Legends

Rulebook · Two players · Best of three

· Back to playtest

1. Overview

Legends is a two-player competitive card game. You build a deck in a shared draft, then fight through rounds of recruiting from a market, casting spells, summoning legends, and attacking. The match is best of three: the first player to win two rounds wins the game.

Goal Reduce the opponent’s health to 0 to win the round. Win two rounds to win the match.

2. Components

3. Setup & draft

Before the draft

  1. Set tokens aside. They are not drafted and never enter the market stock.
  2. Build the draft stock from cost 1 cards only. Shuffle it face down.
  3. Deal six faces (one card each, face up) from the top of the stock.
  4. Choose who drafts first at random (coin flip or agreement). That player is also first player for round 1.

How drafting works

Players alternate taking cards until each has drafted 6 cards.

Draft conveyor (after each pick)

  1. Top of the draft stock fills the empty face you took.
  2. The card on the last face (pile 6) goes to the bottom of the draft stock.
  3. Shift remaining faces one pile higher (pile 1→2, 2→3, …, 5→6).
  4. Top of the draft stock becomes the new pile 1.

Each face always shows exactly one card while the stock has cards remaining.

After the draft

  1. Each player shuffles their main-deck cards into their deck. Rituals drafted onto the ritual pile are shuffled into the main deck for round 1 (same as every later round).
  2. Prepare the market: shuffle a stock of all non-token cards (any cost). Deal six faces from the top. Tokens stay set aside.
  3. Round 1 begins with the same first player as the draft.

4. Starting a round

5. Structure of a turn

  1. Recruit (mandatory). You must Recruit once at the start of your turn. Some cards (see notes) may grant an extra Recruit later.
  2. Main actions (any order). You may:
    • Play any number of non-counter spells from hand;
    • Use your one Summon or Substitution for the turn;
    • Attack with eligible legends (normally once each per turn).
  3. When you are finished, the turn ends and play passes to the opponent.
Opponent’s responses During your turn, your opponent may play counter spells when their conditions are met. Counters may only be played on the opponent’s turn.

Hand size: maximum 10. If a draw would put you over 10, the excess draws simply do not happen.

6. Recruiting from the market

Six faces (one card each) plus a face-down market stock of the remaining non-token pool.

  1. Choose one face-up card:
    • Usually it goes to your hand.
    • Rituals go face up onto your ritual pile.
  2. Draw 3 − cost cards from your deck. This draw is not optional (e.g. cost 1 → draw 2; cost 3 → draw 0). If a draw would put you over hand size 10, that draw simply does not happen.
  3. Market conveyor (same as draft):
    1. Stock top fills the face you took.
    2. Pile 6 goes to the bottom of the stock.
    3. Shift faces up one pile (1→2, …, 5→6).
    4. Stock top becomes the new pile 1.

7. Playing cards

Normal spells

Play on your turn. Resolve the effect, then put the spell into your discard pile.

Continuous & equip spells

Remain in play until their effect no longer applies (or another effect removes them).

Counter spells

Play only on the opponent’s turn, when printed conditions are met (including responses to specific actions). Then discard unless the card says otherwise.

Legends

Enter the board via Summon, Substitution, or a special summon printed on a card.

Rituals

When recruited, go face up onto your ritual pile (not the hand). At the start of each round, the ritual pile is shuffled into your main deck with your other cards. When a ritual is drawn from the deck, it goes face up onto the ritual pile instead of the hand. When the condition is met, place the ritual onto the board — this does not use a Summon. Discarded rituals go to the discard pile; if drawn again later, they return to the ritual pile.

8. Summon & substitution

Once per turn you may perform either a Summon or a Substitution (not both), unless a card grants more.

Summon

Play a level 1 legend from your hand onto the board.

Substitution

Entering the board A legend cannot attack or be substituted the turn it enters (unless Charge or similar text says otherwise). It can still be attacked. Rituals from the ritual pile do not spend a Summon when placed.

9. Combat

Legend vs legend

  1. Compare power.
  2. Higher power stays; lower power is discarded.
  3. Pierce: the owner of the discarded legend loses health equal to the power difference, resolved immediately after that battle. Multiple battles in one turn can each deal pierce separately.
  4. Tie: both discarded; no pierce.

Direct attack

If the opponent controls no legends, attack the player for damage equal to the attacker’s power.

