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PHASES
Forge is a turn-based game, consisting of unique phases.
Players take turns attacking and defending. The
following phase descriptions are from the
attacking player’s perspective.
Start Phase
The Start phase is the only non-interactive phase. Three things
happen in this phase:
All allied units are healed and unexhausted
Allied workers occupying a mineral tile collect minerals
You draw a card from your deck. If your deck is empty, your discard is first
reshuffled into
your deck.
Summon Phases
In the Summon phases, you can play both instant and non-instant
cards. Your
opponent can respond by playing only instant
cards and abilities.
Move Phase
All allied units, even those summoned this turn, can be moved
any number of
tiles up to their movement range. Generally, movement
can not cross Wall tiles.
Combat Phase
All nonexhausted allied units can attack adjacent tiles. The
attacking player
decides which unit attacks what tile. The
defending player chooses in what order the attacks will play out.
Defending units distribute their attack value in this order, always striking maximally for
the attacking unit’s max
health.
Rulebook
Dive in to the in-depth rulebook!
Below are all the rules, exactly as
they are
implemented in the game.
Each loadout consists of
1 Unit card designated to be the Commander
2 Unique workers (a primary and non-primary worker)
1 Base with 10 associated non worker cards
4 Forges each with 5 associated non worker cards
A card which is designated as the commander may not be associated with the
base
or
any forge
A card may have a maximum of 3 occurances across all forges and the base
Entities are objects present on the battlefield
Each individual entity occupies an individual tile
Entities provide vision with a radius of 5
Entities have a maximum health value
An entity's health cannot exceed its maximum health
Entities can be dealt damage
If the total damage dealt to an entity exceeds its maximum health it
is removed from the battlefield
If an entity is destroyed by an effect or action it is removed from the
battlefield
If an entity is sacrificed it is removed from the battlefield
Units are a type of entity
Units have an inherent movement distance of 4
Units have a power value
If the total damage dealt to a unit exceeds its maximum health it is removed
from the battlefield and any card
associated with it (sharing its instance id) is moved to the discard
Playing a unit card requires targeting an unoccupied tile adjacent to a tower
with an associated card with a matching
naming ID
The unit is placed on the battlefield directly after the card resolves
The unit card is held with the unit as long as it is on the battlefield
(it does not belong to any zone during this
time)
Towers are a type of entity
Towers have associated cards which are added to the players deck when the tower
is created
Repairing a tower restores its current health by a certain amount
If repairing a tower would result in its current health to exceed its
max health, its current health is set to equal its
max health
Spell cards are moved directly from the stack to discard after resolving
Equipments are cards which may be attached to valid units
Each individual unit may be equiped with one individual equipment at a
time
You cannot target an equiped unit as a target for an equipment card
If an equiped unit is removed from the battlefield it's equipment is put into
the discard
A base is a special tower entity
Each player is given ownership and control of a base at the begining of the game
Each base has 20 inherent max health
Each base has an inherent ability to summon a commander
This ability cannot be activated at instant speed
This ability cannot be activated if the base's controller controls an
entity with the same naming id as their commander
This ability targets an unoccupied adjacent tile where the base's
controller's commander will be placed upon ability
resolution
The cost of this ability is equal to the resource cost of its
controller's commander
Each base has an inherent ability to summon a primary worker
This ability cannot be activated at instant speed
This ability targets an unoccupied adjacent tile where the base's
controller's primary worker will be placed upon
ability resolution
The cost of this ability is a number of generic resources equal to the
number of workers the base's controller controls
Each base has an inherent ability to summon a non-primary worker
This ability cannot be activated at instant speed
This ability targets an unoccupied adjacent tile where the base's
controller's non-primary worker will be placed upon
ability resolution
The cost of this ability is a number of generic resources equal to the
number of workers the base's controller controls
Each base has 10 associated cards designated during the loadout creation phase
These 10 cards are added to the base's controller's deck when the base
is created (before the start of the game)
When a base has 0 remaining health its owner loses the game
A forge is a special tower entity
Each forge has 10 inherent max health
Each forge has 5 associated cards designated during the loadout creation phase
These 5 cards are added to the forge's controller's deck when the forge
is created
When a forge has 0 remaining health that forge is destroyed
When a forge is destroyed it is removed from the battlefield
When a forge is destroyed the cards added uppon its creation are removed
from its owner's deck, hand, discard, and lost
If an entity would be removed from the battlefield and its card be put
into any other zone after its forge's
destruction, it is instead removed from the battlefield and its card is
removed from the game
A commander is a unit card designated during loadout creation
Summoning a commander
A commander must be summoned through the inherent base ability described
in section [Base 4.]
