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1. Goal of the Game
Destroy 2 of your opponent's 3 Keeps to win the game!
Each player starts the game with 3 Keeps — mighty fortresses standing on the three lanes
of the battlefield. Each Keep has 15 health points. Once a player
loses 2 of their 3 Keeps, they lose the game.
Each player starts with 7 cards in hand.
Keep — Weapons
All your armies on this lane gain +1 attack.
❤ 15
Keep — Knowledge
Draw an additional card during your Upkeep phase.
❤ 15
Keep — Lands
Your armies on this lane gain +1 defense.
❤ 15
2. The Battlefield
The battlefield consists of 3 Lanes. On each lane, two Keeps face each other
— yours and your opponent's. Armies from both players fight between the Keeps.
⚔ Opponent
Lane 1
Enemy Keep (15 HP)
Enemy Armies (max. 4)
Your Armies (max. 4)
Your Keep (15 HP)
Lane 2
Enemy Keep (15 HP)
Enemy Armies (max. 4)
Your Armies (max. 4)
Your Keep (15 HP)
Lane 3
Enemy Keep (15 HP)
Enemy Armies (max. 4)
Your Armies (max. 4)
Your Keep (15 HP)
🛡 You
On each lane you can summon up to 4 armies. Armies can only
attack enemies on the same lane.
Keeps
At the start of the game, your Keeps are placed face-down on their lanes. You can
activate a Keep during your Build phase by paying its resource cost. Flip it to
its face-up side. The Keep's effect is now active and persists until it is destroyed.
➡
Heal all armies on this lane for 1.
❤ 15
Activated Keep
Important: When a Keep is destroyed, it is played as a Resource.
The player receives it as a permanent mana source.
3. The Cards
Each card has various properties. Here is an example using an Army card:
Army — Weapons
Leads his troops into battle.
⚔ 4
🛡 3
1
Name: The name of the card.
2
Mana Cost: Top right. Here: 2 Weapons mana + 1 colorless mana. The cost must be paid to play the card.
3
Art: The card's illustration.
4
Type & Color: Shows the card type (Army, Tactic, Reaction, Keep) and the color.
5
Description: The effect text or flavor text of the card.
6
Attack / Defense: Only on Armies. Left: Attack value (⚔), Right: Health points (🛡).
4. The 6 Colors
In Keeps there are 6 different colors. Each color has its own playstyle:
⚔
Weapons (Red)
Aggressive & direct. Strong attackers and damage spells.
☠
Power (Purple)
Control & manipulation. Dark magic and shadow creatures.
🌳
Lands (Green)
Growth & strength. Large creatures and healing.
✡
Faith (White)
Defense & healing. Protects armies and Keeps.
📖
Knowledge (Blue)
Knowledge & magic. Reactions, card advantage and counters.
⭐
Gold (Yellow)
Neutral & flexible. Can be used in any deck.
5. Resources & Mana
To play cards, you must pay Mana. You get mana from your
Resources.
Playing Resources
Once per turn you can play any card from your hand as a Resource.
The Resource produces mana in the color of the card.
Gold cards always produce only Gold mana as a Resource.
Mana Conversion
You can convert mana flexibly:
G
G
➡
1
(or any other color)
2 Gold mana = 1 mana of any other color
1
1
(any 2)
➡
G
2 mana of any other colors = 1 Gold mana
Player 2 Bonus
Starting bonus: Player 2 receives a one-time Resource Token at the start that can produce mana of any color. This compensates for Player 1's advantage of going first.
6. Card Types
⚔ Armies
Armies are your fighters on the battlefield. They have attack points and
health points. They can attack enemy Keeps and exhausted armies.
After being summoned, armies have summoning sickness and cannot attack until the next turn.
Army — Weapons
Simple warriors.
⚔ 2
🛡 1
Army — Lands
Mighty earth giant.
⚔ 5
🛡 5
Army — Gold
Fights for the highest bidder.
⚔ 2
🛡 2
📜 Tactics
Tactics are one-time spells that take effect immediately and then go to the Graveyard.
They can only be played on your own turn (during the Build phase).
Tactic — Weapons
Deal 3 damage to an army.
TACTIC
Tactic — Power
Draw 2 cards.
TACTIC
Tactic — Lands
Heal a Keep for 3.
TACTIC
⚡ Reactions
Reactions are special spells that can be played at any time
— even during your opponent's turn! They are the perfect answer to
your opponent's actions.
Reaction — Knowledge
Deal 2 damage to an army.
⚡ REACTION
Reaction — Knowledge
Counter: Prevent a card's effect.
⚡ REACTION
🏰 Keeps
Keeps are your fortresses. Each has 15 health points and a unique effect.
They start face-down and must be activated by paying their mana cost.
A destroyed Keep is automatically played as a Resource.
Keep — Power
All enemy armies on this lane get -1 attack.
❤ 15
Keep — Gold
Gain 1 additional Gold mana during your Upkeep phase.
❤ 15
7. Combat & Damage
Declaring Attackers
During the Attack phase, the active player declares which of their armies attack.
Attacking exhausts the army (it is turned sideways).
Armies can attack:
- The enemy Keep on the same lane
- Exhausted enemy armies on the same lane
Blocking
The defending player can block with their active (non-exhausted) armies.
A block redirects damage to the blocking army instead of the Keep.
Damage Calculation
When two armies fight, they deal damage simultaneously:
- Each army places its attack points as damage counters on the opposing army.
- Damage counters remain permanently on the army.
- If an army has damage equal to or greater than its health points, it is destroyed and goes to the Graveyard.
Example:
Result: The Berserker (3/2) attacks and the Treeguard (2/4) blocks.
- Berserker takes 2 damage → 2 damage on 2 health → Destroyed!
- Treeguard takes 3 damage → 3 damage on 4 health → Survives with 1 health!
Keep Damage
When an attacking army is not blocked, its full attack value hits
the enemy Keep as damage. With 15 health points, it takes multiple attacks to destroy a Keep.
8. Phases of a Turn
Each turn is divided into 6 phases that are played in a fixed order:
1
Draw Phase
Draw a card from your deck. (Each player starts with 7 cards in hand.)
2
Upkeep Phase
All your exhausted Resources and Armies are activated (untapped). Additionally, one-time per-turn effects of your Keeps are triggered here (e.g., draw a card, heal armies).
3
Attack Phase
Declare which of your armies you want to attack with. Attacking armies become exhausted.
4
Block Phase & Damage Phase
The defending player declares blockers. Afterwards, damage is distributed. Armies with enough damage are destroyed.
5
Build Phase
Play new armies, tactics, or activate face-down Keeps. You can also play a card as a Resource here (once per turn).
6
End Phase
Final effects are triggered. The turn ends and it becomes your opponent's turn.
Tip: Reactions can be played during any phase — even during your opponent's turn!
9. Keywords
Many cards have keywords — special abilities with fixed rules:
Flying
Can only be blocked by flying armies or armies with Reach.
Reach
Can attack and block flying armies.
Wall
Can block any number of armies but cannot attack.
Haste
This army can attack immediately (no summoning sickness).
Heal
Removes damage counters from an army or Keep.
Rebirth
Can be returned from the Graveyard.
Counter
Completely prevents the effect of a played card.
Cultivate
Place the top X cards of your deck into your resource zone.
Equip
Attach equipment to an army to increase its stats.
Barkskin
Gains +1/+1 counters. When damaged, counters are removed instead.
KEEPS
The strategic collectible card game