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SiegeStorm: SiegeMode

SiegeStorm: SiegeMode Rulebook

Table of Contents

Table of Contents

  • Game Components
  • Section I: Core Rules
    • The Battlefield: Duel Mode
    • Card Anatomy
    • Game Setup
    • How to Win (Duel Mode)
    • How to Play Cards
    • Turn Sequence
    • Storm, Hold Ground, Support
    • Allies, Enemies and Battle Zones
    • Actions, Reactions and the Chain of Commands
    • Using Actions to Place and to Deploy Creatures
    • Resolving Conflicts
    • Customizing Your Decks
  • Section II: Additional Game Modes
    • The Battlefield: Solo Mode
    • Card Anatomy (Boss Cards)
    • Game Setup (Solo Mode)
    • How to Win (Solo Mode)
    • How to Play Cards (Solo Mode)
    • Command and Special Actions
    • The Boss's Turn Sequence
    • Key Rule Changes (Solo Mode)
    • The Battlefield: Co-op Mode
    • Key Rule Changes (Co-op Mode)
    • Last Man Standing (3/4-Player Mode)
  • Glossary of Keywords
  • Strategy Tips and Other Goodies
  • Credits
  • Quick Reference

Game Components

  • Boss Cards x3 (Medium, Hard, Very Hard)
  • Boss Board x1 (alternate design on other side)
  • Life Meter x1 (alternate design on other side)
  • Battle Zone Boards x4 (two alternate designs)
  • Spirit Tokens x13
  • Gang Tokens x15
  • Reserve Token x1
  • Menace Token x1
  • Ysra x54 (Player Faction Deck)
  • Khung'lai x54 (Player Faction Deck)
  • Evil Goblins x24 (Solo/Co-op Mode Deck)
  • Spectral Shamans x24 (Solo/Co-op Mode Deck)

Section I: Core Rules

Welcome to Siegestorm! In this section, we present the core rules for a heads-up duel. Players who are new to Siegestorm should start here. A standard game of Siegestorm requires two players, each with a constructed deck of 34 cards. Pre-constructed Starter decks are available in each faction deck to guide you through your first few games.

The Battlefield: Duel Mode

  • Battle Zone – Contains your Frontline, opponent's Frontline and No Man's Land.
  • Player 1/2 Deployment Zone – The first slot on a player's War Track.
  • Player 1/2 War Track – Every creature you play starts in the Deployment Zone and advances one space each turn. Creatures in a Deployment Zone are considered Defenders. When a creature exits the top of the War Track, you order it to Storm, Hold Ground or Support. Two creatures can never occupy the same War Track space!
  • Player 1/2 Support Zone – Cards placed here help you pay costs of played cards and activated abilities.
  • Player 1 Resource Deck – This deck contains your pool of available allies. Whenever you draw cards, draw them from this deck. When you suffer X points of damage, draw X cards from your Resource deck and place them on your Casualties pile. If at any point you don't have enough Resources to draw, you lose the game!
  • Casualties – Spent cards and killed creatures are placed here, always face up.

Card Anatomy

All cards in Siegestorm use the following structure and terminology:

  • Cost – the number in the upper left corner (example: Knight of the New World Order, Cost 4).
  • Name – the card's title.
  • Action – the text in the upper section, e.g. "Move an Underworld Vindicator from your Casualties to your hand."
  • Passive Ability with Activation Cost – the text in the lower section, e.g. "2: Make the top card from your Resources your Supporter."
  • Attack Value (ATT) – the number in the lower left corner.
  • Defense Value (DEF) – the number in the lower right corner.
  • Crest + Symbol – shows card rarity and type: Soldier, Veteran, Elite, Champion; and whether it is a Starter Deck Card, Base Deck Card, or Expansion Booster Card.

Card Backs – Cards in Siegestorm have unique backs that serve to identify their factions. Because it is possible to "steal" cards from your opponent's hand and use them against him, you will find it necessary to use printed card sleeves to conceal card backs that can be seen in your hand, Resources or Support Zone.

Game Setup

  1. Place a Battle Zone in the center of the Battlefield. (Only difference between Battle Zones is their design.)
  2. Prepare your Resource deck. Players construct a deck of 34 cards from any one of the Siegestorm player faction decks (e.g., Ysra, Khung'lai, Seraphia or Styxia). Each deck may contain no more than four copies of the same Soldier and Veteran cards, and no more than two copies of the same Elite and Champion cards. Return unused cards to the box.
  3. Players shuffle their decks and draw two cards each to make their starting hand. If you aren't happy with your starting cards, you may return one or both to the bottom of your Resource deck and draw new cards until you have two cards in your starting hand. You can only replace your starting hand once!
  4. Decide who goes first with a coin toss or die roll. You are now ready to begin the battle!

