© Petry Bros. Games LLC

Game setup

Playthrough

*a rules error in the vid: Players that don't have cards in the Rift aren't dealt Rift cards.

Text Draft

Classic:

 

Note: Classic is recommended to players who are well versed in deck building card games...

Winning the Game: 

  • Kill monsters to earn valor points (VP).

  •  If a player reaches 20 or more valor points, each other player will have one more turn, then the game ends. Play to 30 or more points if you want a longer, but fuller experience.

  • The player with the most valor points at the end of the game wins.

  • WARNING: If the monster limit is surpassed at the end of a player’s turn, that player is eliminated and is removed from the game.


 

Setup:

 

  1. Each player chooses a guild (Spellstrike/Blue, Graverend/Grey, Nightfang/Purple, Solguard/Yellow. Only use the Monsters/Red when playing a 5 player game. Then, each player chooses one of their three powers to use this game. (See card classification below.)

  2. Each player takes all their Mages and Warriors out of their guild and makes a separate pile. (This will be your starting deck, it should have 7 Mages and 3 Warriors.) 

  3. Each player shuffles their guild and deck 

  4. Each player draws 5 cards from their deck.

  5. Put all the monster cards in a stack (This is the monster deck). Shuffle the monster deck and find a designated spot for it. (The monster cards have a red banner, see more on card layout below.)

  6. Find a designated spot for the Rift.

  7. Find a designated spot for the Necropolis.

  8. Each player flips up the top three cards of their guild and lays those cards in front of them. This is their guild selection. Then each player may replace all of his or her flipped cards and replace the cards with the top three cards of that player’s guild. They put the replaced cards on the bottom of their guild. (This is called Refresh). You may do this again if you discard your hand.

  9. Each player looks at the top card of their guild, the player with the highest number value in the bottom right decides where he wants to go in the turn order. (Players take their turns in a clockwise order.) Than put the card you looked at on the bottom of your guild.

  10. Choose monster limit The monster limit is the maximum amount of monsters that can be in play at the end of a player’s turn. At the end of a player’s turn if there are more monsters in play than the monster limit, that player is eliminated and is removed from the game. 

 

Weak - the monster limit is 18

Easy - the monster limit is 15

Normal (recommended) - the monster limit is 12

Hard - the monster limit is 9

Insane - the monster limit is 6

Master - the monster limit is 3

Impossible - the monster limit is 0

 

Parts of a Turn:

Start Step:

  • Put a monster into play from the top of the monster deck. (If any player has 10 or more Valor Points every player puts 2 monsters instead of 1 into play at the start of their turn. Make this number 15 if playing a 30 point game.) 

  • Deathcrash: This happens when the monster dies.

Mid Step:

(Do any of the following mid step actions in any order)

  1. Play cards from your hand. (You play a card by putting it into play resolving any card effects. Playing cards is free.)

  • Playing Cards: A player may choose not to play all the cards in their hand during their turn. When a player plays a card, they do not have to use the attack or use the magicka that card gives them. (It’s usually a smart idea to play all the cards in your hand even if unnecessary because you get more draws when you draw until you have five cards at the end of your turn. See end step.)

  • Consumed: A consumed card goes to the Necropolis. (It’s smart to consume your bad cards so they don’t clog up your deck.) (Only some cards have the ability to consume other cards.)

  • When you play a card that is not in your guild (color), it goes in the corresponding guild’s discard pile at the end of the turn. 

  •  Use Attack from cards you have played to slay monsters.

  • Slaying Monsters: You may slay monsters by spending attack equal to that monster’s health. You now may take the monster and keep it next to your deck. 

    • Cards you play can combine attack to give you a greater amount.

    • Example: If you have two cards that each give 1 attack then you can slay a monster that has 2 health.

    • Example: If a card gives 10 attack and there are two monsters with 5 and 4 health, you may kill both of them with 1 attack left over.

