The rules
How to play
A match is one against one: your patron against theirs, each with 30 health. Bring the other to 0 and you win.
Decks and patrons
A deck is 30 cards, with at most two copies of any card, and is led by a patron: your hero, with one lasting edge that bends the economy its way. There are 6 patrons and 143 cards. You start with a ready-made deck for each patron, and can build your own in the deck builder.
- The Quartermaster, leading Free Company: Upkeep costs 1 less per sellsword.
- The Fence, leading Light Fingers: Steal and Plunder take 1 more coin.
- The Butcher, leading Blood Rites: Blood prices cost 1 less health (minimum 1).
- The Reeve, leading The King's Levy: Your Taxes and Tolls are 1 higher.
- The Usurer, leading The Ledger: At the start of your turn, before income, gain 1 coin if you have 4 or more saved.
- The Hoarder, leading Wyrm's Hoard: Your Hoard effects count 2 more coin than you hold.
The start
Both players draw 4 cards. The player who goes second also gets the Coin, a free spell that gains 2 coin. Each of you may then swap any of your 4 cards for new ones, once.
Your turn
- Income. Your income rises by 1, to a cap of 5, and is paid into your purse.
- Upkeep. You pay your sellswords. One you can't pay leaves the board.
- Draw a card. With your deck empty you take damage instead, 1 more each time.
- Play and attack. Play the cards you can afford, in any order, and attack with your minions.
- End your turn. Coin you didn't spend stays in your purse. A turn lasts at most 60 seconds.
Coin
Every card costs coin, paid from your purse. Income stops at 5 a turn, but the purse has no cap, so a big turn is something you save for, or pay for with cards that earn. A full purse is exposed, though: thieves take from it and taxes punish it. Both purses are open for both players to see, and so is every coin that moves.
Minions and spells
A minion stays on the board. Its first number is its Attack, the second its Health. From your next turn on it can attack once a turn, either an enemy minion or the enemy hero. When two minions fight, each deals its Attack to the other. Damage stays, and a minion with no Health left dies. You can have up to 7 minions on the board.
A spell happens at once and is gone.
A card's numbers are live: when a bonus applies, the card already shows what it will do.
Keywords
In the game, hovering a card explains its keywords beside it. These are the same explanations.
In combat
- Taunt
- Enemies must attack this minion before they can attack anything else.
- Divine Shield
- The first time it would take damage, it takes none and the shield breaks.
- Charge
- Can attack the turn it is played.
- Stealth
- Your opponent can't attack it or target it until it attacks.
- Windfury
- Can attack twice each turn.
- Spell Damage
- While it is on your board, your spells deal 1 more damage, on every hit.
- Lifesteal
- When it attacks, your hero heals by the damage it deals.
When it happens
- Battlecry
- Happens when you play it from your hand.
- Deathrattle
- Happens when it dies.
- End of Turn
- Happens at the end of your turn.
- Whenever this attacks
- Happens each time it attacks, before combat damage.
- Silence
- Removes a minion's card text: its keywords, triggers, Upkeep, Plunder, Hoard, Bloodied and tolls. Buffs stay.
The coin economy
- Blood price
- Paid with your hero's health instead of coin, one health for each coin of its cost. It can never take your hero to 0.
- Upkeep
- At the start of each of your turns, pay this sellsword its upkeep in coin. If you can't pay it all, it leaves the board. Leaving isn't dying.
- Plunder
- Whenever it deals combat damage to the enemy hero, you gain its Plunder in coin.
- Steal
- Take coin from your opponent's purse: the amount shown, or all they have if they hold less.
- Hoard
- Grows with the coin in your purse. On a minion it adds Attack; on a spell or Battlecry it adds to the effect.
- Bloodied
- Active while your hero has 15 health or less.
- Tax
- Your opponent's cards cost more on their next turn, Blood prices included. Taxes stack.
- Toll
- A cursed enemy minion can't attack unless its owner pays the toll, every time. Tolls stack until it leaves play or is silenced.
- Tribute
- When you play it, your opponent gains that much coin.
Ready? Get the game.