Players new to Siegestorm should use one of the pre-constructed Starter decks for Seraphia or Styxia. Starter decks are comprised of cards with a green symbol in the crest on the bottom edge of the card. Cards with a white base deck symbol or booster symbol are cards you can use to customize your decks once you're comfortable with the core rules.

How to Win (Duel Mode)

Siegestorm is a game of attrition where opponents battle to deplete each other's Resources. The winner is the first player to force his opponent to not have enough cards in his Resource deck when he is required to draw.

How to Play Cards

To play a card from your hand, you must first pay its cost. To pay, discard a number of cards equal to its cost and put them on your Casualties pile. You may also use cards in your Support Zone to help pay the cost (see "Support" below). If you don't have enough cards to pay the cost, you cannot play that card. When the cost is paid, you then announce if you will play your card as an "action" or as a "creature":

Playing an Action – Play the card from your hand announcing that you are playing an action. Resolve the ability described on the Action section of the card and then put the card face up on your Casualties pile. You may then play additional actions during your turn as long as you have enough cards to pay the cost for each action.

Playing a Creature – This is the primary way to deploy a creature to your war track. Play the card announcing it as a creature and put it in your Deployment Zone.

  • You can deploy a creature only on your turn, and only if your Deployment Zone is currently empty.
  • You may deploy only one creature per turn. The only exception to this rule is when an action or ability allows you to deploy. (See "Using Actions to Place and to Deploy Creatures" below.)
  • As long as a creature remains on your war track, its Passive Ability remains enabled.
  • If you have multiple cards on your war track with the same Passive Ability (e.g., +1 ATT or -1 DEF), their Passive Abilities stack.
  • If a creature's Passive Ability has an activation cost (which you can pay with additional cards and/or Supporters), you may activate it at any time, and any number of times, as long as you have the cards and/or Supporters to pay for each activation.

Turn Sequence

Players take alternating turns with each player performing this sequence of steps during his turn:

  1. Prepare

  2. Draw

  3. Advance War Track

  4. Deploy

  5. Extra Turn

  6. End Turn

  7. Prepare – Reset any committed cards in your Support Zone. They can now be used again.

  8. Draw – Draw two cards from your Resource deck. (NOTE: On his first turn, the first player draws only one card instead of two during his Draw step.) If you don't have enough Resources to draw your two cards, you lose the game! You can have a maximum of 10 cards in your hand. After you reach 10 cards, whenever you draw another card you must put it directly on your Casualties pile.

  9. Advance War Track – Move all creatures in your war track up one space. If any creature moves out of the top slot, you must immediately order it to Storm, Hold Ground or Support.

  10. Deploy – If your Deployment Zone is empty, you may play a creature and put it there. If your Deployment Zone is already occupied, you cannot deploy any more creatures until you advance your war track and clear your Deployment Zone. You may perform only one deploy action per turn. However, certain card actions can override this rule (see "Using Actions to Place and to Deploy Creatures" below). You cannot deploy a creature during your opponent's turn.

  11. Extra Turn – Once per turn, you may take an extra turn if you played a card that allows you to do so.

  12. End Turn

Storm, Hold Ground, Support

When a creature reaches the top slot of your war track, it becomes ready to take part in the battle. On your next turn, when you advance your war track and push the creature out of the top slot, take the creature and immediately issue one of three orders: Storm, Hold Ground, or Support.

Storm

Your creature assaults your opponent, dealing damage and performing its action. If your opponent has a card in his Deployment Zone (i.e., a Defender), subtract its Defense Value from your Attack Value to determine your final Attack Strength. Once you determine the Attack Strength of the storming card, you may select a target:

Target a Creature – You may target any opponent's card on his Frontline and No Man's Land. Storming creatures cannot target creatures on an opponent's war track! If your Attack Strength is greater than the target creature's Defense Value, the target creature is killed. Any leftover damage is lost.

OR

Target Opponent – You may target your opponent directly. Your opponent discards from his Resources a number of cards equal to your Attack Strength.

After storming and resolving any triggered actions or abilities, put your spent creature on your Casualties pile.

