Warsong Glossary and Compendium
Please use this Glossary to read about key Warsong Terms. Reading this may provide valuable insights in the case of questions or ruling. Remember that cards are written in a particular way to determine the order and exact operation of a card. This is the same compendium that referees will use to determine rulings. We will make an effort to post Questions & Answers as they arise as well.
You can use "CTRL + F" or the search function to find specific words or phrases.
Card Specific Rulings & Corrections (by Name)
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None since 2nd Edition. Please see card specific errata changes in the card gallery.
Banned Cards (by Number)
Banned means the cards cannot be used in competitive play, usually due to an unforeseen use of the card or the high likeliness for abuse.
There are currently no banned cards.
Restricted Cards (by Number)
Restricted means the cards can be used in competitive play but must be restricted to one card per deck, usually due to an unforeseen use of the card or the high likeliness for abuse. Here is the following restricted card list for season 2, 2025.
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#002 Black Spine Alpha
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#027 & #027A Northbourne
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#039 Captain Tal Najar
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#086 Emerald of Chaos
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#121 Treasure Chest
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Season Rank
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Tournament Rules
Turn Order
U-V
W-Z
A
B
C
D
E
F
G
H-J
K
L-N

General Glossary
A Note on AI ART: Please see Card Art or click here.
Ability: Any non-attack function of a card is classified as either a play ability or a card effect. Abilities can be either "enters play" abilities or activated abilities. Cards with an ability that triggers when played resolve their effects before attacks and are considered card actions. Features count as Abilities, but not all Abilities are Features. See Feature
Accessories (Card Sleeves and Playmats): While it is not required, it is highly recommended that players use a game mat and card sleeves. Card sleeves are an important tool to use to protect your cards from wear and tear. The card sleeves must be the same on the back of the card or marked on the front to distinguish from other cards. Card sleeves are a useful resource as orientation of the card cannot always reliably relay who is the owner of said card. Other rule snips and tokens as well as dice may be used to represent other effects that may occur during the game. All of the accessories listed above can be found and purchased in our store as well as most stores where Warsong TCG is sold.
Adjacent: Any tile next to or touching another tile is Adjacent. Any card that is next to or touching a tile or card is Adjacent to that tile or card. Additionally, any tile diagonal to another tile is also adjacent.
Ancestry: A card’s race or region of origin. Other card types (Bastion or Relic) typically don’t have an origin, but can gain an ancestry from another card’s effect.
Anchor or "Anchoring": The first player unable to play a single card on their turn becomes the anchor. An anchored player may play the rest of their turn as normal. A player can only become the anchor on the turn they would play a card but are unable to, NOT on the turn they play their final card. You must play a card from your hand if able, even if doing so would put you at a disadvantage. If a player has cards in their hand but is unable to play them, they must reveal those cards to their opponent to confirm they are unplayable before they become the anchor. Please see Ending the Game.
Anytime or “Any time”: When a card has the words “Any time.” in their rules text, this refers to any time outside of card and game rule actions. (i.e. Abilities, Attacks, End of Turn, Discarding to your maximum hand size etc.) Cards with this ability may be used before you play a card on your turn during the “preparation phase.”
Arcane Missile: Cards with this feature can attack as if they had Longshot (see “Longshot”) or diagonally from its current tile, but not both.
Army: The player’s deck; referred to as “Army” while in play. Player armies should be comprised of 20 cards (or 18 when using a starter deck). Players must follow the following criteria when creating or modifying a tournament legal Army;
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20 Cards exactly (You may only use an 18-ard starter deck when it is unmodified)
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You may only have four copies of "regular cards" in your deck.
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You may only have a total of 2 of the same of the same-named key figure within your deck and a single one of each unique card. Example: Your army may contain a copy of Todek, Stonewise and a copy of Tordek Bloodsteele since they are unique. However, your Army may only contain one copy of Creeping Darkness since, at this time, there is only one unique copy of the card in the game.
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Your army may only contain one copy of each restricted card.
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Your army cannot contain any copies of any banned cards.
