.1. A card of cost X cannot be played by declaring X equal to 0.
EXAMPLE. Poisonous Flame cannot be declared with X = 0 on Volnorez in order to kill it.
512.4. If the text of an ability contains a variable X that depends on the player's declaration, this ability cannot be declared with X equal to 0.
EXAMPLE. Ghurt cannot declare wounding its own creature for 0.
512.4.1. If X depends on the cost, the ability cannot be declared for free.
EXAMPLE. A player with the hero Giuel played Tormentor, but cannot play the hero's ability for free.
512.5. If, after the Queue has been emptied, there are creatures in play that have 0 or fewer base lives and 0 or fewer current lives, all of them die, and all abilities that trigger on this event are added to the Queue.
EXAMPLE. You play Astral Double (0 lives, Hire: copy the lives of another creature in play), but there are no other creatures in play. The Hire ability of Astral Double does not trigger, and since the Queue is empty, Astral Double dies. If you have Zend Marshes, its ability is placed into the Queue immediately.
513. Rules of Conservatism
513.1. If the text of two static abilities applied to the same card comes into direct contradiction with each other, the effect that was applied to the card last takes precedence (and the other effect is not taken into account, as if it were absent from the card, until the first effect is removed).
513.2. If two effects are applied at the same time, one of which permits the card to do something (or obliges it to do something) and the other forbids it, the forbidding effect prevails.
514. Illegality
514.1. If an ability cannot be declared or paid in accordance with the text of a card or with these Rules, then it is illegal.
In particular, it is illegal:
- to apply targeted spell abilities to creatures with protection from spells;
- to destroy a card in the graveyard or in hand;
- to resurrect or summon a creature that is in the play zone;
- if there are cards that oblige the choice of them as the target, to choose other cards as the target (if there are several such cards and they contradict each other, then no one may be chosen as the target);
- to declare the play of a card that is being played at that moment.
514.2. An ability of the form "Cannot [text]" or "May not [text]" is a static feature that forbids a card to use some ability, or restricts it in choosing targets and receiving effects (including the numerical values of effects).
514.3. Opening and closing of cards are singled out in a special way among the legality of declarations. It is legal to declare the opening of an open card and the closing of a closed card. If such an ability is part of a complex ability, the complex ability is not interrupted, but since in fact nothing has happened, "in doing so" does not trigger.
EXAMPLE. You have a Steppe Werewolf in play, which has the feature "When Steppe Werewolf inflicts wounds on the hero with a strike, open Steppe Werewolf; it may attack again." You give it Attack Experience and attack the opposing hero with Steppe Werewolf. Then, because of Attack Experience, Steppe Werewolf is not closed, but the opening of Steppe Werewolf from its feature is added to the Queue. This feature is legally declared and is not interrupted by the fact that Steppe Werewolf was already open; it gains the ability to attack once more.
515. Protection
515.1. If a card has protection from [text], then it does not receive wounds from [text], if according to [text] the card should receive wounds. However, all effects that accompany [text] may still be applied to this card.
515.2. An exception is protection from spells. Protection from spells means that the player who controls targeted spell abilities cannot choose a card with protection from spells as the target. Thus, another player may choose that card as the target if this is provided for by the text of the spell abilities, and a card may also receive wounds from non-targeted spell abilities.
516. Prevention Effect
516.1. Prevention is an effect of static abilities that applies to wounds being inflicted, reducing their numerical value. Prevention does not change the attack strength; it changes only the numerical value of the wounds inflicted.
516.2. Prevention is always used after the final value of the damage being inflicted has been calculated.
516.3. Prevention effects that have a numerical value are applied in turn (the inactive player applies its effects first, and then the active player), and all of them may be applied if the number of wounds inflicted allows it.
516.4. A prevention effect may be used partially if full use of the effect would reduce the number of wounds to a negative value. The unused value is kept for the later application of the effect (if repeated application of this prevention effect does not contradict its text).
EXAMPLE. If a card can prevent "the next 4 wounds," and as a result of an attack it prevented 2 wounds, then it may prevent 2 more wounds from the next attack, and so on.
EXAMPLE. Gabriel reduces the number of wounds received by 1 each time your creature receives wounds. This ability is a static ability that generates a prevention effect.
516.5. A prevention effect is generated by static abilities, which apply at the moment they are relevant.
516.6. If the card that is the source of a prevention effect leaves the play zone, the prevention effect from that card no longer applies.
517. Replacement Effect
517.1. If an ability has the form "[text 1], instead – [text 2]," then [text 2] is called a replacement effect. A replacement effect awaits the application of a specific effect and replaces it (completely or partially) with another.
EXAMPLE. Big Fist may, instead of Regeneration 4, heal other creatures for a total of up to 4.
517.1.1. Effects of the form "Does not receive wounds from [text]" and "Receives wounds only from [text]" are also replacement effects.
EXAMPLE. Ferros receives wounds only from strikes. This is a static ability that generates a replacement effect.
517.1.2. Although abilities that create replacement effects resemble triggered abilities in form, these abilities are static and always apply at the moment they are relevant.
517.2. A replacement effect may be applied only at the moment an ability is carried out. Replacement effects do not affect abilities that have already been carried out.
517.3. If a player may apply several replacement effects to the same effect, that player chooses which effect is applied.
517.4.2. If both players may apply replacement effects to the same effect, the active player chooses which effect is applied.
517.5. A replacement effect may be applied to an effect that resulted from the use of another replacement effect.
518. Cancellation Effect
518.1. A cancellation effect is a kind of replacement effect, but it has a specific mode of operation. If an ability has the form "When [text] is played, cancel (in doing so cancel) [text]," it applies a cancellation effect. A cancellation effect awaits the play of a card and cancels it; in doing so, all declarations of the card being played and/or triggered abilities of other creatures on the play of this card are removed from the Queue immediately (except for the abilities "Ambush"). The play is paid for, and the card goes to the graveyard unless otherwise stated.
