Rules

This page contains the rules for Faithbreaker.

### To begin the game you will need:

* A deck of both combat (Troop) and utility cards (Tricks, Traps, Foods, and Constructs) both with a collective minimum of 1 card and maximum of 120 cards.
* An assortment of coins or a piece of paper to keep track of money.
* A book or screen to hide both you and your opponents dungeons from each other.
* (Optional) A piece of paper to count health and other values.
* (Optional) A chess clock to put a time limit on you and your opponents turns.

## The Basics

Your main goal is to make your opponents health reach 0 (each player starts with 25 health). You can do this by using Troop Cards on the battlefield and having them attack your opponents directly (There's non-troop specific cards that can also damage the player). There are also utility cards, which includes Tricks, Traps, Foods, and Constructs.

To start the game, both you and your opponent play rock paper scissors or flip a coin to determine who goes first. On each players first turn they gain 5$ (This will be used to play cards) and draw three cards from the combat deck and two cards from the utility deck, and put them into their hand. These troops can only be played in the dungeon on the first turn. Every turn after the first turn, you collect 3 coins and draw 1 card of your liking (1 from your combat deck or 1 from your utility). All cards contain their cost in the top right.

## Utility Cards

Utility cards, as mentioned earlier, contain Tricks, Traps, Foods, and Constructs. Tricks are cards that can be played at any time during your turn, and have a certain effect explained on the card. Traps can be placed face down behind a row on your side of the battlefield (not your dungeon!) and will activate when your opponent places a troop in said row or at a different time if the card specifies. Food cards can be given to a troop, usually to increase its stats. Food cards can NOT be given to constructs. Constructs are like troop cards, but usually can not attack and do not have to be fought in the dungeon. Constructs can also not be placed in your dungeon.

## Troop Cards

Troop cards are your main way of dealing damage to your opponent. All troop cards contain attack and health stats, attack on the left and health of the right. All of your troops will attack at the end of your turn, dealing damage to whatever is in front of them. If there's a card in front of a troop when it attacks, it will subtract that troops health by it's damage or "attack the troop". If nothing is in front of a troop when it attacks, it deals damage to your opponent, bringing you closer to victory!

Most troop cards also contain skills. Skills are what make each troop card unique, and province them with special effects and abilities. A list of skills and their effects can be found here. Most troop cards also have a troop type, indicated in the bottom left. These types don't do anything on their own, but can have certain effects with cards (an example being lemons, which only buffs organic and mechanical troops.)

A guide to how a troop card worksThe symbols for every different troop type
## Drawing Cards And The Dungeon

Any utility card you draw will be placed into your hand, but any combat cards you pick up will go into either of the two rows of your **dungeon.** The dungeon is a place where you fight your own troops in order to use them in battle. Whenever you draw a troop card it is sent into your dungeon as an opposing troop. The only way to get it into your hand is for you to defeat it. Placing cards in your dungeon from your hand costs the same amount as it normally would, and attacks at the same time as the rest of your troops (at the end of your turn). Opposing troops in your dungeon attack when your opponent ends their turn. If you placed a card in the dungeon from your hand and wish to get it back to your hand, you must pay the cost of the troop and not use it for the rest of that turn. Opposing troops in your dungeon can not damage you directly.

## Other notes and rules

* At the beginning of the game, if you don't like your starting hand, you get one **veto**. This means you can shuffle your cards back into your deck and draw again. This can only be done of your first turn.
* You can only have a maximum of 7 cards in your hand at a time. If you kill a troop in the dungeon it counts as a forced card, which means you can still take it into your hand but you'll have to discard something.
* Some skills will have a gold outline. This means they are solo skills, which are specific to that troop and have there effect explained on the card.
* If a construct has a - as their attack, it means that they can never attack.
* On your turn, you can spend 1 coin to discard a card from your hand.