Rules

The basic set of rules needed to play the game

Rules
Features art from Kiam Diaz Holm
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How to Win (or Lose)

  • The Monarch rule: If you start your turn with 8 or more Victory Points, you win. You earn VP when:
    1. You finish Objectives.
    2. An Asset generates a VP when their rules say.
    3. At the start of your turn you earn 1 VP for each Location if you are the only player on it.
  • King Slayer rule: If you have no cards on the table when your turn ends, you’re out. The last player who still has any cards on the table (Assets in play) wins.

Deck Construction

In Strife each player has a Main deck, and a side-deck of Objective cards. How you build these decks and what cards you include is up to you, but they must follow these rules:

  • Main Deck:
    • 30 - 50 cards
    • A limit of 3 copies of any given card
    • Includes at least 1 Landmark Location
  • Objective Deck:
    • 5+ Objective Cards

Getting Ready

  1. Pick one Landmark Location from your deck and put it on the playing field.
  2. Choose 3 cards from your deck – these are the first cards in your hand.
  3. Shuffle your Main deck and draw 3 more cards
  4. Pick one Objective card to start with, then shuffle the rest of the Objective deck.

What Happens on Your Turn

  1. Start of Turn
    1. Turn any exhausted cards upright (they’re no longer exhausted).
    2. Do any “Start” actions written on your cards.
  2. Draw
    1. If you have fewer than 3 cards, draw until you have 3.
    2. If you have more than 7 cards, discard cards until you have 7.
    3. Refer to the Glossary ("Draw") if you run out of cards.
  3. Fight – see the Fighting rules.
  4. Deploy – see the Deploying rules.
  5. End of Turn
    1. Do any “End” actions on your cards.
    2. Reset the defense numbers on all cards for all players.
    3. Resources do not carry over between turns (unless a card says they do)

Fighting (You can skip this and draw a card instead.)

General rules

  • You can fight more than once in one turn.
  • Machines can't attack or defend, they can fight Characters if attacked directly

Steps for a Fight

  1. Attack
    1. Say which characters or machines are attacking
    2. The other players pick which characters will try to defend.
  2. Choose Targets
    1. All players pick who their fighters will hit.
      1. The defenders pick first.
    2. Lots of characters can hit the same enemy.
    3. Defenders with high Agility can force attackers to fight with them instead of the target that attacker wants.
  3. Deal Damage
    1. Start with the highest‑Agility characters and work down.
    2. Characters with the same Agility act at the same time.
    3. If a card takes damage equal to or more than its defense number, it’s destroyed (goes to the Boneyard).

Deploying (You can skip this and draw a card instead.)

General rules

  • You can do any of these actions in any order, as many times as you like
  • Machines cannot have equipment cards played on them

Things you do during Deployment

  • Play a card from your hand
    • Pay the resource costs by Burning or Harvesting
    • You play Assets directly to a Location, or to your Reserve zone
      • You may deploy to any Location, even if another player is on it, this means you are contesting the ownership of the Location.
      • Assets in the Reserve zone do not attack, and their rules text does not apply until they are deployed to a location
  • Move a character or machine to a new Location, or to your Reserve zone
    • Pay the Move cost shown in the card rules (if none is shown, the cost is [1]).
    • When you move a card to a Location owned by a teammate, they become the new owner.
  • Replace your Objective card: pay [4] Material, discard the old Objective, then draw and show a new one.

Actions and Effects

  • Actions are things you do like playing a card, moving a card, using abilities on cards, etc.
    • You cannot use abilities on cards that are Exhausted.
  • Effects are what happens because of an action, like gaining a resource or destroying a card.

Every action creates an effect, but some effects happen automatically like “Start” or “End” effects, and some effects may be persistent.

When it’s your turn, after each step you get a chance to add one effect to the Chain (a list of things to resolve). Players go clockwise, each adding at most one effect per pass. The chain stops when nobody adds anything new.


Spells and Abilities

  • Spells and abilities can be played any time a player can Act — including during other players’ turns, during the Fight step, or in response to effects in a Chain.
  • Playing a Spell is an Action. The Spell’s effect is added to the Chain, then the Spell card is discarded to the Boneyard.
  • Targeting: By default, a Spell may target any card that is currently in play and not in the Reserve Zone. If a Spell’s rules text specifies its own targeting restrictions, follow those instead.

Spell Speed and Resolution

  • Spells in the Chain are added in the order they are played, but they resolve in order of Speed — higher Speed resolves first.
  • A Spell may only be added to the Chain if its Speed is equal to or higher than the Speed of the last Spell added. Once no player can or wishes to add another Spell, the Chain resolves.
  • ⚠️ Speed is still being defined. It will either be a printed property on the Spell card, or determined at cast time by the expenditure of additional Mana.
  • Spells with the same Speed resolve in the order they were added to the Chain.

Augments

  • Augments are a sub-type of Spell that attach to Locations and remain in play (they do not go to the Boneyard immediately on cast).
  • When an Augment’s attached Location leaves play, the Augment is also sent to the Boneyard.