518.2. If the play of a spell required the choice of targets, the targets are designated first, and then the spell is cancelled, with all declared spell abilities being removed from the Queue.
518.3. If something must be done together with the cancellation of a play, it takes place outside the Queue.
EXAMPLE. A player plays the spell Energy Flow on the opponent's Zabira, which has Distrago. The owner of Distrago may lose 1 coin and cancel Energy Flow, but since Zabira has become the target of the spell, her ability will trigger in any case, and Zabira dies when priority is received.
519. Taking Cards into the Squad
519.1. Taking a card into the squad means playing a card from hand into the play zone, summoning a card, resurrecting a card, taking an opponent's card under your control, or creating a card.
519.2. Playing a card from hand into the squad is carried out according to 309.2. The player who played the card becomes the player controlling that card.
519.3. To summon a card means to remove it from the zone where it is located and place it on the battlefield. The default rules for summoning are:
- from your own deck;
- face up;
- under your control.
519.3.1. The search of the search zone for the card to be summoned is carried out as part of the declaration of the summoning. A player may refuse to search for the card to be summoned; in that case they do not look through the search zone, and the declaration is interrupted. The exception is the situation where the card to be summoned is itself the source of the summoning. The main deck is shuffled after it is looked through.
519.3.2. If a triggered ability requires summoning a specific card from the deck or from the additional deck, the player may skip this triggered feature, as if they did not have that card in these zones.
519.3.3. If, by means of a summoning ability, a player must summon several creatures, they may summon a smaller number of these creatures.
519.4. To resurrect a card means to remove it from the graveyard and place it in the play zone. The default rules for resurrection are:
- from your own graveyard;
- face up;
- under your control.
519.5. To take a card under control means to become the player controlling that card (at the same time the opponent ceases to control the card). If as the result of some effect you lose control of a card, then your opponent automatically becomes the player controlling that card.
519.5.1. If you have lost control of a card, but for some reason that card cannot be taken into the opponent's squad, then you continue to control that card until some other effect requires that card to change its controlling player.
519.6. To create a card means to put into play a card from the list of cards in Part 8. The rules for creating cards are:
- face up;
- under your control.
519.6.1. If a created card must change zone, it instead returns to the reserve of its owner.
520. Rules for Full Carrying Out of Abilities
520.1. A declared ability is carried out as far as possible.
520.2. Healing for X removes all wounds if there are fewer than X wounds.
520.3. If it is required to take or reveal X cards from the deck, but there are fewer than X cards in the deck, then as many as possible are taken or revealed.
520.4. If it is required to discard X cards, but there are fewer of them in hand, then all cards are discarded.
521. Delayed Effects
521.1. In some cases abilities create so-called delayed effects; these effects wait for their condition of application. If an ability does not say on whom these effects are placed and no targets are defined, they are placed on the hero controlling that ability.
522. Coins
522.1. Coins are the basic resource used to pay for cards and for their playable abilities.
522.2. Initially the players' coin markers are located in the reserve. When a player must receive a coin, they move the coin from their reserve into the play zone. When a player loses a coin, they remove it from the play zone into the reserve.
522.3. In the accumulation phase a player receives a coin only if they have fewer than 10 coins in the play zone. However, through various abilities a player may receive more than 10 coins.
522.4. Some abilities give temporary coins, for example, until the end of the turn. At the end of the period they return to the reserve, and this is not considered a loss of coins. Similarly, when coins are lost for a temporary period, their return to the play zone is not considered receiving coins.
522.5. If a player is made to lose coins, they choose for themselves which coins to remove.
523. Rule for Applying Modifiers to Numerical Values
523.1. When calculating numerical values, modifiers are applied in the following order:
- modifiers that add a number to the value, in any order;
- modifiers that multiply the value by a factor;
- modifiers that subtract from the value, in any order;
- modifiers that divide the value, in any order;
- modifiers that set the value to a certain number, in the order in which they appeared in the game.
523.2. After all modifiers have been applied, if the value has turned out negative, the game modifier that sets the value to 0 is applied.
524. Ability Constructor
524.1. Some abilities have the form: "When [event], choose X times from: [ability 1], ... [ability N]." In that case, when the indicated event occurs, the player must compose from the set of listed abilities a chain of abilities of length X, among which repetitions are allowed. In this case all these abilities are placed into the Queue and carried out in the order the player specified.
524.2. Some abilities have the form: "choose one or more: [ability 1], ... [ability N]." In that case, the player must compose from the set of listed abilities a chain of abilities of length from 1 to N, among which repetitions are not allowed. In this case all these abilities are placed into the Queue and carried out in the order the player specified.
524.2. If a spell has the form of an ability constructor, then each of the chain of abilities is added to the Queue; therefore a chain may not be chosen in which at least one of the abilities has illegal targets. If such a chain cannot be composed, the spell cannot be declared.
525. Infinite Chains Rule
525.1. If the application of several game rules effects produces a cyclic sequence, that sequence is interrupted before the first repetition of an effect.
EXAMPLE. Galliwespin has the feature "If you must receive a prayer token, instead receive 1 more prayer token." If there are two Galliwespins in the squad, and you must receive 1 prayer, then first the first Galliwespin increases it by 1, then the second; but the first can no longer increase it again, since a cyclic chain of replacement effects is generated.
525.2. If the application of several triggered abilities produces a cyclic sequence, that sequence is interrupted before the first repetition of the cycle of effects.
EXAMPLE. Bashar has the feature "Hire: The next Hire triggers one more time (you may choose new targets)." If after Bashar is played the next creature with Hire played is another Bashar, then under the infinite chains rule, the Hire of the creature played after the second Bashar triggers 3 times.
