Official Rulebook

"Loot, Learn and Run Again."

Version 3.0 • February 2026 • Core Battle System

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01Overview 02Heroes 03Enemies 04Zones & Battlefield 05Reach System 06Cards 07Action Points 08Round Flow 09Combat Resolution 10Movement 11Death & Win/Lose 12Enemy AI
01

Overview

Relic Run is a cooperative fantasy deck-builder card game for 1–4 players. Players control heroes who fight together against groups of enemies. Each hero has a personal deck of 10 cards, equipment, and health. Each hero has their own pool of Action Points (AP) to play cards.

The game is played in battles (scenarios). The core loop is the battle system described below.

Key Design Pillars

Co-op PvE

All players vs. enemies — work together or fall together.

Per-Hero AP

Each hero has individual resource tension: "Do I attack or save cards for AP?"

Dual Card Effects

Every card has a Play effect and a Discard effect — creating constant trade-offs.

Zone Positioning

Zone positioning and weapon reach add tactical depth to every decision.

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02

Heroes

Each hero has HP (varies per hero), a deck of 10 cards (shuffled at game start), Equipment slots (Left Hand, Right Hand, Armor, Trinket), and a hand of up to 5 cards drawn each round.

⚔ Barbarian
HP10
WeaponTwo-Handed Sword — 2 Dmg, Reach 1
ArmorThick Fur — 2 Armor
TrinketHealing Potion (Heal 2, 1-use)

Role: Frontline tank. High armor and HP. Uses Block cards to build armor for the Guard mechanic — protecting backline allies. Devastating Blow deals 4 pure Crit damage that bypasses all armor. Rampage (0 AP) deals damage equal to current Armor without consuming it. Hunker Down (2 AP) is the power block that doubles as an AP battery.

Starting Deck — 10 Cards
Card×CostPlay EffectDiscard Effect
Bold Swing21Attack 1× + 1 Crit (Frontline)+1 Armor, +1 AP
Cleave11Attack ALL enemies in reach (Frontline)+1 AP
Devastating Blow11Deal 4 Crit (unblockable). Burns. (Frontline)+1 AP
Brace31Block 1× (any zone)+1 AP
Rampage10Deal damage = current Armor (keeps Armor) (Frontline)Purge (destroy 1 Wound)
Ultimate11Attack 2× (Frontline)Heal 1, +1 AP
Hunker Down12Block 2× (Frontline)+2 AP
🏹 Archer
HP5
WeaponComposite Bow — 2 Dmg, Reach 2
ArmorLeather — 1 Armor
TrinketHealing Potion (Heal 2, 1-use)

Role: Glass cannon ranged attacker. Low HP makes her fragile — she relies on the Barbarian's Guard to survive. Reach 2 lets her deal consistent damage from the Backline. Druwhnish Aim doubles weapon damage on the next attack (burns). Longshot is her signature flanking card. Bull's Eye requires aggressive Frontline positioning.

Starting Deck — 10 Cards
Card×CostPlay EffectDiscard Effect
Quick Shot21Attack 1× + Free move (Front/Back)Free Move 1, +1 AP
Longshot12Attack 2× + Free move (Flank only)+1 AP
Aimed Shot11Attack 2× (Backline only)+1 AP
Dodge21+3 Armor (flat, ignores equip) (any)+1 Armor, +1 AP
Druwhnish Aim10Buff: next attack = Crit. Burns. (any)+2 AP
Skilled Shot21Attack 1× +1 Damage (Front/Back)+1 AP
Bull's Eye10Attack 2× (Frontline only)Heal 1
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03

Enemies

Shared Activation Deck

All enemy types share a single activation deck. At round start, 1 card is drawn per living enemy type (not per individual). These are revealed to all players.

Card ValueCountBurns?
12Yes — both burn after use
22Yes — both burn after use
31No
41No
51No
61No
Burn Mechanic

All four low-value cards (1s and 2s) permanently burn after use, thinning the deck from 8 → 4. This dramatically increases the probability of dangerous activations in later rounds.

