👧👦 TOP 3 THINGS TO REMEMBER (KIDS MODE)
- Your Turn: Draw → Gain Energy → Play → Attack → End.
- Units fight forward. Same lane = +1 Power!
- Traps are hidden and surprise enemies during attacks!
Each faction now includes a color badge for easier memory.
🏷️ FACTION OVERVIEW
- Embercoast: Fast-paced, aggressive, Power-focused decks.
“Strike first, burn brighter.” - Glowlark Grove: Token generation, healing, control effects.
“The trees remember everything.” - Mistmere: Spell synergy, delay tactics, trap-heavy control.
“Hide in fog. Strike in silence.” - Shinkoro: Swift Units with Blade Form chaining and flanking strikes.
“A single cut changes fate.” - Hornsreach: Sturdy, slow Units with retaliation and resource denial.
“Stone may fall, but horn endures.”
🧪 TEAM PLAYTEST ADDITIONS
- Priority Stack & Reactions: Added timing rules for reaction windows and resolving effects simultaneously.
- Lore Integration: Added faction-flavored tips in deckbuilding and examples (e.g. Mistmere decks use Fogcast).
- Combat Visual Aid: Inserted inline ASCII diagram of lane combat (with trap and attack timing).
- Combo Play: Included sample multi-step play showing Blade Form into Channel and Roarback.
- [RULE-] Tags: All rule sections now tagged for cross-reference (e.g. [RULE-TURN-003]).
- Beginner Box: Added beginner-focused color-coded box at the top of Setup + Turn structure.
📖 Full Rulebook
This rulebook explains every aspect of gameplay in The Black Isles of Volnar, from setup to advanced strategy. Each phase is broken down for clarity, with examples and keyword references.
$1🧠 Victory Notes: If both players are reduced to 0 Life or draw from an empty deck at the same time, the game ends in a draw unless a card effect states otherwise.
🗺️ BOARD LAYOUT
+---------------------+---------------------+---------------------+
| Trap Zone (Player A)| LANE 1 | Trap Zone (Player B)|
| | [ Unit A ] vs [ ] | |
+---------------------+---------------------+---------------------+
| Trap Zone (Player A)| LANE 2 | Trap Zone (Player B)|
| | [ ] vs [ ] | |
+---------------------+---------------------+---------------------+
| Trap Zone (Player A)| LANE 3 | Trap Zone (Player B)|
| | [ ] vs [ ] | |
+---------------------+---------------------+---------------------+
Each player has their own side of each lane and trap zone. Units are placed only on your side. Traps sit behind or adjacent to the lane.
- Each player selects a 40–70 card deck with 1–2 factions.
- Each player begins with 20 Life and 1 Energy.
- Shuffle decks and draw 5 cards. The second player may mulligan up to 2 cards.
- Place the board between players. It has 3 central lanes and side zones for Traps and Attachments.
🔁 Turn Structure (Expanded)
🎓 BEGINNER TIP
Your turn follows this order: Draw → Energy → Play → Attack → End . Remember: You may only move 1 unit per turn.
- Start Phase: Resolve start-of-turn triggers like Fogcast and Channel.
- Draw Phase: Draw 1 card from your deck.
- Energy Phase: Gain 1 Energy (max 10).
- Main Phase: Play any number of cards, activate effects, move 1 unit.
- Combat Phase: Units in lanes attack. Front row units strike ahead or to sides.
- End Phase: Resolve end-of-turn effects, discard down to 8 if needed.
📦 Card Zones
- Hand: Where you hold unplayed cards.
- Board: The 3 shared lanes for Units. Each player can use any lane slot.
- Trap Zone: Face-down cards adjacent to lanes. One trap per lane slot max.
- Graveyard: Discarded or defeated cards.
- Deck: Draw pile. Cannot reshuffle unless stated.
📊 CARD ANATOMY
Cards typically display:
- Cost: How much Energy it takes to play the card.
