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Reduce your opponent’s Vault/Loot to 0.
If your opponent can’t draw a card when required, you win.
Shuffle your deck (40 cards) and show it to your opponent.
Draw 7 cards lay them face down
Decide who goes gets turn order (dice, coin, etc.).
Look at your hands and the winner of turn order will decided who goes first or second (If hand is not ideal each player may mulligan once).
40 cards minimum.
Copy limits by rarity:
1★ = 4 copies
2★ = 3 copies
3★ = 2 copies
4★ = 1 copy
Element
Description
Card Name
The name of the card.
Class Symbol
Shows the card’s class (e.g., Warrior, Mage, Hunter).
Rarity
Shown as ★, determines copy limits and rarity.
Edition / Set Symbol
Identifies which set the card belongs to.
Ability / Effect Text
Explains what the card does.
Set Release & Card Number
Helps organize and reference cards.
Artist Credit
Name of the illustrator.
Element
Description
Health
Life total; destroyed at 0.
Melee Attack
Damage dealt in melee distance.
Secondary Stat
Ranged attack at distance 1 or defense (depending on class)
Bounty Cost
Loot gained when defeated or how much is looted when Plundering
Movement
How far the Mercenary can move per turn.
Talents / Abilities
Passive, Active, or triggered effects.
Element
Description
Treasure Type
Weapon, Equipment, or Relic (W/E/R).
Ability / Effect Text
Buffs, triggers, or activated powers.
Weapon Types
One-Handed, Two-Handed, Off-Hand, Dual Wield.
Quick Weapon Notes:
Two-Handed uses both hands, blocking other hand items.
Dual Wield allows another slot for one other dual wield or one-handed weapons.
Off-Hand items provide defense or minor bonuses.
Type
Description
Gameplay Effect
One-Handed
Requires one hand to equip.
Can pair with Off-Hand items for extra bonuses.
Two-Handed
Occupies both hand slots.
Cannot equip anything else in hands; usually stronger attack.
Off-Hand
Can only equip in the off-hand slot.
Provides defense or minor attack boosts; must have a main-hand weapon.
Dual Wield
Allows equipping two compatible weapons simultaneously.
Usually doubles attack output or triggers combo effects; both must be compatible.
Quick Notes:
Check how many hand slots your Mercenary has.
Two-Handed weapons override any other hand items.
Dual Wield requires two compatible weapons.
Instants, Attacks, Events — let you perform special actions.
Treasure Cost: how much loot to play.
Timing Info: when it can be played (Instant, Attack, Event).
Ability cards allow you to perform special actions during your turn, outside of normal Mercenary attacks or movement. They come in three main types:
Type
Timing / Use
Description
Instant
Can be played any time, even during the opponent’s turn (if allowed by game rules).
Instants resolve immediately and can interrupt actions, trigger combos, or protect units. Examples: negating damage, removing status effects, boosting stats temporarily.
Attack
Can only be played during your Attack Phase.
These cards enhance or modify attacks. They may deal extra damage, add status effects to enemies, or trigger special effects on hit. Useful for maximizing damage or applying debuffs.
Event
Can be played during your Rally Phase through Movement Phase 2 (unless otherwise stated).
Event cards usually affect the battlefield, players, or both. Examples: drawing extra cards, moving units, creating temporary terrain effects, or redistributing loot. Events often last a turn or resolve instantly and then are discarded.
Quick Tips:
Check the card’s timing icon to see when it can be played.
Some abilities stack or trigger off other abilities, so read carefully.
Using Instants at the right moment can disrupt your opponent’s plans.
Attack abilities work best when paired with strong Mercenary stats or combos.
Event abilities can turn the tide of the board, so planning ahead is crucial.
Phase
What Happens
Beginning Phase
Resolve beginning-of-turn effects.
Draw Phase
Draw 1 card.
Steps Phase
Draw extra cards at 1 loot per card; resolve end-of-turn effects.
Rally Phase
Play Mercenaries, Treasures, Abilities (1 Treasure per turn to warchest).
Movement Phase
Move Mercenaries within movement limits.
Attack Phase
Attack enemy units or Guild Hall; use Attack Abilities.
Second Movement Phase
Move Mercenaries not fully moved before.
Mercenaries have several possible actions each turn. Each action may have restrictions based on movement, equipment, or status effects.
Action
Description / Rules
Move
Move up to the Mercenary’s movement value on the board. Cannot exceed movement limit. Some effects or terrain may reduce movement.
Attack
Engage an enemy unit in melee or ranged combat (based on card stats). Must be within attack range. Attacking may trigger abilities or status effects.
Plunder
Take loot from an opponent’s Guild Hall or other eligible target. Requires entering or ending a Mercenary’s movement in the plunder zone.
Enter / Exit
Entering: Mercenaries may enter the battlefield from their Guild Hall, optionally bringing one Treasure equipped. They must enter within the back 8 tiles on their side of the board. Exiting: Moving a Mercenary off the board removes it temporarily; may trigger effects.
Equip / Unequip
Attach a Treasure card (W/E/R) or remove it. Usually limited to one Treasure action per turn.
Use Ability
Activate a Mercenary or Treasure ability if conditions and timing allow. Some abilities are instant, others are attack/defense triggers.
Quick Notes:
A Mercenary cannot move through enemy-occupied spaces unless abilities allow it.
Moving into attack range and attacking may be combined in the same turn, respecting movement limits.
Plundering usually ends movement for that Mercenary.
Status effects like Exhaust, Frost, or Stealth can restrict or modify actions.
Mercenaries entering from the Guild Hall may bring one Treasure equipped.
Guild Hall entry is limited to the back 4 tiles on your side of the board.
Physical
Exhaust: cannot move, attack, or plunder.
Bleed: deals damage at end of turn (stacks up to 5).
Blind: 50% chance attack/plunder fails; ends in two turns.
Poison: increases incoming damage (stacks up to 3).
Magical
Fog: attack/plunder requires a roll; removed in two turns.
Frost: reduces movement (max 3); at 3 counters, cannot move/attack/or plunder. Triggers on effected players movement phase 1 and reamins till the end of movement phase 2.
Burn: escalating damage; at 3 counters, mercenary lose all treasures when triggered. Triggers on effected players attack phase
Silence: cannot use ability cards until next turn.
Stealth: untargetable; broken by attacking/plundering, or if the other players mercenary uses 1 movement in the tile the stealthed mercenary occupies.
Healing & Buffs
Mend: removes physical status effects.
Cleanse: removes magical status effects.
Regen X: heals X health during Rally Phase.
Fortify X: grants extra health based on level.
Always check Treasure Type (W/E/R) and hand slots before equipping.
Efficient movement: first move → attack → second move.
Track Vault/Loot — resource and win condition.
Read all card abilities carefully for timing and triggers.