The factions

Five factions. One table.

Orcs, Elves, Kingdom, Dwarves and Dragons. Each has a homeland beyond the capital's gates, a champion waiting at the end of it and twenty cards in the Core Set. Build a deck from one faction or two, add Neutral cards, and take your seat.

Play free Meet the factions
  • Five regions, opened one by one
  • A champion and a Legendary each
  • Up to two factions a deck, plus Neutral

Region 1 of 5 · The Badlands

Orcs

Hit first, hit hard.

Cheap creatures, Swift attackers and direct damage, and a horde that grows stronger together: war drummers and the Warchief himself lift every other Orc on the board. Win before the enemy is ready.

Role
Attack
Its people
Orcs, goblins, trolls and ogres
Weak spot
Little healing or card draw: in a long game, the horde runs out of steam.
The Badlands in the game: the road in from the capital, the war camp's palisade with red banners, Goblin Scout Snik and Shaman Urza at their card tables, and the edge of the Warchief's tent.
The Badlands, through the capital's south gateIn gameThe way in, from above

The champion

Warchief Grokka

Grokka holds court in the Warchief's tent, inside the war camp's palisade. Beat the camp's three card players and he takes your challenge with the whole horde: wolf riders, war drummers and Rally the Horde.

Health
30 your hero starts with 25
First win
The champion's own Legendary card

Beat these three first

  • Goblin Scout Snik
  • Shaman Urza
  • Ogre Brute Mog
Warchief Grokka, the Orcs' Legendary champion: 7 mana, 6 attack, 6 health. Swift. Entry: give all other friendly Orcs +1/+1.

Four Orc cards to know

  • War Drummer, an Uncommon Orc creature: 3 mana, 2 attack, 3 health. Your other Orcs have +1 attack.

    Uncommon creature

    Every other Orc hits one harder while it stands.

  • Wolf Rider, an Uncommon Orc creature: 4 mana, 4 attack, 3 health. Swift.

    Uncommon creature

    Swift: four damage the turn it lands.

  • Raid, a Rare Orc spell: 4 mana. Deal 2 damage to all enemy creatures.

    Rare spell

    Sweeps small enemy creatures off the board.

  • Rally the Horde, a Rare Orc spell: 5 mana. Summon two 2/2 Orc Grunts.

    Rare spell

    Two more Grunts for the horde.

Region 2 of 5 · The Silverwood

Elves

Outlast them.

Healing, spells and card draw. The Elves mend their hero and their creatures turn after turn and keep their hand full, so the long game is theirs.

Role
Healing
Its people
Rangers, druids, priestesses, treants and unicorns
Weak spot
Fragile creatures with little health.
The Silverwood in the game: a blue river with a wooden bridge, pale-barked trees, Forest Sprite Pip at a card table, and Grove Ranger Faelin's camp in the Rangers' Clearing.
The Silverwood, through the capital's west gateIn gameThe way in, from above

The champion

Archdruid Sylvaris

Sylvaris keeps the Moonwell, inside a ring of old stones. The deck brings treants, unicorns and the Tree of Life, and needs the least health of the five champions: what the Elves lose, they heal.

Health
28 your hero starts with 25
First win
The champion's own Legendary card

Beat these three first

  • Forest Sprite Pip
  • Grove Ranger Faelin
  • Moonlight Priestess Lunara
Archdruid Sylvaris, the Elves' Legendary champion: 7 mana, 6 attack, 7 health. At the end of your turn, restore 3 health to all friendly characters.

Four Elf cards to know

  • Moonlight Priestess, an Uncommon Elf creature: 3 mana, 3 attack, 3 health. Entry: restore 4 health to your hero or a friendly creature.

    Uncommon creature

    Arrives with four health for your hero or a creature.

  • Elven Sage, an Uncommon Elf creature: 5 mana, 3 attack, 5 health. Entry: draw 2 cards.

    Uncommon creature

    Two fresh cards the moment it lands.

  • Starfall, a Rare Elf spell: 5 mana. Deal 4 damage to an enemy. Restore 4 health to your hero.

    Rare spell

    Damage and healing in one spell.

  • Ancient Treant, a Rare Elf creature: 6 mana, 5 attack, 6 health. Guard. Entry: restore 5 health to your hero.

    Rare creature

    A wall of bark that heals your hero.

Region 3 of 5 · The Crownlands

Kingdom

Hold the line.

Guard creatures with high health that the enemy must attack first, and cards that make the whole army sturdier. The Kingdom holds the board and wins the long game.