526. Random Number Rule
526.1. If something must be determined at random in the game, a uniform random distribution must be used, unless stated otherwise.
527. Cards and Effects
527.1. A player draws cards by moving the top card of their deck into their hand. This occurs during each player's accumulation phase, and may also occur as part of a cost or an ability.
527.2. Cards may be moved from zone to zone only one at a time. If a player is instructed to draw/obtain/etc. several cards, that player performs exactly as many separate draws/obtainings/etc. of cards.
527.2.1. An instruction directing a player to draw several cards may be modified by replacement effects that relate to how many cards must be drawn. This modification takes place before the number of separate card draws to be made is determined.
527.2.2. Some effects state that a player cannot draw more than one card per turn. Such effects apply to the individual draws of cards. Instructions directing a player to draw several cards may be partially carried out. However, if an effect offers the player a choice to draw several cards, that choice cannot be made by this player. Likewise, a player cannot pay a cost that includes drawing several cards.
527.2.3. If an effect directs more than one player to draw cards, the active player first makes all of its card draws, then each other player does the same, in turn order.
527.3. If a player's deck has no cards and an effect offers the player a choice to draw a card, that player may choose to do so. However, if an effect says that this player cannot draw cards, and another effect offers this player a choice to draw a card, then this player cannot choose to do so.
527.3.1. The same principle applies if the player making the choice is not the player who must draw the card. If the latter's deck has no cards, such a choice may be made. If an effect says that this player cannot draw cards, the choice cannot be made.
527.4. If an effect moves cards from a player's deck into that player's hand without using the word "draw," then the player did not draw those cards. This matters for abilities that trigger on drawing cards, for effects that replace drawing cards, and for the case where a player's deck is empty.
527.5. Some effects replace drawing cards.
527.5.1. An effect that replaces drawing a card applies even if no card should be drawn because there are no cards in the deck of the player to whom the effect applies.
527.5.2. If an effect replaces a card draw within a sequence of card draws, the replacing effect finishes applying before the sequence resumes.
527.5.3. Some effects perform additional actions with cards after they are drawn. If a card draw is replaced, no additional actions are performed on any cards drawn as a result of that replacement effect or of any subsequent replacement effects.
527.6. Some replacement effects and prevention effects lead to one or more card draws. In such a case, if any parts of the original event were not replaced, those parts happen first, and then the card draws occur one at a time.
Part 6. Victory, Draw, Defeat
601. General Principles
To win, a player must inflict on the opponent's hero a number of wounds equal to or greater than the hero's starting number of lives. An alternative way to win is to wait until the opponent, in the accumulation phase, cannot draw a card from the deck for the third time in the game because the cards in the deck have run out.
602. Victory
602.1. A player is awarded victory:
- if the opponent must lose;
- if the opponent acknowledges defeat (concedes);
- if a feature is carried out whose text states that the player wins the game or the opponent loses the game;
- if the opponent is handed a defeat for a penalty (see the Tournament Rules, Code of Penalties).
603. Draw
603.1. A draw is awarded in the following cases:
- if both players lose (or win) at the same time;
- if both players agree to a draw;
- if the time of the round has run out and neither player has managed to win during the extra turns.
603.2. While the game has not ended, a player may offer a draw. If the opponent accepts the offer, the game ends with a draw awarded to both players.
604. Defeat
604.1. A player is awarded defeat:
- if their hero must die (has a number of wounds greater than or equal to its starting number of lives);
- if the player, in the accumulation phase for the third time in the game, cannot draw a card from the deck because the cards in the deck have run out;
- if the player acknowledges defeat (concedes);
- if a feature is carried out whose text states that the player loses the game or the opponent wins the game;
- if the player is handed a defeat for a penalty (see the Tournament Rules, Code of Penalties).
605. End of the Game
605.1. After a player has been awarded victory, a draw or defeat, no game effects or actions may change this decision or affect this game.
605.2. At the end of the game all cards are released from effects and returned to the deck. Created and placed cards, as well as coin markers, are returned to the reserves of their owners.
Part 7. Terminology
Vanguard X. Triggered ability. After this card is played, you may play for free a creature from hand with cost X or less; it receives Charge, and at the end of the turn, if it has not died, it returns to hand. If you did so, close this Vanguard card. If as a result of carrying out some abilities a card with Vanguard X gains Vanguard Y, only the Vanguard with the greater value will act.
Activated ability. An ability for the declaration of which resources are required. The required resources are listed in the text of the activated ability before the colon. The only prerequisite for declaring an activated ability may be the player's will.
Active player. In the Main step, the player whose turn is currently taking place.
Alternative cost. A cost modifier that reduces the final cost to a certain value, or to other resources (actions). When a card is played, only one alternative cost may be applied to it.
Amulet. A class of support card. A player may have only one amulet in play.
Attack. A shot or a strike initiated by a player. Important: a counter-strike is not an attack.
Attacked card. The final target of an attack.
Attacking card. A card that is to make an attack.
Free. Alternative cost. An ability or card is played without payment. Other modifiers to the payment of this ability or card are not applied and are lost.
Frenzy. Static ability. A creature with Frenzy must strike-attack whenever it is able to.
Battle, until the end of the battle, once per battle. The same as game, until the end of the game, once per game.
Armor. A class of support card. A player may have only one armor in play.
Armor X. Static ability. Generates a prevention effect. Armor X means: "Prevent the first X wounds from strikes and shots inflicted on this card during each player's turn (the prevented wounds are counted from the start of the turn)." If as a result of the carrying out of some abilities a card with Armor X receives Armor Y, only the Armor with the greater value will act.
In play. The same as "in the play zone."
At the start of the turn. A triggered ability beginning with the words "at the start of the turn" or "at the start of your turn" triggers in the Accumulation phase of the corresponding turn.
