The Frontier Code

How to Play

Every duel on the Wild Frontier follows the same ruthless code. Frontier Run uses that same combat inside a longer roguelike campaign climb.

FR Frontier Run

Frontier Run is the website's branching roguelike campaign mode. Ashfall Trail keeps the same lane combat, Mana, Gold, Deputies, and Sheriff rules as a normal duel, then wraps them in a longer solo climb.

Stage I Live

Ashfall Trail is playable now

The current browser build ships Stage I with route choices, shops, stage-only reward cards, and a proper stage clear.

Campaign Rules

Same combat, longer run

You still play by the core TCG rules, but your trail HP, route decisions, and rewards carry the run instead of resetting after one fight.

Growing

The campaign is expanding

Ashfall Trail is the first campaign stage and the foundation for a bigger roguelike frontier over time.

  • Start Stage I with 150 trail HP instead of the normal one-duel health flow.
  • Choose an issued crew so the campaign can hand out lore-specific cards, starter unlocks, and stage rewards cleanly.
  • Move across branching route choices that lead to battles, outposts, shops, and the stage clear.
  • Add stage-only reward cards during the run and decide how to preserve HP for later fights.
  • Classic Skirmish is still the fastest one-match duel. Frontier Run is the longer solo campaign climb.

01 Setup

  • Each player starts with 30 Hit Points.
  • Build a 52-card deck using up to 2 main races. The frontier factions currently in rotation are Humans, Goblins, Desert Devils, Straw Elves, Gnomes, and Dwarves. Gnome decks can also field Golem forms -- they count as part of the Gnome faction, not a separate race choice. Beasts are wild cards -- you can mix in as many Beast cards as you want alongside your chosen races.
  • For online play, use only cards labeled Online Legal. Items and spreadsheet Deputy cards remain visible in the gallery as tabletop references, but they are not active in live website matches yet.
  • Select 2 Deputies that stay outside your deck and are not drawn normally. Starter decks come with their issued pair; custom decks let you choose your 2 online Deputies directly in the deck builder.
  • Shuffle your deck and draw 7 cards to form your opening hand.

02 Win Conditions

You win by achieving either condition:

  • Reduce your opponent to 0 HP through creature attacks and spell damage.
  • Deck Out -- if your opponent cannot draw a card during their Draw Phase, they lose.

03 Turn Structure

Draw Phase

Draw 1 card from your deck. If you cannot draw during your Draw Phase, you lose the duel.

Resource Phase

Your Mana replenishes to the turn count with no cap: turn 1 = 1 mana, turn 2 = 2 mana, and so on. Gold refreshes to a flat 1, plus any bonus Gold earned from damage you dealt to the enemy sheriff last turn.

Action Phase

Play cards, activate abilities, and attack with your creatures. You may perform actions in any order and as many times as your resources allow.

End Phase

Your turn ends. Any "until end of turn" effects expire. Play passes to your opponent.

04 Resources: Mana & Gold

M

Mana

Increases by 1 each turn with no cap. Turn 1 gives 1 Mana, turn 2 gives 2, and so on. It fully replenishes at the start of each turn and pays the mana cost on cards.

G

Gold

You receive a flat 1 Gold per turn -- it does not ramp like mana. You also gain +1 Gold for each instance of damage dealt to your opponent, and that bonus carries into your next turn. Gold pays for gold-cost cards, special abilities, and Deputy plays, and it currently has no cap.

Cards cost Mana + sometimes Gold. A card listed as 3M/2G costs 3 mana and 2 gold to play.

05 The Battlefield: Lanes

Combat takes place across 7 lanes arranged in two tiers. Click any lane slot below to see its attack targets.

Opponent
30 HP
High-Rise
HR High-Rise
High-Rise: Fresh units dodge single-target attacks and effects until they attack. Board wipes still hit.
HR High-Rise
High-Rise: Fresh units dodge single-target attacks and effects until they attack. Board wipes still hit.
Middle
1 Lane 1
Middle Lane: Must destroy blocker before attacking elsewhere.
2 Lane 2
Middle Lane: Must destroy blocker before attacking elsewhere.
3 Lane 3
Middle Lane: Must destroy blocker before attacking elsewhere.
4 Lane 4
Middle Lane: Must destroy blocker before attacking elsewhere.
5 Lane 5
Middle Lane: Must destroy blocker before attacking elsewhere.
Battlefield
Middle
1 Lane 1
Middle Lane: Attacks opponent in same lane, or opponent directly if lane is empty.
2 Lane 2
Middle Lane: Attacks opponent in same lane, or opponent directly if lane is empty.
3 Lane 3
Middle Lane: Attacks opponent in same lane, or opponent directly if lane is empty.
4 Lane 4
Middle Lane: Attacks opponent in same lane, or opponent directly if lane is empty.
5 Lane 5
Middle Lane: Attacks opponent in same lane, or opponent directly if lane is empty.
High-Rise
HR High-Rise
High-Rise: Fires at High-Rise or Middle Lane creatures only, ignores Cover in the middle, and cannot hit the enemy sheriff directly.
HR High-Rise
High-Rise: Fires at High-Rise or Middle Lane creatures only, ignores Cover in the middle, and cannot hit the enemy sheriff directly.
30 HP
You