Role
Tank
Its people
Knights, archers, clerics and royal guards
Weak spot
Slow and low on damage: finishing the enemy hero takes time.
The Crownlands in the game: the Royal Keep's stone courtyard with Queen Elara the Unbroken and Paladin Aldric at their card tables, and the road in from the capital at its gate.
The Crownlands, through the capital's north gateIn gameThe way in, from above

The champion

Queen Elara the Unbroken

The Queen sits on her throne inside the Royal Keep. Her deck is all guards and musters, and her own card turns your board into a wall: every other friendly creature gets +2 health and Guard.

Health
34 your hero starts with 25
First win
The champion's own Legendary card

Beat these three first

  • Squire Tobin
  • Crossbowman Wren
  • Paladin Aldric
Queen Elara the Unbroken, the Kingdom's Legendary champion: 7 mana, 4 attack, 8 health. Guard. Entry: give all other friendly creatures +2 health and Guard.

Four Kingdom cards to know

  • Rally to Arms, an Uncommon Kingdom spell: 3 mana. Summon two 1/2 Squires with Guard.

    Uncommon spell

    Two Squires step into the line.

  • Hold the Line, a Rare Kingdom spell: 4 mana. Give all friendly creatures +1/+2.

    Rare spell

    The whole army stands taller.

  • Guard Captain, an Uncommon Kingdom creature: 5 mana, 3 attack, 7 health. Guard. Your other Guard creatures have +1 attack.

    Uncommon creature

    Gives every other Guard a sharper edge.

  • Ballista Crew, a Rare Kingdom creature: 5 mana, 3 attack, 5 health. Entry: deal 3 damage to an enemy creature.

    Rare creature

    Rolls in and hits a threat for three.

Region 4 of 5 · The Ironpeaks

Dwarves

Build, then break.

Permanent upgrades forged onto creatures, and machines that keep working every turn. The longer the game, the stronger the forge, and a Dwarf army once set up is hard to bring down.

Role
Craft and machines
Its people
Smiths, miners, engineers, golems and war machines
Weak spot
A slow start: weak in the first few turns.
The Ironpeaks in the game: paved dwarven halls cut into grey rock, boulders along the road in from the capital, and Ore Miner Durgan and Rifleman Hilde at their card tables.
The Ironpeaks, through the capital's east gateIn gameThe way in, from above

The champion

Thane Borin Ironbeard

Borin waits in his hall in the rock, the Great Forge glowing behind him. His deck is the whole forge: golems, engines, runes and masterwork, and his own card gives every other friendly Dwarf +2/+2.

Health
38 your hero starts with 25
First win
The champion's own Legendary card

Beat these three first

  • Ore Miner Durgan
  • Rifleman Hilde
  • Runesmith Orla
Thane Borin Ironbeard, the Dwarves' Legendary champion: 7 mana, 6 attack, 7 health. Entry: give all other friendly Dwarves +2/+2.

Four Dwarf cards to know

  • Ironforge Blacksmith, an Uncommon Dwarf creature: 2 mana, 1 attack, 3 health. At the end of your turn, give another random friendly creature +1 attack.

    Uncommon creature

    Sharpens another creature every turn.

  • Cannon Turret, a Common Dwarf creature: 4 mana, 0 attack, 5 health. At the end of your turn, deal 2 damage to a random enemy.

    Common creature

    Fires every turn, all on its own.

  • Runesmith, an Uncommon Dwarf creature: 5 mana, 3 attack, 4 health. Entry: give all other friendly creatures +1/+1.

    Uncommon creature

    Runes for the whole army.

  • Master Engineer, a Rare Dwarf creature: 6 mana, 4 attack, 6 health. Your other Dwarves have +1/+1.

    Rare creature

    Every other Dwarf grows stronger.

Region 5 of 5 · The Ember Peaks

Dragons

The biggest creatures in the realm.

Survive the early turns, then play the most powerful creatures in the game and burn the whole board. Dragons only, from hatchlings and whelps to ancient wyrms.

Role
Raw power
Its people
Dragons only: hatchlings, whelps, drakes and wyrms
Weak spot
Very vulnerable in the early turns.
The Ember Peaks in the game: dark rock split by a river of lava with stone causeways, and Ember Whelp Cinder, Elder Dragon Morvax and Brood Mother Vyrna at their card tables.
The Ember Peaks, beyond the IronpeaksIn gameThe way in, from above

The champion

Ignaroth the Sun Dragon

The last of the five champions rules from the Sun Throne, on a basalt plateau past two rivers of lava. Ignaroth plays the whole flight and has the most health of all five champions.