  • Trading: Players may trade with each other anytime as long as one of them is in their midstep. (A trade doesn’t have to be mutual, a player may give a player cards without receiving anything in return, however the player they are giving to does not have to accept those cards.)

  • Earning Valor Points: You earn valor points by slaying monsters.

  • When you kill an iron monster, gain 1 valor point.

  • When you kill a bronze monster, it gives you 2 valor points.

  • When you kill a silver monster, it gives you 4 valor points.

  • When you kill a gold monster, it gives you 8 valor points. 

  • Necropolis: The place where consumed cards go.


 

Summon cards from your guild selection with magicka you have gained from your cards. 

  • Summoning Cards: You summon cards by spending magicka equal to the card’s magicka cost.

  • When you summon a card, put it in the Rift

  • Cards you play can combine magicka to give you a greater amount.

Example: If you have two cards that each give 1 magicka then you can summon a card that costs 2 magicka.

  • When you summon a card refresh its spot in your guild selection with the top card of your guild. 

  • Retain: (READ THIS) You may pay an additional 2 magicka as the retain cost for them to go immediately in your discard pile. You do not have to pay this cost if you want that card to still go in the Rift. (This still counts as summoning the card.)

  • Summon: The word used when you spend magicka to put a card into the Rift.

  • Rift: The place where summoned cards go. At the end of the rotation, the player who went first shuffles the Rift cards facedown and deals them out to players counterclockwise dealing himself/herself last (deal the last player first and the first player last). Each player takes their Rift cards and puts them face down on top of their deck. DO NOT look at them. 

    • If a player has no cards in the Rift, they are not dealt any Rift cards.

    • You CANNOT summon cards from another player’s guild selection, only yours. (A player playing as the Solguard (yellow) guild cannot summon cards from the Graverend (green) guild selection.)

End Step:

  1. Players lose all their unspent magicka and attack.

  2. Put all cards played into their owner's discard pile. (If you played an opponent's card that is not in your guild,  it will go to the corresponding guildmaster’s discard pile.) (Keep your discard pile face up.)

  3. Remove all damage from all monsters 

  4. Draw until you have five cards in your hand. (If you need to draw cards from your deck and your deck is empty, shuffle your discard pile and it becomes your deck.)

  • Drawing cards: At the end of the turn, you draw cards until you have five in your hand.

  • Discard Pile Becoming Deck: You shuffle your discard pile and becomes your new deck when you NEED to, not when it is empty.

EXAMPLE: If at the end of your turn you draw back up to five cards and there were only five cards left in your primary deck (making your primary deck zero cards now), you still do not use the discard as your new deck.

  • WARNING: If the monster limit is surpassed at the end of a player’s turn, that player is eliminated and is removed from the game. (All their cards in their hand, deck, discard pile, guild, and guild selection are removed from the game also. When you play a card that belongs to a removed players guild, instead of going to a discard pile it is removed from the game at the end step.)



 

End of Rotation:

  1. At the end of the rotation, the player who went first shuffles the Rift cards facedown and deals them out to players counterclockwise dealing himself/herself last (deal the last player first and the first player last). Each player takes their Rift cards and puts them face down on top of their deck. DO NOT look at them. 

  2. Do NOT LOOK/PEEK at them. This is cheating.

CARD LAYOUT:

  • A card’s cost is located on the bottom right corner. Guild cards like this one (from the Spellstrike guild) cost magicka. For monsters, this value is the monster’s health. Health is how much attack you need to slay the monster.

  • How much attack a card gives you is located on the top left on the guild banner and is symbolized by an orange shield. 

  • How much magicka a card gives you is located on the top left on the guild banner and is symbolized by a blue circle. 

  • The text on the card is what happens when you play it, unless stated otherwise. (Like if it has an effect when you summon it instead.)

  • Monster cards have a red banner, the Purple circle on the top left is how many VP (Valor points) the monster gives you after you have slain it. You keep the monsters you have slain. 

