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Welcome to Kingdoms!


The trading card game made in St. John's, Newfoundland! The game inspired by the change I wanted to see in Trading Card Games! Attackers have advantage, we don't have mana screw/mana flood, (if you know what that is) & our sets are small/highly collectible! The game is built to be affordable & a new set only drops 2-3 times a year!

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How to Play:
Reading a Card

1. Cost
2. Name
3. Faction
4. Card Type
5. Card Description
6. ATK/HP
7. Rarity

​Not everything has ATK/HP or a faction. 

Every card type sticks around after being played except scrolls.

A card's ATK/HP represent how much damage it can do/take. Flag side is the ATK side and the other is HP.

How to Play:
Setting Up 

A starter deck will come with everything you need. This includes 11 resource cards & 43 or more non-resource cards.

Step 1: Get all your terra/resource cards and put them into a pile face down. This is your terra deck.

Step 2: Separate your Bastion, & 2 Hero/Lord cards (any combination). Place those cards face up in front of you like in the diagram. This area is called your throne room. Think of your bastion as your kingdoms health & the heros/lords as your left and right hand royal council.

Step 3:
Shuffle the remaining cards and place them face down. This is your main deck. Every card in your main deck must share a faction with 1 of your royals or be factionless.

Step 4:
Draw 5 cards from your main deck. Once all players have done all 4 steps your ready to start a duel!

Step 5: Decide who gets to take the first turn. Now take turns until you reduce your opponents bastion to zero! If you do, YOU WIN! Careful not to lose though, your opponent will be trying to do the same to you!

How to Play:
Taking Your Turn

​Step 1: Reset everything you control to a rested (upright) position.

Step 2: Draw 2 cards, draw only 1 if your taking the very first turn of the duel. Whenever you draw in kingdoms you can draw from either deck, in any order.

Step 3: Its your turn now, play cards, move, & attack in which ever order you please, then end your turn.

Step 1: Play a terra card. Limit of playing 1 per turn.

Step 2: Generate power by exhausting your terra. Exhaust a card by turning it on its side.

Step 3: Use your power to pay the cost of a card in your hand or a royal from your throne room. Then put the card in your kingdom. If its a unit you may put it directly onto the battlefield. If its a scroll you get the effect and then put the card in the grave.

You must fully resolve each card you play before playing another one. 

Being able to play a card or effect in response to another before it resolves is called being swift or having trice speed. 

Basics:
1. E
ach unit you control can only attack once per turn.
2. A
unit cannot attack the turn you play it.

Step 1:
Exhaust (turn sideways) a unit you control on the battlefield and declare its target. That can be any unit on the battlefield, or a bastion if it controls no rested (upright) units on the battlefield.

Step 2:

Calculate damage. If your attacking a unit, it deals damage back, even if it's exhausted. Units deal damage to each other at the same time in combat.

Each unit you control can move once per turn from the battlefield to the kingdom or vice versa. Even the turn you play them. 

Units can't move if they are exhausted.

Step 1: If you have more than 7 cards in your hand you discard cards until you reach 7 cards in hand.

Step 2: Every non-lord unit (even your enemies) heals.

How to Play:
The Throne Room & Other Important Mechanics


The Grave:
This is a face up pile you make as cards get destroyed in combat, or by card effect. This is also were you put cards that get discarded from your hand, its also where scrolls go once you get their effect.

The Throne Room:
If your royal would go anywhere other than the throne room (die ect.) you may choose to put it back to an empty throne room zone, that zone then has 2 counters put on it. If you wish to play your royal from that zone again it now costs 1 more for each counter on that throne room zone.

Fringe: 
This is card text that means you can gain the following effect once each turn, generally for free.

Hard:
This is text that may come before any ability. It means that ability can only be gained once per turn no matter how many copies of that ability you may be able to use.

Lords:
Lords can't heal, they don't have attack points, and instead of HP they have morale. They can be put on the battlefield and even attack, they just have no attack points.

Mythic rule:
Lords, Heroes, & Landmarks all have what's called the mythic rule. Meaning if you have 2 or more copies of a mythic card with the same name you must sacrifice all except 1.

Rules can be broken as long as a card says to break them.

See the full rulebook

Available at these retailers!





&


Where to Play

We meet at Midgard Gaming on the second and fourth Sunday of each month.

April 13th/2025

Sunday TournamentDay
Midgard Gaming
1:00PM - 5:30PM

• $10 entry. The top player gets a serialized gold foil! Prize pool of store credit ($9 from each player) is split between top players depending on how the top cut looks. The runner-up(s) who make the top cut get a
gold foil tournament prize terra card!


April 27th/2025

NEW SET RELEASE DAY!
Midgard Gaming
1:00PM - 5:30PM

Our community day. Free Entry. Day for trades, learning, teaching, ect. New set time!




Join our discord for the latest updates & to duel with us on tabletop simulator. 

Ban/Limited List

This list will go into effect March 1st and stay in effect until July 1st.*

*This list will have the following cards removed from it as of April 27th due to re-prints with updated effect text releasing: After the Storm; Helga the Bog Witch; & everything at 13 points.*


Think of this list like a shop and everything costs points. You get 12 points when you build a deck. This includes your side deck.

Lillia, Saint of Vitality  
13

Kh'lip, the "Goblin" King  
13

Seed of the Ancient Tree  
13

Helga the Bog Witch  
5

After the storm  
3

Shiny Rock  
3

Speed Scroll  
3

Blessed Stone  
2

Royal Squire 1

Shrine of Greed 1

Avren the Spell-Sword 0 (Was 5)

The King of Thieves  
0 (Was 2)

Lotus Shrine  
0 (Was 1)

Phoenix Feather  
0 (Was 3)

Riptide Elemental  
0 (Was 2)

Western Watchtower 0 (Was 1)

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