Health
40 your hero starts with 25
First win
The champion's own Legendary card

Beat these three first

  • Ember Whelp Cinder
  • Brood Mother Vyrna
  • Elder Dragon Morvax
Ignaroth the Sun Dragon, the Dragons' Legendary champion: 9 mana, 9 attack, 9 health. Entry: deal 3 damage to all enemy creatures and the enemy hero.

Four Dragon cards to know

  • Brood Mother, an Uncommon Dragon creature: 4 mana, 3 attack, 5 health. Entry: if you control another Dragon, draw 2 cards.

    Uncommon creature

    Two cards when the brood is together.

  • Meteor, an Uncommon Dragon spell: 5 mana. Deal 6 damage to an enemy creature and 2 damage to the enemy hero.

    Uncommon spell

    Six to a creature, two to the hero.

  • Hoard Guardian, a Rare Dragon creature: 5 mana, 4 attack, 6 health. Guard.

    Rare creature

    A wall of scales until the big ones land.

  • Inferno, a Rare Dragon spell: 7 mana. Deal 4 damage to all enemy creatures.

    Rare spell

    Burns the whole enemy board.

Every deck · The tavern

Neutral

Fits any deck.

Mercenaries, wandering mages, innkeepers and wild beasts from all over the realm: simple, honest cards that fill the gaps in any deck, whatever its factions.

Role
Flexible
Its people
Mercenaries, mages, innkeepers and beasts
Weak spot
A little weaker than faction cards of the same cost.
The tavern hall in the game: rows of card tables on a wooden floor under candle chandeliers.
The tavern, in the capitalIn gameTwelve card tables

The tavern's card players

Innkeeper Bram and Wandering Bard Lyra

Neutral has no region and no champion: its cards are won at the tavern. Bram plays his regulars and a Dwarven cellar crew, Lyra travellers' tales and an Elven song. Bram is about as easy as the Badlands' card players and Lyra a step harder, so the tavern is a new player's first stop.

Wins give
The Neutral Uncommons and Mountain Giant
Later
Wandering Archmage, once three champions are beaten

Four Neutral cards to know

  • Innkeeper, an Uncommon Neutral creature: 4 mana, 3 attack, 4 health. Entry: restore 4 health to your hero.

    Uncommon creature

    A hot meal: four health for your hero.

  • Battle Mage, an Uncommon Neutral creature: 5 mana, 4 attack, 4 health. Entry: deal 2 damage to an enemy.

    Uncommon creature

    Arrives with a two-damage bolt.

  • Wandering Archmage, an Epic Neutral creature: 6 mana, 4 attack, 6 health. Entry: deal 3 damage to an enemy and draw a card.

    Epic creature

    Damage and a fresh card, in any deck.

  • Mountain Giant, a Rare Neutral creature: 7 mana, 7 attack, 8 health.

    Rare creature

    Seven attack, eight health, no tricks.

The Core Set

110 cards. All of them free.

Twenty cards for each faction and ten Neutral ones. A new player owns a real collection on day one and wins the rest at the tables, one match at a time.

  • 20Orcs
  • 20Elves
  • 20Kingdom
  • 20Dwarves
  • 20Dragons
  • 10Neutral

The Core Set110

How each card of the Core Set is won
RarityEach factionNeutralHow you get them
Common 10 5 Two of each, yours from your first day.
Uncommon 5 3 Your banner's are yours from day one. The rest are won from each region's card players, and Neutral's at the tavern.
Rare 3 1 Won from a region's card players and its champion. Neutral's Mountain Giant is won at the tavern.
Epic 1 1 Won in its region once the champion is beaten. Neutral's Wandering Archmage, at the tavern once three champions are beaten.
Legendary 1 None The champion's own card, the first time you beat them.
  • Raise a banner

    Right after you name your character, pick one faction as your banner: two of each of its Uncommons join your collection.

  • Five decks, ready

    Your banner's starter deck, and a basic deck for every other faction, all ready to play and to change.

  • A card a day, each

    Every card player gives one card a day for a win, and your first card of the day comes with a second.

Pick a banner. Take a seat.

Bitsigil is free and plays in your browser on a computer. Choose your banner when you start; the other four factions are waiting beyond the gates.

Play free How the game plays

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