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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.

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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 by paying its costs, and some cards can call one in or trigger off-board Deputy abilities.
  • 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 Match Status

The website is now its own frontier ruleset. If you are building for browser matches, follow the live online status below first and treat the wider tabletop pool as bonus reference material.

Live Now

Core duels and Frontier Run Stage I are ready to ride

Lane combat, High-Rise targeting, Cover Tokens, online deputies, sheriffs, 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.

Tabletop Only

Items and spreadsheet deputies stay off the live table

Those cards remain visible in the gallery for the full physical vision of the game, but they are not part of the active browser card pool yet.

Live Match Ruleset

Use this page, the online deputy roster, and the Online Legal gallery tag as the browser truth source.

Live

Faction Combat Packages

Core Humans, Goblins, Desert Devils, Straw Elves, Gnomes, Dwarves, Beasts, and the supported spell package are already active online.

Live

Broad Targeting + Temporary Modifiers

Complex targeting language and delayed cleanup text are the biggest "still in progress" layer, so read individual card support labels carefully.

Partial

Item Attachments + Tabletop Deputies

These remain outside the live browser ruleset until their attachment flow and card handling are fully implemented.

Offline
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 or timing 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.

Full Rulebook

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

Download Rules PDF

Ready to Ride?

You know the rules. Time to test your hand on the frontier.

Play Your First Match

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High Noon

Rules read. Time to draw.

The tutorial walks you through your first hand. No install, no signup, under a minute to play.

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