Vampirism X. Triggered ability. When a creature inflicts wounds with a strike, it heals for X; if it has fewer wounds than X, it receives Y additional lives, where Y is the remaining difference. If as a result of the carrying out of some abilities a card with Vampirism X receives Vampirism Y, only the Vampirism with the greater value will act.
Your card. A card under your control, in your hand, graveyard, deck, additional deck, or one that you are playing at the moment.
Return (remove) to the deck. To move a card from any zone into the deck. After this the deck is shuffled.
Taking a card into the squad. The following ways exist to take a card into the squad: playing a card from hand into the play zone, summoning, resurrection, taking a card under your control, creating a card.
Owner of a card. The player whose deck or reserve contained the card before the start of the game is called the owner of that card. At the end of the game all cards are returned to their owners. A card always goes to the hand, deck (except placed cards), reserve and graveyard of its owner.
Resurrection (resurrect). To resurrect a card means to place a card from your graveyard into the play zone. Resurrection of a card takes place (by default): 1. from your own graveyard; 2. face up; 3. under your control.
Take a card. Take the top card of your deck into your hand.
Take under control X. The specified cards are now under your control and move into your squad.
Warrior. The same as a Warrior hero.
Card reveal. Turning a card over, from face-down to face-up.
Second player. The player who takes the second turn.
Enters play. A card enters play when it moves into the play zone from any other zone (hand, graveyard, deck, reserve).
Selected creature (card). A legal creature (card) that a player may choose as the target of a declaration. If an ability says to choose a creature (card), that ability is considered targeted.
Summoning (summon). To summon a card means to remove it from the zone where it is located and place it on the battlefield. Summoning of a card takes place (by default): 1. from your own deck; 2. face up; 3. under your control.
Extortion —
Carry out an ability. Apply all the necessary effects.
Shot for X. An ability or attack that inflicts X wounds on an opposing character without a response. No blocker may be assigned against a shot.
Hero. A card type. The personification of the player.
Death (of creatures, cards). The movement of a card from the play zone to the graveyard.
Death: [text]. Triggered ability. A triggered ability beginning with the words "Death:" triggers whenever a card moves from the play zone to the graveyard. A dead card loses all markers and effects only after all "Death:" features that triggered on the death of this card have been declared.
Rage. Static ability that generates a modifier to attack. It means +1 attack against creatures that have already received wounds this turn.
Gift of life, or Gift of life X, has the form: "Remove up to X additional lives from your characters; create a copy of your chosen non-created creature with cost equal to the number of additional lives removed." Gift of life is an activated feature or part of one. Gift of life without a numerical value has no restriction on the cost of the creature copied.
Action (of a card). The use of activated abilities that require closing this card in the payment (including an icon in the payment), as well as a strike attack and assigning a blocker.
Obtains. [X] obtains [Y]. Choose the card(s) [Y], place it (them) under the obtaining card [X]; the obtained card(s) lose all acquired effects (if any) and markers; when the obtaining card [X] leaves the play zone, return the obtained card [Y] to the zone where it was originally located, face up. If the card was obtained from a specific place in the deck (top, bottom), it is returned to the deck in a random place, and the deck is shuffled. No features trigger on such movements between zones. Obtained cards are not considered cards in the play zone. Obtained cards may be interacted with only by abilities that expressly state interaction with such cards. A card cannot obtain itself. A player may look at obtained cards (their own or the opponent's) at any moment.
Additional cost. A variant of payment for a card that supplements the base cost when the card is played. Several additional costs may be applied to a card when it is played.
Additional lives. An effect that increases a card's lives value. Placing wounds on a card does not remove additional lives. Placing additional lives on a card does not remove wounds.
Extra turn. You take another turn, as if your turn came about because the turn was passed from the opponent. If you receive an extra turn, you receive it immediately after the current one (the one in which the ability granting you the extra turn triggered). When several extra turns are received, they are added and applied one at a time in the order in which the effects appeared.
Unity X. Unity X means "Death: Search for a creature of cost X or less." Unity 0 cannot be declared. If as a result of the carrying out of some abilities a card with Unity X receives Unity Y, only the Unity with the greater value will act.
Thirst X. Triggered ability. When you play this card, it inflicts X wounds on another of your characters. Thirst 0 cannot be declared. If as a result of the carrying out of some abilities a card with Thirst X receives Thirst Y, only the Thirst with the greater value will act.
Prayer tokens. In addition to coins, a player may have another type of resource: Prayers. A player may receive them through various abilities of their hero and other cards. When a player receives a Prayer, they place a Prayer token on their hero or put the token on the "totem pole." Prayers may be used as payment for some features of the hero or other cards. When Prayers are used, the required number of tokens is removed from the hero or taken off the "totem pole." Players begin the game with a zero reserve of Prayer tokens.
Current lives of a card (current number of lives). The number of lives a card has at a given moment of the game. Additional lives are added to the starting number of lives, and negative lives and wounds are subtracted.
Lives reduced to X. All wound markers are removed from the card, then the necessary number of effects of additional or negative lives is placed on the card so that its lives value becomes equal to X. Abilities that react to the removal or placement of wounds do not react to this.
Spell. A card type. A spell has a list of abilities that are carried out after the spell's payment.
Close (a creature, a card). Denoted by the symbol when it is required in the payment. An open card (in a vertical position) is closed, that is, it is turned 90º clockwise and takes a horizontal position.
Ambush. Triggered ability. It has the form: "
Protection from [text]. Static ability that generates a replacement effect. A card with Protection from [text] does not receive wounds from [text]. Exception: protection from spells. A card with protection from spells cannot be chosen as a target by the owner of the spell.
Value of a strike. A number in the properties or features of a card that determines the attack strength of that card. If the text of a card states "value of a strike," this value is counted taking into account all effects that change the attack strength.
