THE KILLING GROUNDLegion Forged
Four Realms. One Crown.
THE KILLING GROUNDBattle Over
Legion Forged
Command your army. Break the keep. Take the crown.
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.
Field Doctrine
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. On a tie, the castle whose element trumps the other goes first; if neither trumps, a coin toss decides.
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 · · · โโโโ battle line โโโโ 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 9, J, Q, K, or A — that castle’s ability is lost. |
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.