Core Concept
Archaic Realms is a faction-locked 1v1 trading card game built around combat in the Realm, Hero swaps, shared neutral Quests, a personal Faction Objective, and Realm Control Point pressure. Your active Hero is your battlefield leader and the primary target for combat.
First player to 11 RCP wins
Complete all conditions on your Faction Objective card
Faction-locked, hero-driven, 15–30 mins
Both win conditions are active simultaneously. You may pursue either path — or shift between them as the game develops.
Deckbuilding
Each player uses a faction-locked build consisting of a Main Deck, Vault piles, a Hero Lineup, and a single Faction Objective card.
- Main Deck: minimum 50, maximum 80 non-Hero cards
- Hero Lineup: 3 Heroes chosen during deck construction — outside the Main Deck entirely
- Faction Objective: 1 card, chosen before the game — outside the Main Deck
- Vault piles: Unique ×8, Epic ×6, Legendary ×4 — outside the Main Deck, claimed as Quest rewards
Copy Limits
Copy limits are determined by rarity, not card type:
- Unique: max 4 copies
- Epic: max 3 copies
- Legendary: max 2 copies
- Archaic Energy: no limit
Vault cards are neutral cards connected to the Realm Location — outside your Main Deck and not counted toward the 50–80 deck limit. Each Vault tier has a fixed pile (Unique ×8, Epic ×6, Legendary ×4) shared by both players. If a Vault tier is empty when a reward is claimed, draw 1 card from your Main Deck instead.
Maximum hand size is 7 cards. At the end of your turn, discard down to 7 if you are over the limit.
Setup
- 1 Select the Realm (random by default). Place the Realm card face-up and shuffle its 16 Quest cards into a shared face-down Quest pile.
- 2 Reveal your 3-Hero Lineup face-up.
- 3 Reveal your Faction Objective card face-up.
- 4 Choose 1 Hero from your Lineup as your starting active Hero and place it into the Realm.
- 5 Shuffle your Main Deck and each Vault pile separately.
- 6 Fill your Quest slots: draw 1 Quest from the shared pile per slot (2 slots total).
- 7 Draw your opening hand of 6 cards.
- 8 You may mulligan up to 2 times — first mulligan redraws 6, second redraws 4.
- 9 Randomly determine the starting player.
There are 10 Realms available, each with its own themed set of 16 shared Quest cards. The Realm is also the in-play battlefield zone — it contains the active Hero, Allies, Augments, and Energy.
Turn Structure
Each turn follows the same five-phase order:
| Phase | Name | What Happens |
|---|---|---|
| 1 | Ready | Ready all exhausted Allies and your active Hero. Recharge all Discharged Energy. End any "until next Ready Phase" effects, including Seal. |
| 2 | Draw | Draw 2 cards. If you must draw and cannot, you lose the game. |
| 3 | Main | Play cards, activate abilities. Refill empty Quest slots. If a Hero Swap trigger is active, you may swap your active Hero at the start of this phase. |
| 4 | Combat | Declare attackers, assign defenders, resolve Combat Damage exchanges one at a time. |
| 5 | End | Resolve end-of-turn effects. Check Quest and Faction Objective conditions. Apply hand limit if applicable. |
Energy & Unstable Archaic Energy
Archaic Realms uses two distinct energy types: Stable Archaic Energy and Unstable Archaic Energy (UAE).
Stable Archaic Energy
Energy cards are your primary resource. They exist in two states: Charged (available to spend) and Discharged (spent, recharges each Ready Phase). To cast a card, Discharge Charged Energy equal to its Tier. You may normally play 1 Energy card from hand each turn.
Unstable Archaic Energy (UAE)
A volatile secondary resource generated and spent through card effects. UAE is represented by physical tokens in your pool on your side of the board — visible to both players at all times.
- Surge N — Generate N UAE tokens into your pool
- Transmute N — Spend N UAE tokens from your pool as a cost. Transmute is always a cost — never a trigger.
- UAE does not carry between turns unless a card effect explicitly states otherwise
- Your opponent cannot interact with your UAE pool unless a card effect explicitly states otherwise
The base UAE pool cap is subject to playtesting. Augments may raise the cap while in play — if the Augment is destroyed, the cap returns to base and any tokens above the new cap are immediately lost.