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Your army may contain up to two factions in any distribution as long as there is a total of two only. Unaligned or factionless cards can be added in any number or quantity to a deck as long as it follows all other deck building restrictions as they do not have a faction and do not count against the two-faction restriction. Armies also may contain a single faction or be comprised entirely of unaligned cards as well.
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Your decks may use a 4-card reserve. You may choose to use a reserve or not at all; You cannot, for example, have a two-card reserve. The reserve must follow all of their deck building specifications. Both the army and the reserve should be legal when compared together. As another example, you can only have four copies of a regular card throughout both your army and your reserve. See Reserve
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Lastly, as a recommendation and not a rule, armies should be balanced well enough to be played. Meaning that as you learn how to make better and stronger decks you will learn to balance elements of deck building such as Valor and Renown. As an example, decks should have enough variety that removing a single card should not entirely inhibit its ability to function. Likewise using duplicate cards in a deck introduces redundancy and safety into the intended purpose of the deck and the way that it plays.
Assassin: This card wins ties and may return to its owner's hand after capturing a card. A card can with assassin can only return to its owner's hand twice consecutively before being discarded on its third play. After being discarded, the same card can be played again, following the same two-return limit.
Attack Type: Attack types, usually located in the four quadrants of a card are used to determine their strengths and weaknesses. Balanced in a wheel on the back of the Warsong card, each normal attack type defeats the next two (always going clockwise) and is defeated by the next two. Heavy, Sneak, Range, Magic, and Sentinel. The non-normal attack types have special rules and are; Empty, Flee, and Worldly.
Banish (or Banished): A card that is banished is removed from the game, meaning that the card sits off to the side, separate from the battlefield, Army, capture pile and discard. This is an area where players might keep sideboards, coins, dice, proxies, tokens, rules snips, scoring sheets, and other game adjacent material, but it is not counted as "in-game" meaning things placed here cannot affect the game from a mechanical function. Proxies and spawn may be "summoned" to play.
Banner: See Faction.
Bastion: A bastion is a location. Bastions must be played adjacent to at least three or more allies. You can only have one bastion in play at a time. Bastions cannot capture.
Battlefield (or the Grid): The grid in which the cards are placed by the competing players. The grid is 4x5 squares or “tiles” in area. The 4x2 tile area closest to either player is their “starting zone” (see starting zone) and the 4x1 area in the center of the grid is the (name of the center squares). The grid does not include the Army, discard, or capture piles as these are non-play areas.
Blind Spot (Rear Quadrant): The bottom side of the card and its attack type. This area is located below the card’s Lore Text and next to the copyright and Art Lines. If this area is empty, it is considered to have an Empty Attack Type. See Empty Attack Type
Bushido: This card may only be attacked by one card per turn. The controller of the card chooses the attacker if multiple attacks were to occur simultaneously.
Captured: Cards that are captured are placed in the capture pile. Cards that are captured are NOT destroyed. See Destroyed
Capture Pile: The zone in which cards are placed that have been “Captured.” Cards placed here are scored at the end of game using Renown
Card Border Color: See Faction.
Card Number: The set number, located above the right corner of the rules text box. Keep an eye out for variations and alternate versions of cards which can be recognized by the Number variation.
Card Rules: The rules stated here should be followed to the best ability of all players engaging in play. The only caveat to any rule should come from an official judge ruling, a specific variation of game type, or a card ability itself. Like most other card games, cards are allowed to modify and break their own rules as long as it is specified by the card.
Clash: Please see Tie (Card Clashes)
Clockwise (Default Direction): Unless otherwise stated, the default rotation is clockwise or from left to right. This applies to all directional things in Warsong such as turn rotation and attack order on cards. Clockwise is determined from the player’s turn it currently is.
Cleave: When a card with this feature captures two adjacent cards, it may capture additional cards adjacent to both captured cards, including diagonal tiles. This can occur in multiple directions simultaneously. When attacking, if this card captures two adjacent cards, it may capture any cards diagonal to those captured cards if they share a side with the diagonal tile.