NOTE: A storming creature is considered to be on your war track until it is placed on the Casualties pile.

Hold Ground

Place the creature on your Frontline or No Man's Land — as long as the chosen slot is empty. If your Frontline is already occupied, you may replace the occupying card and move it to the Casualties pile. Creatures in No Man's Land cannot be replaced by a Hold Ground order. As long as your creature remains on the Frontline or No Man's Land, its Passive Ability remains in effect.

Support

Place the creature face down in your Support Zone. Your creature is now a Supporter. From now on, you may "commit" the Supporter once per turn to help you pay the cost of any card or Passive Ability. To commit a Supporter, rotate the card 90 degrees and subtract 1 from the cost of the card or ability that you are playing. You may have an unlimited number of Supporters in your Support Zone, though each Supporter can be committed only once per turn.

NOTE: You may commit a Supporter as soon as it is placed in your Support Zone.

Allies, Enemies and Battle Zones

Many cards in Siegestorm have effects and abilities that target Allies or Enemies. A creature is not considered an Ally when resolving its own action or ability. And, depending on where creatures are currently placed on the Battlefield, they may or may not be considered Allies or Enemies.

Creatures in War Tracks – Any creature in your war track is considered an Ally. Any card in your opponent's war track is considered an Enemy.

Creatures on Battle Zones – Creatures placed on a Frontline or No Man's Land are never considered Allies or Enemies and can therefore not be targeted by actions and abilities that affect Allies and Enemies. Creatures on a Frontline or No Man's Land can only be targeted by storming creatures.

Actions, Reactions and the Chain of Commands

During your turn, you may play one or more actions from cards in your hand, or Passive Abilities from cards on your war track, at any time, at which point your opponent has an opportunity to react with his own action or ability. Conversely, during your opponent's turn, you may play actions and Passive Abilities only as a reaction to your opponent's actions and Passive Abilities.

Immediately after playing a card as a reaction, you must pay the card's cost. You can play only one reaction per every action or ability played by the active player. Provided they can pay the cost, players can always react to a reaction.

When multiple actions and abilities are played as reactions to each other, they form the chain of commands. When the chain of commands is complete, resolve it in last-in, first out order. When resolution begins, players can no longer change, or react to, the actions and abilities in the chain.

Example of Chain of Commands: Player A plays an action that allows him to place a creature on his Frontline. Player B reacts by playing an action: "Destroy target Creature." Player A reacts to this action by activating a Passive Ability from another creature on his war track: "Until the end of turn, your cards can't be targeted by actions or abilities." Player B indicates he has no more reactions to play, so the chain is now complete.

We now resolve the chain of commands starting from the last command in the chain: First, player A protects all of his cards with his Passive Ability. Then, player B's Destroy action is triggered, but fizzles without a valid target! Player B puts his card on his Casualties pile. Player A places his creature on his Frontline.

NOTE: If an action or ability is negated or fails to trigger, players must still pay its cost!

Using Actions to Place and to Deploy Creatures

There are several card actions that allow you to place creatures on the Battlefield, or to deploy creatures outside of the normal Deploy step. As long as your Deployment Zone remains unoccupied and you can pay the costs, you may place or deploy an unlimited number of creatures using these card-based actions.

Examples of Place/Deploy Actions: Grand Overlord Ikee's Action allows you to place any card in your hand on your Frontline. Ancient Dragon's Passive Ability allows you to deploy your top Casualty.

Resolving Conflicts

Occasionally, card text may contradict a rule in the manual. In these cases, the card text always takes precedence. Also, numerous actions, abilities and other game effects can be triggered at the same time, which sometimes creates timing conflicts. When in doubt, resolve conflicts in the following order of priority:

ACTIONS > PASSIVE ABILITIES > CORE RULES

Example of Card Text Conflicts: Your Retired Master storms. Its Passive Ability instructs you to make it your Supporter after it storms. But you also have Armored Yak in your war track, and its Passive Ability instructs you to put cards back in your hand after they storm. Here you have two conflicting Passive Abilities. Since they both have the same resolution priority (Actions > Passive Abilities > Core Rules), you may choose to resolve either one: Put Retired Master in your hand or make him your Supporter.

Customizing Your Decks

After a few matches with the Starter decks, advanced players may prefer to construct their own decks. To do this, construct a deck of 34 cards from any one of the Siegestorm player faction decks. Each deck may contain no more than four copies of the same Soldier and Veteran cards, and no more than two copies of the same Champion and Elite cards.

