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Warsong TCG - How to Play Guide

​​​Introduction

Welcome to Warsong TCG, a dynamic and strategic deck-building trading card game. Warsong blends competitive play with collectability, offering a rewarding experience for both casual and tournament players. This guide will walk you through the essential rules and mechanics to get you started, even if you've never played before.

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1. Overview

Warsong is a turn-based strategy game where players build armies from powerful cards and use them to outmaneuver, capture, and defeat their opponents. Each player assembles a 20-card Army. While competitive players may also use a 4-card Reserve, this is an optional feature for tournament play and will not be covered in this beginner guide.

Cards belong to different Factions, each with unique playstyles, and feature a variety of units, relics, and bastions that shape the battlefield.

The objective of the game is to accumulate Valor and Renown through strategic play, tactical positioning, and well-timed captures. The player with the highest combined score at the end of the game wins!

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2. Setting Up the Game

What You Need

Each player needs:

  • A 20-card Army

  • A play area (tabletop or mat)

  • A standard 4x5 Battlefield Grid for a one-versus-one game

  • (Optional) Dice, counters, and sleeves to enhance play, though not required

Setup Steps
  1. Shuffle your 20-card Army and place it face down as your deck.

  2. Draw 5 cards for your starting hand.

  3. Decide who goes first (flip a coin, roll a die, etc.).

  4. The first turn begins!

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3. Basic Rules & Gameplay

Turn Structure

Each turn consists of the following phases:

  1. Start Phase

    • Apply any "start of turn" effects.

  2. Scout Phase

    • Some card effects or abilities may activate during this phase.

    • This phase allows players to react or trigger abilities before playing their turn.

  3. Action Phase

    • Play one card from your hand.

    • Activate abilities before attacking or at any time if specified by the card.

    • Declare and resolve attacks.

  4. End Phase

    • Check for any "end of turn" effects.

    • Draw up to five cards if you have less, or discard down to five if you have more.

Players alternate turns until the game ends.

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4. Understanding the Cards

Each card in Warsong has key elements:

  • Name – The card's identity.

  • Type – This section may include vital information such as a unit's type, ancestry, and/or class.

  • Faction – The first Warsong set Diamond of the North includes four factions: Clan Dýr, The Kingdom of Northbourne, The Sansurian Brigade, and The Victuun Dynasty.

  • Tribe – Determines synergies with other cards.

  • Quadrant Stats – Attack and defense attributes in different positions.

  • Elemental Tags – Additional attributes (e.g., Fire, Beast).

  • Effect – Special abilities that influence gameplay.

  • Valor & Renown – Used for scoring at the end of the game only.

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5. Card Rarity

Cards come in different rarities, which indicate their power and availability:

  • Common – Basic but effective cards.

  • Uncommon – Slightly stronger with unique abilities.

  • Rare – Feature powerful effects and synergies.

  • Legendary Rare – Game-changing abilities, often central to strategies.

  • Mythic Rare – Extremely potent and unique cards with significant impact.

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6. The Battlefield

  • The 4x5 Grid represents the combat zone for standard one-versus-one games.

  • The 5x5 Grid is used for four-player games.

  • Each card has a Front Quadrant, Left & Right Flanks, and a Blind Spot (Rear).

  • Positioning is crucial: cards attack based on their quadrants.

  • Some cards take up multiple tiles (Large cards use four tiles).

  • The Starting Zone is where players place their initial units. This is the first two rows closest to the player. Players can place anywhere in the zone as long as it is available.

  • Staging refers to the process of progressing across the board. To properly stage into a row, there must be at least one card you control in the row behind it, though it does not have to be directly behind.

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7. Rule Snips

Each booster pack and deck will contain a type of card called a Rule Snip. These cards are not used directly in the game but serve as reference tools to clarify rules. On the backside of Rule Snips is one of four pieces used to create a placement for large creatures on the grid.

These cards have no trade or game value beyond their use for reference. However, players should be aware that Rule Snips are available to them and that they explain new and developing rules in each set. Rule Snips now have tokens printed on the back, which can be assembled to create a Large Creature Token or used as tokens themselves.

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8. Resolving Conflicts

  • Valor and Renown do not determine battle outcomes; they are used for final scoring.

  • If the attacking card’s quadrant is stronger, it captures the defender.

  • There are five main attack types: Heavy, Sneak, Ranged, Magic, & Sentinel. Additional symbols include Flee, Empty, and Worldly.

  • If values are equal, check abilities like Assassin (which wins ties).

  • Some cards have elemental advantages that provide bonuses.

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9. Features & Card Abilities

  • Ferocious – Attacks again after capturing.

  • Assassin – Wins ties and may return to hand after capturing.

  • Sentry – Protects adjacent allies.

  • Longshot – Attacks from farther distances.

  • Smite: Foe – Captured Foe cards are scored for double Renown.

  • Cleave – Units in diagonal spaces to captured cards are destroyed.

  • Disengage – Allows control of attack direction while ignoring attacks from other sides.

  • Arcane Missile – A ranged magical attack that ignores defensive abilities.

For a full list of abilities, visit: cerlarp.com/warsong/Compendium

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10. Deck-Building Guidelines

  • Each deck or army must contain exactly 20 cards unless using a pre-constructed deck.

  • A deck may contain cards from a maximum of two factions but may include unaligned cards.

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11. Anchoring & Winning the Game

  • Anchoring happens when a player cannot play a card or make a move. The turn after anchoring occurs, the game ends, and points are scored.

  • Winning the Game is determined by adding the total Valor of controlled cards and the Renown from captured opponent’s cards. The highest combined total wins.

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Conclusion

Now that you understand the fundamentals of Warsong TCG, it's time to build your Army and take to the battlefield! May your Valor be unmatched, and your Renown legendary!

Make sure to check out the Compendium and Card Gallery!

Need more Warsong? Order now Here!

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