Coins and Dice: Coins and dice may be used for play if they are evenly balanced, fair, and have clear, unambiguous markings (heads/tails must be obvious and agreed upon) that are readable by all players. Results must land on the designated playing surface with no obstruction to viewing, and must provide a clear outcome with no room for interpretation, or the result is void. Players must announce results and receive acknowledgment from all players before proceeding. Digital dice rollers and coin flip programs are permitted if they provide verifiable randomness, clear display of results, and equal visibility to all players. All randomization tools are subject to judge inspection at any time. Excessive rerolls or questionable results may result in penalties, especially during sanctioned events.
Combat Success: Occurs when a card defeats another card through combat mechanics, typically by having a superior attack type matchup. Note that destroying a card through other means does not qualify as a combat success. See Defeated.
Copyright: Warsong TCG is the sole property of CER LARP and Jake Wallin 2024-2025 ©. All names, locations, themes, factions, and other elements including game design are property of Warsong TCG. Do not Copy or distribute under penalty of the law unless express permission is granted such as making tokens and proxies for play, which may never be sold or distributed. Counterfeit cards are illegal and will be treated as so, being prosecuted under the fullest extent of the law. Warsong was written and created by Jake Wallin and further developed by the Warsong Development Team with crucial feedback from CER LARP members.
Cycle "or Round": A cycle is a player specific unit of time. The cycle is defined by the start of a player's turn until the next start of their consecutive turn. A cycle is comprised of one fragmented player turn and one complete opponent turn for each opponent. Two-player games have 2 turn cycles where a four-player game is comprised of 4 turn cycles.
Deathless: Cards with this feature can’t be destroyed, but can still be captured unless stated otherwise.
Deck (Army): A deck is an army. A deck must contain exactly 20 cards, except for pre-constructed starter decks which may contain 18 cards. Regular cards are limited to 4 copies maximum per deck. Unique or named characters are limited to 1 copies of each version. (For example, you can have 1 copy of Tordek, Stone-Wise and 1 copy of Tordek Bloodsteele because they are unique versions, but you can have up to 4 copies of Lobbed Gobby.)
Defecting: See Key Figures.
Defeated: A card becomes defeated through combat resolution, successful attacks, or by effects that specifically defeat it. Defeated cards are cards that are either captured or destroyed as indicated by the winning card. See Captured and Destroyed.
Depleted Army (“Decking Out”): When a player can't draw any more cards, their army is depleted. This condition doesn't end the game but limits the player's options. Some cards can return cards to a depleted army. While a player with a depleted army often becomes the Anchor, running out of cards alone doesn't trigger Anchor status. Please see Ending the Game.
Destroyed: Destroyed cards and captured cards are different terms. Cards that are destroyed are placed in the discard pile and not in the Capture pile. Any card that is destroyed by a card ability through an attack is considered “a normal/conventional means of destruction” any card that destroys a card that is not a direct cause of attacking is considered a “non-conventional means of destruction”. As an example, a card destroyed by a “Lobbed Gobby” is a non-conventional means of destruction where if a card is destroyed by a “Stout-Paw Alpha” it is a normal means. Destroyed cards are not scored unless otherwise stated.
Diagonal Attacking: Cards with diagonal abilities can attack or defend diagonally. When the attack symbols match, diagonal combat works like normal combat. Players with multiple attack types must choose which to use - attackers declare first, then defenders. All combat choices must be declared aloud.
Discarding: You can only discard cards when required by a card’s ability or to meet hand size limits. Discarding isn't considered "playing" a card, so you may discard even after becoming the Anchor. See Anchor.
Disengage: This card can choose to attack in only one direction instead of attacking normally against all.
Drawing: Players draw up to 5 cards at the end of their turn. Drawing occurs only at the end of turn. Players forced to draw above 5 cards must discard down to 5 at the end of EACH turn. Players forced to discard during an opponent's turn draw back up at their next turn end.
Duelist: When a card with this feature is defending, return all adjacent cards, other than attackers, to their owner's hands.
Effect Tome: The area shown as an open spell tome that contains a card's rules text and explanations. This section defines the card's features, effects, and how it interacts with other cards in play.