Glossary

Term Description
Act Taking action on a turn other than your own. This is done during a clockwise pass when you may add effects to an event Chain.
Agility Found in the lower right corner of a Character card, represented with a "Kicking" image. This is the order in which a character will fight and exchange damage with their enemy.
Asset An Asset is a Character, Machine, or Location.
Attach Place this Card under an Asset. Usually accompanied by an effect that applies to the Asset it is attached to.
Attack Start a fight on the Fight step of your turn. See Fight Overview.
Augment A sub-type of Spells that attach to Locations and persist in play. Unlike regular Spells, Augments are not discarded to the Boneyard on cast — they remain attached to their Location. When an Augment’s Location leaves play, the Augment is sent to the Boneyard.
Boneyard A discard pile. Cards that have been consumed, destroyed, or die are placed here.
Burn Name the resource type and discard a card from your hand to the Burn Pile. Gain 1 resource of that type.
Burn Pile A discard pile where cards Burned for Resources are placed.
Cast {Y} When Harvested; the next Spell you play on this turn, costs {Y} Mana less.
Chain A queue of effects waiting to be resolved. Players may add effects to the Chain any time they can Act. Effects are added in the order they are played, but resolve in order of Speed — higher Speed resolves first. A new Spell may only be added to the Chain if its Speed is equal to or higher than the last Spell added. Effects with the same Speed resolve in the order they were added. The Chain resolves when no player adds a new effect during a full clockwise Pass.
Character A card represented by the helmet icon in its card type.
Copy When a card's rule text states one card becomes a “copy" of another card, it means that the target card adopts all of the printed characteristics of the source card. The target card remains a copy of the source card for as long as it is in play.
Crit {Y} During Combat; roll 1D6. If the roll is less than or equal to {Y}, the damage this card applies is Lethal.
Deck Refers to a players "Main Deck", rather than their "Objective Deck".
Defense The asset has a buff while defending.
Demise When this asset is sent to the Boneyard, trigger the related ability.
Deploy See also: Play.
Destroy Move from the play area to the Boneyard.
Discard To place a card from your Hand to the Boneyard.
Draw Take a card from your deck. If you are unable to draw from the deck because it has been depleted:
- Shuffle the Burn pile into a new deck
- Remove the top 10 cards from the game
- This is your renewed deck
End An effect triggered at the End of its Owner’s turn.
Equipment A card represented by the sword/shovel icon in its card type. Equipment cards are attached to Characters and add their rules text to the Character.
Exhaust Turn the card sideways to indicate it is Exhausted.
Exhausted This asset cannot attack, defend, or activate abilities.
Hand The Cards held by a Player.
Harvest Exhaust a Character you Own; add 1 Mana to its Owner’s mana pool.
Landmark A sub-type of Location.
Lethal Any Character that receives damage from a Lethal asset is destroyed at the end of the turn it was damaged in.
Limit {Y} You may only have {Y} copies of this card in play at any time.
Location Location cards have a "Castle" icon for the card type, and will often have a subtype such as Landmark, Structure, etc.

A player has ownership of a Location if they start their turn as the only player with Assets on the Location. This also awards 1 Victory Point.

Rules text of the Location is available to the owning player of an uncontested Location, otherwise the Location's rules do not apply.

Landmarks identify Locations that a player can start the game with. All other Location types must be played after the start of the game, and replace the Location in their zone.
Location Zone There is 1 Location Zone for each player in the game. Each player begins the game with a Landmark location card in play. Locations can be replaced during a players Deployment step.
Mana Represented by a Diamond with a number, or as a number in brackets followed by a lowercase M, such as [1/m]. Mana is acquired from a Harvest action.
Material Represented by a circle with a number, or in text as a number in brackets such as [1]. Materials are acquired from a Burn action.
Move Move Characters/Machines to/from an allies field. See Deployment Rules.
Objective Card A card with an Objective printed on it. When a player completes the objective printed they rewarded the Victory Points printed. Some objectives may also have an effect as part of the completion, just follow the rules on the card.
Objective Deck A side-deck of Objective Cards.
Offense The asset has a buff when attacking.
Once This ability may be used once during the active player's turn.
Own (Also Owner/Ownership) The Player who has control of an Asset, Card, Token, Counter, Resource, or other widget in play.
Pass A round robin taking of actions, starting and ending with the player whose turn it is. When a Pass ends with no player adding actions to a Chain, the Chain will resolve.
Play Means to play a card from your Hand. Pay all costs on the card and obey the rules text.
Recycle Keyword found on Machines. Destroy this Machine; all of its Resource Costs are added to its Owner’s Resource Pool(s).
Reserve Zone An area that a player may deploy assets to during deployment. Assets in the Reserve zone cannot not attack, or use abilities. They can be moved to a Location during Deployment, but not on the same turn they came in to play.
Reset Turn your Exhausted Assets upright, they are reset and no longer Exhausted.
Resources Material and/or Mana used to pay the cost cards and effects.
Rules Text Text on a card which has special rules for play. Follow the directions as closely as possible.
Sacrifice {Y} Destroy {Y} friendly Characters.
Select/Selected [noun] Specify subject of an effect.
Spell A card represented by a pentagram icon in its card type. Spells can be played any time a player can Act. Playing a Spell adds its effect to the Chain; the card is then discarded to the Boneyard. Spells in the Chain resolve in order of Speed (highest first). By default, Spells may target any card in play that is not in the Reserve Zone, unless the card’s rules text specifies otherwise.
Speed A property of Spells and abilities that determines their resolution order within a Chain. Higher Speed resolves before lower Speed. Spells with equal Speed resolve in the order they were added. ⚠️ Speed is still being defined — it will either be a printed value on the card or set at cast time by spending additional Mana.
Start An effect triggered at the Start of its Owner’s turn.
Subject An asset that has been selected for an ability's effect.
Tap Exhaust this card to activate the related effect.
Victory Points The player with the most Victory Points at the end of a game wins. Earn a Victory Point for:
- Completing an Objective card.
- For each Location you have ownership of at the start of your turn.
Wearer The card an Equipment card is attached to.