10. Card types

TypeSummary
LegendBoard unit; Summon / Substitution / special summon.
SpellYour turn; normal spells discard after resolving.
CounterOpponent’s turn only, when conditions allow.
Continuous / equipStay while the effect applies.
RitualRitual pile when recruited/drawn; board on condition (no Summon).
TokenNot in draft/market; created when needed.

11. Ending a round & the match

12. Quick reference

TopicRule
Draft6 each · cost 1 only · 6 faces · conveyor
Market6 faces · all non-tokens · conveyor after recruit
First playerSame as first drafter · draws 1 / 2
RecruitMandatory once · draw 3−cost (not optional) · hand max 10
Combat damageNo residual damage on legends · pierce after each battle
SummonOne Summon or Substitution per turn
New legendNo attack / no being substituted that turn*
Combat tieBoth discarded · no pierce
Life20 per round
MatchBO3 · loser chooses next first player

*Unless a card such as Charge says otherwise.

13. Card notes

Per-card reminders for the current playtest set. Specific card text overrides general rules when it clearly says so.

Legends

Aurion Legend Cost 1 · Level 2 · Power 7
Legend — enters the board with a Summon or Substitution unless a card allows a special summon. Printed text: Pierce damage is also returned as healing
Banshee Queen Legend Cost 3 · Level 3 · Power 10
Legend — enters the board with a Summon or Substitution unless a card allows a special summon. Printed text: Cannot be chosen as the target of a card effect / Your opponent may attack you directly if this is the only legend you control
Bomb Bearer Legend Cost 1 · Level 1 · Power 2
Legend — enters the board with a Summon or Substitution unless a card allows a special summon. Printed text: Discard the Legend that kills this in combat
Catapult Legend Cost 2 · Level 1 · Power 3
Legend — enters the board with a Summon or Substitution unless a card allows a special summon. Printed text: Can't Attack / On your turn you can discard any number of legends you control to deal half their power rounded up as attack damage to the opponent
Commander Rupert Legend Cost 2 · Level 1 · Power 3
Legend — enters the board with a Summon or Substitution unless a card allows a special summon. Battlecry: triggers when this enters the board. Printed text: Battlecry: Add a rank 3 Legend from your deck to your discard pile or from your discard pile to your hand.
Don the Blacksmith Legend Cost 2 · Level 1 · Power 3
Legend — enters the board with a Summon or Substitution unless a card allows a special summon. Printed text: Cannot Attack, Each time when an Adjacent Legend declares an attack, It gains this card's power for that attack only
Durin Legend Cost 2 · Level 2 · Power 6
Legend — enters the board with a Summon or Substitution unless a card allows a special summon. Battlecry: triggers when this enters the board. Printed text: Battlecry: Discard a Legend with more Power
Gruul the Avenger Legend Cost 2 · Level 2 · Power 5
Legend — enters the board with a Summon or Substitution unless a card allows a special summon. Printed text: If you control no Legends and your opponent discarded one of your legends from the board last turn, you can special summon this from your hand
Infected Peon Legend Cost 1 · Level 1 · Power 2
Legend — enters the board with a Summon or Substitution unless a card allows a special summon. Printed text: When this is discarded deal 2 damage to your opponent
Jed Legend Cost 2 · Level 2 · Power 7
Legend — enters the board with a Summon or Substitution unless a card allows a special summon. Printed text: Once per turn you may discard a card from hand to give Jed +2 power for that turn / If used on your opponents turn it must be done before they declare an attack
Khan Ugron Legend Cost 1 · Level 2 · Power 9
Legend — enters the board with a Summon or Substitution unless a card allows a special summon. Printed text: When Khan Ugron is discarded from the board, your opponent draws a card
Krag the Behemoth Legend Cost 2 · Level 3 · Power 11
Legend — enters the board with a Summon or Substitution unless a card allows a special summon. Battlecry: triggers when this enters the board. Printed text: Battlecry: Banish one Legend your opponent controls or one in their discard pile
Krug the Berserker Legend Cost 1 · Level 1 · Power 4
Legend — enters the board with a Summon or Substitution unless a card allows a special summon. No printed rules text beyond stats on the card.
Kuro Yami Legend Cost 2 · Level 2 · Power 5
Legend — enters the board with a Summon or Substitution unless a card allows a special summon. Printed text: Can Attack 2 times
Meridin Legend Cost 3 · Level 3 · Power 9
Legend — enters the board with a Summon or Substitution unless a card allows a special summon. Printed text: Once per turn, during either turn, when your opponent plays a spell you may prevent it from being played and discard it
Minotaur Legend Cost 1 · Level 2 · Power 8
Legend — enters the board with a Summon or Substitution unless a card allows a special summon. Printed text: Moo
Night Terror Legend Cost 2 · Level 1 · Power 1
Legend — enters the board with a Summon or Substitution unless a card allows a special summon. Deathrattle: triggers when this is discarded from the board. Printed text: Deathrattle: Special Summon a Legend with 3 or less power from your deck or discard pile other than a Night Terror
Ranger of the North Legend Cost 2 · Level 1 · Power 3
Legend — enters the board with a Summon or Substitution unless a card allows a special summon. Taunt: must be attacked before other legal targets when required by the effect. Printed text: Can attack your opponent directly unless they have a Legend with Taunt
Richard the Loud Legend Cost 1 · Level 1 · Power 2
Legend — enters the board with a Summon or Substitution unless a card allows a special summon. Printed text: Can count as rank 2 for a normal summon
Shaman Legend Cost 1 · Level 1 · Power 2
Legend — enters the board with a Summon or Substitution unless a card allows a special summon. Printed text: Gain 2 health at the start of your turn
Shelldon Legend Cost 2 · Level 1 · Power 2
Legend — enters the board with a Summon or Substitution unless a card allows a special summon. Printed text: Cannot be discarded from battle
Shieldbearer Legend Cost 1 · Level 2 · Power 7
Legend — enters the board with a Summon or Substitution unless a card allows a special summon. Taunt: must be attacked before other legal targets when required by the effect. Printed text: Taunt
Small Game Hunter Legend Cost 1 · Level 1 · Power 3
Legend — enters the board with a Summon or Substitution unless a card allows a special summon. Battlecry: triggers when this enters the board. Printed text: Battlecry: Discard a legend on your opponent's side of the board with less power than this
Stormforge Legend Cost 1 · Level 3 · Power 12
Legend — enters the board with a Summon or Substitution unless a card allows a special summon. No printed rules text beyond stats on the card.
Taskmaster Legend Cost 1 · Level 2 · Power 5
Legend — enters the board with a Summon or Substitution unless a card allows a special summon. Allows an extra Recruit once per turn (not the turn this is played) — exception to the one-Recruit limit. Printed text: You can Recruit once per turn except the turn this is played
Tinker Legend Cost 2 · Level 1 · Power 3
Legend — enters the board with a Summon or Substitution unless a card allows a special summon. Printed text: You may discard this from your hand during your opponents turn to negate the effect of one of their legends until the end of the turn
Vothug Legend Cost 2 · Level 3 · Power 5
Legend — enters the board with a Summon or Substitution unless a card allows a special summon. Printed text: Once per turn, you may Summon a Legend from your discard pile.

