Of Creatures and Realms
Official Rulebook – Version 1.0
Overview
Of Creatures and Realms is a tactical and narrative card game for 2 players. Each player takes the role of a Realm's summoner, commanding mystical creatures, powerful objects, and ancient affinities. The goal? Crumble your opponent's Realm before they crumble yours.
Game Components
Realm Deck
Contains Realm cards - your mystical kingdoms and domains of power.
Servants Deck
Contains Realm Servant cards - your loyal advisors and mana sources.
General Deck
Contains Creature and Object cards - your arsenal of warriors and artifacts.
Game Setup
Draw Realm & Servant
- • Shuffle your Realm deck and draw 3 cards. Choose 1 to play with.
- • Shuffle your Servants deck and draw 3 cards. Choose 1 to accompany your Realm.
Draw Starting Hand
Shuffle your General Deck and draw 4 cards (Creatures and Objects).
Set Realm Life Points
- • Each Realm card has a base HP (top-left corner).
- • Roll 1d6 and add the result to the base HP. This is your Realm's total life.
Who Starts?
- • The player whose Realm has the lowest total HP begins.
- • If both Realms have the same HP, roll a die. The highest result goes first.
Turn Structure
Each turn consists of two phases
1. Preparation Phase
Gain Mana
Add mana to your pool based on your Servants card and active modifiers. Default on Turn 1: 3 mana.
Draw a Card
Unless you already hold 6 cards. If you have 6, you may discard one to draw.
Optional Extra Draw
Pay 4 mana to draw an extra card (only if you've already drawn and need a creature).
2. Combat Phase
Summon a Creature
Pay its mana cost. Only one creature can be active on the field.
Swap Active Creature
You may replace your active creature. You cannot attack that turn. Any equipped Object is discarded.
Attach/Swap Object
Attach or swap an Object to your active creature. Previous object is discarded if swapped.
Attack
Attack opponent's creature or Realm directly if they have no active creature.
Card Types
Realm Card
Your kingdom. If its HP reaches 0, you lose the game.
Servants of the Realm
Grants mana each turn and may trigger special effects.
Creature Cards
Your frontline attackers. When defeated, they deal damage to your Realm (value printed on the card).
Object Cards
Can be creature-bound (equipped) or global (affect the board independently). May be permanent, temporary, or passive. Can only be played during your turn.
Elemental Affinities
Four elemental forces, each with strengths and weaknesses
Affinity | Icon | Strong Against | Weak Against |
---|---|---|---|
Arcane | ![]() | ![]() | ![]() |
Bestial | ![]() | ![]() | ![]() |
Verdant | ![]() | ![]() | ![]() |
Umbral | ![]() | ![]() | ![]() |
Affinity Bonus: When attacking a creature weak to your affinity, the defending player rolls the die specified on their card. The result is added to the total damage received.
Mana System
Sources
- • Servants card
- • Modifiers & Objects
- • Realm card abilities
Properties
- • No limit per turn
- • Accumulates over time
- • Persistent between turns
Uses
- • Summoning creatures
- • Playing objects
- • Extra card draw (4 mana)
Combat & Damage
- • Creatures attack once per turn unless modified
- • Damage is applied to enemy creatures first
- • When defeated, creature's "Realm Damage" value is dealt to enemy Realm
- • With no defending creature, attack the Realm directly
Dice Mechanics
- • Uses standard RPG dice: d4 through d20
- • Cards specify which die to roll
- • Triggered by affinity bonuses and object abilities
- • Results modify damage or activate effects
Victory Conditions
A player wins when either:
Realm Destruction
The enemy Realm's HP reaches 0
Resource Exhaustion
Opponent runs out of cards and cannot draw or play a creature