  • The Roman Numeral symbolizes the rarity of the card. (Iron, bronze silver, gold.) 

  • The symbol on the bottom of the guild banner is that card’s guild symbol. This will tell you what guild this card belongs to (Solguard, Graverend, Nightfang, and Archstorm.)

  • If the card has a crown on the top right, it is a power card.

TEAMS & NUMBER OF PLAYERS:

WarRift can be played with 1-5 players. We think free-for-all is more fun, but playing on teams 2v2 with the game-ending VP set to 40 is also fun. (2 copies of the game can support up to 8 players with teams)

 

Frenzy:

Note: Frenzy is recommended for players new to deck building card games...

Winning the Game: 

  • Kill monsters to earn valor points (VP).

  •  If a player reaches 20 or more valor points, each other player will have one more turn, then the game ends.

  • The player with the most valor points at the end of the game wins.

  • WARNING: If the monster limit is surpassed at the end of a player’s turn, that player is eliminated and is removed from the game.

 

Setup:

  1. Put all Bronze, Silver, and Gold cards in one deck in the middle of the playing area. (This is the center guild)

  2. Each player chooses one of the powers to use this game. (The class they choose can be from any guild.)

  3. Each player takes 7 Mages and 3 Warriors. (This will be your starting deck, it should have 7 Mages and 3 Warriors.) 

  4. Each player shuffles their deck 

  5. Each player draws 5 cards from their deck.

  6. Shuffle the monster deck and find a designated spot for it.

  7. Find a designated spot for the Necropolis.

  8. Flip up the top 8 cards of the center guild, this is the center guild selection. Note: In the

  9. Frenzy game mode all players buy from the same guild, that is the center guild, so even if you play a card that is not your guild, it goes into your discard pile.Keep in mind that there is no Rift in Frenzy, when you summon a card, put it directly into your discard pile. (Since there is no Rift in Frenzy, remove all rift related cards from the game, these include; Vortex Knight, Spellsword Summoner, Angel of Rift, Zyrna, the Beckoner, and Duskbringer) 

  10. Each player draws a card at random from the center guild, the player with highest number value in the bottom right decides where he wants to go in the turn order, players take their turns in a clockwise order.

  11. Choose monster limit. The monster limit is the maximum amount of monsters that can be in play at the end of a player’s turn. At the end of a player’s turn if there are more monsters in play than the monster limit, that player is eliminated and is removed from the game. 

Weak - the monster limit is 18

Easy - the monster limit is 15

Normal (recommended) - the monster limit is 12

Hard - the monster limit is 9

Insane - the monster limit is 6

Master - the monster limit is 3


 

Parts of a turn:

Start Step:

  • Put a monster in to play from the top of the monster deck. (If any player has 10 or more Valor Points every player puts 2 monsters instead of 1 in to play at the start of their turn.) 

  • Deathcrash: This happens when the monster dies.

Mid Step:

(Do any of the following mid step actions in any order)

Play cards from your hand. (You play a card by putting it into play resolving any card effects. Playing cards is free.)

Playing Cards: A player may choose not to play all the cards in their hand during their turn. When a player plays a card, they do not have to use the attack or use the magicka that card gives them. (It’s usually a smart idea to play all the cards in your hand even if unnecessary because you get more draws when you draw up to five cards at the end of your turn. See end step.)

  • Consumed: A consumed card goes to the Necropolis.

  • Use Attack from cards you have played to slay monsters.

  • Slaying Monsters: You may slay monsters by spending attack equal to that monster’s health.You now may take the monster and keep it next to your deck. 

  • Cards you play can combine attack to give you a greater amount.

  • Example: If you have two cards that each give 1 attack then you can slay a monster that has 2 health.

  • Trading: Players may trade with each other anytime as long as one of them is in their midstep. (A trade doesn’t have to be mutual, a player may give a player cards without receiving anything in return, however the player they are giving to has to accept those cards.) Note: In Frenzy, since there are no set guilds, when you trade a card to a player, you won’t get it back when that player plays it.