Elemental Tag: A symbol displayed above the scoring values in the bottom left corner of the card that shows which elements, if any, are associated with the card. On older cards this information was displayed above the art information.
Empty Attack Type: A card with an empty attack type can’t attack and is automatically captured when attacked. Additionally, it can’t trigger flee or interact with other empty attack types.
Ending of Game (Anchoring and “Decking Out”): The game ends after the turn of the player immediately following the Anchor. In games with more than two players, any players between the Anchor and the final player are skipped. See Anchor, Depleted Army, and Scoring.
Explosive: When destroyed, this card destroys all adjacent cards, including allies. These cards are discarded rather than captured. See Adjacent, Destroyed.
Faction: A card's faction is shown by its border and Banner. The current four factions are: Clan Dyr (red cloth border), The Army of Northbourne (blue wood border), The Sansurian Brigade (gold border), and the Victuun Dynasty (violet leather border). Decks may include up to two factions. Unaligned cards have a dark grey rocky border, no banner, and can be used in any deck. Tribal affiliations are separate from factions. See Tribe
Feature: Bolded keyword that represents special, unique or powerful effects that a card may possess. If a card does not have a feature, but has an effect similar to one, it is considered an ability. See Ability
Ferocious: When cards with this feature capture another card by attacking, move it to an adjacent space and attack again. See Adjacent. You must move the card unless it is unable to. If it cannot move it cannot attack again.
Flee Type: Cards with this feature return to their owner's hand when defending. A card can only Flee twice consecutively before being discarded on its third play. After being discarded, the same card can be played again, following the same two-Flee limit. Flee doesn't trigger other Flee effects. See Discard
Flying: Ignore staging and play this card in any open tile.
Front Quadrant: The front side of the card and its attack type. This area is located to the right of the card name, type and ancestry. If this area is empty, it is considered to have an Empty Attack Type. See Empty Attack Type
Frozen, "or Frozen Specified Number": A frozen card is flipped facedown for the specified number of rounds or for a single round if not specified. Cards frozen in play this way cannot be scored, do not function as active cards, and can’t be removed from play unless specifically stated otherwise.
Glass (or "Glassing/Glassed): When a card is glassed, it is destroyed and replaced with a facedown card from the top of its controller's army. Cards put into play this way cannot be scored, do not function as active cards, and can’t be removed from play unless specifically stated otherwise.
Gridlock: A game state where the board is full; no empty tiles for cards to be placed in. If a player can’t play a card as a result of this, that player becomes the Anchor and their turn ends. See Anchor
Horde “Creature Type of the Horde Card”: If this card is adjacent to at least 2 cards with the same ancestry or tribe. When captured or destroyed, replace this card with another creature card of the same ancestry from any capture pile.
Indomitable “Attack Type”: This card can only be captured by the attack type specified. It may still be destroyed.
Interrupt (or Instants): There is no system within Warsong to interrupt or play instantly or "in response" to cards being played. See also Resolution (and Response)
Key Figures & Leveling Up: Only one version of a "Key Figure" card may exist in play at a time. Key Figures represent significant characters from the Lore. To level up a Key Figure, place a card with higher combined Valor and Renown cards of the same name over the existing one. You can’t level up using a lesser card. While you can’t play your own Key Figure if an opponent has one in play, you can level up theirs with a superior version through "defecting." Place your leveled-up version over their card until it's destroyed. When destroyed, both cards go to the destroyer's capture pile unless otherwise stated. Only specific game effects determine leveling or defecting eligibility. Key figures cannot be placed or played on the first Round of combat. (Neither player can play a Key Figure or Defect on their first turns.)
Large: Place this card in the center of four squares instead of a single space. Large cards require 2 or more successful attackers to capture. Attack types are doubled on each quadrant of the card.
Lifetime Rank (Tier): This is determined by the player’s win-to-loss ratio and is updated after each event. This accumulates season to season. season and uses the same tier system as Season Rank. Lifetime Points and Rank are utilized exclusively for official competitive play functions. These scores are only modified at officially sanctioned events and are not affected by casual play.
