Work in Progress — Version 4.0  ·  These rules are actively evolving. Last updated June 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.

Tabletop RulesThe full game
Play in TTSFree online prototype
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, a Hero Lineup, and a single Faction Objective card. The Gear Vault is shared.

  • Main Deck: minimum 40, maximum 50 non-Hero cards (Energy included)
  • Hero Lineup: 2 Heroes chosen from a 4-Hero faction roster — outside the Main Deck entirely
  • Faction Objective: 1 card, chosen before the game — outside the Main Deck
  • Gear Vault: a shared gear-only loot table — outside the Main Deck, claimed as Quest rewards and equipped to your Heroes

Copy Limits

Copy limits are determined by rarity, not card type:

  • Unique: max 4 copies
  • Epic: max 4 copies
  • Legendary: max 2 copies
  • Archaic Energy: no limit
Gear & the Vault Community feedback update ↗

The Vault is a shared gear-only loot table — neutral equipment connected to the Realm, sitting outside both Main Decks. When a Quest grants a Vault Reward, you claim Gear and equip it to one of your Heroes (active or in the Lineup) across three slots: Armor (Defense), Weapon (attack), and Support (passives & auras). Gear travels with its Hero when you swap, and is only removed by destroying the equipped Hero. Gear on a Lineup Hero is dormant — its effects and Attune bonus activate only while that Hero is your active Hero. Gear is earned through play, never bought — its power is draw variance, not pay-to-win.

Hand Size

Maximum hand size is 7 cards. At the end of your turn, discard down to 7 if you are over the limit.

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 2-Hero Lineup face-up (chosen from your 4-Hero faction roster).
  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 the shared gear-only Vault.
  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

One Realm is in play per game — The Shattered Veil at launch, with further Realms arriving as Realm Packs. Each Realm defines a themed set of 16 shared Quest cards and the Gear available in the Vault. The Realm is also the in-play battlefield zone — it contains the active Hero (and its equipped Gear), Allies, Augments, and Energy.

04

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.
05

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
UAE Pool Cap

The UAE pool cap is 3 (soft cap). Surges that would take your pool above 3 are wasted — excess tokens never enter the pool. Augments may raise the cap while in play; if the Augment is destroyed, the cap returns to 3 and any tokens above it are immediately lost. UAE persists across phases within your own turn (Main → Combat → End), then clears at the end of your End Phase — use it or lose it.

Surge vs Discharge

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.

The UAE soft cap is set at 3. Surge/Transmute cost ranges on individual cards remain 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 — each Hero has 2 thresholds: Threshold 1 awards the opponent 2 RCP, Threshold 2 awards 3 RCP. 5 RCP per Hero, up to 10 total across both 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 has exactly 3 abilities and 2 HP thresholds. Ability 1 is active from the start; the other two unlock as thresholds are crossed. Crossing a threshold does two things simultaneously:

  • The attacking player gains RCP — 2 RCP at Threshold 1, 3 RCP at Threshold 2 (5 RCP per Hero in total)
  • The defending Hero unlocks its next ability — Threshold 1 unlocks Ability 2, Threshold 2 unlocks Ability 3 (full power). Crossing a threshold also Staggers the Hero.
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 both Heroes in a lineup is soft-locked at 10. Both values are subject to playtesting and balance.

07

Combat

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

  1. 1 Declare Attackers — Choose which ready Allies 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 Allies 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 an Ally's Defense reaches 0 it is destroyed. Heroes have no Defense stat — damage to a Hero is absorbed by equipped armor → temporary Hero Defense → HP; armor is destroyed when its Defense reaches 0.
  6. 6 Threshold Check — If an HP threshold is crossed during HP loss, the attacking player immediately gains RCP (2 at Threshold 1, 3 at Threshold 2), the defending Hero unlocks its next ability, and the Hero is Staggered.
  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

Community feedback update ↗
  • Stagger triggers when a Hero crosses an HP threshold (Heroes have no Defense stat)
  • 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
  • Equipped armor and temporary Hero Defense absorb damage before HP, so they delay the threshold cross that triggers Stagger
  • Once Staggered, there is no recovery mid-Combat; Stagger clears at the end of Combat

Hero Destruction

  • A Hero reduced to 0 HP is destroyed and returned face-down to its original Lineup slotno 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
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 — Claim Gear from the shared Vault and equip it to one of your Heroes
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

Card Types

Archaic Realms has eight card types. Each is identified by a unique icon on a stone plate in the card's top banner.

Hero

Community feedback update ↗

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 and ATK (no Defense stat) and 3 abilities that unlock as HP thresholds are crossed. Defense comes from equipped Gear and temporary faction shields. 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

Community feedback update ↗

Equipment or enchantments that attach to an Ally only (no longer to Heroes). Augments provide static buffs while in the Realm. If the host Ally leaves the Realm, the Augment detaches and becomes unattached and Exhausted. It may be reattached at Flash speed by paying the Tier cost again.