- Power (P): How much damage it deals.
- Health (H): How much damage it can take before being defeated.
- Type: Unit, Spell, Trap, Attachment, or Token.
- Unit: Combatants with Power and Health. Played into lanes.
- Spell: One-time effect, then discard. Spells are played from hand and resolve immediately. They do not enter lanes.
- Trap: Hidden card placed face-down. Must be manually activated during combat or when targeted by effects like Fogcast. Only one per lane.
- Attachment: Buff added to a Unit. Played directly onto a Unit already in a lane and remains attached while the Unit is in play.
- Token: Non-deck units/traps created by effects. Usually 0-cost.
⚔️ Combat Rules
[LANE DIAGRAM EXAMPLE] +----------+----------+----------+ | Trap 🔒 | Unit 🦁 | | | (Hidden) | (3/2) | | +----------+----------+----------+ → Attacker targets Unit in same lane. → Trap triggers first, then combat damage.
- Units attack forward by default. May attack adjacent lanes if open.
- Same-lane combat grants +1 Power to the challenger.
- Damage is dealt simultaneously unless specified.
- Blocked damage does not carry over to other Units or the opponent's Life.
[RULE-TIM-001]
If multiple effects occur at once, the active player resolves their own triggers in the order they choose. Opponent responses occur afterward unless stated otherwise.
- Channel: Refunds 1 Energy per player per turn, no stacking.
- Resolves at turn start unless delayed. May stack in priority.
[RULE-TIM-006] 'Delayed' means postponed until next eligible phase. Effects that cause delay must declare it during the main phase. - Roarback: Triggers once after taking 2+ damage in combat (non-spell).
- Traps: Can be manually activated during combat or priority windows. Only 1 face-down trap active per lane slot.
🧪 Example Turn (Walkthrough)
[RULE-TURN-003]
- Draw: Player draws "Flame Surge".
- Energy: Gains 1 Energy (now at 2).
- Main: Plays "Smoke Veil" (Spell), then "Shinkoro Ronin" (Unit). Blade Form activates: Ronin gains +1 Power and may attack again.
- Combat: Lion Initiate attacks center lane. Gains +1 Power from same-lane bonus.
- End: No effects. Turn passes.
[RULE-DECK-001]
⚠️ Faction Insight: Embercoast favors aggressive low-cost chains. Glowlark Grove leans toward passive control and token generation. Plan accordingly.
🧪 Advanced Example Turn
[RULE-TURN-ADV]
- 40–70 cards per deck.
- Up to 3 copies per non-Unique card.
- Only 1 copy of each Unique card.
- You may build decks using up to 2 factions.
- Draw: Player draws "Echo Chant" (Spell).
- Energy: Gains 1 Energy (now at 4).
- Main: Plays "Echo Chant" (Spell), then "Mistcaster Adept" (Unit). Blade Form activates: Adept makes a free, non-retaliated attack into any lane.
- Combat: Adept may attack again normally if eligible.
- End: Fogcast resolves (if pending). Channel refunds 1 Energy for next turn.
- $1
🧭 Hover over keywords in the rulebook to reveal their definitions or jump to the rule reference .
🔑 Keywords
Blade Form
Play a Spell, then a Unit from hand during your Main Phase. That Unit gains +1 Power and may make a free, non-retaliated attack into any lane. Only triggers once per turn.
Channel
Refunds 1 Energy at the start of your turn if a card with Channel is in play. This effect does not stack.
Roarback
Triggers when a Unit takes 2 or more damage in a single combat from another Unit. Only triggers once per Combat Phase. Does not activate from spells or traps.
Trap
Face-down cards placed in Trap Zones. Must be manually activated by the controlling player. One per lane.
Delayed
A keyword that causes effects to resolve on a future turn instead of immediately. Used primarily with Fogcast.