Lifetime Score: Points accumulated over a player's competitive career, tracked season by season. Lifetime Points and Rank are used exclusively for official competitive play functions. These scores can only be modified at officially sanctioned events and are not affected by casual play.
Left Side (Quadrant): The left side of the card displays the attack type, located above the card's Elemental Tag. If this area is empty, it is considered to have an Empty Attack Type. See Empty Attack Type, See Elemental Tag.
Leveling Up: See Key Figures
Lockdown: Cards with this feature can be played on top of an opponent's card. When played this way, the card underneath can’t attack or defend. It cannot be captured either, but can still be destroyed. When playing a Lockdown card on top of a Large card, you may choose one of the four tiles of the Large card to place it on; the card with the Lockdown feature card does not become Large. See Large.
Longshot (Previously Ranged): Cards with this feature may attack as normal or make a Reach attack from a single side. Cards with this feature may attack as normal or attack one additional tile beyond its normal attack range if there are no enemy controlled cards adjacent. Any attack type may utilize the longshot feature but may only originate from one quadrant.
Lore Box: A section containing story elements and character dialogue from Medius. Within the World of Warsong TCG and CER LARP, Medius serves as the setting. The lore appears as italicized text adjacent to the Effect Tome.
Mulligan (Mulligans or Redrawing your Starting Hand): There are no mulligans or redraws at the beginning of the game. Meaning that it is technically possible to Anchor on your first turn however players should try to avoid this by building a structured deck with enough variety that any possible combinations of an opening hand will be viable for play. Avoid building decks that contain too many cards that bar them from being played as normal such as bastion and cards that contain prerequisites to be played.
Orientation: Cards are positioned on the battlefield with the front quadrant facing away from the player by default. While certain abilities may allow different orientations, card positioning alone should not be used for identification. Using marked card sleeves is recommended, particularly in four-player games.
Perverse: A card type that defeats the next three cards in sequence instead of two. However, it remains vulnerable to defeat by the previous two cards when attacking or defending.
Play Ability: Anything that is not an attack from a card is a play ability or card effect. Some cards possess special abilities that can alter the flow of the game. Cards always supersede the rules of the game so make sure to pay attention to the card text!
Prestigious “Specified Number”: Cards with this feature require you to have an amount of Valor in play greater than or equal to the specified number on the card.
Promo Cards: Please see Rarity.
Ranged (Now Longshot): See Longshot
Rarity: A card's rarity determines its value and how difficult it is to collect. The Rarities in order of most common to most rare, and their ratios, are as follows: 18:1 Common (Copper Bar), Uncommon 14:1 (Silver Shield), Rare 5:1 (Gold Crown), Legendary Rare 3:1 (Krahnic Scale), Mythic Rare 1:1 (Diamond of the North, Blue). For every 18 common cards in the set, there is one mythic card.
Another type of card is Promo cards. Promo cards are only obtainable through special events such as CER LARP Overnight Festivals or Warsong Officially Sanctioned Events. Promo cards are not part of the normal rarity system. Lich Diamond (violet crystal) Promo cards are only obtainable through CER LARP events, such as overnight festivals or boss fights. Gamma Crystal (green crystal) Promo cards are only obtainable through Warsong Officially Sanctioned Events, such as purchase bonuses or tournaments.
Reach: Cards with reach can attack one additional tile beyond their normal range only if there is not an enemy blocking the target tile.
Rear Flank (Quadrant or Blind Spot): The Bottom side of the Card and its attack type. It is the area located below the card’s Lore Text and next to the copyright and Art Lines. Sometimes this area may be empty, in that occurrence it is considered the Empty Attack Type.
Relic: A card typically referring to an important item or artifact in the world of Medius. Relics can be cards that attack or just grant a buff to other cards in play.
