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📘 **FOUNDRY FANTASY — QUICK RULEBOOK**
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## 🎮 OBJECTIVE
Reduce your opponent’s **Hero** (20 HP) to **0 HP** using creatures, spells, artifacts, and abilities.
If your Hero reaches 0 HP, you lose the game.
**Out of Cards Rule:**
* If you are required to draw a card and **cannot because your deck is empty**, you **lose the game immediately**.
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## 🧙 HEROES / LEADERS
* Each player chooses **1 Hero** for their deck.
* Heroes begin with **20 HP**.
* Each Hero has **one ability**, usable **once per turn** unless stated otherwise.
* A Hero **cannot attack** unless a card specifically allows it.
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## 📦 DECK BUILDING
A standard Foundry Fantasy deck contains:
* **1 Hero**
* **30 cards**
* All cards must match your Hero’s **Faction**
**Recommended deck mix:**
* 15–18 Creatures
* 8–10 Spells
* 2–4 Artifacts
**Deck Construction Limit:**
* You may include **no more than 3 copies of the same card** in your deck.
* Token creatures are **not cards** and are not included in deck limits.
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## 🎲 START OF GAME
* Each player draws **5 cards**.
* Roll a die — the winner chooses to go **first or second**.
* The player who goes second draws **+1 extra card** (starts with 6 cards).
* Both players begin with **0 mana**.
### 🔄 Mulligan Rule
* After drawing your opening hand, you may **shuffle your hand back into your deck and draw a new hand**.
* The player going **first redraws 5 cards**.
* The player going **second redraws 6 cards**.
* You may mulligan **once per game**.
* After taking a mulligan, keep your new hand.
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## 🔄 TURN STRUCTURE
Players alternate taking full turns.
### 1️⃣ START OF TURN
* Draw **1 card**.
### 2️⃣ RESOURCE PHASE
* Your **maximum mana** increases by **+1**.
* Refill your mana to full.
**Example:**
* Turn 1 = 1 mana
* Turn 2 = 2 mana
* Turn 3 = 3 mana
* (Recommended maximum: **10 mana**)
### 3️⃣ MAIN PHASE
During the Main Phase, you may:
* Play Creatures
* Cast Spells
* Play or activate Artifacts
* Use your Hero ability (once per turn)
* Activate abilities on your cards
You may play cards in **any order**.
**Summoning Sickness:**
* Creatures played this turn **cannot attack** unless they specifically say otherwise.
### 4️⃣ BATTLE PHASE
* Any creature that **started the turn under your control** may attack **once**.
* When a creature attacks, choose **one target**:
* The enemy Hero, OR
* An enemy Creature
#### ⚔️ Combat Rules
* If a creature attacks another creature → **both deal damage simultaneously**.
* If a creature attacks the enemy Hero → **only the Hero takes damage**.
* After attacking, a creature cannot attack again until your next turn.
### 5️⃣ END PHASE
* Resolve any **end of turn** effects.
* Your turn ends.
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## 🧠 KEYWORDS & RULES
### 📜 Card Text Priority
* If a card’s text contradicts the rulebook, **the card text takes priority**.
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### ⏱ Simultaneous Effects
* If multiple effects resolve at the same time, the **active player chooses the order** they resolve.
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### 💀 Destroyed
* A creature is **destroyed** when its HP is reduced to **0 or less**, or when an effect explicitly destroys it.
* When a creature is destroyed, it is sent to the discard pile along with any attached Artifacts.
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### ❄️ Frozen
A Frozen creature **cannot attack or use activated abilities** on its next turn.
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### 🤢 Summoning Sickness
Creatures played this turn **cannot attack** unless a card specifically states otherwise (e.g., *“No Summoning Sickness”*).
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### ✨ Spells
* One-time effects that **resolve at the start of the caster’s next turn**, then go to the **discard pile**.
* Spells are **not affected by Guard** unless stated otherwise.
**Targeting Rule:**
* If a spell or ability uses the word **“target”**, it must explicitly state what it can target.
* Valid target types are **creature**, **Hero**, or **any target (creature or Hero)**.
* If a card does not specify a valid target type, it must be clarified before play.
* Spells are **not affected by Guard** unless stated otherwise.
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### 🛠 Artifacts
* Persistent cards that stay on the field and provide **ongoing effects or activated abilities**.
* Artifacts **must be attached to a creature**.
* If the attached creature is destroyed, the Artifact is **discarded with it**.
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### 🛡 Guard
* Enemies **must attack** this creature if able.
* If multiple enemy creatures have Guard, the **defender chooses** which Guard creature blocks.
**Important Clarifications:**
* **Guard only affects creature attacks during the Battle Phase.**
* **Spells, Hero abilities, and activated abilities may target any valid target**, even if Guard creatures are in play, unless the card says otherwise.
* **A creature with Guard cannot gain Stealth.** If a creature somehow has both, **Guard takes priority and Stealth has no effect** until Guard is removed.
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### ❤️ Heal
* Restore the specified amount of HP to a creature or Hero.
* Healing **cannot exceed maximum HP**.
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### 🔋 Mana
* Mana is your energy resource.
* Your **maximum mana increases by +1 each turn**.
* You **refill all mana** at the start of each turn.
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### 🛡 Shield
* Negates the **next instance of damage** this creature would take.
* After negating damage, the Shield is **removed**.
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### ⚔️ Attack / Damage
* Attack is a creature’s damage stat.
* When damage is dealt, subtract that amount from the target’s HP.
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### 🩸 Life Drain
* When this creature deals damage, you **heal that much HP to your Hero**.
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### 🌱 Tokens
* Some cards create **Token creatures**.
* Tokens are creatures created by spells or abilities and **do not start in a deck**.
* Tokens have the **stats, type, and keywords** specified by the effect that creates them.
* Tokens are affected by all normal game rules (they can attack, block, be Frozen, gain Guard, etc.).
* Tokens have **Summoning Sickness** unless the effect says otherwise.
* When a token is destroyed, it is **discarded** and does not return to play.
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## ✅ DESIGN NOTE (Rules Clarity)
* **Guard controls combat, not spells.**
* Spells provide counterplay and interaction outside the Battle Phase.
* Any exception will be **explicitly written on the card text**.
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*End of Quick Rulebook*