  • Earning Valor Points: You earn valor points by slaying monsters.

  • When you kill a iron monster, gain 1 valor point.

  • When you kill a bronze monster, it gives you 2 valor points.

  • When you kill a silver monster, it gives you 4 valor points.

  • When you kill a gold monster, it gives you 8 valor points. 

  • Necropolis: The place where consumed cards go.


 

Summon cards from the center guild selection with magicka you have gained from your cards. 

  • Summoning Cards: You summon cards by spending magicka equal to the card’s magicka cost.

  • When you summon a card, put it into your discard pile.

  • Cards you play can combine magicka to give you a greater amount.

Example: If you have two cards that each give 1 magicka then you can summon a card that cost 2 magicka.

  • When you summon a card refresh its spot in the center guild selection with the top card of the center guild. 

Summon: The word used when you spend magicka to put a card into the Rift.

 

End Step:

  1. Players lose all their unspent magicka and attack.

  2. Put all cards you have played into your discard pile.

  3. Remove all damage from all monsters 

  4. Draw back up to five cards. (If you need to draw cards from your deck and your deck is empty, shuffle your discard pile and it becomes your deck.)

  • Drawing cards: At the end of the turn, you draw cards until you have five in your hand.

  • Discard Pile Becoming Deck: You shuffle your discard pile and becomes your new primary deck when you NEED to, not when it is empty.

EXAMPLE: If at the end of your turn you draw back up to five cards and there were only five cards left in your primary deck (making your primary deck zero cards now), you still do not use the discard as your new deck.

  • WARNING: If the monster limit is surpassed at the end of a player’s turn, that player is eliminated and is removed from the game. (All their cards in their hand, deck, discard pile, guild, and guild selection are removed from the game also. When you play a card that belongs to a removed players guild, instead of going to a discard pile it is removed from the game at the end step.)


 

Solo: 

Note: It is recommended that you play classic before trying the solo mode...

  • In Solo you still play with the Rift.

Winning the Game: 

  • Kill monsters to earn valor points (VP).

  •  Once you reach 20 or more valor points, you win the game.

  • You can record the amount of turns it took you to win and try to break your record.

  • WARNING: If the monster limit is surpassed at the end of your turn, you lose the game.

 

Setup: 

 

  1. Construct your own custom guild using cards from any guild excluding. (Your guild must have 21 Bronze cards, 6 Silver cards, and 3 Gold cards. You may not have more than 3 of the same Bronze cards, 2 of the same Silver cards, and only 1 copy of each Gold card.)

  2. Takes 7 Mages and 3 Warriors. (This will be your starting deck.)

  3. Shuffle your deck. 

  4. Draw 5 cards from your deck.

  5. Put all the monster cards in a stack (This is the monster deck). Shuffle the monster deck and find a designated spot for it. (Remove Tavaax and Dranas from the deck as they have multiplayer effects.)

  6. Find a designated spot for the Rift.

  7. Find a designated spot for the Necropolis.

  8. Flip up the top three cards of your guild and lay those cards in front of you. This is your guild selection. Then you may replace all of your flipped cards and replace the cards with the top three cards of that your guild. You put the replaced cards on the bottom of your guild. (This is called Refresh). You may do this again if you discard your hand.

  9. Choose monster limit The monster limit is the maximum amount of monsters that can be in play at the end of a player’s turn. At the end of your turn if there are more monsters in play than the monster limit, you are eliminated and you lose.

Weak - the monster limit is 18

Easy - the monster limit is 15

Normal (recommended) - the monster limit is 12

Hard - the monster limit is 9

Insane - the monster limit is 6

Master - the monster limit is 3

Impossible - the monster limit is 0

 

Note: That’s it! Solo mode plays the same mode of multiplayer game with a slight twist, experiment different builds and try to break your record. (For rules and referencing check Classic Mode.)