Removed from Game- Removed from the play area. See Banish
Renown: The number located in the card's bottom-left corner within a red banner. Renown can contribute to scoring at the end of the game or serve as a qualifier for abilities like Vanquisher. Renown is only scored from a card when it is in a capture pile, unless otherwise specified. Unlike other games, the Renown is not a measure of an attack or defensive stat. In fact, by default, Valor and Renown have nothing to do with determining attacks and victories. Renown can be thought of as the score that you gain when defeating an opponent. The more significant the unit is in Medius, typically the higher their Renown is. But this does not mean that it is a "stronger" card since the value is not used to determine attack victories. Unless specified by a particular ability or card, Renown is used for scoring at the end of the game alone.
Reserve (or Side-Board): A reserve is a set of cards, usually four, separated from your deck and located in the out-of-game area (Banishment). It is used for adjusting your army between rounds and matches. You may never add cards to your army from your reserve while in play. While the use of a reserve is optional, it is recommended you build decks with a 4-card reserve for a more diverse play experience.
Resolution (and Response): Cards must resolve when played to completion. There are no abilities that can interrupt or be played "in-response" to card being played.
Right Flank (Right Quadrant): The right side of the card and its attack type. This area is located beneath the rarity and where the faction banner hangs (if present). If this area is empty, it is considered to have an Empty Attack Type. See Empty Attack Type
Round (or Cycle): see Cycle
Rule Snips: Each booster pack and deck includes a card type called a Rule Snip. These cards are not used in gameplay but serve as reference tools to clarify rules. The back of each Rule Snip features one of four pieces used to create a placement area for large creatures on the grid. These cards hold no trade or gameplay value beyond their reference purpose.
Sacrificial “Specified Number”: Cards with this feature can’t be played unless you sacrifice a specified number of cards you control that are in play. For example, Sacrificial 2 requires you to sacrifice 2 cards you control.
Scoring (and Winning the Game): At the end of the game, both players score the cards in play and in capture piles. The player with the most combined points of Valor (cards on the field) and Renown (captured cards) wins the game. Having a higher amount of Valor over Renowned (or visa-versa) does not affect the total score or the precedence in which the score is tallied. Matches are typically best 2 out of 3 rounds but may differ depending on the event. If both players agree on the outcome of the game before scoring, they may bypass this step and end the game without scoring. Unless otherwise specifically stated by an ability; The only thing that should be scored at the end of a game is your Valor, comprised of the Valor that you control on the grid (in-play) and Renown, comprised of the Renown that is contained within your capture pile. Your capture pile should be comprised mostly if not typically of all enemy cards. Depending on the outcome of play a player may not have a hand at the end of the game, but if they do; it has no presedence on scoring or the end of the game it is simply put aside to be reshuffled back into the army at the end of tabulation.
Season Rank (Tier): This is determined by the player’s win-to-loss ratio and is updated after each event. This only reflects the current season.
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S++ Tier: Win ratio of 98% or higher
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S+ Tier: Win ratio of 95-97%
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S Tier: Win ratio of 90-94%
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A Tier: Win ratio of 80-89%
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B Tier: Win ratio of 70-79%
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C Tier: Win ratio of 60-69%
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D Tier: Win ratio of 50-59%
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Novice Tier: Win ratio 49 and below%
Sentry: Any ally card adjacent to this card’s Sentinel sides can’t be captured, but can still be destroyed.
Set: A collection of cards released together as part of an expansion or series. Each set typically introduces new mechanics, characters, and artwork, and is identified by a specific name or abbreviation. Example: DotN stands for "Diamond of the North." This abbreviation indicates the set the card belongs to.
Sideboard (or Reserve): See Reserve
Smite “Creature Type/Ancestry”: All unit cards of the specified ancestry or type captured by this card count for double their renown when scored.
Spawn: When a spawn leaves the board for any reason, it becomes unscored and is removed from the game, including those played from a hand or army. If you have cards that utilize spawn but do not want to include them in your deck, they can remain out of play until needed. You do not need to own a spawn card to use a card that spawns it. You may use dice or card proxies (e.g., fake cards or tokens) to represent the spawn, but only if it is not in your deck. Some spawn may have scoring values; these can be used for mechanical actions during play but can’t be scored for renown (unless a card specifies otherwise i.e. Emerald of Chaos), as they are removed from the game when captured or destroyed.
