Rules & Gameplay
Everything you need to command the battlefield.
Card Anatomy
Every card in Fantastic Fights shares a common layout. Understanding where each stat lives is the foundation of the game.
Hover or focus any element of the card below for details.
Spells, Loot, and other non-Entity cards do not have Attack or Health circles. Only Entity, General, and Commander cards have stat circles.
Card Types
| Type | Description |
|---|---|
| Entity | A fighter with Attack and Health. May have Keywords and belong to Tribes. |
| Spell | A one-time effect. May belong to a Spell School. Goes to Graveyard after use. |
| Loot | Remains on the battlefield; requires activation to use effects. |
| Enhancement | A passive effect that remains in play until removed. |
| Equipment | A subtype of Loot that is attached to a card (typically enhances it). |
| Weapon | Equipped only to Commanders. Provides Power and Durability. |
| Place | Field card with limited Uses that affects the game while active. |
| General | Non-Entity Unit with Health and activated abilities. One ability use per turn. |
| Champion | Legendary card granting a one-time effect, Commander Armor, and a bonus Commander Ability. |
| Commander | Your player avatar. 30+ Health, always on the battlefield, defines your deck Class. |
Game Formats
| Format | Deck Size | Notes |
|---|---|---|
| Quick Battle | 30 cards | Common 2×, Rare 2×, Epic 2×, Legendary 1× |
| Fantastic Fight | 60 cards | Common 4×, Rare 3×, Epic 2×, Legendary 1× |
| Big Battle | 100 cards | All cards unique (except Ki Stones). Select a Leader Entity/General for Leader's Lookout zone. |
Starting Health: 1v1 and 3-player = 30 HP. 4–5 players = 40 HP. 6+ players = 50 HP (maximum).
Healing cannot exceed your starting Health total.
Starting Hand
- Draw 7 cards from your deck.
- Shuffle any 3 cards back — you begin with a 4-card opening hand.
- In 1v1: the first player does not draw a card on turn 1.
- The second player receives a Damaged Ki Stone in hand (provides 1 Ki that turn only).
Ki System
Ki is your energy currency. Every card costs some amount of Ki to play.
- Auto-Unlock: Start with 1 Ki. Gain +1 Ki each turn (maximum: 10).
- Ki Stone Cards: May be shuffled into your deck for flexible, non-turn-based Ki.
- Reset: All unspent Ki is lost at the start of your next turn. Ki Stones refresh each turn.
- Beam Exception: Ki may be spent on Beam cards and activated abilities during other players' turns.
- Overcharge Keyword: Borrow Ki from future turns — pay 0 Ki now, reduce max Ki next turn.
Turn Structure
Defender-Favored Mode
- Start of Turn — Resolve start-of-turn effects, draw a card, gain 1 Ki.
- Main Phase 1 — Play cards and activate abilities.
- Combat Phase — Attack enemy Commanders or Generals only. Defending player chooses how to block.
- Main Phase 2 — Play additional cards or abilities.
- End Phase — Resolve end-of-turn effects.
- Entity Recovery — All Entities restore to full Health.
Attacker-Favored Mode
- Players may attack any target directly, including enemy Entities.
- Attacks cannot be blocked unless a card specifically allows it.
- Damage is permanent — Entities do not auto-heal unless stated.
- Beam cards and reactive effects may still be used by other players.
Zones
| Zone | Purpose |
|---|---|
| Battlefield | Active cards currently in play. |
| Hand | Cards you hold (limit: 10; excess is Banished to the Shadow Realm). |
| Deck | Your draw pile. |
| Graveyard | Destroyed Entities and resolved Spells. Separate from Discard Pile. |
| Discard Pile | Discarded cards — separate from Graveyard. Some cards target or revive these. |
| Shadow Realm | Banished cards. Removed from the game; cannot return unless a card says otherwise. |
Classes
Your Commander determines your deck's Class. Neutral cards may be added to any deck, but every deck must declare a Class for its Commander Ability.
Spell Schools
Spell cards belong to one of these schools (or no school).
Arcane
Campaign
Dark
Divination
Fire
Frost
Light
Nature
Noschool
Races & Tribes
Entities may belong to one or more tribes. Some cards reference specific tribes for synergies.
Angel
Animal
Bird
Botanical
Canine
Demon
Deer
Dog
Dragon
Elemental
Fallen
Fairy
Feline
Furry
Horse
Human
Monster
Pig
Pirate
Reptilian
Robot
Rodent
Skeleton
Snake
Spirit
Titan
Totem
Turtle
Undead
Vampire
Zombie
Rarity & Deck Limits
| Rarity | Quick Battle (30) | Fantastic Fight (60) | Big Battle (100) |
|---|---|---|---|
| Common | Up to 2 copies | Up to 4 copies | 1 copy (unique) |
| Rare | Up to 2 copies | Up to 3 copies | 1 copy (unique) |
| Epic | Up to 2 copies | Up to 2 copies | 1 copy (unique) |
| Legendary | 1 copy max | 1 copy max | 1 copy (unique) |
Keywords A–Z
Bolded words on cards are keywords with specific mechanical definitions.
Terminology
| Term | Definition |
|---|---|
| Commander | Player avatar with 30+ Health; always visible and targetable unless protected. |
| Opponent | Any enemy Commander. |
| Enemy | Anything not on your team (Commanders, Generals, Entities, Champions). |
| Unit | Entities and Generals only — not Commanders or Champions. |
| Beam | May be played at any time, including during another player's turn. Chains resolve in reverse play order. |
| Banish | Send to the Shadow Realm. Cannot return unless a card states otherwise. |
| Destroy | Send a Unit to the Graveyard. |