Clash Of Realms

Game Play Basics:

The village is the cornerstone of the game. It creates and houses your villagers. If you tax your village (taxing: turning a card or token sideways to mark use), you gain a villager token you can place on the village. But what does it all mean?

Your villagers attack Your villagers defense Your villagers life Card type Villager Number of villagers your village can support Villager class type.

So what can you do with a villager? Villagers are the basic currency that build up what you need in the game. Let's start with building a barracks. Note that there a small white circle with a number one on it; that's the card's playing cost. You must sacrifice one villager to put the barracks into play. Also notice that the villagers that get moved to the barracks get a boost to their attack and defense, and their class type changes to fighter. Also, there is a boost to the villagers' population cap. There are five class types in Clash: White, which is generic. This color, as well as any other color, may be used to pay white costs. Yellow is divine, Gray is fighter, Purple is rogue, and finally, Rainbow, which is arcane. Now that you have a barracks, you can move your villagers into it. You have sacrificed the one villager that you had, which means you will have to wait until your next turn to make another villager. Since everything comes into play taxed, you will have to wait for the turn after you make the villager to move that villager into the barracks. You cannot move villagers into a taxed building. Once you have moved a villager into the barracks, you can then use them to pay for fighter class cards, such as the Shield Bearer. The Shield Bearer costs one fighter class, and he has 3 attack, 6 defense, and 4 life. Now we have something to attack the enemy with, but where is he? Clash uses rows. Your village is on the row in front of you, the row between you and your opponent's is no man's land, and your opponent's village is the row in front of him, like this: Enemy No Man's Land You You In order to attack your opponent, you must move into their row. First, you need to move your Shield Bearer into no man's land, then, on your next turn, you can tax your Shield Bearer again to move him into your opponent's row. During your following turn, you can tax your Shield Bearer a third time to attack. Attacking: You can't destroy your foes without getting your hands a little dirty, so it's combat time.

The Shield Bearer vs. The Holy Avenger This is how combat works: First, an attack is to be declared (the Shield Bearer attacks the Holy Avenger). When an attack is declared, both parties do damage to each other, and armor reduces the amount of damage taken. The remaining amount of damage after armor has been accounted for is subtracted from the cards life total. Any card with damage equal to or more than its life total will be discarded. For example: The Shield Bearer deals 3 damage to the Holy Avenger. The Holy Avenger's armor total is 3, so the Holy Avenger takes no damage, but the Holy Avenger does 7 damage to the Shield Bearer. The Shield Bearer's armor total is 6, so the Shield Bearer takes only one point of damage that stays use a token to mark damage done.

Ganging Up:

Cards on the same row can gang up on your opponent's cards. When cards gang up, their attack is added up, then damage is dealt. Your opponent may divide their attack any way they see fit between the cards you have used to gang up on them with.

A Matter of Distance:

Some cards have a range which allows them to affect that number of rows away from them. So, if a card with a range of 1 attacks another card that can't reach the attacking card, the attacking card then deals damage. The card that cannot reach the attacking card doesn't deal damage in return.

Ransacking a Village:

Villages and other buildings don't have life stats, so how do you burn them to the ground? That's easy. First, you must destroy all of your opponent's attacking cards and villagers. Next, a single attack from anyone burns the village or building to the ground. So, first you must destroy all of your opponent's buildings, then you can burn the village itself down. Now that you know how to annihilate your foes, it's time to teach you about expanding which will give you and advantage. Most decks will have more than one village in it. More villages help speed up production of your villagers, which is very helpful in building up your attacking cards faster than your opponent. The only cost for a new village is that it comes into play taxed, which is very handy in getting things going. A new village means a new row, so the new village needs to be placed either behind your first village, or in front of it. When you have more than one row and you play a card, its row of origin is the row that payed the cost to play the card. So, you've decided to play the Shield Bearer. If you pay for him with the back row, he comes into play on the back row. If you pay for him with the front row, he come into play on the front row. Now in the case of cards that cost more than just one villager, their full cost must be payed from one row. It can be from any number of buildings from that row. Also, villagers don't move, they may change to a different building in the row, but they never leave their village. Buildings also can't leave the village. However, your attacking cards can move back and forth one row at a time by being taxed.