Special Abilities: See Play Ability
Staging: The process of advancing across the battlefield. To play beyond your starting zone, you must have at least one card positioned beyond your first row in your starting area. When you play a card, you may play cards in the row above and any rows below where that card is placed. You may continue this process across the field into other players’ starting zones. See Starting Area
Standard Match (Solo or 1v1): The standard game format is played between two players positioned opposite each other. The match takes place on a 5x4 grid, with each player starting with two rows of 4 spaces. A neutral row separates the two sides.
Starting the Game: To start a game determine who will go first. While playing at a CER LARP event; The player with the highest level goes first. To determine outside LARP events players may default to a coin toss; a game of rock, paper, scissors; a dice roll, or any other method as long as all the players agree on the means. each player will draw five cards from their army. During officially sanctioned events the person who goes first will be determined by coin toss with the opposite of the coin flipper calling before the flip. After the order is established, each player draws five cards and starts the game.
Starting Zone: The first two rows of a player's battlefield are considered their starting zone. Cards can be placed anywhere within the starting zone, provided the spaces are unoccupied. A player may place a card in the second row (the farthest row from them), as the first row is always considered staged.
Summoned: A card that is brought into play from another location, usually from banishment.
Tie (Card Clashes): A tie occurs when two attack types are identical or when, due to technical reasons, neither can defeat the other. In such cases, the cards remain on the field unless specified otherwise (e.g., through the Assassin ability) and are considered to be clashing. Tied or clashing cards are still treated as actively attacking one another during each round for the purpose of abilities.
Tie (Match Ties): A perfect tie can occur as two scores of 20 are even regardless of their Valor and Renown composition. In casual play, ties replayed. In sanctioned events, ties are scored as is.
Time Limits: Sanctioned tournament play allows a match time of 35 minutes and 3 minutes per turn. If either of these timers are exceeded the game immediately ends and is scored as is. Players consecutively and intentionally "timing-out" during competitive play may face score penalties, disqualification, or baring from competitive and sanctioned events extending to but not limited to promo card distribution.
Token/Proxies: A token is a card, proxy or any other object used to designate a effect, counter, or card. Some tokens such as +1 Valor tokens and Violet Lotus Petal Tokens may use colored glass beads or dice where Spawn tokens can be found in booster packs or be made as proxies. Tokens and proxies may not have the same back as an official Warsong legal trading card, but can contain other tokens, proxies, or rule snips.
Tournament Points: Tournament Points are awarded for completed games. Players earn 3 completion points for finishing a game and 5 win points for achieving victory. These points are totaled to determine a player's overall score in tournaments, which is used to decide advancement. Tournament Points are only used at officially sanctioned Warsong tournaments and events and do not affect a player's Ranks or Lifetime Scores.
Tournament Rules: While tournament rules will be laid out clear at tournaments and on the leaderboard page, The following rules are set for tournaments.
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A tournament match is comprised of a best two out of three game structure, Where the players may utilize their reserve in between games.
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Each game runs 35 minutes to be timed only stopping for referee calls and each singular player turn is timed at three minutes (usually with a sand timer). If a player exceeds a three-minute timer their turn immediately ends and is given a foul. When the 35-minute timer is exceeded the game ends abruptly and is scored as is.
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Tournaments are bracketed in a "Swiss Style" being seated by current competitive season rank or random if a player is new or has failed to earn a season rank. Winning players proceed while losing players still play other players that have placed around them.
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Tournament progression is determined by winners. Tournament points may be used when a Swiss style bracket is not utilized or when a tie needs to be broken.
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Scored Points are the normal points scored during the game between Valor and Renown. Tournament points are the bonus points awarded for finishing (+3) and winning (+5) a game.
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If a player burns their timer completely or makes an accidental mistake that is a rule break it is scored as a foul. Three individual fouls or two of the same consecutive fouls are upgraded to an infraction.