💀 Zombie
HP3 (max 7)
Initiative7 (acts later)
ZoneEnemy Frontline
Activation Table
ActivationEffect
1–3Deal 2 Damage, Reach 1. Target: lowest HP hero
4Deal 2 Damage, Reach 1. Target: lowest HP. On HP damage: place 1 Wound
5–6Spawn a new Zombie (face-down). If blocked: Heal 2 HP instead.

Fallback: Heal 2 HP (capped at max).

Death Trigger: Deal 1 Crit damage (unblockable) to all heroes within Reach 1. Grants 1 XP.

🏹 Skeletal Archer
HP2 (max 5)
Initiative3 (acts first)
ZoneEnemy Backline
Activation Table
ActivationEffect
1–3Deal 3 Damage, Reach 2 (+1 zone). Target: highest HP hero
4Deal 3 Damage, Reach 2 (+1). Target: highest HP. Bypasses Guard.
5Deal 3 Damage, Reach 2 (+1). Target: lowest Armor. Bypasses Guard.
6Deal 4 Damage, Reach 2 (+1). Target: lowest Armor. If HP damage: place 1 Wound.

Fallback: Gain +1 Damage and +1 Reach for next round only.

Death Trigger: Grants 1 XP.

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04

Zones & Battlefield

The battlefield has 6 zones arranged vertically — 3 per side:

Player Flank
+1 Dmg per attack
Player Backline
+2 Armor
Player Frontline
+1 Dmg from enemies
⚔ BATTLE LINE ⚔
Enemy Frontline
No effects
Enemy Backline
+1 Bulwark, +1 Reach
Enemy Flank
No effects

The Flank Bridge

Player Flank and Enemy Flank are connected by a shortcut — they are only 1 boundary apart for reach/distance purposes. This creates an alternate, shorter attack path.

Critical Rule

The Flank Bridge affects reach/distance only. Heroes NEVER enter enemy zones. Enemies NEVER enter player zones. No entity moves across the bridge — it simply makes the flanks closer for attack range calculations.

Distance from Player Flank (with Flank Bridge)
TargetLinearBridgeEffective
Enemy Frontline333 (tie)
Enemy Backline422
Enemy Flank511

Zone Effects

Zone effects are defined per scenario. Effects include:

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05

Reach System

Distance is measured in zone boundaries crossed. The battlefield has two paths: the linear chain and the Flank Bridge. Distance uses the shorter of the two.

Base Distance Table

From ↓ / To →Enemy FrontlineEnemy BacklineEnemy Flank
Player Frontline123
Player Backline233
Player Flank32 (bridge)1 (bridge)

Empty Zone Rule

Key Rule

If a zone between the source and target is empty (no active entities), reduce the distance by 1. Face-down (inactive) enemies do NOT count as occupying a zone.

Reach Examples

All Zones Occupied (Starting State)

  • Barbarian (Reach 1) in Player Frontline → Enemy Frontline: distance 1. ✅
  • Archer (Reach 2) in Player Backline → Enemy Frontline: distance 2. ✅
  • Skel. Archer (Reach 2 + 1 zone = 3) in Enemy Backline → Player Backline: distance 3. ✅

Enemy Frontline Empty (Zombies Dead)

  • Barbarian (Reach 1) in Player Frontline → Enemy Backline: 2 → 1. ✅ Can now reach!
  • Archer (Reach 2) in Player Backline → Enemy Backline: 3 → 2. ✅ Can now reach!
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06

Cards

Card Anatomy

Every card has a Name, an AP Cost (0–2), a Play Effect (triggered when played from hand), and a Discard Effect (triggered when discarded via the DISCARD action). A card never triggers both effects.

Card Zones (Per Hero)

Deck
Hand
Played Area
Discard Pile
Burn Pile

When the deck is empty and a draw is needed, shuffle the discard pile into a new deck. The Burn Pile holds permanently destroyed cards — never retrieved.