Spells

Bully Spell Cost 2
Normal Spell — resolve on your turn, then put it in your discard pile. Printed text: Discard the lowest power unit your opponent controls. If It's a tie you choose
Chains of Hypnos Counter Spell Cost 1
Counter Spell — play only on the opponent's turn when its conditions (if any) are met. Printed text: Your opponents Legends cannot attack this turn
Detonate Spell Cost 2
Normal Spell — resolve on your turn, then put it in your discard pile. Printed text: Discard a legend and you both take damage equal to half of its attack rounded up / You take the damage first
Earthquake Spell Cost 3
Normal Spell — resolve on your turn, then put it in your discard pile. Printed text: Discard all Legends on the board
Exile Spell Cost 3
Normal Spell — resolve on your turn, then put it in your discard pile. Printed text: Banish a legend
Fireball Spell Cost 1
Normal Spell — resolve on your turn, then put it in your discard pile. Printed text: Deal 4 damage to your opponent
Hex Spell Cost 2
Normal Spell — resolve on your turn, then put it in your discard pile. Printed text: Replace an opponents legend with Target dummy / The legend goes to the discard pile but does not count as being discarded
Invulnerable Counter Spell Cost 1
Counter Spell — play only on the opponent's turn when its conditions (if any) are met. Printed text: A legend you control cannot be discarded or banished from the board this turn. Can be used in response to a destruction or banish effect.
King's Sword Equip Spell Cost 2
Equip Spell — stays attached while its effect applies; does not go to discard when first resolved. Printed text: Chosen legend has + 3 power
Legend Rebirth Spell Cost 3
Normal Spell — resolve on your turn, then put it in your discard pile. Printed text: Special Summon a Legend from your discard pile
Legend Swap Spell Cost 2
Normal Spell — resolve on your turn, then put it in your discard pile. Printed text: Swap a Legend you control with one your opponent controls
Mind Control Spell Cost 3
Normal Spell — resolve on your turn, then put it in your discard pile. Printed text: Take control of an opponent's Rank 2 or lower Legend until the end of the turn / Cannot be tributed if it attacks this turn
Mulligan Spell Cost 1
Normal Spell — resolve on your turn, then put it in your discard pile. Printed text: Draw 2 cards and discard 2 cards
Possess the Fallen Counter Spell Cost 3
Counter Spell — play only on the opponent's turn when its conditions (if any) are met. Printed text: Summon a legend from your opponents discard pile
Rage Spell Cost 1
Normal Spell — resolve on your turn, then put it in your discard pile. Printed text: Pierce Damage and Direct damage is double this turn
Rampage Spell Cost 3
Normal Spell — resolve on your turn, then put it in your discard pile. Printed text: Both you and your opponent draw a card then your opponent discards 2 cards / If this effect causes your opponent to have no cards in hand they draw 1 card
Reckless Greed Spell Cost 3
Normal Spell — resolve on your turn, then put it in your discard pile. Printed text: Draw 2 cards / Cannot be used the turn it is recruited
Seal of Light Counter Spell Cost 1
Counter Spell — play only on the opponent's turn when its conditions (if any) are met. Printed text: Banish a legends from either discard pile and gain health equal to its power
Target Dummies Counter Spell Cost 1
Counter Spell — play only on the opponent's turn when its conditions (if any) are met. Taunt: must be attacked before other legal targets when required by the effect. Printed text: When your opponent attacks you can / Special Summon 3 Target Dummy tokens with 0 power and Taunt and they select a target again / You take no damage from combat involving these, and they cannot be tributed
Wildfire Spell Cost 1
Normal Spell — resolve on your turn, then put it in your discard pile. Printed text: Deal 2 damage to your opponent for each legend on the board