Fogcast
A delayed spell effect. Moves to the Fog Row and resolves at the start of your next Main Phase. Each player may only have up to 2 active Fogcast spells. Fogcast spells can only be delayed once.
Nestlink
A passive bond between Units that grants benefits. Breaks if one Unit is moved, KO’d, or removed.
Stunned
A status that prevents a Unit from attacking or activating abilities for 1 turn.
Rooted
A status that prevents a Unit from moving or changing lanes.
Asleep
A Unit cannot attack the turn it is played or if it is targeted by specific sleep effects.
📜 Cheat Sheet
- Deck: 40–70 cards. Max 3 of a kind, 1 Unique
- +1 Power for same-lane clashes
- Only 1 Trap per lane. Stacked traps resolve oldest first
- Traps reveal during combat or via effects like Fogcast
- Dual-faction decks allowed
- Blade Form: Play a Spell, then a Unit from hand. That Unit gains +1 Power and may make a second attack into a different lane (once per turn).
Refer to this index for clarifications that apply across all cards, abilities, and gameplay mechanics. These rulings supplement the core rulebook and keyword explanations.
📘 Rulings Index
- BF-001: Blade Form triggers once per turn
- BF-002: Sequence must be hand-played: Spell → Unit → Spell/Trap
- CH-001: Channel refunds Energy once per turn
- TR-001: Only one Trap per lane
- TR-002: Traps resolve in play order
- ROAR-001: Roarback triggers once per combat phase
- NSL-001: Nestlink ends on move or KO
- GEN-001: Only one Unique card per deck
- GEN-002: You may use up to two factions
🔁 Additional Rule: Blade Form
Blade Form (Shinkoro Keyword):
- Once per turn, if you play a Spell followed by a Unit from your hand during your Main Phase, the Unit gains +1 Power and immediately makes a free, non-retaliated attack into a different lane.
- This attack does not trigger traps or responses.
- The Blade Form effect must resolve immediately during your Main Phase. The Unit may still attack again during the Combat Phase if eligible.
Example: You play "Smoke Veil" (Spell), then "Shinkoro Ronin" (Unit). Blade Form activates. The Ronin makes a non-retaliated strike into any lane before proceeding to Combat Phase.
🧠 Note: The free Blade Form attack occurs during your Main Phase and is not part of the Combat Phase. It does not consume your regular attack opportunity during Combat.
🧭 Faction Keyword Index
Each faction in The Black Isles of Volnar features a unique keyword mechanic. These core abilities define their strategy and identity. Click the links below to jump directly to their rules.
🌫️ Additional Rule: Fogcast
Fogcast (Mistmere Keyword):
- When you play a Spell with Fogcast, instead of resolving it immediately, place it in your Fog Row.
- It will resolve automatically at the start of your next Main Phase.
- You may only have up to 2 Fogcast spells active at a time.
- Each Fogcast spell may only be delayed once by a game effect.
- Use a token or marker in the Fog Row to track each active Fogcast spell.
🧠 Example:
Tracey plays “Mist Echo” (a Spell with Fogcast). Instead of resolving now, it is placed into her Fog Row. At the start of her next Main Phase, Mist Echo resolves and applies its effect (e.g., trap reveal or stun). Tracey places a Fogcast token in her Fog Row as a reminder.
🧠 A Fogcast spell may only be delayed once per casting. If a Fogcast card is removed from the Fog Row and replayed, it counts as a new instance and may delay again.
🦁 Roarback (Embercoast Keyword)
KEYWORD-ROARBACK-001: Roarback is the core keyword of Embercoast.
🔓 How to Trigger
- If your Unit takes 2+ damage in a single combat from another Unit, Roarback may trigger.
- Roarback only activates once per Combat Phase.
- Roarback cannot be triggered by traps, spells, or non-combat effects.
🎁 Bonus Effect
- Roarback effects vary by card and may include reactive damage, stat buffs, or special trap reveals.
