
HOW TO PLAY
A guide of rules and game mechanics.

KEY SYMBOLS


COMMEMORATIVE
GOLD COINS
PARTICIPATION
TROPHIES


THE SHEILD OF THE DISRUPTORS ALLIANCE
THE SHEILD OF THE
WOKE ARMY
The crown jewel of questionable collectables.
Every time a commercial airs on Fox News, minds are blown, wallets fly open, and someone’s uncle orders five. No one knows why they're so valuable—but they just are.
Some lands produce Commemorative Gold Coins. They can be used to play cards. These coins are only generated once a turn. Coins do not stack from turn to turn. You cannot save unused coins for future turns. At the start of each of your turns, the coin(s) from that land are refreshed, allowing you to use them again that turn.
In short: the coin supply resets each turn based on what the land card provides.
Proof that showing up is half the battle and the other half is making sure no one cries. It’s not about winning or losing… it’s about feeling like you won while your coach quietly questions their life choices. Remember: if everyone’s special, no one has to try too hard!
Some lands produce Participation trophies. They can be used to play cards. These trophies are only generated once a turn. Trophies do not stack from turn to turn. You cannot save unused trophies for future turns. At the start of each of your turns, the trophies(s) from that land are refreshed, allowing you to use them again that turn.
In short: the trophy supply resets each turn based on what the land card provides.
This shield is the emblem of the disruptors—not rebels without a cause, but warriors with one: to defend the sacred order of common sense, elbow grease, and family values. These are the champions of a forgotten age, when the world made sense, cars were built like tanks, and kids drank hose water—and liked it. They rally behind tradition like it’s a holy relic, swearing allegiance to things like manual labor and regular coffee. But sometimes, their pushback becomes a tantrum, their nostalgia a crutch, and their war cry sounds suspiciously like “get off my lawn."
This is the symbol of the Woke Alliance. On the surface, they speak of justice, progress, and a beautifully diverse future. Their banners are bright, their slogans louder, and their hashtags endless. But beneath the rainbow glow lies a machine fueled by guilt, fear, and an ever-shifting glossary of forbidden words. They wage war with language, cancel with precision, and preach tolerance—so long as you agree with them. Behind every noble cause is a committee, a think piece, and a corporate sponsor ready to monetize your conscience.
CARD TYPES
Common Land
You must have these to play any creature, enchantment, or instant cards. Land cards become "tapped" once you use their coins or trophies for that turn. Once tapped, your card can not be used until your next turn. Coins and trophies generated by cards do not stack turn to turn, they refresh at the beginning of your next turn and only the amount of coins the card produces are available to you. You may only play one land card per turn.
Legendary Land
Legendary land cards generate more coins or trophies than common lands, often accompanied by special abilities. These unique powers can be leveraged to gain an edge and push you ahead in the game. You may only play one land card per turn.
Common Creature
Common creatures are less powerful units and can be used to attack and block enemy attacks.
Legendary Creature
Legendary creatures are much more powerful and rarer than common creatures. They often come with special abilities that can be activated by spending additional trophies or coins. These creatures typically have significantly higher strength and health points, making them formidable assets on the battlefield.
Enchantment
Once an enchantment card enters the battlefield, it stays there until your opponent destroys it. There are various cards in the deck that can remove enchantments. The effect of the enchantment continues to trigger each turn until it is destroyed.
Instant
An Instant card can be played at any time, as long as you pay the required Participation and/or Trophy cost to activate it. This card can only be used once and is destroyed after it’s played.
Influence
A one-time action you take on your turn to change the board, affect an opponent, or deploy a strategy.
Equipment
Tools, weapons, or gadgets you attach to your “creatures” to give them extra power or abilities.
KEY ATTRIBUTES


FACTION
CLASS
SPECIAL ABILITIES
COST
LORE
With the exception of land cards, each card has a cost—some need trophies, some want gold coins, and a few demand both.
It is important to note the faction type of the card. Some abilities only affect cards with specified faction types.
Be sure to read the cards special abilities. These abilities may be activated once the card is on the battlefield.
It's just for fun.
STRENGTH/HEALTH
The first number represents the cards strength. The card uses the Strength to attack. The second number represents the cards health
BATTLEFIELD SET UP
Each player should set up their play area as shown below before starting the game. This will help keep the game organized and easy to follow.

STARTING A GAME

Roll a die, preferably a D12. whoever gets the highest number gets to start.
Determine who goes first
Draw your cards
Each player draws 7 cards to begin. Make sure you have at least a few land cards, you can re-draw up to two times.
Track your health points
Just like creatures, you—as the player—have health points. You start with 40, and each time your opponent deals damage to you, you subtract that amount from your total. If your health reaches 0, you are cancelled and lose the game.
Place your library
face down
Before you begin playing, shuffle your deck thoroughly to ensure a balanced mix of land, creature, instant, and enchantment cards. Place your deck face down so the cards remain hidden. You may not look at the top card of your deck unless a specific card ability allows it.
Draw a card
At the beginning of your turn you draw a new card from your card library. Repeat this throughout the game.
Typically, your first turn will just involve playing a land card and then passing. Since you're only allowed to play one land each turn, it's normal for the first few turns to focus on playing land cards. You'll need to have a few lands in play before you can start using your other types of cards.
Play your first turn
Shadow banning
When creature cards first enter the battlefield, they can’t be used right away. They’re “shadow banned” until your next turn.

ATTACKING
On your turn, you may choose to enter the combat phase. Here are some key points to keep in mind during this phase.



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