Surge and Discharge are separate systems. Discharge spends Stable Energy to cast cards. Surge generates UAE tokens that are then spent via Transmute as an additional cost or effect on specific cards. They do not substitute for each other.
UAE pool cap and Surge/Transmute cost ranges are soft-locked, subject to playtesting.
Heroes & Realm Control Points
Your active Hero is your leader in the Realm — it can attack, be attacked, and be targeted by Hero-targeted effects. Heroes are not creatures and are not valid targets for "Destroy Creature" unless a card explicitly says Hero.
RCP Sources
Realm Control Points come from three sources:
- Hero HP Thresholds — 1 RCP per threshold crossed, awarded to the opponent. Up to 9 total across all 3 Heroes.
- Faction Objective Conditions — Maximum 2 RCP total. Each condition resolves independently.
- Realm Quests — Variable. 8 of the 16 Realm Quest cards award RCP.
HP Thresholds & Ability Unlocks
Each Hero card has printed HP thresholds. Crossing a threshold does two things simultaneously:
- The attacking player gains 1 RCP
- The defending Hero unlocks its next ability — abilities are locked at game start and unlock sequentially
Pushing a Hero through a threshold earns you RCP — but hands your opponent a more powerful Hero. A Hero at its lowest threshold has its full ability suite active, making it dangerous to leave in play. This stay-or-swap tension is a core part of every game.
Hero Swaps
Hero swaps are not voluntary and cannot be performed freely. A swap may only occur at the start of your Main Phase, and only if at least one trigger is active:
- You gained RCP since your last Main Phase
- Your active Hero caused your opponent to gain RCP (crossed an HP threshold) since your last Main Phase
All Hero swaps are optional — having a trigger active does not force a swap. Only one swap may occur per Main Phase per trigger.
Hero HP is soft-locked at approximately 12 maximum. Total RCP from all 3 Heroes in a lineup is soft-locked at 9. Both values are subject to playtesting and balance.
Combat
Attacks are directed at the defending player's active Hero. Defending Allies may be assigned in front of attackers to intercept.
- 1 Declare Attackers — Choose which ready Allies and/or active Hero will attack. Attackers exhaust.
- 2 First Priority Window — Defending player gets priority first, then attacker.
- 3 Assign Defenders — Defending player assigns Allies and locks the resolution order.
- 4 Response Window — Attacker acts, then defender may respond. If both pass, the first exchange begins.
- 5 Combat Damage Exchanges — Each side deals damage simultaneously equal to its Attack value. If an Ally's Defense reaches 0 it is destroyed. If a Hero's Defense reaches 0 it becomes Staggered and overflow becomes HP loss.
- 6 Threshold Check — If an HP threshold is crossed during HP loss, the attacking player immediately gains 1 RCP and the defending Hero unlocks its next ability.
- 7 Continue or End — After each exchange, both players get a priority window. If both pass, resolve the next exchange in the locked order.
Stagger
- Attacking Hero Stagger: the Hero's remaining exchanges immediately end
- Defending Hero Stagger: the Hero stops counterattacking for the rest of that Combat
- Stagger applies to Heroes only — Allies are destroyed at 0 Defense, never Staggered
- Defense +N granted at Flash speed before a Hero's Defense reaches 0 can prevent Stagger
- Once Staggered, there is no recovery mid-Combat — Defense boosts do not restore counterattacks
Hero Destruction
- A Hero reduced to 0 HP is destroyed and sent to exile — no RCP is awarded on death
- The controlling player must immediately deploy a replacement Hero from their Lineup — there is no priority window between destruction and deployment
- If no Hero remains in the Lineup, that player loses immediately
Quests
Quests are shared neutral cards belonging to the chosen Realm. Both players draw from the same Quest pile and pursue Quests independently.
