Quickstart Guide to the Battlefield
Now that we have got the structure on how the deck is built, and the basics of how construct one ourselves, we can now move onto learning the Battlefield. This will be the layout of where all the cards we put into your deck will go when we play them within a game of Legions Realms at War.
As you see below here; we are looking at the starting 'Decimaya' Launch Playmat with all the card spaces set up conveniently for us. So let's go through each zone and learn about how to maneuver our way around the battlefield.
Veil/Realm Zone
This is the 1st of the 4 major zones on the battlefield that make Legions Realms at War TCG a truly unique gaming experience. This zone is filled right at the start of the game during our battlefield setup before we start playing. In this zone we put our one and only Veil/Realm card.
The Veil/Realm card, as we have learned already, is our only dual sided card in the game, and does not count towards our Main Deck card total. This card starts with the Veil side face-up, and represents the bridged portal to our chosen Realm, that all our Warriors and Majik has to pass through to get to the opposing Realms.
In the opening turns of the game this Veil card is one of the most important cards. For as long as there are Veil Counters on this card, the Veil stays small and closed to bigger plays. This means that your Warriors can still travel through the Veil to fight, and Unified cards can still impose their Majik through the Veil; also Fortified cards can still be used to defend your Realm as well.
What this means though, is your Warlord, Synergy, and Guardian cannot use their abilities or make advancements in battle. All 3 of these powerful cards require your Realm to be exposed, to draw their power from it. So for the first 3 turns of the game, these 3 powerhouse cards cannot be used, until your Realm has been opened.
*Note* Your Warlord can still take damage during this time.
As for the Realm side of the card, it appears once the Veil has been Pierced (flipping over of the Veil card). The Realm card, once revealed, has an immediate Absolute Effect. This means that there is nothing any player can activate in response to the opening of a Realm.
Warlord Zone
This is the 2nd of the 4 major zones on the battlefield that make Legions Realms at War TCG a truly unique gaming experience. This zone is filled right at the start of the game during our battlefield setup before we start playing. In this zone we put our one and only chosen Warlord card.
Like the Veil/Realm card, this card does not count towards our Main Deck card total. This is the leader of the Legion you have chosen to play with and fight for. This is a very special character in the game and story-line. They are ultimately your strongest fighter in battle, as well as, your life total. If your Warlord receives their Damage Counter Max (DCM), you lose the game.
Use your Warlord to unleash large amounts of damage, through a Magical or Physical Attack, utilize it's Special Ability, or do both.
Make sure you have Warriors out on your battlefield however, as this is one of the only way of preventing your Warlord from taking damage from a direct attack.
Synergy Zone
This is the 3rd of the 4 major zones on the battlefield that make Legions Realms at War TCG a truly unique gaming experience. This zone is filled right at the start of the game during our battlefield setup before we start playing. In this zone we put our one and only chosen Synergy card.
Guardian Zone
This is the 4th of the major zones on the battlefield that make Legions Realms at War TCG a truly unique gaming experience. This zone is filled right at the start of the game during our battlefield setup before we start playing. In this zone we put our one and only chosen Guardian card.
Deck Zone
Like most trading card games you have your Deck Zone. This is where the main cards of your deck are shuffled together and set face down at the start of the game.
**Remember** For Classic Constructed play the deck minimum is 50 Cards and the deck maximum is 60 Cards. This of course does not count your Veil/Realm, Warlord, Synergy, or Guardian cards.
Discard Pile
Like most trading card games this is where all cards you have used or cards that have been discarded/sent/destroyed go. The Discard Pile is a place where all player's playing have complete access to what cards are in there at all times.
**Remember** There may be card effects of Unified or Fortified cards that can activate/trigger in or from your discard pile. Make sure you monitor that in both yours or opposing player's Discard Piles, that way you are not taken by surprise during the course of the game.
Eradication Zone
This is the zone on the battlefield where cards that become Eradicated go. Eradication is a term used throughout the game referring to a card or cards removed from play status. This is equivalent to other trading card games that use the terms of Banish, or Exile.
Cards in the Eradication Zone can still be accessed however, as they are still considered part of the game and field. Interactions with cards in this zone are to only be done with cards or effects that interact with this zone.
Throughout the game, cards that enter or can enter the Eradication Zone may potentially have card effects that stipulate "When this card is eradicated..." or "You can eradicate this card..." and it is in this zone that those such effects activate and resolve.
Cards in the Eradication Zone are to be public knowledge to all players within the game, at anytime during any player's turn.
**However there is one exception to this rule. The exception is, that if a card is eradicated face-down in the Eradication Zone, then only the player/owner of the card may have access of knowledge to that card.
Warrior Zones
These 5 Zones are the places on the field where Warriors you either Conscript and/or Revive go. A player cannot exceed the total number of 5 Warrior Zones as this is the maximum capacity allowed on the battlefield.
Warrior cards in this zone cannot be moved to an occupied or unoccupied Warrior Zone at anytime (unless a card otherwise states). This means, that once you Conscript and/or Revive a Warrior into a Warrior Zone, it must remain in that zone until it leaves the field in someway.
**Placement of your Warriors within these 5 Warrior Zones, therefore do matter, as there are cards within the game that stipulate a certain card zone, cards within a certain zone, and adjacent card zones.
Unified Zones
The Unified card zones are the place in which you can activate all of your various types of Unified cards throughout the course of your turn. In these zones is where you activate a normal one time use Unified card, an Armament (ARM) Unified card (that then equips to the under side of a Warrior card on the field), and Unified cards that Remain Active (ACT).
**Remember** Once you fill up all 5 of these Unified zones with Unified cards that are not a one time use activation, you cannot play any more Unified cards until 1 of these 5 zones are freed up and no longer occupied.
Fortified Zones
The Fortified card zones are the place in which you can set all of your various types of Fortified cards face down throughout the course of your turn. In these zones is where you can set a normal one time use Fortified card, an Armament (ARM) Fortified card (that then equips to the under side of a Warrior card on the field), and Fortified cards that Remain Active (ACT).
**Remember** Once you fill up all 5 of these Fortified zones with Fortified cards that are not a one time use activation, you cannot set any more Fortified cards until 1 of these 5 zones are freed up and no longer occupied.