Section II: Additional Game Modes

In Siegestorm: Siege Mode, we have introduced special "A.I." decks and rules that make playing solo possible. You can now practice your skills and have a lot of fun trying to defeat various bosses — each with different abilities and decks that will challenge even the most battle-hardened Stormer! Additionally, we have developed variants for a two-player Co-op Mode and a Last Man Standing Mode for three or four players!

The rules and concepts presented in Section I: Core Rules apply to all of the new modes… with some notable exceptions. Even if you are familiar with the original Siegestorm, you should review Section I because many of the core rules and game terms have changed. For the sake of brevity, in the following pages we explain only how the new modes are different from the core rules. Unless stated otherwise, assume all core rules still apply.

The Battlefield: Solo Mode

  • Boss Card – the boss's identity card, showing its Victory Conditions and Menace Level Effects.
  • Boss Board – tracks the Menace Level and both players' turn sequences.
  • Menace Level Token – marks the current Menace Level on the Boss Board.
  • Boss's Hand – the cards the boss has drawn and not yet played.
  • Boss's Reserve Pile / Reserve Token – where the boss discards unplayable cards; the token reminds you the boss has used his Reserves.
  • Boss's Deployment Zone / Boss's War Track – the boss's version of the Deployment Zone and War Track.
  • Boss's Resources and Casualties – the boss's Resource deck and Casualties pile.
  • Life Meter – tracks the boss's Life Points.
  • Player's War Track / Player's Deployment Zone – your own War Track and Deployment Zone.
  • Player's Support Zone – your Support Zone.
  • Player's Resources and Casualties – your Resource deck and Casualties pile.

Card Anatomy (Boss Cards)

In Siegestorm: Siege Mode, you square off against a powerful and villainous boss and his horde of minions. Bosses are preset to one of three difficulty levels: Medium, Hard and Very Hard. Each boss brings a unique level of challenge to the game. Refer to the icons and stats on the back of each Boss Card to set up the boss at the beginning of your game.

Front

  • Difficulty Level – Medium, Hard, and Very Hard.
  • Victory Conditions – Here's what you must do to defeat the boss and win the game!
  • Menace Level Effects – Tells you how and when to increase the Menace Level.
  • Boss's Hand – The number of cards the boss draws each turn.

Back

  • Starting Menace Level – Basic cards in boss's Resource deck.
  • Advanced cards in boss's Resource deck.
  • Boss's starting Life Points.
  • Use one column for Solo Mode and the other for Co-op Mode. Example values (Byloss, The Goblin King, Hard difficulty): Starting Menace Level 3 (Solo) / 4 (Co-op); Basic cards in Resource deck 15 (Solo) / 17 (Co-op); Advanced cards in Resource deck 15 (Solo) / 17 (Co-op); Boss's starting Life Points 30 (Solo) / 60 (Co-op).

Game Setup (Solo Mode)

  1. Select a Boss Card based on the game difficulty desired and place it face down on the Boss Board. Refer to the icons and stats on the back of the Boss Card for steps 2-4 below.
  2. Place the Menace Level token on the corresponding starting Menace Level space on the Boss Board.
  3. Set the boss's starting Life Points on the Life Meter.
  4. Prepare the boss's Resource deck by selecting one Basic solo/co-op faction deck (e.g., Evil Goblins) and one Advanced solo/co-op faction deck (e.g., Spectral Shamans). Shuffle each deck separately and draw cards per the numbers shown on the back of the Boss Card. Once you have drawn all required cards from both decks, shuffle them together and place the deck next to the Boss Board. Leave some space for the boss's hand, Casualties pile and Reserve pile.
  5. Place the Reserve token (red side up) next to the Reserve pile area. You will use the Reserve token to remind you when the boss has used his Reserves.
  6. Place one Battle Zone in the middle of the Battlefield.
  7. Prepare your Resource deck. Construct a deck of 34 cards from any one of the Siegestorm player faction decks. Shuffle the deck and place it on your side of the Battle Zone. Leave some space for your Casualties pile and for your Support Zone.
  8. Draw two cards to create your starting hand. If you aren't happy with your starting two cards, you may return one or both cards to the bottom of your Resource deck and draw new cards until you have two cards in your hand. You can only replace your starting hand once!
  9. Flip the Boss Card face up. The boss always takes the first turn. You are now ready to begin the game!