Zone (zones). In the Berserk: Heroes card game the following zones exist: the play zone, hand, deck, graveyard, reserve and additional deck (sideboard).
Ignore features of [cards]. This means to ignore all protections, all triggered abilities, all prevention effects, all replacement effects of target cards, and to ignore abilities of cards that oblige attacks. Only those abilities that are features of cards are ignored.
Ignore [protection]. [Protection] is not applied to attacks and abilities declared by a card that ignores [protection].
Ignore [triggered feature] (of a target card). The [triggered feature] of the target card cannot choose the ignoring card as its target.
Ignore [prevention] (of a target card). The effects of this [prevention] are not applied to the effects that the ignoring card places on the target. Example: "Ignores Armor."
Ignore [replacement]. The replacement effects of the target card do not affect the effects that are placed by the ignoring card.
Ignore [feature obliging an attack]. A card with this ignore may attack as if the feature obliging an attack did not work. Example: "Ignores features that oblige shots."
Game text of a card. The properties of the card and the features of the card.
Player. One of the people taking part in a match.
Excess damage. If after wounds are inflicted on a character it has more wounds than its maximum lives, this difference is called excess damage. Excess damage is determined at the moment wounds are inflicted, and cannot be greater than the total number of wounds inflicted by the creature or ability during the attack or trigger in which the card inflicted them.
Heal for X. To remove X wounds from a character. If there are fewer wounds than X, the source removes all wounds from the target. Healing is considered carried out by the number of wounds removed. See also fully heal.
Incarnation X. Triggered ability. At the start of your turn you may lose X and resurrect this creature face down. If a creature has the effect "Incarnation X," the Incarnation effect is not lost when that creature moves between the graveyard and the play zone. Incarnation 0 cannot be declared. Incarnation cannot be declared when the card is in the play zone. If as a result of the carrying out of some abilities a card with Incarnation X receives Incarnation Y, only the Incarnation with the greater value will act (note: the card Abaddon gives the feature Incarnation with one of its features and replaces it with another).
Use a resource. Means using a resource as payment.
Source. A card that acts on or affects another card (cards) or cell (cells) of the battlefield is the source of an ability.
Card. The basic game unit in Berserk: Heroes. Official tournaments permit only original cards of Mir Hobby LLC.
Support card. A card type. A player under control may have several support cards, but only of different classes.
Opponent's card (your card). An opponent's card is a card in the opponent's squad (under the opponent's control). Your card is a card in your squad (under your control).
Graveyard. A special play zone into which spell cards go after being played, as well as dead creatures, destroyed support cards and a dead hero. Each player has their own graveyard. Abilities of cards do not work in the graveyard. Cards in the graveyard may not be chosen as targets for strikes or for the application of abilities, unless stated otherwise.
Clutch. Activated ability. It has the form: "1 [COIN]: Create an Egg; it obtains this card (this feature works only in hand)."
Controlling player of a card (ability). Before the game, the owner of a card is the player controlling that card. A player who has taken an opponent's card under their control as the result of carrying out some abilities becomes the player controlling that card. A player may use only the abilities and properties of the cards they control.
Copy of a card. Cards with the same name are copies of each other.
Copy of a card (create a copy of …). Introduced into the game with the ability "Create (Place) a copy of …" The resulting card has the same name, strike value, cost, lives and features as the original card. The feature "Created" is added to the card's features. Wounds, effects and acquired abilities are not "copied." A card copy may be shown visually in the play zone by any convenient means for the players (dice, tokens, etc.).
Mage. The same as a Mage hero.
Maximum lives. The sum of the starting lives and the effects +X/-X to lives of a character, without accounting for wounds.
Meditation X. Triggered ability. When a creature with Meditation X is attacked, the opponent must pay X. If they lack the coins, it inflicts wounds on the opposing hero equal to the number of coins missing. Meditation 0 cannot be declared. If as a result of the carrying out of some abilities a card with Meditation X receives Meditation Y, only the Meditation with the greater value will act.
Terrain. A class of support card. A player may have only one terrain in play.
Minimum cost. If the cost of a card is a variable cost containing X, the minimum cost is calculated with X = 0. In other cases the minimum cost equals the base cost of the card.
Might X. At the end of the turn, if there are fewer than X enhancement effects on this creature, place one enhancement effect on it. If as a result of the carrying out of some abilities a card with Might X receives Might Y, only the Might with the greater value will act.
Module. If a creature with the feature Module is to enter the game, you may instead attach this card to your mechanism; in that case the Hire abilities belonging to the creature being attached trigger.
Coin. A resource in Berserk: Heroes. Denoted by the coin symbol.
Plague X. Has the form: "Put X top cards of any deck into the graveyard." Plague is part of an activated or triggered ability.
Until (X) turns of the player. On the player's next turn (during the next X turns of the player), as long as this player is the active player, the abilities listed after "until (X) turns of the player" will apply.
Card name. A property. In a "constructed" tournament deck there may be no more than 3 cards with the same name (this restriction does not apply to "draft"). If the text of a card names this card, that name refers to that specific card and does not refer to other cards with the same name in the play zone, except for summoning and resurrection. If it is required to find in the deck, or summon from the deck, a card with the same name as a combined card, then a card with the name of any one of the component parts of the combined card may be found or summoned.
Assign a blocker. To change the original target of a strike attack (the target becomes the blocker card). A blocker may be assigned only against a strike.
Hire: [text]. Triggered ability. [text] is carried out when this card enters the game.
Directed strike. Static ability. A blocker cannot be assigned against a directed strike.
Starting number of lives. A base property. The starting number of lives is the number in the green field below the picture on creatures and heroes.
