The Black Isles of Volnar

Explore the rules, factions, and mysteries of Volnar



👧👦 TOP 3 THINGS TO REMEMBER (KIDS MODE)

Each faction now includes a color badge for easier memory.

🏷️ FACTION OVERVIEW

🧪 TEAM PLAYTEST ADDITIONS

📖 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.



🔁 Turn Structure (Expanded)

🎓 BEGINNER TIP

Your turn follows this order: Draw → Energy → Play → Attack → End . Remember: You may only move 1 unit per turn.

  1. Start Phase: Resolve start-of-turn triggers like Fogcast and Channel.
  2. Draw Phase: Draw 1 card from your deck.
  3. Energy Phase: Gain 1 Energy (max 10).
  4. Main Phase: Play any number of cards, activate effects, move 1 unit.
  5. Combat Phase: Units in lanes attack. Front row units strike ahead or to sides.
  6. End Phase: Resolve end-of-turn effects, discard down to 8 if needed.

📦 Card Zones



📊 CARD ANATOMY

Cards typically display:

⚔️ Combat Rules

  [LANE DIAGRAM EXAMPLE]
  +----------+----------+----------+
  | Trap 🔒  | Unit 🦁   |          |
  | (Hidden) | (3/2)    |          |
  +----------+----------+----------+
  → Attacker targets Unit in same lane.
  → Trap triggers first, then combat damage.
  


[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.



🧪 Example Turn (Walkthrough)

[RULE-TURN-003]

  1. Draw: Player draws "Flame Surge".
  2. Energy: Gains 1 Energy (now at 2).
  3. Main: Plays "Smoke Veil" (Spell), then "Shinkoro Ronin" (Unit). Blade Form activates: Ronin gains +1 Power and may attack again.
  4. Combat: Lion Initiate attacks center lane. Gains +1 Power from same-lane bonus.
  5. 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]

🪤 Trap Card Rules

RULE-ZONE-TRAP-001: Trap cards are played face-down into an empty Trap Zone, one per lane max.

🕒 Activation Timing (RULE-ZONE-TRAP-002)

🔁 Trap Types (RULE-ZONE-TRAP-003)

🧼 Overwriting Traps

Setting a new trap in a lane destroys any existing trap in that lane.

⚔️ Blade Form (Shinkoro Keyword)

KEYWORD-BLADEFORM-001: Blade Form is the core faction keyword of the Shinkoro. It rewards precise sequencing during your Main Phase to unleash deadly strikes.

🔓 How to Trigger Blade Form

The Unit played second gains Blade Form until the end of the turn.

🧨 Blade Form Bonus

Blade Form can only be triggered once per turn . The sequence must be from hand. Movement, revival, or token creation do not count.

🧠 Example:

Oli plays “Smoke Veil” (Spell), then “Shinkoro Ronin” (Unit). Ronin gains Blade Form, +1 Power, and may attack once during combat as normal, then immediately make a second attack targeting a different lane.

⚔️ Combat Rules Recap

Combat occurs during the Combat Phase, after cards have been played and movement resolved.

🧙 Spell Card Rules

RULE-ZONE-SPELL-001: Spell cards represent one-time magical effects or tactics. They are played from your hand and resolve immediately unless otherwise specified.

🔮 Spell Timing

📥 Resolution and Discard

🧠 Blade Form Interaction

Playing a Spell from hand during your Main Phase may be used as the first card in the Blade Form combo sequence.

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