How to Win (Solo Mode)

During the game, you and the boss take alternating turns until one of the following end game conditions is met:

  • If the boss cannot draw the required number of cards from his Resource deck and/or Reserve pile, you immediately win.
  • If you do not have enough cards in your Resource deck when you are required to draw, the boss wins.
  • If you fulfill any other specific Victory Condition listed on the Boss Card, such as reducing his Life Points to zero, you win.

How to Play Cards (Solo Mode)

In Siegestorm: Siege Mode, players follow the standard core rules of paying costs and playing cards as either actions or creatures.

How to Play the Boss's Hand

The boss can only play cards in his hand with a cost equal to or lower than the current Menace Level. The boss never pays for cards, and never "passes" on a card that is playable. When the boss has one or more cards he can play, he will play as many actions as he can, but he will always play the card with the highest cost possible.

Increasing the Menace Level

If the boss cannot play any card in his hand after his Draw step (because each card's cost exceeds the current Menace Level), you must increase the Menace Level by one.

NOTE: When the Menace Level reaches 5+, the boss can play all cards in his Resource deck including cards with a cost of 7 or greater.

Command and Special Actions

The boss's Command Actions, such as Deploy or Leader, are listed below the name of each card in his deck. Starting with the highest cost card that the boss can play, resolve the Command Action(s) in the following priority order:

DEPLOY > LEADER > SPECIAL ACTIONS > ACTIONS

When multiple cards with the same Command Action(s) are in the boss's hand, always play the card with the highest cost. If two or more cards have the same cost and priority, then the active player chooses which card to play.

Special Actions, such as Shielded or Spirit, are depicted as large icons on the face of the card to remind you of special effects that apply to this creature during the game. Crests on the card indicate if the deck is Basic or Advanced.

Command Actions

Icon NameAction
DeployDeploy to boss's Deployment Zone.
LeaderDeploy to Frontline or No Man's Land.
ActionPlay as an Action only. Card cannot be deployed.

Special Actions

Icon NameSpecial Effects
ShieldedCreature is immune from all enemy actions and abilities.
SpiritPlace one Spirit token on each Totem card on the Battlefield and immediately activate the Totem's Passive Ability.
GangPlace a single Gang token on all Allies and discard this card. Each Gang token grants +1 ATT.
TotemWhenever a Spirit token is placed on this card, activate its Passive Ability.

Example of How to Play a Boss Hand: With the Menace Level at 3, the boss has drawn Goblin Leader, Goblin Archer, Seal of Haste, Shaman Berserker and Spiritual Shaman. The first card he must play is Shaman Berserker (Cost: 2) because it is the highest cost card he can play. He resolves the Deploy Command Action and places Shaman Berserker in his Deployment Zone. He then plays Goblin Leader because its Leader Command Action is next in priority, and places it on his Frontline or No Man's Land. Next, he plays Goblin Archer using the Gang Special Action. He puts a +1 ATT Gang token on Shaman Beserker and then discards Goblin Archer. Next, he plays Seal of Haste as an action and advances his war track by one slot. Because Seal of Haste also has a Spirit icon, the boss will place a Spirit token on any Allies with the Totem icon and activate them now. Finally, his Spiritual Shaman (Cost: 4) cannot be played because its cost exceeds the Menace Level of 3. At the beginning of his next turn, he will discard Spiritual Shaman to his Reserve pile and draw new cards.

The Boss's Turn Sequence

  1. Discard to Reserves

  2. Advance War Track

  3. Draw

  4. Play Actions:

    • 1st - Deploy
    • 2nd - Leader
    • 3rd - Special Actions
    • 4th - Actions
  5. Extra Turn

  6. Discard to Reserve pile all unused cards from previous turn. (Skip this step on the boss's first turn.)

  7. Advance the war track. If a boss's card advances off the last space of his war track, it storms you! If you have a Defender on your war track, determine the storming card's final Attack Strength and then select a target. A storming card first targets the most expensive card it can kill on your Frontline or No Man's Land. If there are no targets it can kill on your Frontline or No Man's Land, it targets your Resources and you must discard from your Resource deck a number of cards equal to the Attack Strength of the storming card. After resolving any triggered actions or abilities, discard the storming card to the boss's Casualties pile.

  8. Draw cards. Draw from the boss's Resources the number of cards shown on the front of the boss's card and place them face up in the boss's Hand area.

  9. Play actions in priority order starting with the highest cost card per action. The cost of any card played must be equal to or lower than the current Menace Level.

