Your goal is to defeat the opponent's HERO!
You do this by playing cards and attacking.

Each player draws 5 cards. Decide who goes first.
(roll a die or something)

PREPARE PHASE

Player 1 plays cards from their hand onto the table.
Player 2 looks at what Player 1 played, then plays their own cards to try and stop them.
(You use cards as CHARGE to play other cards, cards used as charge are put back into the deck.)

COMBAT PHASE

Player 1 Attacks: Chooses their target(s). You can attack the enemy HERO or any card on the field(depending on your opponents cards).You can attack with your HERO like with any other CHARACTER on the field.If a card is defeated, move it to the graveyard immediately.(If told otherwise.)Player 2 Attacks Back: Attacks with any cards they have left on the field.

A HERO's Artifacts can't be attacked unless they have been played (put on the field). Their effect are always active until they used as CHARGE or as a WARDEN.
(Artifacts won't go to the Graveyard when used, but discarded from the game completely.)

ROUND ENDS

After everyone has attacked, the round ends and both players pick new cards from their deck until they have 5 on hand.Now next round starts with the next PREPARE PHASE.
But this time the player that goes first is switched
(Player 2 is now the attacker and Player 1 is defending.)

THE HERO CARD IS YOU, THE PLAYER. IF YOUR HERO CARD GETS DEFEATED YOU LOST THE GAME. EACH HERO HAS THEIR OWN "PLAY STYLE" WITH THEIR OWN UNIQUE ABILITIES/STRATEGIES.

ARTIFACTS ARE THE EQUIPMENT OF HERO CARDS, EACH HERO HAVE AT LEAST 2 OF THESE (ONLY 2 ARTIFACTS CAN BE PLAYED AT A TIME).
ARTIFACTS CAN BE USED AS WARDEN CARDS OR CHARGE IF YOU'RE IN A PINCH, BUT YOU WILL LOSE THE PASSIVE ABILITY SAID ARTIFACT PROVIDES. (ARTIFACTS USED WILL BE REMOVED FROM PLAY).

WARDEN CARDS ARE SHIELDS, THESE CARDS MUST BE DEFEATED BEFORE THE OPPONENT CAN ATTACK THE HERO CARD.

CHARACTERS ARE YOUR MAIN DAMAGE DEALERS
SOME CHARACTERS HAVE THEIR OWN ABILITIES THAT ARE TRIGGERED WHEN THE CARD IS PLAYED (IF SAID OTHERWISE.)

ACTION CARDS ARE PLAYED DURING THE PREPARE PHASE.
THE EFFECTS OF ACTION CARDS TAKE EFFECT DURING THE PREPARE PHASE (UNLESS THE CARD SAYS OTHERWISE).

YOU OPPONENT WILL NOT SEE WHAT YOUR PLAYED TRAP CARDS ARE.
TRAPS ARE TRIGGERED BY ACTIONS MADE BY THE OPPONENT.
(IF YOU CAN'T GET A CARD TRIGGERED IT MAY BE DISCARDED DURING PREPARE PHASE).

MUCH LIKE CHARACTER AND WARDEN CARDS, YOU PLAY SUPPORT CARDS ON THE FIELD. YOU WILL USE A SUPPORT CARD TO "ATTACK" ONE OF YOUR OWN CHARACTERS, WHICH HEALS THAT CHARACTER FOR THE AMOUNT SHOWN ON THE SUPPORT CARD.SUPPORT CARDS CAN'T HEAL/ATTACK HERO CARDS AND CHARACTER CARDS WITH THE WARDEN EFFECT.

SOME CARDS MIGHT HAVE THE ABILITY TO INFLICT THE SICK STATUS.
CHARACTERS INFLICTED WITH SICK WILL HAVE THEIR ATTACK DECREASED BY 1, THIS STATUS CAN STACK UP TO 3 TIMES.

SOME CARDS MIGHT HAVE THE ABILITY TO INFLICT THE SLEEP STATUS.
CHARACTERS INFLICTED WILL NOT BE ABLE TO BE PLAYED UNTIL THE EFFECT IS LIFTED. SLEEP CAN BE REMOVED IF ONE OF YOUR CARDS ATTACK THE CARD INFLICTED WITH SLEEP, THIS DOES NOT DAMAGE THE CARD, IT ONLY REMOVES THE EFFECT.

SOME CARDS MIGHT HAVE THE ABILITY TO INFLICT THE BLEED STATUS.
CHARACTERS INFLICTED WITH BLEED WILL TAKE 1 DAMAGE AT THE END OF EACH ROUND, THIS STATUS CAN STACK UP TO 3 TIMES.