Gear

Hero-only equipment claimed from the shared Vault as a Quest reward. Three slots per Hero — armor (a Defense pool that absorbs damage and is destroyed at 0), weapon (attack and combat bonuses), and support (passive / aura). Equipping is free and may target any Hero you control, including one in the Lineup — but gear on a Lineup Hero is dormant until that Hero becomes active. Gear travels with its Hero across swaps and is only removed by destroying the equipped Hero. Gear is neutral but can be Attuned to the active Hero's Marks for tailored effects.

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.

11

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 vs Keywords

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:

Warrior
Direct combat and frontline pressure
#9c685e
Arcanist
Spell-heavy, arcane mastery
#88c2ce
Summoner
Creates and returns units
#d08242
Ritualist
Sacrifice and offering mechanics
#b96bcb
Harbinger
Ongoing aura and passive buffs
#abb989
Disruptor
Removal, counter, and interference
#6d7fa8
Seeker
Utility and resource generation
#a8a8a8
Harvester
Profits from enemy Ally destruction
#7a3d3d
Rogue
Evasion, tempo, and hit-and-run
#5a8a6a

Faction Marks

Unique to a single faction. Represent broader thematic identity beyond the faction keyword:

Undying
Shadow — death, rebirth, persistence through destruction
#8c88b7
Exalted
Divine — celestial mastery through spellwork and knowledge
#d2c45b
Marks on Quests & Faction Objectives

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.

12

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
Divine · #88c2ce
Curse
Triggers when your Ally is destroyed
Shadow · #8c88b7
Warcry
Triggers when your Ally attacks
Volcanic · #FF7A3A
Invoke
Triggers when your Ally uses an ability
Ocean · #5ACEF5
Empower
Triggers when your Augment is attached
Mech · #9ABFCF
Regrowth
Triggers when your Hero loses Hit Points
Life · #5FD47A

Core Actions

Discharge N
Spend N Charged Energy
Surge N
Generate N Unstable Archaic Energy (UAE) tokens into your pool
Transmute N
Spend N UAE tokens from your pool as a cost. Always a cost — never a trigger.
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
Charge N (X)
The next instance of [X] you perform this turn gains +N to its effect. Cumulative; unused Charge expires at end of turn.
Inflict N
Deal N damage to a target opponent Ally or Hero. Reduces Defense first; cannot target your own cards.
Exploit N
This attacker can only be defended by Allies with Defense greater than N, provided its current Attack is N or more
Reap
Triggers when a card you control destroys an opponent's Ally — via combat damage, spell damage, or spell effect

Hero & Augment Terms

Heal N
Active Hero gains N Hit Points — cannot exceed printed HP maximum. Cannot re-trigger a crossed threshold.
Suffer N
Active Hero loses N HP — bypasses armor and temporary Defense
Stagger
Hero crosses an HP threshold — an attacking Hero ends its remaining exchanges; a defending Hero stops counterattacking for that Combat. Clears at end of 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.
Presence N (Condition)
Active while the source card is in the Realm. Effect applies as long as the named condition is met.
RCP
Realm Control Points — primary scoring currency. First to 11 wins.

This glossary reflects v4.0. 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.

The Archaic Realms TTS prototype is live and free — now updated to Mod v1.1, carrying the full v4.0 community-feedback changes: the two-Hero lineup, the gear-only Vault and the complete Gear system. Subscribe on the Steam Workshop, load the table, and play the full Shadow vs Divine matchup against a friend. The mod runs the rules engine for you — this page is for players who already know the Archaic Realms rules and want to see how the digital version handles things. For the full rules, switch to the Tabletop Rules tab; for the board layout, see the Board State page.

A

Setup — One Click

Press Setup Game on the button panel. The mod shuffles the Main Deck and Vault deck, deals 6 cards to each player, places the Realm card, fills 2 Quest slots per player, and loads Hero stats.

Table fixtures — place once

Heroes in their lineup slots, Faction Objective cards, and the Vault deck in the Vault zone are permanent fixtures. Place them once when you build the table — they stay put between games.

B

What the Mod Does Automatically

  • Ready Phase — all your Energy recharges from Discharged to Charged.
  • Draw Phase — 2 cards are drawn for you at the start of the phase. If your deck is empty when you must draw, the game ends and your opponent wins — deck-out is a loss condition, exactly as in the tabletop rules.
  • End Phase — if you hold more than 7 cards, the phase is blocked until you discard down to 7; a broadcast reminds you.
  • Counters — RCP, UAE pool, Hero HP and deck counts are tracked in the HUD overlay. No physical tokens or dice.
  • Keyword triggers — Occult, Curse, Reap, Surge, Draw, Offer and Call all fire automatically when their conditions are met, with a chat broadcast confirming the effect. You don't announce them.
  • HP thresholds — when your active Hero crosses a threshold, the RCP award applies and the next ability unlocks automatically. Crossings can't be undone by healing.
  • Gear — armor absorbs damage and depletes automatically, weapon ATK bonuses appear on your Hero's description, Attune bonuses switch on when the marks match, and all Gear is stripped to the Discard the moment its Hero falls. Gear can never return to a deck — the engine enforces it.
  • Auto-tracked Quests — 7 of the 16 Quests complete themselves the moment their conditions are met, announced in the log.
C

What You Do Manually

The mod uses right-click context menus for most interactions. Right-click any card to see the actions available to it.