  10. Take an extra turn if the boss has played a card granting him an extra turn.

Key Rule Changes (Solo Mode)

In Solo Mode, all standard core rules apply with the following exceptions:

Cards that affect Supporters – In Solo Mode the boss does not have Supporters. When a player plays an action or ability that affects an opponent's Supporters, substitute "Menace Level" for "Supporter" to resolve it.

Examples of how to resolve cards that affect Supporters: The Assassin's Passive Ability "Kill one opponent's Supporter" reduces the Menace Level by 1. Purge Doctor's Action "Deal 2 DMG for each of your opponent's Supporters" deals 2 DMG per Menace Level — up to 10 DMG if the Menace Level is at 5!

Boss's Menace Effects – The "Menace Level Effects" section on the front of the Boss Card explains additional ways the boss can change the Menace Level during the game.

Reserve pile – If the boss's Resource deck is empty, take all cards from the Reserve pile and shuffle them to create a new Resource deck. The boss may use the Reserve pile to replenish his Resources only once per game. Remove the Reserve token from the game to remind you that the boss has already used his Reserves.

Reactions and Chain of Commands – On your turn, you may play any actions or abilities you choose, but the boss cannot react to those actions or abilities. During the boss's turn, when the boss plays an action, the only reaction you may play is "Negate action or ability".

Discard actions – Players can play a Discard action to discard cards from boss's hand if there are any left.

Damage – For every point of damage (DMG) inflicted on the boss, lower his Life Points by 1 on the Life Meter.

The Battlefield: Co-op Mode

Co-op Mode uses the same Solo Mode battlefield layout, doubled for two players: the boss sits between two players, each with their own War Track, Deployment Zone, Support Zone, Resources and Casualties, arranged as Player A and Player B on either side of the Boss's Deployment Zone, Reserve Pile, Hand, and War Track.

Key Rule Changes (Co-op Mode)

In Co-op Mode, all core rules and Solo Mode rules apply with the following exceptions/changes:

Player Turn Order – Both players play at the same time. They may play cards in any order and move their war tracks in any order during the same turn.

Allies – An "Ally" is any card on your and your partner's war track.

Actions and Passive Abilities – Passive Abilities on either track affect both players. Both players can pay to use Passive Abilities from each other's Allies. An action, however, can only be activated by the player who played it.

Extra Turn – An extra turn is awarded only to the player who played it.

Battle Zones – You cannot play, deploy or put any of your cards on your partner's No Man's Land or Frontline.

Targeting and Defending – Storming cards played by the boss target BOTH players simultaneously and at full Attack Value for each player. Each player defends against the storming creature using their own Defender (if any).

Damage – If the boss plays an action that inflicts damage directly to an opponent, players decide which one of them will absorb the damage. If the boss plays an action that says "Each player receives X damage", then both players take X damage.

Last Man Standing (3/4-Player Mode)

Game Setup

Place one Battle Zone between you and your opponent on the left and right. Each player will now have an inner and outer war track that will advance creatures toward his opponent on the left and right. Players sit in a rotation such as Player A, Player B, Player C, Player D, with each player's Battle Zones connecting to the players on either side of them.

Key Rule Changes

In Last Man Standing, all core rules apply with the following exceptions/changes:

  • Prepare Step – Each player (including first player) draws two cards to create their starting hand.
  • Draw Step – Players draw three cards during the Draw step of their turns.
  • Actions and Passive Abilities – Actions and Passive Abilities only affect the war track in which they are played. They do not work in your other war track. Cards with Passive Abilities that affect the player, such as "During your Draw step, Draw 1 more card", can be activated from either war track.
  • Player Elimination – Whenever a player is defeated, remove all of the eliminated player's cards from the game and put all his opponents' cards on their owners' Casualty piles. Remove one empty Battle Zone and play continues with the remaining players. To win, simply outlast all of your opponents and be the last player standing!

Glossary of Keywords

Action – The effect described in the red upper section of a card. Actions are declared and resolved immediately after a player plays the card and pays its cost.

Activation Cost – An additional cost (usually more cards) required to activate a Passive Ability while the card is on your war track or Battle Zone.

Advance – Move all cards on your war track forward by one slot.

Ally – Any card on your war track.

Attack Strength – The final strength of a storming creature after subtracting the Defender's Defense Value.

Attack Value (ATT) – The number in the lower left corner of a card representing its base Attack Strength before modifiers.

