Work in Progress — Version 2.3  ·  These rules are actively evolving. Last updated March 2026. Some values are soft-locked and subject to playtesting.

Learn the Game

How to Play

A faction-locked, hero-driven TCG where every decision is shaped by the realm you've chosen.

01

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.

11
Realm Control Points

First player to 11 RCP wins

OR
Faction Objective

Complete all conditions on your Faction Objective card

1v1
Format

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.

02

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 60 cards, maximum 100 cards total (including Vault cards)
  • Hero Lineup: 3 Heroes chosen during deck construction — outside the Main Deck
  • Faction Objective: 1 card, chosen before the game — outside the Main Deck
  • Vault piles: Unique ×8, Epic ×6, Legendary ×4

Copy Limits

  • Champion / Guardian / Follower: max 4 copies of the same card
  • Conjure / Flash spells: max 4 copies of the same card
  • Augments: max 4 copies of the same card
  • Archaic Energy: no limit
Vault Cards

Vault cards begin outside your Main Deck and are claimed as Quest rewards. Each is a 1-of — no duplicates. They count toward the 100-card total maximum.

03

Setup

  1. 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. 2 Reveal your 3-Hero Lineup face-up.
  3. 3 Reveal your Faction Objective card face-up.
  4. 4 Choose 1 Hero from your Lineup as your starting active Hero and place it into the Realm.
  5. 5 Shuffle your Main Deck and each Vault pile separately.
  6. 6 Fill your Quest slots: draw 1 Quest from the shared pile per slot (2 slots total).
  7. 7 Draw your opening hand of 6 cards.
  8. 8 You may mulligan up to 2 times — first mulligan redraws 6, second redraws 4.
  9. 9 Randomly determine the starting player.
The Realm

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, Creatures, Augments, and Energy.

04

Turn Structure

Each turn follows the same five-phase order:

Phase Name What Happens
1 Ready Ready all exhausted Creatures 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.
05

Energy & Surge

Energy exists in two states: Charged (available to spend) and Discharged (spent, recharges in Ready Phase). To cast a card, Discharge Charged Energy equal to its Tier.

You may normally play 1 Energy from hand each turn.

Surge

Surge N (Type) — Your next matching Type card you cast this turn costs N less. You must still Discharge at least 1 Energy, and the final cost cannot go below 1.

Surge Zone

The Surge Zone is the catch-up mechanic for players who miss an Energy play. You may place 1 Inscription in your Surge Zone (max 3 per game) only if both conditions are true:

  • You missed your Energy play this turn
  • You control 2 or more fewer Energy than your opponent

Remove 1 Inscription from your Surge Zone to play 1 additional Energy this turn.

Design Intent

The Surge Zone is a safety net for genuine missed plays — not a general resource advantage. Both conditions must be met simultaneously.

Surge Zone cap (3 per game) is a soft-locked value subject to playtesting.

06

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
The Core Tension

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.

07

Combat

Attacks are directed at the defending player's active Hero. Defending Creatures may be assigned in front of attackers to intercept.

  1. 1 Declare Attackers — Choose which ready Creatures and/or active Hero will attack. Attackers exhaust.
  2. 2 First Priority Window — Defending player gets priority first, then attacker.
  3. 3 Assign Defenders — Defending player assigns Creatures and locks the resolution order.
  4. 4 Response Window — Attacker acts, then defender may respond. If both pass, the first exchange begins.
  5. 5 Combat Damage Exchanges — Each side deals damage simultaneously equal to its Attack value. If a Creature's Defense reaches 0 it is destroyed. If a Hero's Defense reaches 0 it becomes Staggered and overflow becomes HP loss.
  6. 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. 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
  • 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
08

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)
Quest Cycling

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.

09

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
Alternate Win

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.

10

Keywords & Glossary

Passive Trigger Keywords

Each passive trigger can only be satisfied by the player who controls the card with that effect.

Each faction has a unique passive:
Divine Divine — Occult
Shadow Shadow — Curse
Volcanic Volcanic — Warcry
Ocean Ocean — Invoke
Mech Mech — Empower
Life Life — Regrowth
Occult
Triggers when your spell is cast
Curse
Triggers when your creature dies
Warcry
Triggers when your creature attacks
Invoke
Triggers when your creature uses an ability
Empower
Triggers when your Augment is attached
Regrowth
Triggers when your Hero loses Hit Points

Core Actions

Discharge N
Spend N Charged Energy
Surge N (Type)
Next matching Type card this turn costs N less
Inscription N
Add N Inscription to the specified source or zone
Call N [Token]
Create N of the named token
Seek N
Look at top N cards; apply instruction; bottom the rest randomly
Offer N
Destroy your own specified cards as a cost
Deny
Counter a spell or ability, as written
Mantle
Offer [named card] — extra casting requirement to rank-up

Hero & Augment Terms

Heal N
Active Hero gains N Hit Points
Suffer N
Active Hero loses N HP — bypasses Defense
Stagger
Hero's Defense hits 0 — stops counterattacks for that Combat
Seal
Specified ability cannot be used until next Ready Phase. Clears on zone change.
Dormant
Augment has no effects. Ends at start of next Combat Phase.
RCP
Realm Control Points — primary scoring currency. First to 11 wins.

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.

Archaic Realms

Gamefound Campaign · September 2026

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