  • Hero abilities — right-click your active Hero and choose an ability. The engine validates the cost, deducts Energy/UAE, and resolves it.
  • Playing cards — right-click a card in hand → "Play to Realm" (Allies) or "Cast" (Spells). Energy is checked and deducted for you.
  • Equipping Gear — Vault rewards are dealt to your hand. Right-click the Gear card → "Equip" and choose the Hero. It snaps to the matching slot, and travels with that Hero on every swap.
  • Manual Quests — Quests that need player judgement show a ✓ Complete option in their right-click menu. Press it once you've met the condition; the engine doesn't verify these.
  • Faction Objectives — each condition has a right-click option to mark it met. When all are marked, the win is declared.
D

Combat — The 6-Step Priority System

This is the biggest interaction difference from playing at a table. Where the physical game flows naturally through declare → block → resolve, TTS enforces the full 6-step rule-set, including all three formal priority windows. It takes more clicks than it might feel like it should — but every window is a real rules opportunity.

StepWhat you do
1 — Declare AttackersRight-click Allies → "Declare Attacker." Then click Lock Attackers.
2 — First PriorityEither player may cast Flash spells or activate Flash abilities. Click PASS P1 / PASS P2 when done — both must pass to continue.
3 — Assign DefendersDefender right-clicks Allies → "Block [Attacker]." Then click Lock Defenders.
4 — Response WindowThe main combat-trick window — Flash spells, kills, Denies. Both must pass to continue.
5 — Auto-DamageDamage resolves automatically; broadcasts confirm each exchange.
6 — Post-Exchange PriorityFinal Flash window after damage. Both must pass to advance to End Phase.

You must physically press your PASS button — the system never infers a pass from inaction.

E

Augments — Two Steps to Attach

At a table, placing an Augment and choosing its host is one motion. In TTS it's two:

  1. 1 Play the Augment to your Realm (right-click → Play to Realm). It enters unattached, and while unattached its effects are inactive.
  2. 2 Attach it — right-click the Augment, then pick an eligible Ally from the menu — Augments attach to Allies only.

Augment effects only activate once attached. As in the tabletop rules, re-attaching to a new host costs Energy equal to the Augment's Tier — the menu shows the cost in brackets, e.g. Attach: [Ally Name] [2E]. If the host leaves the Realm, the Augment detaches automatically and its effects switch off until re-attached.

F

Hero Swap — Prompted Automatically

When a swap trigger is active at the start of your Main Phase — you gained RCP since your last Main Phase, or your active Hero made the opponent gain RCP — the mod offers a swap. Right-click an inactive Hero → "Set as Active Hero" to swap, or simply proceed if you'd rather stay. Hero cards move on the table when you swap; HP carries over, and all equipped Gear repositions with its Hero automatically a moment after the swap animation completes.

G

Mulligan & Table Tools

  • Mulligan — shuffles your hand back and redraws 6. Use once or twice before the game starts.
  • ⚙ Adv — forces phase advancement regardless of priority. An escape hatch for stuck states or disconnects; in normal play phases advance once both players pass on an empty stack. Use deliberately — it bypasses pending effects.
  • HUD overlay (top-left) — current phase, both RCP and UAE pools, active Hero HP, deck/discard counts. Always visible.
  • Turn Log — expands a panel of the last 10 game events. Rules Ref opens an in-game keyword and cost reference.
Mulligan differs from the table

The tabletop rules allow 2 mulligans (the second redraws 4). In the current TTS build, both mulligans redraw 6 — a small prototype simplification.

H

Quick Reference — Tabletop vs TTS

TabletopTTS
Rotate Energy by hand each Ready PhaseAutomatic
Draw 2 by handAutomatic
Track RCP / UAE / HP with tokens or diceAutomatic — shown in the HUD
Announce keyword triggers aloudAutomatic — broadcast in chat
Announce Hero abilities aloudRight-click → ability menu
Play Augment & choose host in one actionTwo steps: play to Realm, then attach
Combat: declare / block / resolve6-step flow with PASS at each priority window
Quest conditions tracked by players7 auto-track; right-click ✓ Complete for the rest
Manual setup (~5 minutes)One-click Setup Game
Claim Gear from the Vault and equip by handGear dealt to your hand — right-click → Equip
Track armor depletion with dice or tokensAutomatic — armor absorbs, depletes and discards itself
Return defeated Hero's Gear to the DiscardAutomatic — stripped the moment the Hero falls
Hand size trimmed freelyEnd Phase blocked until hand ≤ 7
2 mulligans (second redraws 4)Both mulligans redraw 6
Found something? Tell us

This is the first public playtest, and your feedback shapes what ships at Gamefound in September 2026. Drop balance notes, bugs and first impressions in the dedicated feedback channel on our Discord — it's read daily.

Archaic Realms

Gamefound Campaign · September 2026

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