Click a lane slot to see its attack targets

High-Rise Lanes

  • 1 creature max per lane
  • Fresh High-Rise creatures dodge single-target attacks and effects
  • Once a High-Rise creature attacks, it can be targeted normally
  • They can fire at other High-Rise or Middle Lane creatures, including over Cover in the middle
  • Board wipes still hit them, and they cannot attack the opponent directly

Middle Lanes

  • Up to 5 creatures across the middle
  • Must destroy blocker in same lane first
  • If opposing lane is empty, attacks opponent directly
  • Standard placement -- the main battleground

06 Deputies

Deputy Card Frame

Deputies are your most trusted allies -- powerful units kept outside your deck. In online play, starter decks use their issued deputies, while custom saved decks choose 2 deputies from the live website roster.

  • Only 1 Deputy may be on the field at a time.
  • You can summon a Deputy from the Deputy Zone during your Action Phase by paying its Mana and Gold costs.
  • While a Deputy is still off-board, its Off-Board button can spend Gold for that Deputy's listed ability. Current online Deputies use the website roster, not the spreadsheet Deputy card versions.
  • A Deputy on the battlefield fights like a creature with its on-board stats and keywords, and its off-board ability is unavailable until it returns to the Deputy Zone.
  • They are never drawn from your deck and cannot be discarded from your hand.
  • The gallery still shows tabletop Deputy cards for reference, but website matches currently use the site deputy roster for balance and implementation.

07 Online Rules / Online Supported

Browser matches use the online-supported ruleset first. The full physical card pool still matters for collecting, lore, and future tabletop design, but the website only queues cards and mechanics that are marked live for the current engine.

Live Now

Core duels, sheriffs, and Frontier Run Stage I

Lane combat, High-Rise targeting, Cover Tokens, sheriff passives, online Deputies, Frontier Run, and the supported browser card pool are the live foundation for website matches.

Partial

Some edge-case card text is still tightening up

Choose-a-target effects and temporary "until end of turn" style text work in many spots, but they are still the main area where the online ruleset is catching up. Use individual Online Legal labels.

Tabletop Only

Physical / full pool cards stay visible

Items, item attachments, and spreadsheet Deputy cards remain visible in the gallery for the broader physical vision, but they are not part of the active browser card pool yet.

Sheriffs

Choose 1 sheriff before the match. Current browser sheriffs are live: Calloway gains Gold every third turn, Zix starts with 8 cards and has one discard-for-2 draw, Malachar boosts the first attack each turn, Reedwick starts with Cover and gains later Mana when it breaks, Cogsworth starts with extra Gold and cost trims on even turns, and Ironhold starts at 35 HP with damage reduction.

Live

Deputy Zone + Off-Board Abilities

Online decks bring 2 site-roster Deputies outside the 52-card deck. During your Action Phase, an off-board Deputy can spend its listed Gold cost for its Off-Board ability, or be summoned into an empty lane if you can pay its summon cost. Only 1 Deputy can be on your field at a time.

Live

Online Supported Card Pool

Core Humans, Goblins, Desert Devils, Straw Elves, Gnomes, Golem forms, Dwarves, Beasts, and individually supported spells are active online when labeled Online Legal.

Live

Broad Targeting + Temporary Modifiers

Complex targeting language, modal spell choices, variable-count effects, and delayed cleanup text are still label-gated. Some are implemented, but do not assume every temporary stat or keyword effect is fully online.

Partial

Physical / Full Card Pool

The full pool includes reference-only Items, item attachments, and tabletop Deputy cards. These remain outside live browser deck lists until attachment flow and card handling are fully implemented.

Tabletop
Online Legal

Creature Cards

The backbone of current online play. Faction creatures, Beasts, Gnomes, Golem forms, and Dwarves all live here.

Online Legal

Spell Cards

The active browser spell satchel. Spell-heavy decks and support packages are fair game when a card is individually marked live.

Use Card Labels

Specialist Text

Read the exact card before you queue it. The wider the targeting, timing, or temporary-effect clause, the more important the online label becomes.

Tabletop Only

Item Cards

Still visible, not yet live. They stay in the gallery for worldbuilding and future support, but not for browser deck lists.

Reference Only

Spreadsheet Deputies

Online matches use the site deputy roster instead. Keep the spreadsheet versions as lore and tabletop reference cards for now.

