The Black Isles of Volnar – Rulebook

1. Introduction

Welcome to The Black Isles of Volnar, a tactical card game of myth, memory, and fire. Build decks from powerful factions, command units, and outmaneuver your foes through synergy and timing.

2. Game Objective

Reduce your opponent's Life from 20 to 0. Alternate win: force them to draw from an empty deck.

3. Game Components

4. Game Setup

Each player starts with 20 Life and 1 Energy. Shuffle decks and draw 5 cards. Second player may mulligan 2. Randomly decide who goes first.

5. Card Anatomy

+-----------------------------+
| Card Name       [Faction]  |
|  Cost: 3         [Unique]   |
| Power: 4 / Health: 5        |
| Keyword: Blade Form         |
| Ability Text Here           |
| "Flavor text italic"        |
+-----------------------------+
    

6. Turn Structure

7. Card Types

8. Combat and Lanes

+---------+---------+---------+
| Lane 1  | Lane 2  | Lane 3  |
| Unit A  |         | Unit B  |
+---------+---------+---------+
    

Units may attack forward or adjacent. +1 Power if same-lane. Empty lanes hit opponent directly.

9. Unit Movement

Units may move once per turn to an adjacent lane. Movement ends Nestlink chains.

10. Energy System

Gain +1 Energy per turn (max 10). Cards cost Energy. Some refund or drain Energy.

11. Faction Keywords

FactionKeywordEffect
ShinkoroBlade FormSpell → Unit → Spell/Trap grants bonus (only once per turn, after turn start)
MistmereFogcastAuto-reveals next turn unless delayed. Channel: refund 1 mana once per turn (no stack).
HornsreachTitheEnergy tax mechanic
HornsreachStack+1/+1 per turn if undamaged
EmbercoastRoarbackTriggers after 2+ non-spell damage
GlowlarkNestlinkAdjacent units share buffs and traps

12. Trap Mechanics

Played face-down. Only one trap may occupy a lane slot. If multiple are played, they stack and resolve in order. Revealed during combat or via Fogcast. Blade Form Traps only trigger as 3rd card in a sequence.

13. Keyword Priority & Stack

  1. Fogcast (start of turn)
  2. Tithe (start of opponent turn)
  3. Blade Form (main phase)
  4. Nestlink (persistent)
  5. Roarback (post-combat)

14. Token & Effect Tracking

Use dice and markers to track energy, damage, traps, Nestlinks. Temporary buffs expire after combat.

15. Deck Construction

16. Visual Turn Examples

Example 1: Blade Form — Spell → Unit → Trap. Trap gains bonus.
Example 2: Nestlink breaks when middle unit is KO’d.
Example 3: Fogcast reveals at start of turn.

20. Timing Windows Table

Phase StepCan Play Spell?Can Set Trap?Can React?
DrawNoNoNo
EnergyNoNoNo
Main (pre-move)YesYesYes
Main (post-move)YesYesYes
Attack DeclarationRare*NoYes
Trap RevealNoNoYes
Combat DamageNoNoNo
End PhaseYesNoYes

*Some Blade Form/Fogcast cards may react to attack declaration.

21. Sample Match Walkthrough

Turn 1 (Embercoast): Brimstone Cub played.
Turn 1 (Shinkoro): Ash Veil played.
Turn 2 (Embercoast): Cub attacks. Roarback triggers.
Turn 2 (Shinkoro): Swiftblade + Return to Smoke. Blade Form triggers.

22. Faction Archetypes

23. Glossary