Not closed after an attack (not closed when acting as a blocker). Static ability. A card with this ability does not close after declaring a strike attack (after becoming a blocker), despite the fact that it must pay for it by closing. The card nevertheless is considered to have acted.
Without closing. Means that the card uses an ability that is not an action. An open card remains open and may act that turn under the normal rules.
Cannot … (may not …). Illegal …
Does not receive wounds from [text]. [Text] does not inflict wounds on a card with this ability, but that card may be chosen as a legal target for [text].
[Text] does not work. The [text] feature places no effects, does not trigger, and is ignored.
Immediately. If any effect directs you to do something immediately, then when it is carried out you skip all other phases and steps, carry out the indicated action under the normal rules, and then continue the game from the interrupted moment, if the turn was not ended. If an ability directs you to end the turn immediately, you skip all phases, including the end of the turn (clauses 310.2 and 310.3 are still carried out).
Undead. Static ability. It means "The card receives wounds only from this feature; the opponent, on their turn, may close X coins and wound this card for X."
Inactive player. A player whose opponent is the active player.
Illegality (illegal game action). An ability is considered illegal if it cannot be declared or paid in accordance with the rules or the text of the card.
Elusiveness from [TEXT]. Creatures with [TEXT] cannot be assigned as blockers against this creature and cannot attack this creature while it is open.
Reversed. Static ability. Indicates that this card (side of the card) may appear in the game only by means of the ability Flip. When constructing a deck or choosing a Hero, the card (side of the card) without the ability Reversed is used.
Combined card. A card formed as the result of attaching one card to another (for example, by means of the feature "Module" or the ability "Attach"). The starting lives, starting attack strength and cost of a combined card equal the sum of all the cards taking part in the combination. A combined card has the names, elements and classes of all its components.
Declare (feature, property). To declare an ability (property) means to indicate which ability (property) is being used, to indicate the source and the target at which it is directed, if a target must be indicated.
Must declare (feature, property) when possible. If an effect obliges a player to declare an activated ability or a property (strike attack, acting as a blocker), the player is obliged to declare it when the Queue is empty or in the required phase of the game, if the ability or property can be declared only then. If several obliging effects apply at the same time, the player who is obliged has the right to choose the order in which they are applied.
Stun. Static ability. A card with Stun does not open in its restoration phase, but loses Stun.
Stun [card/cards]. Close the indicated cards; they receive the effect "Stun."
Once (X) per turn. A key phrase that either imposes a restriction on the use of an ability, or allows attacking with a strike more than once per turn. When the property or feature "once (X) per turn" is declared, the card receives a special marker while it is in the play zone or in the graveyard. A card may not have more than one such (X) marker. Before the start of a turn, the card loses these markers.
Once (X) per battle (game). A key phrase imposing a restriction on the use of an ability. When the property or feature "once (X) per battle (game)" is declared, the card receives a special marker while it is in the play zone or in the graveyard.
Payment. The resources required to use an activated ability. This may be closing a card, receiving wounds, etc. The payment of an ability takes place immediately after its declaration. An ability cannot be declared if there are not enough resources to pay for it.
Attack experience. Static ability. The card is not closed after it has made a strike attack.
Defense experience. Static ability. The card is not closed after it has been assigned as a blocker.
Horde. Static ability that works in the deck. In a "constructed" tournament deck there may be 5 (or fewer) identical cards with the Horde feature.
Weapon. A class of support card. A player may have only one weapon in play.
Feature. Any text on a card.
Counter-strike. A strike made by a reflecting card. It is not an attack.
Opening a card. A 90-degree counter-clockwise turn of a closed card; it is now considered open. An open card may act.
Poison X. Triggered ability. A character with Poison X receives X wounds at the start of its own turn. If as a result of the carrying out of some abilities a card with Poison X receives Poison Y, only the Poison with the greater value will act.
Reflecting card. An open card that has become the final target of a declared attack.
Squad. A squad is the cards that are under a player's control in the play zone.
First player. The player who takes the first turn.
First strike. When a creature with the ability "First strike" fights another creature, they do not strike each other at the same time. First the creature with the feature "First strike" strikes, and only then its opponent, if it survived. If two creatures with the feature "First strike" fight, their battle proceeds under the normal rules.
Flip X. Flip X [card] to its other side (face-down). The ability "Flip" is part of an activated or triggered ability.
Deck shuffling. A game action as a result of which the position of the cards in the deck becomes random and unknown to the players taking part in the match.
Redraw. During the redraw, a player returns any number of cards they did not like from the opening deal back to the deck. To do so, they place these cards on the bottom of the deck in any order, and draw from the top of the deck the missing number of cards.
Character. A hero or a creature.
Repeat. If an ability directs you to repeat something, you apply again all (or only the selected ones, if that is specified) abilities of the card you are repeating. If the abilities of the repeated card depend on the card's cost and that cost is X, then X takes the same value as on the repeated card. You may choose new targets for the repeated card. Triggered abilities on the play of a spell also trigger on the repetition of the spell.
Die (dies). See Death, Destroy.
Suppression. Triggered ability. When attacking a creature, close the creature chosen as the original target of the attack.
Ready [card/cards]. Open the indicated cards. These cards lose the markers of use of activated abilities "1 (X) time(s) per turn"; if these cards are characters, they may again attack and act as blockers.
Search — [card/cards]. Find [card/cards] in your deck, show them to the opponent, and put them into your hand. If there are several cards in the deck that meet the parameter, put any one of them of your choice. If several cards are to be found but not all of them are in the deck, you may put those that are there. If the needed cards are in the deck, you may choose not to search for them; the exception is the situation where the card to be summoned is itself the source of the search. After the search, shuffle the deck.
Leave the play zone. Return from the play zone to the deck, hand, reserve or graveyard.
Leave the graveyard. Return from the graveyard to the play zone, the deck or the hand.