Removing a commander
If a commander would be removed from the battlefield and put into any
other zone (hand, deck, discard, lost) it is
removed from the battlefield but not moved to said zone
If a commander is removed from the battlefield its owner's base is dealt
damage equal to its current health
At the beginning of each of their controller's harvest phases each worker
harvests resources in quantities described on
the card
Removing a worker
If a worker would be removed from the battlefield and put into any other
zone (hand, deck, discard, lost) it is removed
from the battlefield but not moved to said zone
Each player has a deck of cards
Players cannot view the contents of their deck
Players must maintain the order of the deck's contents
Drawing
A player who is instructed to draw a card, takes the top card of their
deck and puts it into their hand
If there are no cards in the deck the drawing player shuffles
their discard into their deck and, if this results in the
deck containing cards, draws
At the start of each turn's draw phase, the turn player draws a card
Shuffling
If a player's deck is to be shuffled, the contents of that player's deck
are randomly reordered
Contents of the deck
At the beginning of the game each player's deck contains the cards
associated with their base [Base 7.1]
Whenever a Forge is built, its controller adds its associated cards to
their deck [Forge 3.1]
Whenever a Forge is destroyed, its controller removes any cards
associated to that forge from their deck [Forge 4.2]
Each player has a hand of cards
Players can view their contents of their hand
Players cannot view the contents of their opponent's hand
The chronology of cards in a players hand is maintained
The oldest card in a player's hand is the card in their hand
whose most recent introduction to their hand occured before
the most recent introduction of all other cards currently in
their hand
The newest card in a player's hand is the card in their hand
whose most recent introduction to their hand occured after
the most recent introduction of all other cards currently in
their hand
Hand size
A player can have no more than 8 cards in their hand at a time
If a player is instructed to add a number of cards which would
lead to their hand containing more than 8 cards, either
through drawing or any other method, a number of oldest cards in
their hand are discarded such that they will have
exaclty 8 cards in their hand after drawing
At the beginning of the game each player draws 4 cards (see [Deck 2.] for rules
on Drawing)
Whenever a Forge is destroyed, its controller removes any cards associated to
that forge from their hand [Foge 4.2]
When a card is discarded from a players hand it is moved directly from the hand
to the discard
Cards in hand may be played if the conditions for their playing are met
Conditions
Timing conditions
To be able to play a card it must be your turn, your priority,
it must be a summoning phase, and there must be no cards
on the stack
Targets
To be able to play a card you must be able to select, and must
select, valid targets for each target mentioned in the
card's text
All unit cards require targeting a tile adjacent to a tower that
is associated with a copy of that card
All equipment cards require targeting an entity who currently
does not have an equipment and should recieve this
equipment
Resource costs
To be able to play a card you must be able to pay its resource
requirement
Other costs
To be able to play a card you must be able to pay any other
costs, such as discarding a card
When a card is played it is removed from the hand and moved onto the stack
There is one stack in each game shared between all players
When a card is played or an ability is activated it is moved onto the stack
Visibility
Unless all targets of a card on the stack are out of a player's vision,
that player can see that card on the stack,
otherwise they see a hidden card placeholder
Unless the activating entity and all targets of an ability on the stack
are out of a player's vision, that player can
see that ability on the stack, otherwise they see a hidden card
