How to Play

Every duel on the Wild Frontier follows the same ruthless code. Learn it, or get buried.

01 Setup

  • Each player starts with 30 Hit Points.
  • Build a 52-card deck using up to 2 main races (Humans, Goblins, Desert Devils, or Straw Elves). Beasts are wild cards -- you can mix in as many Beast cards as you want alongside your chosen races.
  • Select 2 Deputy cards -- these are kept outside your deck and are not drawn normally.
  • 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. (The player who goes first skips this on turn 1.)

Resource Phase

Your Mana and Gold replenish. On turn 1 you have 1 of each, turn 2 you have 2, and so on -- no limit. Gold also gains +1 for each instance of damage you dealt to your opponent 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 (Turn 1 = 1 mana, Turn 2 = 2 mana, etc.). Fully replenishes at the start of each turn. Used to pay the mana cost on cards. No maximum cap.

G

Gold

Ramps the same as mana (+1 per turn), plus you gain +1 gold for each instance of damage dealt to your opponent. Used for gold-cost cards, special abilities, and summoning Deputies. No maximum 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: 1 creature max. Untargetable by spells. Cannot attack opponent directly.
HR High-Rise
High-Rise: 1 creature max. Untargetable by spells. Cannot attack opponent directly.
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: Attacks other High-Rise or Middle Lane creatures only. Never the opponent.
HR High-Rise
High-Rise: Attacks other High-Rise or Middle Lane creatures only. Never the opponent.
30 HP
You

Click a lane slot to see its attack targets

High-Rise Lanes

  • 1 creature max per lane
  • Untargetable by single-target spells
  • Can attack other High-Rise or Middle Lane creatures
  • 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. You choose 2 Deputies during deck building.

  • Only 1 Deputy may be on the field at a time.
  • Deputies are summoned through specific card effects or by spending Gold.
  • They are never drawn from your deck and cannot be discarded from your hand.

07 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.

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 any effects -- spells, abilities, nothing.

Cover Tokens

0/1 blocking tokens generated by card effects. Absorb one hit.

Last Stand

Triggers an effect when this creature is destroyed.

Heal

Restores HP to your hero or a friendly creature.

Full Rulebook

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Download Rules PDF