Ritual Legends

Alexander Ritual Legend Cost 1 · Level 2 · Power 6
Ritual — when recruited or drawn, stays face up on your Ritual pile (not the board). Placing it from the Ritual pile onto the board when its condition is met does not use a Summon. When discarded from the board, it goes to the discard pile like other Legends. Charge: may attack the turn it enters the board (exception to the usual restriction). Printed text: Ritual: If a Legend you control destroys another Legend in battle, you can tribute it to special summon Alexander / Charge
Hydra Ritual Legend Cost 2 · Level 2 · Power 6
Ritual — when recruited or drawn, stays face up on your Ritual pile (not the board). Placing it from the Ritual pile onto the board when its condition is met does not use a Summon. When discarded from the board, it goes to the discard pile like other Legends. Printed text: Ritual: One of your legends is discarded from the board (Either player's Turn) / You do not Recruit to start your next turn
Sir MOOlittle Ritual Legend Cost 2 · Level 2 · Power 8
Ritual — when recruited or drawn, stays face up on your Ritual pile (not the board). Placing it from the Ritual pile onto the board when its condition is met does not use a Summon. When discarded from the board, it goes to the discard pile like other Legends. Taunt: must be attacked before other legal targets when required by the effect. Battlecry: triggers when this enters the board. Printed text: Ritual: Discard a rank 2 you control / Taunt / Battlecry: Gain 5 health
Titanic Amalgam Ritual Legend Cost 3 · Level 3 · Power 15
Ritual — when recruited or drawn, stays face up on your Ritual pile (not the board). Placing it from the Ritual pile onto the board when its condition is met does not use a Summon. When discarded from the board, it goes to the discard pile like other Legends. Charge: may attack the turn it enters the board (exception to the usual restriction). Printed text: Ritual: Tribute Legends with a combined 15 power. / Charge / Cannot be Special Summoned by other means

Tokens

Target Dummy 1 Token Legend Cost 1 · Level 1 · Power 0
Token — not drafted or placed in the market. Obtained from card effects via the Tokens pile. Taunt: must be attacked before other legal targets when required by the effect. Printed text: Taunt / Cannot be Tributed
Target Dummy 2 Token Legend Cost 1 · Level 1 · Power 0
Token — not drafted or placed in the market. Obtained from card effects via the Tokens pile. Taunt: must be attacked before other legal targets when required by the effect. Printed text: Taunt / Cannot be Tributed
Target Dummy 3 Token Legend Cost 1 · Level 1 · Power 0
Token — not drafted or placed in the market. Obtained from card effects via the Tokens pile. Taunt: must be attacked before other legal targets when required by the effect. Printed text: Taunt / Cannot be Tributed