- Each player has 2 active Quest slots, filled at setup and refilled at the start of each Main Phase
- Quests are hidden from your opponent while active
- Conditions are checked at End of Combat and End of Turn
- Completed Quests are revealed face-up and placed in your scored area
Quest Rewards
- Realm Control Points — Awarded directly (8 of 16 Quests award RCP)
- Vault Reward — Draw the top card of the specified Vault tier (Unique, Epic, or Legendary)
Players cannot abandon Quests by choice. Card effects may allow Quest replacement — cycled Quests go face-up beside the shared pile, visible to both players for strategic reference.
Faction Objectives
Each player's Faction Objective card is chosen before the game and represents the thematic ambition of their faction. It is revealed face-up at the start and visible to both players at all times.
Each card contains multiple independent conditions. Conditions are checked at End of Combat and End of Turn. Each resolves independently — you do not need to complete earlier conditions to unlock later ones.
- Conditions may award RCP, a minor reward, or nothing on their own
- Maximum 2 RCP total across all conditions on a single card
- Completing all conditions is an alternate win condition, regardless of RCP total
- Faction Objective cards cannot be replaced during the game
Faction Objective completion is intentionally harder to achieve than the RCP win. It rewards players who build and play to their faction identity throughout the game.
Card Types
Archaic Realms has seven card types. Each is identified by a unique icon on a stone plate in the card's top banner.
Hero
Your faction's battlefield leader. Heroes are their own card type — they are not Allies and cannot be targeted by effects that say "Destroy Ally" unless explicitly stated. Each Hero has printed HP, ATK, DEF, and 3 abilities that unlock as HP thresholds are crossed. Heroes live outside deck construction entirely.
Ally
Creatures deployed to the Realm. Allies attack, defend, and carry faction mechanics. They have ATK and DEF values. An Ally at 0 Defense is immediately destroyed — Allies are never Staggered. The term Ally replaces "Creature" globally — do not use Creature.
Spell
Played for an immediate effect. Two subtypes:
- Conjure (default) — Main Phase only. No label shown on card.
- Flash — Instant speed. "Flash" shown as a subtype on the card. Counter spells (Deny) must always be Flash.
Augment
Equipment or enchantments that attach to an Ally or Hero. Augments provide static buffs while in the Realm. If the host leaves the Realm, attached Augments detach and become unattached and Exhausted. They may be reattached at Flash speed by paying the Tier cost again.
Quest
Shared neutral cards belonging to the Realm. Both players draw from the same Quest pile. Landscape orientation. 2 active slots per player — see the Quests section for full rules.
Faction Objective
A two-card diptych chosen before the game and revealed face-up at setup. Card 1 shows the faction identity and win condition summary. Card 2 lists 6 independent conditions. See the Faction Objectives section for full rules.
Realm Location
One Realm Location is in play per game, drawn randomly or selected by mutual consent. It defines the shared Quest pool and the in-play battlefield zone. Vault rewards are connected to the active Realm Location.
Marks
Every Ally, Hero, Spell, and Augment carries 1–3 Marks. Marks describe what a card is and how it plays — they are playstyle identity signals and synergy anchors for Quests and Faction Objectives. Marks are not mechanics — they do not trigger abilities on their own.
Marks are identity labels (Undying, Warrior, Arcanist). Keywords are mechanical triggers (Curse, Occult, Warcry). They are separate systems. A card's Marks indicate its playstyle; its keywords define when its abilities fire.
Mark Count by Rarity
- Unique: 1 Mark
- Epic: up to 2 Marks
- Legendary: up to 3 Marks
- Heroes: up to 3 Marks (one per ability identity)
Global Marks
Available across all factions. Each captures a distinct playstyle:
Faction Marks
Unique to a single faction. Represent broader thematic identity beyond the faction keyword:
Quest cards display up to 3 suggested Marks indicating which playstyles can complete their conditions. Faction Objective cards display suggested Marks covering as many conditions as possible. These are visual indicators — not mechanical requirements.
Keywords & Glossary
Passive Trigger Keywords
Each passive trigger can only be satisfied by the player who controls the card with that effect.
Core Actions
Hero & Augment Terms
This glossary reflects v2.3. Keywords and their exact trigger conditions are subject to change as playtesting progresses. Check back for updates or watch our YouTube channel for the latest rule explanations.