The Rules.

This is the official rules page for Runecasters. It will cover all cards, characters, turn steps, and other relevant information.

Match Start

  • Shuffle the Rune Deck.

  • Distribute Characters.

    • Characters are distributed randomly to both players.

    • Singles - Each player receives one Character Card randomly.

    • Doubles - Each player receives three Character Cards randomly, then shuffles one back into the Character Deck.

  • Decide Initiative.

    • Coin Flip

    • The player who wins the Initiative chooses who takes all game actions/completes steps first. This includes drawing from the deck during the Draw Step and resolving Character Effects.

    • If both players have more than one effect that would take place during a step, the players take turns alternating resolving their effects, starting with the player with the Initiative.

  • First Round.

    • Both players begin with a Fire, Plant, and Water Rune in hand.

    • The First Round begins in the Combat Step. Players with Character Cards that have effects in the Combat Step may use them in the First Round.

Turn Cycle

  • Round Start

    • The only Character who this step concerns is the Shapeshifter.

  • Draw Step

    • Both Players draw up to their maximum hand size, starting with the player with the Initiative.

    • The starting maximum hand size for both players is 3 cards.

      • If the deck runs out of cards, each player draws as many cards as they are able.

    • Once both players have drawn cards, the player with the Initiative completes all of their Draw Step Effect(s) (if their character(s) have any), followed by the second player.


  • Combat Step

    • Both players select a Rune Card and place it face down, then reveal those cards simultaneously.

    • Matchups

      • Fire beats Plant

      • Plant beats Water

      • Water beats Fire

      • Light Runes are a draw against Fire, Plant, and Water Runes. If both players play a Light Rune, the round is determined in a Coin Flip.

      • Wild Runes are determined in a Coin Flip.

    • If players present the same Rune, the play is considered a draw. If a draw occurs, both players play another Rune from their hand (Runes are sent to the discard pile at the end of combat.) This continues until one or both players have no cards in hand.

      • If neither player can present a Rune, the round is determined by a coin flip.

      • If only one player can present a Rune, that player automatically wins the round (This should only occur when either player is playing the Scribe or if the Rune Deck runs out of cards.)

  • End of Round Step

    • At the end of the round, discard all played cards into a shared discard pile.

    • Matches are determined by first to 3 wins (up to 5 rounds.)

Characters

Ability Timings

  • Beginning of Match/Round - Exclamation Point

    • Effects with this timing are done before players draw cards.

  • Draw Step - Cards

    • Effects done during the draw step are done after both players draw up to their maximum hand size, starting with the player with the Initiative.

  • Combat Step - Sword/Shield

    • Effects done during this step will be specified at what time they are done on the character card. Some happen before cards are revealed (Dynamo, Animist, Gambler) and some happen after (Jester.) 

  • Passive - Star

    • Effects that are passive have no timing attached to them and affect the character during the entire match.

Character Cards

  • Animist

    • Combat

    • Both players play all Runes at the same time face down, opposing eachother. Reveal all Runes simultaneously. You win the round if more of your Runes beat theirs.

  • Arcanist

    • Draw

    • Put any number of Runes from your hand on the bottom of the Rune deck, then draw that many cards.

  • Botanist

    • Passive

    • Your Plant Runes beat your opponent’s Light Runes.

  • Dynamo

    • Combat

    • Once per round, you may swap Rune Cards with the opponent before they are revealed.

  • Gambler

    • Combat

    • Instead of playing Runes from your hand, you may discard a card to play the top card of the Rune Deck face down instead.

  • Hydromancer

    • Passive

    • Your Water Runes beat your opponent’s Light Runes.

  • Jester

    • Combat

    • If you would lose a round, reveal the top card of the Rune deck. If the revealed Rune beats your opponent’s Rune, you win the round. Discard the revealed Rune.

  • Lobotomist

    • Draw

    • After both players draw to maximum hand size, you may your opponent discard a Rune. If you do, discard a Rune.

  • Looter

    • Draw

    • After both players draw to maximum hand size, discard a card. Return one Rune from the discard pile to your hand.

  • Pugilist

    • Combat

    • If you and your opponent both play the same Rune, you may reveal a Rune from your hand. If that Rune beats your opponent’s Rune, you win the round. Then discard both the Rune you played and the Rune you revealed.

  • Pyromancer

    • Passive

    • Your Fire Runes beat your opponent’s Light Runes.

  • Renegade

    • You may play Light Runes as if they were Wild Runes. They are still considered Light Runes.

  • Scribe

    • Passive

    • Your maximum hand size is increased by 1. If your opponent runs out of Runes before you do, you win the round.

  • Seer

    • Draw

    • After both players draw to maximum hand size, you may reveal a Rune from your hand and put it onto the bottom of the deck. Look at the top 5 cards from the Rune deck, put one into your hand, then put the rest on the bottom of the deck.

  • Shapeshifter

    • Beginning of Match

    • At the beginning of each round, put the top card of the Character Deck on top of your current character. For the duration of the round, you play as that character.

      • In doubles, place a new character card on either of your character cards. 

  • Solarian

    • Combat

    • When you play a Light Rune, you may put two Runes in the discard pile that share a type onto the bottom of the deck. Your Light Rune becomes that Rune Type.

  • Swindler

    • Passive

    • You win every coin flip, including the determining of the Initiative.

  • Warlock

    • Draw

    • After both players draw to maximum hand size, you may reveal your hand to have your opponent reveal their hand to you.