The Rules of War

Rule 1: Traditional war rules with a fantastical twist. Cards are shuffled and equally distributed. Each player has their own deck face-down in front of them (their Play Deck). During every turn, each player draws one card for battle. The highest-Level card wins. Winner of the battle places both cards from the battle in their own Army Pile. (See Rule 6 & 8 for caveats related to Legends in a battle)

Rule 2: If the cards drawn for battle are the same Level, a classic War takes place. Both players place 3 additional cards facedown. The 4th card drawn from each player enter another battle. If the cards drawn are the same Level again, repeat the step from above – Double War! The winner takes all cards on the battlefield. (See Rule 6 & 8 for caveats related to Legends in a War)

Rule 3: If a Legend card is drawn for battle, you have the choice to use its special ability that turn or not. There is benefit and strategy to not using an ability (see Rule 4). If two Legend cards are drawn to battle each other, the lowest Level Legend card always gets the chance to use its special ability first. If any of your cards are ever damaged in any way by an ability, but not killed – they must immediately be sent to your army pile. Damage from a battle or a special ability does not carry over beyond the turn it is dealt (For example: if a Level 12 warrior received 5 damage from a special ability during a turn and survived, it would retain its Level 12 strength during the next turn it is played).

Rule 4: All Legend special abilities can be used at zero cost during their first use. However, if you desire to use a special ability that has already been played on a previous turn, you must flip the Destiny Coin. If the coin lands Fire side up, you can use the ability again that turn and your Legend lives on. If the coin lands Skull side up, the Legend dies and immediately goes to the Legend Graveyard. You have the choice to make this gamble.

Rule 5: Only one Legend special ability can be played in a given turn (i.e. if your opponent played a special ability from their Level 5 Legend who is battling your Level 13 Legend, you cannot play your Level 13’s ability that turn and it must wait for its next chance).

Rule 6: If a Legend is killed in any fashion (during a battle, War, or from any special ability), it goes directly to the Legend Graveyard - your opponent does not obtain possession of the card. However, Legend special abilities that specifically steal cards from an opponent, can transfer Legend cards from one player to another (i.e. Hivemind’s special ability).

Rule 7: When a Kingslayer card (Level 1) is drawn against a Level 13, the Level 13 card is defeated immediately. No Legend abilities can be played in any fashion (by the cards drawn or by any active support Legend, i.e. Widowmaker).

Rule 8: If any Legends are drawn within any part of a classic War, their abilities cannot be used. Their special ability is stifled.

Rule 9: If a card is buffed or nerfed by another card’s special ability (i.e. Harethorn or Flameback), the max Level that card can attain is Level 13, and the minimum Level is 1. Only active cards for battle count as a part of a "buffing" or "nerfing" Legend's special ability - cards laid facedown as part of a war are not "buffed" or "nerfed" and do not count against an ability's total usage count.

Rule 10: Once you are out of cards in your Play Deck, you must shuffle your Army Pile and they are once again added to your Play Deck. Play until one player has all of the cards. If you ever do not have enough cards to complete a War, you lose.

Rule 11: Only a single copy of a Legend can be played in a game. Remove all Legend card duplicates from the deck prior to war.