Battlefield – The play area for a game of Siegestorm.

Battle Zone – The board showing Frontlines and No Man's Land. Cards placed on the Battle Zone are not considered Enemies or Allies.

Boss Board – The board for tracking the boss's stats and Menace Level.

Casualties – Cards that have been spent by a player or killed by your opponent.

Chain of Commands – A stack of actions and abilities played in response to one another and resolved in last-in, first-out order.

Command Action – A boss action, such as Deploy or Leader, listed under the card name of a boss deck card that directs how and when to play that card.

Commit – Use a Supporter to help pay the cost of a played card or action. A committed Supporter is rotated 90 degrees.

Cost – The number in the upper left corner of a card representing the number of cards a player must discard in order to play that card.

Defender – The card currently in a Deployment Zone that defends against attacks targeting the player and his creatures on the Battle Zone.

Defense Value (DEF) – The number in the lower right corner of a card representing its defensive strength.

Deploy – Place a creature in your Deployment Zone.

Deployment Zone – The first slot on any war track. When a creature is deployed, place it here.

Destroy – Remove a card permanently from the game.

Discard – Put a card from your hand on top of your Casualties pile, always face up.

Damage (DMG) – Damage dealt directly to your opponent resulting in discarding cards from his Resources to his Casualties.

Draw – Take the top card from your Resources and put it in your hand.

Enemy – Any creature on your opponent's war track.

Expansion – Card with a white symbol in its crest used for creating a customized Resource deck.

Heal X – Put X cards from your Casualties onto a new Heal pile. Whenever you receive damage, discard from the Heal pile first before discarding from your Resources.

Hold Ground – Advance a card off the last war track slot and then place it on your Frontline or No Man's Land to keep its Passive Ability in play.

Kill – Move a creature to its owner's Casualties.

Menace Level – Indicates which cards in the boss's hand are playable. The boss can only play cards with a cost equal to or lower than the Menace Level.

Negate – Cancel the effect of an action or ability. The cost of the negated action or ability still must be paid.

Passive Ability – The effect described in the blue lower portion of a card that is always active while the card is on your war track or Battle Zone.

Raise – Put the top card from your opponent's Casualties in your hand.

Reaction – Playing an action or ability in response to an opponent's action or ability. Multiple reactions form the Chain of Commands.

Recover – Replenish the boss's Life Points up to his starting value.

Reserves – Cards in the boss's hand that he cannot play because their cost exceeds the current Menace Level. During the first step of the boss's turn, Reserves are discarded to a separate Reserve pile.

Reset – Return a Supporter to its "ready" state by rotating its card upright again.

Resources – A 34-card deck representing a player's available cards to draw.

Sacrifice – Select a creature on your war track and kill it.

Shapeshift – Pay the Shapeshift activation cost and return the card with Shapeshift to your hand. Replace it with any other card in your hand for free.

Life Meter – Used to track damage (DMG) dealt directly to the boss.

Special Action – A boss action, such as Shielded or Spirit, denoted by a large or small icon on the front of a boss deck card to remind you of ongoing special effects that apply to this card while it's in play.

Steal – Take a random card from opponent's hand into your own hand.

Storm – Advance a card off the last war track slot to trigger its action and attack opponent's Resources or creatures on his Frontline or No Man's Land.

Support – Advance a card off the last war track slot and then place it in your Support Zone.

Supporters – Cards placed in your Support Zone that help pay the cost of any played cards or activated abilities.

Vision X – Draw X number of cards. Keep 1 in your hand and put the rest on the top or bottom of your Resource deck in any order you wish.

War Track (or "Track") – Designated lanes adjacent to a Battle Zone for placing and advancing cards. Opponents have their own war tracks that move in opposite directions.

Strategy Tips and Other Goodies

Any strategies for dominating Siegestorm?

  • Don't overextend yourself by drawing and playing too many cards. You will quickly drain your Resources.
  • Don't be greedy. If you have a strong but very expensive card in your opening hand, it might be a better idea to let it go and populate the Battlefield with cheaper cards.
  • Every bit of damage counts. Damaging the enemy for two cards might not sound like much when he has 30 Resources left; but Siegestorm is like a Tug-of-War. Being two cards ahead early in the game may ensure you a victory later on!
  • Make plans to seize the Frontline and No Man's Land soon. Having more Passive Abilities on the Battlefield can snowball into a large advantage.
  • Build up your Supporters early to get more value out of them. There are many powerful Action + Passive combos. Watch out for them!
  • When in doubt, keeping the pressure on your opponent is often the right answer. Outside of fringe cases, your war track should never be empty!

