Legion Forged Gaming
Two realms. One crown.
Rules of Engagement — command your army against the Crown's war mind
One match · Three rounds · You versus the Crown AI
You begin with 20 health. Your castle absorbs incoming damage first. Break the enemy castle, then reduce its commander to 0 health.
Draw seven cards. Place three in Melee, three in Ranged, and one as your Castle. Every castle rank grants a different power.
Fire defeats Earth. Earth defeats Wind. Wind defeats Water. Water defeats Fire. A favorable element can turn a weak card into a decisive clash.
On your turn, select a glowing face-down unit. It attacks the enemy card directly across its lane. Any excess power strikes the castle.
A match lasts up to three rounds. Destroy the rival commander immediately, or finish the third round with more health.
Kill The King — a quick guide for new commanders
Reduce the enemy to 0 HP, or have more HP after 3 rounds. Each player starts with 20 HP. Your Castle soaks damage before your body does.
Castles flip face-up. The player with the higher castle rank (A high, then K, Q…) attacks first. Ties are random.
On your turn, click one of your unplayed (face-down) units. It flips and attacks the enemy unit in the same row & column. Turns alternate until both armies have no unplayed units left.
That round ends. Start the next round (up to 3 total) — draw 7 new cards from your remaining deck and rebuild. After round 3 (or if someone hits 0 HP), the higher HP wins the match.
Enemy Castle Enemy Ranged · · · Enemy Melee · · · ──── battle line ──── Your Melee · · · Your Ranged · · · Your Castle
| Suit | Element |
|---|---|
| Hearts ♥ | Fire |
| Diamonds ♦ | Wind |
| Spades ♠ | Water |
| Clubs ♣ | Earth |
When your element trumps theirs, your side gets a combat edge (stronger attack or defense in the clash). Same-team pairs (e.g. Fire vs Wind) do not trump each other.
Your 7th card is your Castle. It sets fortress HP and a special ability. Hover any card in-game to see its castle text.
| Card | As Castle |
|---|---|
| 2 | Column Strike — attacks also clear the vertical column. |
| 3 | Spy — reveal one enemy unit; rearrange your army. |
| 4 | Range Buff — ranged units deal double attack damage. |
| 5 | Absorb Element — ignore castle hits if your element trumps the attacker. |
| 6 | Melee Buff — melee units deal double attack damage. |
| 7 | Assassin Debuff — enemy Assassins only deal 1 damage. |
| 8 | King Hunter — if enemy castle is a King, deal 16 to it immediately. |
| 9 | Double Strike — may attack twice on your first turn (blocked by enemy 10 or King). |
| 10 | Fortify — castle defense becomes 15. |
| J Priest | Castle defense 10. |
| Q Sorceress | Castle defense 8; same-element defenders get double defense. |
| K King | Castle defense 20; +2 attack to all units of the King’s element. |
| A Assassin | Castle defense 7; destroys enemy castle if it is J, Q, K, or A. |
Other ranks: castle defense equals the card’s combat value.
You: Fire ♥ & Wind ♦
Enemy: Water ♠ & Earth ♣
Each side gets a 26-card elemental half. Fairer trump wars and clearer strategy.
Full 52 shuffled, split 26/26. Suits mixed freely.
Wilder hands, more luck, more surprises.