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Infractions are more serious rule breaks that require the mediation of an official. Most infractions end the game with the nonviolating player claiming victory; However, depending on the seriousness of the infraction a player may be disqualified for the remainder of the tournament or even barred from competitive play for anywhere from a single event to multiple seasons depending on the seriousness of the infraction.
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Harassment, assault, and or destruction of property of any kind is not tolerated at all. Local authorities will be called, and you will receive a lifetime ban from participation in Warsong and CER LARP. This lifetime ban may carry with it digital bans, such as but not limited to mobile apps and site access. Warsong TCG does not tolerate bigotry, racism, or homophobia in any form. Speaking or displaying symbols of hate and/or oppression will result in immediate disqualification from events.
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Tournament organizers, host, and venues all reserve the right to enforce a code of conduct when providing Warsong tournaments, such as but not limited to general rules, venue restrictions, codes of conduct, hygiene standards, and policies on in-store behavior.
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Most tournaments have door prizes as well as winning prizes but are not guaranteed.
Tribe: This field represents the group or faction associated with the card in the world of Medius. Rather than referring to a specific location or name, it identifies the Tribe. A Tribe is a group within a set or the Warsong TCG as a whole that is not necessarily diplomatically aligned as a faction. Tribes often have unique abilities and synergies, making them a strong choice for deck building. Unlike Factions, some cards can belong to multiple Tribes. You can create a "tribal deck" as long as it complies with the two-faction-per-deck rule.
Turn Order
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Scout Phase- At the start of your turn, your opponents have the opportunity to activate abilities or play cards from their hand. Note: Players typically indicate this phase with a brief gesture or pause, giving opponents a clear window to act if desired. Your opponents may also indicate they intend to act on their own.
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After the Scout Phase, the active player may play one card from their hand unless an effect states otherwise. If that card attacks a card in play, or would trigger attacks as it’s played, a combat phase begins.
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Combat Phase • Abilities resolve first, then attacks. An attack is only triggered when two or more cards with attack types are in each other's quadrants (not diagonal). When a card defends, it must complete its attack before the next card resolves. • A combat phase ends when all abilities and attacks have resolved.
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End of Turn After all combat phases have resolved and the active player has no further actions they can take, the active player draws up to five cards if able. Once all players discard down to their maximum hand size (typically 5 cards), the turn ends and the next player's turn begins with their Scout Phase.
Twice Returned Rule: Any card that returns to a player's hand may only do so consecutively twice before it is discarded on the third attempted play. After being discarded, the same card can be played again, following the same two-return limit.
Unit: The default card type. Unit may refer to a single character or a group of characters on a single card. Any card that is not specifically designated as a Bastion, Relic, or other special type is considered a Unit.
Valor: The number located in the card's bottom-left corner within a Green banner. Valor can contribute to scoring at the end of the game or serve as a qualifier for abilities like Prestigious. Valor is only scored from a card when it is in play, on the battlefield, unless otherwise stated. Unlike other games, the Valor is not a measure of an attack or defensive stat. In fact, by default, Valor and Renown have nothing to do with determining attacks and victories. Valor can be thought of as a measure of might or goodwill you bolster while they are in play under your control. The more importnat the unit is in Medius, typically the higher their Valor is. But this does not mean that it is a "stronger" card since the value is not used to determine attack victories. Unless specified by a particular ability or card, Valor is used for scoring at the end of the game alone.
Vanquisher “Specified Number”: Cards with this feature can’t be played unless you currently have 8 or more Renown in your capture pile or through another effect that grants it.
War Match (Round Robin, 4-Player, or 1v1v1v1): A game mode for four players seated evenly around the battlefield. This match is played on a 5x5 grid, with each player starting with two rows of 5 spaces. The center square is uncontested. Each player has squares in their starting area that are considered contested, meaning they can be played on by either player with access to them. These matches are generally longer and more chaotic but reward players who build decks suited for the format.
Worldly Attack Type: The Worldly attack type defeats all other attack types, including itself, when attacking. As a result, the Worldly attack type cannot result in a tie. When defending, the Worldly attack type defeats all other symbols except itself.
Army/Deck Building
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