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.
Every duel on the Wild Frontier follows the same ruthless code. Frontier Run uses that same combat inside a longer roguelike campaign climb.
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.
The current browser build ships Stage I with route choices, shops, stage-only reward cards, and a proper stage clear.
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.
Ashfall Trail is the first campaign stage and the foundation for a bigger roguelike frontier over time.
You win by achieving either condition:
Draw 1 card from your deck. If you cannot draw during your Draw Phase, you lose the duel.
Your Mana replenishes to the turn count with no cap: turn 1 = 1 mana, turn 2 = 2 mana, and so on. Gold refreshes to 1 base plus 1 bonus for each damage instance you dealt to the enemy sheriff last turn; unspent Gold is replaced rather than added.
Play cards, activate abilities, and attack with your creatures. You may perform actions in any order and as many times as your resources allow.
Your turn ends. Any "until end of turn" effects expire. Play passes to your opponent.
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.
Each turn, Gold refreshes to 1 base Gold plus 1 bonus Gold for every damage instance you dealt to your opponent last turn. One hit is one instance regardless of its damage amount. Unspent Gold does not bank from turn to turn. Gold pays for gold-cost cards, special abilities, and Deputy plays.
Cards cost Mana + sometimes Gold. A card listed as 3M/2G costs 3 mana and 2 gold to play.
The field is arranged across 7 lanes in two tiers. A Middle creature normally fights the creature in the directly opposing lane first and may hit the enemy Sheriff only when that lane is clear of an enemy creature and Cover. Flying bypasses lane Cover, while Overshot can spill through it. High-Rise attackers follow separate creature-only targeting rules. Click any lane slot below to review its role.
Click a lane slot to see its attack targets
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.
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.
Middle-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.
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.
Legacy attachment Items and spreadsheet Deputy cards remain visible in the gallery for the broader physical vision. Tin Plating is the current exception and is active online.
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.
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.
Core Humans, Goblins, Desert Devils, Straw Elves, Gnomes, Golem forms, Dwarves, Beasts, all current supported Spells, and Tin Plating are active online when labeled Online Legal.
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.
The full pool includes reference-only legacy Items, attachment concepts, and tabletop Deputy cards. These remain outside live browser deck lists; only Tin Plating uses the current one-shot Item rules.
The backbone of current online play. Faction creatures, Beasts, Gnomes, Golem forms, and Dwarves all live here.
The active browser spell satchel. Spell-heavy decks and support packages are fair game when a card is individually marked live.
Read the exact card before you queue it. The wider the targeting, timing, or temporary-effect clause, the more important the online label becomes.
Tin Plating is the current online Item. Drag it to a friendly non-Feral creature to grant +1 Attack, +2 current and maximum Defense, and one non-stacking Tin Shield. It goes to discard, occupies no lane, and does not count as a Spell.
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.
This creature can attack immediately when summoned.
Strikes first in combat. If the enemy dies, this creature takes no damage.
Can attack twice per turn.
Excess damage spills over to the next target or the opponent, letting heavy hits break through Cover Tokens.
Bypasses Cover Tokens entirely.
Draw 1 card when this creature is played from hand.
Gain 1 gold when this creature is played.
Forces enemy creatures to attack this creature first (taunt).
Cannot be targeted by single-target effects such as spells and abilities.
0/1 blocking tokens generated by card effects. Cover in a Middle attacker's opposing lane must be handled before that creature can hit your Sheriff. Flying bypasses lane Cover, Overshot can spill through it, and High-Rise attackers fire over it.
Triggers an effect when this creature is destroyed.
Restores HP to your hero or a friendly creature.
After this creature deals combat damage, the target suffers 1 extra Defense loss.
Friendly effects cannot target this creature.
When this creature is summoned into the middle lane, it raises a Cover Token in its lane if there is room.
This creature gains +1 Attack for each other Beast you control.
When this creature attacks and the defender survives, it can shove that defender into another middle lane and make it lose its next attack.
Gnome tech effects that trigger transformation-style bonuses on play.
Enters with a permanent Defense boost.
Enemies must attack this creature first, and it shaves 1 damage off incoming hits when possible.
Can be summoned into any legal lane regardless of normal blocking pressure.
Deals 1 damage to every creature in the attacked lane when this creature attacks.
Spell damage and destroy effects cannot finish this creature off as easily; it resists being blasted out by spells.
Lets you spend extra Gold on play for a stat boost if you can afford it.
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 tokens that block direct attacks on your sheriff until destroyed. | Supported | Live for face 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. |
This downloadable PDF mirrors the live website rules above, including current online legality labels and deputy handling.
Download Rules PDFMana 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.
Each turn, Gold refreshes to 1 base Gold plus 1 bonus Gold for every damage instance you dealt to your opponent last turn. One hit is one instance regardless of its damage amount. Unspent Gold does not bank from turn to turn. Gold pays for gold-cost cards, special abilities, and Deputy plays.
Deputies are powerful units kept outside your deck. You select 2 Deputies that stay in a Deputy Zone and are never drawn normally. Only 1 Deputy may be on the field at a time. You can summon a Deputy by paying its costs, and some cards can call one in or trigger off-board Deputy abilities.
The board has 5 Middle lanes and 2 High-Rise lanes. Middle creatures normally fight the creature in the directly opposing lane first and may attack the opponent only when that lane is clear of an enemy creature and Cover. Flying bypasses lane Cover, while Overshot can spill through it. High-Rise creatures can target enemy creatures but cannot attack the opponent directly. Their fresh single-target protection ends permanently after their first attack.
Frontier Run is a branching roguelike campaign mode. You start with 150 trail HP instead of the normal 30, choose a crew, and move across branching routes that lead to battles, outposts, shops, and stage bosses. It uses the same lane-combat rules as a normal duel but wraps them in a longer solo campaign climb.
You win by either reducing your opponent to 0 HP through creature attacks and spell damage, or by decking them out — if your opponent cannot draw a card during their Draw Phase, they lose.
You know the rules. Saddle up and play your first duel — free in your browser, no download needed.