How to Play Allegiance

Rules 3.2 · for the app and for printed cards at a table

Learn by playing: the Allegiance app has a guided tutorial that walks you through your first battle, move by move. This page is here for when you want the whole picture, or you're playing with printed cards.

The game in one minute · Your first game · Full rules · Glossary

The game in one minute

Two commanders face off across a battlefield. You play Black Forge, zealots who spread the deadly Blight, or the Descendants, sky-born wardens who shield their allies and purge it.

Behind each army stands a Stronghold. Tear down the enemy's Strongholds one after another until you destroy their last one, the Bastion, and you win.

Every turn you get 7 Allegiance Points (AP) to spend. Bring warriors onto the field, march them forward, attack with their abilities, and back them up with weapons, battle cries and clever defensive tactics. Every warrior that falls leaves Blight behind, a corrupted space nobody can cross. Let too much Blight pile up on your side and your army is overrun.

Your first game, step by step

  1. Pick a starter deck. Forge Reapers (Black Forge) hits hard and spreads Blight. Citadel Wardens (Descendants) protects its warriors with shields and heals. New players get both.
  2. Set up. Shuffle. Put your two Strongholds on top of your Bastion; the Bastion always comes last. Each player draws 7 cards and places their first Stronghold in their second row (row B).
  3. Turn one. The first player gets 6 AP and doesn't draw. Deploy two or three warriors straight from your hand onto your side of the field, at 2 AP each. On later turns warriors wait one turn in your Muster Zone (free) before deploying.
  4. Every turn after: draw a card, get 7 AP, then deploy, move and attack in any order. Each warrior can attack once per turn.
  5. Attack in straight lines. Along a row, a column or a perfect diagonal, within the range printed on the ability. Melee warriors (range 1) need to march up close; archers and mages hit from further back.
  6. Defend on their turn. When the enemy attacks one of your units, you can answer with a Tactic card for free: block, dodge, counter.
  7. Push to their Stronghold. Strongholds take damage like warriors. When one falls, the next one rises. Destroy the Bastion and the battle is yours.

Tip for your first games: don't rush a lone warrior forward. Advance together, keep a Tactic in hand, and watch the Blight count on each side.

Full rules

What you need

Copy limits: ★1–2 cards up to 3 copies · ★3–4 up to 2 · ★5 only 1.

The battlefield

Each player has a board 4 rows deep and 6 columns wide. Push them together to make an 8 × 6 battlefield. Row A is your front line, touching the enemy's row A; row D is your back row. Beside your board is your Muster Zone, with room for 4 warriors waiting to deploy.

Setup

  1. Shuffle your main deck. Shuffle your 2 Strongholds and put your Bastion underneath them.
  2. Decide who goes first.
  3. Each player draws 7 cards.
  4. Each player reveals their top Stronghold and places it on row B, rolling a D6 for the column (if the space is taken, use the nearest free one).

Your turn

  1. Draw 1 card. The first player skips this on their very first turn.
  2. Gain 7 AP. The first player's very first turn gets 6.
  3. Take actions in any order until you run out of AP or choose to stop.
  4. End of turn: discard down to 10 cards, then check for Blight Overrun and Rout (see Winning).
ActionCost
Put a Warrior from your hand into your Muster Zone (max 4 waiting)Free
Deploy a Warrior from your Muster Zone that has waited since your last turn2 AP
Move a Warrior: first space, then each extra space (max 3 spaces, any direction including diagonal, once per turn)2 AP, +1 AP each
Use a Warrior's abilityAP shown on the card
Soul Combat against a Blight2 AP
Play a War Supply (max 1 per turn)AP shown on the card

Attacking

Working out damage, in order:

  1. Start with the ability's damage and add the attacker's bonuses (weapons, buffs, Battle Cry, formation).
  2. The defender may play a Tactic.
  3. Subtract armor (flat reductions from cards such as Shield of the Victor or Heavy Plate).
  4. Each Absorb shield blocks 2 damage and is used up.
  5. One Reflect shield blocks 1 damage and deals 2 back to the attacker.
  6. Apply what's left. A unit at 0 HP is destroyed.

A unit can hold at most 3 Absorb and 3 Reflect shields.

Battle Cries, Tactics and War Supplies

Blight and Soul Combat

Strongholds

Blight Beasts

Formations

When 4 Warriors of your faction stand side by side in the same row, they form their faction's formation:

Winning

Glossary

TermMeaning
APAllegiance Points: what you spend each turn. 7 per turn.
Muster ZoneWhere warriors wait a turn before deploying. Holds 4.
TappedCan't move, attack, use abilities or play Tactics this turn.
AbsorbA shield that blocks 2 damage, then is used up.
ReflectA shield that blocks 1 damage and deals 2 back.
PoisonTakes 1 damage at the start of each of its turns while it lasts.
CurseTemporary HP loss that comes back when the curse ends.
ChillIts next ability costs 1 more AP.
CocoonOnix Zealot only: takes at most 1 damage per hit while cocooned.
BlightLeft where a warrior dies. Blocks movement; 12 on your side and you lose.
BastionYour last Stronghold. If it falls, you lose.
★ (stars)A card's power level. Sets how many copies a deck may have.

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