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.
- 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 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

Four Orc cards to know
-

Uncommon creature
Every other Orc hits one harder while it stands.
-

Uncommon creature
Swift: four damage the turn it lands.
-

Rare spell
Sweeps small enemy creatures off the board.
-

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 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

Four Elf cards to know
-

Uncommon creature
Arrives with four health for your hero or a creature.
-

Uncommon creature
Two fresh cards the moment it lands.
-

Rare spell
Damage and healing in one spell.
-

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 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

Four Kingdom cards to know
-

Uncommon spell
Two Squires step into the line.
-

Rare spell
The whole army stands taller.
-

Uncommon creature
Gives every other Guard a sharper edge.
-

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 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

Four Dwarf cards to know
-

Uncommon creature
Sharpens another creature every turn.
-

Common creature
Fires every turn, all on its own.
-

Uncommon creature
Runes for the whole army.
-

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 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

Four Dragon cards to know
-

Uncommon creature
Two cards when the brood is together.
-

Uncommon spell
Six to a creature, two to the hero.
-

Rare creature
A wall of scales until the big ones land.
-

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'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
-

Uncommon creature
A hot meal: four health for your hero.
-

Uncommon creature
Arrives with a two-damage bolt.
-

Epic creature
Damage and a fresh card, in any deck.
-

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
| Rarity | Each faction | Neutral | How 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.