🧠 Example:
Steve’s Ember Wolf takes 3 damage from a Hornsreach Defender. Roarback activates, letting the Wolf deal 2 damage back to the attacker immediately.
🧠 Roarback triggers after combat damage has been resolved. It does not interrupt the damage exchange.
🪶 Nestlink (Glowlark Grove Keyword)
KEYWORD-NESTLINK-001: Nestlink is the core keyword of Glowlark Grove.
🔓 How to Trigger
- Play two Units with the Nestlink trait on the board under required conditions (e.g. same faction, adjacent).
- The Nestlink connection activates and provides a passive bonus.
- Nestlink is broken if one Unit moves, is KO’d, or leaves play.
🎁 Bonus Effect
- Bonuses can include healing effects, defensive boosts, or conditional triggers based on link status.
🧠 Example:
Barry plays two Druid Saplings side-by-side. They form a Nestlink and each gains +1 Health until one is removed.
🧠 Nestlinks must be declared when the second eligible Unit is played. A Nestlink only occurs between two Units; no chain or multi-links are allowed.
🔄 Channel (Mistmere Keyword)
KEYWORD-CHANNEL-001: Channel is the core keyword of Mistmere.
🔓 How to Trigger
- At the start of your turn, if you control a card with Channel, gain 1 Energy.
- Only one Channel effect may apply per player per turn.
- This effect is automatic if the Channel card remains in play.
🎁 Bonus Effect
- Multiple Channel cards do not stack their Energy refunds.
🧠 Example:
Nigel controls Mistcaster Focus. At the start of his turn, he gains 1 Energy from Channel before drawing a card.
🧠 Channel refunds 1 Energy even if you are already at the 10 Energy maximum. This may allow cards or effects that trigger on energy gain to activate.
🦁 Additional Rule: Roarback
Roarback (Embercoast Keyword):
- When one of your Units takes 2 or more damage in a single combat from another Unit, Roarback may trigger.
- Roarback effects activate only once per Combat Phase.
- Roarback does not trigger from damage dealt by spells, traps, or non-combat sources.
- Roarback effects vary by card (e.g., retaliatory strike, buff, trap reveal).
🧠 Example:
Steve's Ember Wolf takes 3 damage from a Hornsreach Defender. Roarback activates, allowing the Wolf to immediately deal 2 damage back to the attacker before the Combat Phase ends.
🪶 Additional Rule: Nestlink
Nestlink (Glowlark Grove Keyword):
- Nestlink is a passive connection formed between two specific Units when played under set conditions.
- Nestlinked Units share passive bonuses (e.g., +1 Health, healing effects, or trap immunity).
- Nestlinks are broken if either Unit moves, is KO’d, or leaves play for any reason.
- Only one Nestlink connection may be active per pair of Units.
🧠 Example:
Barry plays two Druid Saplings with Nestlink. While both remain in play and in adjacent lanes, they each gain +1 Health. When one is KO’d, the Nestlink breaks and the bonus is lost.
🔄 Additional Rule: Channel
Channel (Mistmere Keyword):
- Channel refunds 1 Energy at the start of your turn if a card with Channel is in play.
- Only one instance of Channel may activate per player per turn.
- The refund is automatic if the Channel condition is met (e.g., card still active on board).
- Multiple Channel cards do not stack their effects.
🧠 Example:
Nigel begins his turn with Mistcaster Focus still on the board. He gains 1 Energy from Channel before proceeding to Draw Phase. No additional Energy is gained from a second Channel card.
🧭 Additional Rule: Unit Movement
- Once per turn during your Main Phase, you may move one of your Units to an adjacent unoccupied lane.
- You cannot move into a lane that’s already occupied or swap Units between lanes.
- Moving a Unit breaks any active Nestlink connections.
- Movement does not trigger Blade Form.
Example: Move "Glowlark Guardian" from Lane 1 to Lane 2 if Lane 2 is empty. If it had a Nestlink with a Unit in Lane 1, the connection is now broken.