placeholder
Players can see the targets that are within their vision of visible
cards and abilities on the stack
Resolution
The stack is resolved when all opponents of the player who most recently
added an action to the stack decide to advance
to its resolution
When the stack resolves actions on the stack resolve in sequence
starting with the most recently added
When an action on the stack resolves its card specific
instructions are followed
Spells are implicitly moved to the discard pile upon resolution
Units are implicitly created on the battlefield upon resolution
Equipments are implicitly equiped to a unit on the battlefield
upon resolution
Counter
If a card on the stack is countered it will have no effect and will be
moved to discard on resolution
If an ability on the stack is countered it will have no effect on
resolution
If a card or ability counters a hidden card or ability the underlying
card or ability is countered
Each player has a discard zone
All players can view the contents of each discard zone
The order of the contents in a discard zone is maintained
When a card is lost it is moved to the lost zone
When a unit is lost its card is lost
Each player has a discard zone
All players can view the contents of each discard zone
The order of the contents in a discard zone is maintained
When a card is lost it is moved to the lost zone
When a unit is lost its card is lost
Upkeep
At the start of the Upkeep all resources of the turn player are depleted
At the start of the Upkeep all units recover
A recovering unit has its curent health set to its max health
At the start of the Upkeep all units the turn player controls are no
longer exhausted
The Upkeep phase is followed by the Harvest phase
Harvest
At the start of the Harvest phase all workers on mineral tiles collect
minerals
The Harvest phase is followed by the Draw phase
Draw
At the start of the Draw phase the turn player draws a card
The Draw phase is followed by the Summon 1 phase
Summon
At the start of the Summon phase the turn player is given priority
During the Summon phase players may activate abilities and play cards
as apropriate
When a player activates an ability or plays a card priority is passed to
their opponent
When a stack is resolved the turn player gains priority
When the turn player declares they would like to advance
The opponent may agree to advance phase, in which case the phase
is advanced
The Summon 1 Phase is followed by the Move phase
The Summon 2 Phase is followed by the End phase
Move
At the start of the Move phase the turn player declares which units they
would like to move and where they would like
them to move to
At the end of the Move phase, these movement declarations are carried
out in order as possible
If a Move order causes a unit to collide with another entity or wall
then their movement is stopped and they gain vision
of what stopped them
The Move Phase is followed by the Combat Declaration Phase
Combat Declaration
At the start of the Combat Declaration phase the turn player declares
which units they would like to have attack and
what tile they would like to attack
Units can only attack visible tiles for attack
Units can only attack adjacent tiles
At the end of the Combat Declaration phase, if there are multiple units
delcaring combat on the same tile and an
opposing player controls a unit on that tile, that player player may
declare which order those units will attack
The Combat Declaration Phase is followed by the Combat Resolution phase
Combat Resolution
At the start of the Combat Resolution phase the turn player is given
priority
When a player activates an ability or plays a card priority is passed to
their opponent
When the turn player declares they would like to advance priority is
given to their opponent
The opponent may agree to advance, in which case combat resolves
When combat resolves each unit deals damage equal to its
power to any entity on the tile it is attacking, the
attacking
entity also takes damage from any entity on the tile it
is attacking equal to that entities power.