If you want the cleanest deckbuilding path, browse the Online Legal card pool first, then compare each faction's style in the Faction Guide.

08 Keywords

Ambush

This creature can attack immediately when summoned.

Quickdraw

Strikes first in combat. If the enemy dies, this creature takes no damage.

Double Barrel

Can attack twice per turn.

Overshot

Excess damage spills over to the next target or the opponent, letting heavy hits break through Cover Tokens.

Flying

Bypasses Cover Tokens entirely.

High Noon

Draw 1 card when this creature is played from hand.

Gold Rush

Gain 1 gold when this creature is played.

Warrant

Forces enemy creatures to attack this creature first (taunt).

Wanted

Cannot be targeted by single-target effects such as spells and abilities.

Cover Tokens

0/1 blocking tokens generated by card effects. They absorb one hit before the creature behind them can be attacked, unless a Flying attacker bypasses them or Overshot spills through.

Last Stand

Triggers an effect when this creature is destroyed.

Heal

Restores HP to your hero or a friendly creature.

Venom

After this creature deals combat damage, the target suffers 1 extra Defense loss.

Feral

Friendly effects cannot target this creature.

Burrow

When this creature is summoned into the middle lane, it raises a Cover Token in its lane if there is room.

Pack

This creature gains +1 Attack for each other Beast you control.

Stampede

When this creature attacks and the defender survives, it can shove that defender into another middle lane and make it lose its next attack.

Flip

Gnome tech effects that trigger transformation-style bonuses on play.

Fortify

Enters with a permanent Defense boost.

Barricade

Enemies must attack this creature first, and it shaves 1 damage off incoming hits when possible.

Tunnel

Can be summoned into any legal lane regardless of normal blocking pressure.

Blast

Deals 1 damage to every creature in the attacked lane when this creature attacks.

Ironclad

Spell damage and destroy effects cannot finish this creature off as easily; it resists being blasted out by spells.

Overdrive

Lets you spend extra Gold on play for a stat boost if you can afford it.

Online Supported Keyword Matrix

This matrix summarizes current browser support. A card's Online Legal label still wins when a specific spell or edge-case text is broader than the keyword itself.

Keyword Public Rules Text Engine Status Online Note
Ambush Can attack immediately when summoned. Supported Live for online creatures and Deputies.
Quickdraw Strikes first in combat. Supported Live in creature combat.
Double Barrel Can attack twice per turn. Supported Live for attack-count tracking.
Overshot Excess damage spills through. Supported Live for creature excess and Cover spillover.
Flying Bypasses Cover Tokens. Supported Live for target selection and attacks over Cover.
High Noon Draw 1 card when played from hand. Supported Live as an on-play draw trigger.
Gold Rush Gain Gold when played. Supported Live as an on-play Gold trigger.
Warrant Enemies must attack this creature first. Supported Live in attack targeting.
Wanted Cannot be targeted by single-target effects. Supported Native Wanted is enforced; temporary Wanted-granting cards still follow Online Legal labels.
Cover Tokens 0/1 lane blockers generated by card effects. Supported Live for middle-lane protection, Flying bypass, and Overshot spillover.
Last Stand Triggers when the creature is destroyed. Supported Common death triggers are live.
Heal Restores HP or Defense. Supported Hero, creature, and broad friendly heal patterns are live when labeled online.
Venom Deals extra Defense loss after combat damage. Supported Live after combat damage resolves.
Feral Friendly effects cannot target this creature. Supported Live for friendly effect targeting.
Burrow Raises Cover when summoned to a middle lane. Supported Live when the lane can take Cover.
Pack Gains Attack from allied Beasts. Supported Live as a board passive.
Stampede Shoves surviving defenders and delays their next attack. Supported Live in attack aftermath.
Flip Gnome tech effects trigger transformation-style bonuses. Partial Creature and Deputy-triggered Flip effects are live; Flip Spell packages remain label-gated.
Flip-Charged Golem flip-state trigger separate from plain Flip. Partial Parsed separately online; broad Golem Flip Spell and attachment interactions remain label-gated.
Fortify Enters with a permanent Defense boost. Supported Live as a permanent on-play boost.
Barricade Acts like Warrant and reduces incoming damage. Supported Live in attack targeting and combat damage.
Tunnel Can be summoned into any legal lane. Supported Live for current online lane placement rules.
Blast Splashes damage across a lane or enemy middle lane. Supported Live for supported creature attack patterns.
Ironclad Cannot be finished by spell damage or destroy effects as easily. Supported Live against spell damage and destroy effects.
Overdrive Spend extra Gold on play for a boost. Supported Live for current online Overdrive creatures.

Full Rulebook

This downloadable PDF mirrors the live website rules above, including current online legality labels and deputy handling.

Download Rules PDF

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