Fully heal. Remove all wounds from the target. Healing is considered carried out by the number of wounds removed. Full healing does not remove the effect of poison and other similar effects.
Gains [text] (gains a feature). If it is not expressly stated for what period of time a card gains [text] (that is, gains an acquired feature), or other conditions for maintaining this effect are not stated, then the acquired [text] lasts until the end of the battle.
Place (placing) X. Shuffle card X from your reserve into the deck of the specified player. If the card is placed at a specified position in the deck, no shuffling takes place.
Placed. A card with the feature "Placed" cannot be in the deck at the start of the match. This card is introduced into the game by means of the ability "Place," from the player's reserve into the player's deck. Together, no more than 10 placed cards with the same name may be in a player's deck and hand. When a Placed card goes to the graveyard, put it into the reserve of its owner (a game rules effect). The list of placed cards with their characteristics can be read at the end of the rules. When a Placed card becomes obtained, instead return it to the reserve of its owner (a game rules effect).
Static ability. An ability that is always present in the game (as long as the card containing this feature is in the play zone). A static feature creates effects without choosing cards as targets.
Lose a coin. The player removes a coin of their choice from those they have.
Superiority or Superiority over [X]. A creature with Superiority over a creature [X] inflicts 2 more wounds on it. A creature with Superiority receives 2 fewer wounds from the creature [X]. Superiority may be over a creature, a creature of class [X], creatures satisfying condition [X], or over all of the opponent's creatures.
Prevention. An effect that applies to wounds being inflicted, reducing their numerical value. Prevention does not change the attack strength; it changes only the numerical value of the wounds inflicted.
When attacking (when striking). A triggered ability beginning with the words "when attacking" ("when striking," "when shooting") triggers when a card makes an attack (strike, shot), even if the attack strength (strike, shot) is 0.
When dies (when destroyed). A triggered ability beginning with the words "when dies" ("when destroyed") triggers whenever a card moves from the play zone to the graveyard. A dead card loses all markers and effects only after all "when dies" features that triggered on the death of this card have been declared.
Apply an ability. Place an effect. See Carry out.
Attach card X to card Y. Card X is placed under card Y and the combination is considered one card. The base properties of the combined card change: the starting lives, starting attack strength and cost become equal to the sum of all the cards taking part in the combination. The combined card has the names, elements and classes of all its components. All features of card X are added to the features of card Y. If card X had wounds, they are also transferred to the combined card. If the combined card moves from play to another zone, all cards taking part in the combination go to that zone and are considered separate cards. Return of the combined card to the battlefield from under an obtained card takes place in its combined form. Cards X and Y are parts of the combined card.
Opening hand (deal). The cards of a player that they take in the preparation step. The opening hand is sometimes called the "starting hand." After the preparation step the opening hand becomes the player's hand.
Wound X [target], wounding oneself. Place on the target (card) indicated in the description of the feature a "X wounds" marker. Wounding oneself means wounding yourself (the source and the target are the same card).
Wounds. A result of an attack that has passed on a card is the infliction of wounds, which are marked with "wound" markers. Other abilities may also inflict wounds on a card in accordance with the text of those abilities.
Reveal (of a hidden creature). Turn the card of a Hidden creature face-up (back side down). This creature ceases to be Hidden.
Regeneration X. Triggered ability. At the end of your turn, heal for X. Regeneration 0 cannot be declared. If as a result of the carrying out of some abilities a card with Regeneration X receives Regeneration Y, only the Regeneration with the greater value will act.
Charge. A creature with the ability "Charge" may act in the same turn in which it came under the control of a player.
Discard a card. The player chooses and moves the chosen card from their hand to their graveyard.
Reducing strike to X. Static ability that generates a replacement effect when calculating attack strength during an attack. The attack strength is replaced by X.
Property (of a card). A game characteristic of a card (excluding features and abilities).
Own card. For a player, "own" cards are all the cards that this player currently controls.
Event. A class of support card. A player may have only one event in play.
Stealth. Stealth means: "Hire: This creature hides."
Hidden creature. A Hidden creature cannot be the target of attacks, spells and abilities, and non-targeted abilities do not act on it; other abilities of the creature do not work, except Uniqueness. However, if the text of some abilities speaks of interaction with Hidden creatures, or says that they work directly while hidden, those abilities work. In its accumulation phase, before the "At the start of the turn" abilities begin to trigger, you may reveal it, and it may act and attack that turn.
Hide. Turn the card of a non-Hidden creature face-down (back side up). This creature becomes Hidden.
Create X. Put card X into the game from the reserve. The card is not created from your deck, and you do not need to have it in your deck.
Create a copy of a creature. Create a card with all the properties and abilities of the chosen card; in addition the copy of the creature will have the name(s) "Copy of X," where X is the name(s) of the original card. In all abilities that mention a copy of the card, the name is also replaced with "Copy of X." When a Copy must leave the play zone (move into hand/deck/reserve), it is removed from the play zone, and no interaction with the hand and deck takes place. To visualize a card copy in play, an empty sleeve/token/die or any other convenient means for the players may be used.
Created. A card with the feature "Created" cannot be in the deck. This card is introduced into the game by means of the ability "Create." The owner of a created card is the player whose ability caused the card to enter the game. When a Created card must return from any zone to the deck or to hand, or becomes obtained, instead return it to the reserve of its owner (a game rules effect). When a created card goes to the graveyard, it is sent to the reserve only after all "Death:" features that triggered on the death of this card have been declared. The list of created cards with their characteristics can be read at the end of the rules.
Ability. A logically indivisible game unit that affects the game.
Dormant. A creature with the feature Dormant enters the game closed and cannot be opened in the restoration phase or by other features, except "loses Dormant." As soon as a creature loses Dormant, it is opened.
Triggered ability. An ability that triggers under certain conditions. Always uses the Queue.