Bonus: Free-for-All Game Mode

For advanced Stormers who want to take their game to a whole new level, try building a Resource deck from ALL cards in the game using any player factions you want!

  • Deck must still contain only 34 cards.
  • Limit of 2 Champion/Elite + 4 Soldier/Veteran cards.
  • For tournament play, use custom printed sleeves to hide card backs.

Specialty and Promotional Cards

Cards with the rarity symbol, and Kickstarter Exclusive "Easter Egg" cards are promotional cards and cannot be used in official tournaments or ranked games. They can, however, be used in friendly games… provided your opponent allows you to play them! (Examples: Goblin Marius, Goblin Andrew.)

Join the Siegestorm community!

Fans of Siegestorm unite! For the latest updates on new card releases, FAQs, rules and card errata, matchmaking, tourneys, player rankings, and even more strategies to crush your opponents, visit us at: www.siegestorm.com

For a comprehensive listing of all official player faction cards currently in print, check out the Siegestorm Wiki: http://siegestorm.wikia.com/wiki/

Credits

Game Design: Kamil Cieśla, Marcin Świerkot

Producer: Marcin Świerkot

Project Manager: Kamil Cieśla

Illustrations: Krzysztof Piasek, Wacław Wysocki, Ewa Labak, Dagmara Gąska, Dawid Niczewski-Milaniak, Jakub Fajtanowski, Marzena Nereida Piwowar, Sergiy Kucher, Piotr Kwiatkowski, Patryk Jędraszek

Graphic Design: Adrian Radziun, Michał Lechowski, Andrzej Półtanaros, J.J. Navarrete

Rulebook: J.J. Navarrete

Proofreaders: J.J. Navarrete, Łukasz Krawiec

Testers: Franciszek Ostojski, Łukasz Krawiec, Krzysztof Belczyk, Jan Truchanowicz, Bartłomiej Kalisz, Sergiy Pavliuk, Aliesia Pavliuk, Łukasz Włodarczyk, Jimmy Durden, Andrzej Kaczor, Paweł Samborski, Katarzyna Młynek

Production Management: Michał Matłosz, Mateusz Wolski

Game Consultant: Michał Oracz

He Who Created Name of 'Goblin Marius': Adrian Radziun

Spiritual Support: Aleksandra Wójcik

Jordan & Allies (special thanks): Jordan Luminais, Ken Cunningham, Maciej Cabaj, Łukasz Orwat, Krzysztof Piskorski

Quick Reference

Players' Turn Sequence

  1. Prepare
  2. Draw
  3. Advance War Track
  4. Deploy
  5. Extra Turn
  6. End Turn

The Boss's Turn Sequence

  1. Discard to Reserves
  2. Advance War Track
  3. Draw
  4. Play Actions:
    • 1st - Deploy
    • 2nd - Leader
    • 3rd - Special Actions
    • 4th - Actions
  5. Extra Turn

Command Actions

DEPLOY > LEADER > SPECIAL ACTIONS > ACTIONS

Icon NameAction
DeployDeploy to boss's Deployment Zone.
LeaderDeploy to Frontline or No Man's Land.
ActionPlay as an Action only. Card cannot be deployed.

Special Actions

Icon NameSpecial Effects
ShieldedCreature is immune from all enemy actions and abilities.
SpiritPlace one Spirit token on each Totem card on the Battlefield and immediately activate the Totem's Passive Ability.
GangPlace a single Gang token on all Allies and discard this card. Each Gang token grants +1 ATT.
TotemWhenever a Spirit token is placed on this card, activate its Passive Ability.

Key Rules

  • You can only replace your starting hand once!
  • Players can have a maximum of 10 cards in their hand.
  • During your turn, you may play one or more actions from cards in your hand, or Passive Abilities from cards on your war track, at any time.
  • As long as a creature remains on your war track, its Passive Ability remains enabled.
  • When a creature storms, it deals damage AND performs its action.
  • Creatures on a Frontline or No Man's Land are never considered Allies or Enemies and can only be targeted by storming creatures.
  • Creatures in No Man's Land cannot be replaced by a Hold Ground order.
  • You may commit a Supporter as soon as it is placed in your Support Zone.
  • The boss never "passes" on a playable card and will always play the card with the highest cost possible.