No Man's Land and Multiple Rows:

If you're attacking your opponent and he has more than one row, your attacking cards can't pass your opponent's village that is closest to you until it is destroyed, or unless they have infiltrate. When a village is destroyed, that row becomes an additional no man's land, and will stay in play until it becomes empty of all player's cards, namely attacking cards, but if the main no man's land becomes empty, the no man's lands merge as one.

Advanced Rules:

The circle in the bottom left corner of each card can be sacrificed to pay for that same type of card, so that you can play cards in no man's land, as well as in your opponent's villages. Attacking Your Own Cards in Clash of Realms You may attack your own cards. Some cards have knock back. A card with knock back can push the card it attacks either forward or backward a row. Combat takes place as normal. Both cards still deal damage to each other. Now with that settled, you can start playing.

Types of Gameplay:

Game Setup: 61 card deck Start with one village in play Starting hand has 6 cards Max hand size is 10 cards Winner is the last one with a village

Hero Battle
Game Setup: 61 card deck and a hero card Start with one village in play (set hero aside; when your hero's cost to play matches the number of turns you have taken, it must be played) Starting hand size 6 cards Max hand size is 10 cards Winner is the last player with a hero card

Deck Building:

Each deck needs 61 or more cards no more the four of each card except heroes only one of each type is allowed in a deck Card types Hero marked above the cost by a crown Building marked above the cost by a house.


Attacker Card initiating combat.

Attack The red circle on top on the left side

Berserk Card gets +1 to attack for each point of damage taken.

Bypass Deals damage with no reduction from armor.

Charge Card may move and attack in the same action.

Combat order Attacks Buffers Damage is dealt Healing (if you have cards apply) Cards with life totals of 0 or less are discarded.

Deck A collection of Clash of Realms Cards of 61 or more cards.

Defend Other Tax to transfer attackers from one card to the Defend Other card.

Defender Card or villager being attacked.

Defense The blue circle in the middle on the left.

Devour Cards with Devour need to be fed. This must be done by the end of the turn, or you must discard the card. To feed the card, you must sacrifice a card or villager from the same row. This may be done before or after moving or attacking.

Fatal Strike If damage from a card with Fatal Strike leaves the opponent's card with 0 or less life total, the opponent's card does not deal damage in return, and is simply discarded unless the card attacked also has Fatal Strike, in which case combat engages as normal.

Gray Fighter type

Healing Remove damage.

Infiltrate May pass into opponent's villages.

Knock back Attacker may move card one row forward or backward. As long as this would normally be a legal move. life

Max Card # No more than 4 identical cards can be in your deck, with the exception of heroes. Only 1 of each hero is allowed in a deck.

Max Hand Size The max # of cards that can be held by the end of your turn is 10. If it exceeds ten, discard until you only have 10.

No man's land The middle row that no one owns that connects all players

Over Channel Some cards have Over Channel. This allows that card to increase its damage by taking damage.

Purple Rogue type

Rainbow Arcane type

Range The number of rows away a card can take action.


Shroud At the end of anyone's turn you may turn this card face down. Reveal card if it is attacked, if it is used to attack, or if it is dealt damage.

Sneak Attack Beef up when attacking from being shrouded.

Standard Deck Size 61 Cards.

Tax Tilting the card sideways; noting card use.

Tax Other Taxes another card.

Teleport The ability to move to any legal row.

Turn order Draw and untax Play and combat Discard if need

Vampiric touch

Villager Token marking a villager in your village.

Waylay Beef up when being attacked from being shrouded.

White generic. This color, as well as any other color, may be used to pay white costs. Yellow Divine type