Fight the chosen creature. Strike-attack the chosen creature under the normal rules of battle. Creatures fight as if open, even if closed. Such an attack does not cause the creatures to close. No blocker may be assigned against such an attack. This ability may be applied to creatures subject to first-turn weakness. An attack under this ability does not use up the opportunity to strike-attack. When the card texts mention the keyword "Battle," it is precisely this kind of attack that is meant.
Element. A property. The game has 5 elements (Steppes, Forests, Mountains, Swamps, Darkness) and neutral cards that do not belong to any element. Some cards may belong to several elements at the same time.
Cost. A base property. The cost of a card is determined in gold coins (coin symbol).
Cost of an ability. The resources required to pay for an ability – the same as the payment of an ability.
Creature. A card type. The basic game unit for achieving victory.
Loses features. When a card loses its features, the text written on the card itself is no longer taken into account. All effects and abilities acquired during the game remain.
Remove to the deck. See Return to the deck.
Remove (place, put) in the graveyard. An ability as a result of which a card is placed in the graveyard (from the deck or the play zone).
Strike. A base property of a creature.
Strike becomes X. Effects of +1/-1 to strike are placed on the card in such a number that the attack strength becomes equal to X.
Uniqueness. Combined ability. Under the control of one player there may not be two identical cards with the feature "Uniqueness." If a second such card must enter the squad, remove the first copy of this card to the graveyard.
Destroy (a card). Place a card from the play zone into the graveyard. Some abilities may destroy cards without inflicting wounds on them.
Increase poison by X. If a creature had Poison Y, it receives Poison X+Y.
Upgrade (a creature). If a creature is not a mechanism, it loses all its classes and becomes a mechanism; otherwise cancel this ability.
Vulnerability. Static ability that generates a modifier to any numerical sources inflicting wounds. A card with the ability "Vulnerability" receives 1 more wound from any source of wounds; an attack of strength 0 is not a source of wounds. Several "Vulnerability" abilities do not add together.
–X from attacks. Static ability. When calculating the attack strength against the target of an attack, the attack strength is reduced by X.
Target (of an attack, ability). The card at which an attack (ability) is directed becomes the target of that attack (ability), unless it is redirected to another card or (in the case of a strike attack) a blocker is assigned from it.
Part (of a card, creature). When one creature is attached to another, a combined creature is formed. The cards forming a combined creature are parts of that creature.
Scale X. Prevent all wounds from strikes and shots of strength X or less (taking into account modifiers to attack strength and shots). If as a result of the carrying out of some abilities a card with Scale X receives Scale Y, only the Scale with the greater value will act.
Equipment. Collective name for Amulet, Armor and Weapon.
Effect. An effect is the result of a carried-out ability.
Prevention effect. See Prevention.
Replacement effect. A replacement effect awaits the application of a specific effect and replaces it with another.
Effect of enhancement. A creature's strike and lives increase by 1 for each Enhancement effect on that creature.
Fury. Additional cost. When a card with Fury is played, you may choose any number of your creatures, not exceeding the cost of the card being played, and place 1 wound marker on each of them. The card with Fury costs 1 less for each creature chosen in this way. The source of the wounds is the card with Fury. Such placement of wounds cannot be modified or prevented, since it is a payment. If one card has several Fury abilities, only one may apply.
Part 8. Cards with the Features "Created" and "Placed"
Created: Elementals
- Fire Elemental. Steppe creature, strike 2, lives 1, cost 2. Class: elemental. Features: "Created. Charge." Flavor text: "Since ancient times there has been a legend about those who ...".
- Air Elemental. Mountain creature, strike 1, lives 1, cost 2. Class: elemental. Features: "Created. Hire: wound the chosen character for 1." Flavor text: "...who is able with a wave of the palm ...".
- Earth Elemental. Forest creature, strike 1, lives 3, cost 2. Class: elemental. Features: "Created. Strike: heal the chosen character for 1." Flavor text: "...turn rivers back and ...".
- Water Elemental. Swamp creature, strike 2, lives 3, cost 2. Class: elemental. Features: "Created. Death: each player draws a card." Flavor text: "...split the heavens in two."
- Dust Elemental. Swamp creature, strike 1, lives 2, cost 2. Class: elemental. Features: "Created. Death: the chosen player puts the top card of their deck into the graveyard." Flavor text: "Their name is the Lords of the Elements."
Created: Modules
- Defensive Module. Neutral creature, strike 0, lives 2, cost 1. Class: mechanism. Features: "Created. Module. Armor 1."
- Attack Module. Neutral creature, strike 2, lives 1, cost 1. Class: mechanism. Features: "Created. Module."
- Suppression Module. Neutral creature, strike 1, lives 1, cost 1. Class: mechanism. Features: "Created. Module. Protection from spells."
- Mobility Module. Neutral creature, strike 1, lives 2, cost 1. Class: mechanism. Features: "Created. Module. Attack Experience."
- Support Module. Neutral creature, strike 0, lives 2, cost 1. Class: mechanism. Features: "Created. Module. Regeneration 1."
Placed
- Favorable Wind. Neutral spell, cost 1. Features: "Placed. Draw 2 cards."
- Black Mark. Neutral spell, cost 3. Features: "Placed. When you must discard this card – wound your hero for 5 (this ability works from hand). (This card may be played without effect by paying its cost.)."
Created: Copies
If a card must create a copy of a card, place into the play zone a card with the same elements, name, classes, cost, attack, lives and text as the card being copied.
Egg
- Egg. Neutral creature, strike 0, lives 2, cost 1. Class: egg.
Features text: "Created. Cannot attack or act as a blocker. At the start of each turn, place [maturation effect] on the Egg. You may play a card obtained by the Egg for 1 less for each [maturation effect] on this Egg; in doing so, destroy it."