Rules

How to Play

Everything you need to know to play a match of REALM//BREACH.

The basics

  • Each player has 30 Life Points (LP), a 5-card opening hand and three monster zones.
  • Cards are free to play. You can summon one monster a turn; Spells, Traps, Zones, Relics and Level Ups have no limit.
  • Sacrifices: a monster with 5 or 6 stars needs 1 of your monsters on the field sacrificed to summon it, and 7 stars or more needs 2.
  • Summon a monster in attack position or defense position (shown sideways). Once a turn you can switch a monster's position, but not on the turn it arrived or after it attacked.
  • A turn goes Deployment → Battle → Tactical.
  • The first player skips their first draw and can't attack on turn 1. A new monster can't attack the turn it arrives.
  • Once a turn, in Deployment, you can withdraw one of your monsters back to your hand (not one summoned that turn).

Combat

  • Only monsters in attack position can attack, and each attacks once a turn. Pick any enemy monster to attack.
  • Against attack position: ATK against ATK. The weaker monster is destroyed and its owner loses LP equal to the difference. A tie destroys both, with no LP lost.
  • Against defense position: ATK against DEF. If ATK is higher, the defender is destroyed but its owner loses no LP. If DEF is higher, the attacker's owner loses the difference.
  • You can only attack a player directly when they have no monsters on the field. Players have 4 defense, so a direct hit deals ATK − 4 damage (a monster with 4 ATK or less does nothing).

Realms

A Fighter gets extra ATK against the realm it beats:

Tide›Flame›Verdant›Storm›Tide(+2)
Light‹ ›Shadow(+1 against each other)

Winning

  • The enemy's LP reaches 0.
  • Dominion: fill all three of your monster zones while the enemy has none, at the end of 3 of your turns in a row.
  • Deck Break: the enemy has to draw from an empty deck.

Card types

  • Fighters hold your lanes and attack. Many have abilities: Swift, Hardened, Rally, Hunter, Ward, Brave, Destiny, Silence, Mimic, Lucky, Pierce, Curse and Weaken. They work automatically. Silence turns them off but never changes ATK, DEF, realm or level.
  • Spells target one Fighter and last until the end of the turn. Play them in Deployment or Tactical.
  • Traps are set face-down (up to 3). Your opponent only sees how many you have, and a Trap springs by itself the first time its condition is met.
  • Level Ups raise one of your Fighters for this match only, never your collection.
  • Zones are a lasting effect for their owner, one at a time. A new one replaces yours.
  • Relics attach to one of your Fighters (up to 2 each) and go to the discard pile if that Fighter is defeated or withdrawn.

Responses

  • When a Fighter attacks or a Spell is cast, the other player gets a short window to answer with a Response Spell or a face-down Trap whose condition is met. Then the first player can answer back.
  • Two passes in a row resolve everything, newest first.
  • Swift works on a card's first attack of the match only, even if that card is withdrawn and played again.

Decks

  • A deck is 50 cards. Build them in the Deck Builder and pick your active deck.
  • Everyone has a free Starter Deck. If your active deck stops being legal (for example after a trade), you play with the Starter Deck until you fix it.

Live matches

  • Play other people in Discord with /play: find a match, or challenge someone in the same voice channel.
  • On the website you can make a Challenge Friend code: a private 8-letter code that works once and expires after 10 minutes.
  • Turns last 90 seconds and responses 15 seconds. If you lose your connection, the match waits 90 seconds for you to come back.
  • Finishing matches gives XP. Every new level pays Breach Credits.

Packs, trading and the Market

  • Each set's pack is 500 Breach Credits (BC) for 5 cards. The Breach Vault is 1,500 BC: 5 cards from every set, and the last one is always Rare or better. The odds are shown in the Card Shop before you buy.
  • Open a free pack every day with /cards daily or in the Card Shop.
  • On the Market you can search every card for sale, buy instantly or offer a lower price. Unsold cards come back after 7 days, offers end after 48 hours, and the market keeps a 5% fee from each sale. Locked and favourite cards can't be sold.
  • Direct trades with a friend work too, in the Card Shop or with /cards trade.