The Combat Resolution Phase is followed by the Summon 2
End
At the start of the End phase all Fleeting effects are removed
The End Phase is followed by the Upkeep phase on the next players turn
Each match is played on a map selected before the start of the match
Maps are constructed of hexagonal tiles arranged in a grid
Each tile can be occupied by up to one entity at any time
Each map has a designated position for each player's base which is known to all
players
Information on the tiles of the map is hidden to a player unless the tile is in
vision of an entity that player controls
Blank
A blank tile may be occupied by an entity
Mineral
A mineral tile may be occupied by an entity
Grass
A grass tile may be occupied by an entity
If a grass tile is occupied by an entity it recursively gives vision of
adjacent grass tiles to that entity's controller
Sensor
A sensor tile may be occupied by an entity
If a sensor tile is occupied by an entity that entities controller gains
vision of all sensor tiles and all tiles
adjacent to sensor tiles
Wall
A wall tile may not be occupied by an entity
A unit cannot move over wall tiles
A unit cannot see past wall tiles
Strife
A strife tile may be occupied by an entity
A unit on a strife tile does not recover its health at the start of each
turn
Base
A base tile may only be occupied by a base entity
At the start of each game a base is created on each base tile
Each player gains resources at the start of the harvest phase on their turn
based on the workers they control occupying
mineral tiles
There are 6 different types of resources
Frexine (purple) denoted by "F"
Ornite (blue) denoted by "O"
Rudine (red) denoted by "R"
Grite (green) denoted by "G"
Equint (yellow) denoted by "E"
Generic (colorless) denoted by "C"
Resource costs
Resource costs of cards are shown in by amount of each type
Resource costs of abilities are shown by a number indicating the amount
of generic resources needed and a sequence of
letters indicating each non-generic resource required
Paying resource costs
Generic resource costs may be payed using a number of resources
equal to the generic resource cost
Non-Generic resource costs must be payed using that many
resources of that type of resource
CMC
A card's CMC is its Cumulative Mineral Cost, an amount equal to
the sum of the ammounts of each resource needed to play
that card
Card Keywords
Instant
Instant cards can be played at any time a non-instant card can
be played
An instant card can be played on any player's turn during either
summoning phase or the combat resoultion phase when the
player playing the card has priority
Unstable
If a spell card with unstable would be put into discard after
resolving, it instead is lost
If a non-spell card with unstable would leave the battlefield it
is instead lost
Entity Keywords
Adapt
A unit with adapt gains a mentioned effect as long as it is on a
non-basic tile.
Brilliance
A unit with brilliance has an activated ability which may only
be used once per existence
Defender
A unit with defender cannot attack
Entry
A unit with entry has an effect that triggers when it enters the
battlefield
Haste
A unit with haste can move one additional tile during the
movement phase
Indestructible
A unit with indestructible cannot be destroyed
If a unit with indestructible has its max health reduced below 1
it is removed from the battlefield and moved to its
owner's discard
Lethal
If a unit with lethal deals damage to another unit, that unit is
destroyed
Memento
A unit with entry has an effect that triggers when it is moved
from the battlefield to discard
Quick Strike
During combat resolution, a unit with quick strike deals combat
damage before its opponent
If both units have quick strike their combat is treated
as if neither has quick strike
Revealed
If a unit with revealed is on the battlefield, all players gain
vision of the tile it is occupying
Siphon
If a unit with with siphon deals damage to another entity, the
siphon unit's controller's base is repaired by that
amount
Sloth
A unit with haste can move one fewer tile during the movement
phase
Spellbound
A unit with spellbound has an effect that triggers when its
controller casts a spell
Splash
If a unit with splash declares attack, it deals damage equal to
its splash value to entities on tiles adjacent to its
attack target during combat resolution
Taunt
If a unit with taunt is adjacent to an opposing unit, that
opposing unit can only declare attacks on tiles occupied by a
unit with taunt
Unimpeeded
A unit with haste can move through wall tiles during the
movement phase
Unity
A unit with unity gains a mentioned effect as long as it is
adjacent to another unit with the same controller
Untargetable
A unit with untargetable cannot be the target of a card or
ability
Worker
If a unit with worker is on a mineral tile, it harvests minerals
in a mentioned ammount at the start of its controllers
harvest phase
Each effect lists a duration indicating when it should be removed
Fleeting
A fleeting effect is removed at the end of the turn
Lasting
A lasting effect is removed when the effected moves to a
different zone
Eternal
An Eternal effect is removed only when an action dictates its
removal
A game ends when a player wins the game
A player wins a game when all of their opponents have lost the game
A player loses the game when they forefit or when their base has less than 1
health
Exhausted
A unit becomes exhausted when it declares an attack
A unit which is exhausted cannot declare an attack
Trade blows
If units trade blows they deal damage to eachother equal to their power
X/Y
X/Y is a notation used as a shorthand to indicate power and health
values.
X indicates power or a power modifier
Y indicates health or a health modifier
Token
A token is a unit on the battlefield which has no card associated with
it on the battlefield
When a token is to leave the battlefield they instead are removed from
the game
Zone
Zones are the different places a card can exist
The following is a list of all valid zones: Deck, Hand, Stack, Discard,
Lost, Battlefield