Play Effects Reference
  • Attack 1× — Trigger weapon once. Deal weapon damage to target.
  • Attack 2× — Trigger weapon twice against the same target. Each hit reduced by Bulwark individually.
  • Attack 1× (+1 Dmg) — Weapon once with +1 bonus damage.
  • Block 1× — Trigger armor once. Add armor value to your (or ally's) Armor pool.
  • Block 2× — Trigger armor twice. Double the armor value added.
  • Armor-Strike — Deal damage equal to current Armor (Armor stays). Reduced by Bulwark.
  • Cleave — Hit ALL enemies in weapon reach. Each takes weapon damage individually.
  • Buff (Crit) — Next attack this round deals all damage as Crit (bypasses Bulwark and Armor).
Discard Effects Reference
  • +N AP — Adds N to hero's AP pool for the next round.
  • +N Armor — Instantly grants N Armor to the hero.
  • Heal N — Restores N HP (capped at max).
  • Free Move N — Move N zones, no card sacrifice required.
  • Purge — Destroy 1 Wound card from the hero's discard pile.
  • Inspire — An ally draws 1 card from their deck.

Zone-Locked Cards

Every card has required zones — it can only be played when the hero is in one of its listed zones. If the hero is not in a required zone, the card is greyed out. Moving to a different zone changes which cards are playable.

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07

Action Points

AP is a per-hero resource. Each hero generates and spends their own AP independently. Heroes cannot share AP.

AP Generation

Starting Round

2 AP per hero.

Subsequent Rounds

Each hero's AP = the sum of AP values from all cards that hero discarded via the DISCARD action in the previous round. Cards give +0, +1, or +2 AP depending on the card.

AP Spending

Cards have variable costs: 0 AP (free setup/combo cards), 1 AP (standard), or 2 AP (power plays). Moving does NOT cost AP (only cards). Discarding does NOT cost AP. Unspent AP is lost at end of round.

AP Economy Example (Barbarian)

Round 1 (2 AP): Play Devastating Blow (1 AP, burns — 4 crit!) + Brace (1 AP). Discard 3 cards: Hunker Down +2, Bold Swing +1, Brace +1. → Next round AP = 4.

Round 2 (4 AP): Play Hunker Down (2 AP) + Bold Swing (1 AP) + Rampage (0 AP, free!). Discard 2 cards: Brace +1, Ultimate +1. → Next round AP = 2.

The tension: Playing more cards this round = fewer discards = less AP next round. But which cards you discard also matters!

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08

Round Flow

Phase 0 — Setup (First Round Only)

Scenario loads — enemies placed, zone effects defined. Players place heroes into zones, then confirm to begin Round 1.

Phase 1 — Round Start
  1. Flip face-down enemies face-up (become active).
  2. Apply zone Armor to heroes (e.g., Player Backline +2).
  3. Each living hero draws 5 cards. If deck has fewer, shuffle discard into deck first.
  4. Draw 1 enemy activation card per living enemy type (revealed to all).
Phase 2 — Player Phase

Players act freely, switching between heroes:

The Player Phase ends when ALL heroes have used DISCARD.

Phase 3 — Enemy Phase

Enemies act in Initiative order (lower = first). All enemies of one type resolve before the next type. Targets recalculate between groups.

Phase 4 — Round End
  1. Played Area cards → Discard Piles (no effects).
  2. Armor resets to 0 for all heroes and enemies.
  3. Calculate next round's AP from each hero's discarded cards.
  4. Clear expired enemy buffs.
  5. Burn activation cards that have the burn flag.
  6. Advance round counter.
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09

Combat Resolution

Attack Resolution (Player → Enemy)

  1. Reach check: Is the target within weapon reach (including zone/card bonuses)?
  2. Damage per hit: Weapon damage + card bonuses + zone bonuses.
  3. Apply Bulwark: Reduce each hit's normal damage by target's Bulwark (min 0). Crit bypasses Bulwark.
  4. Resolve against HP: Remaining damage goes directly to HP (enemies have no Armor pool).
  5. Check death: HP ≤ 0 → enemy removed.

Bulwark

Per-Hit Damage Reduction

Bulwark is permanent and not consumed. It applies to every hit. Multi-hit attacks (Attack 2×) have Bulwark applied to each individual hit. Formula: damage per hit = max(0, (weapon + bonuses) - bulwark)

Block Resolution

Drag a Block card onto yourself or a same-zone ally. Armor equipment value × number of blocks is added to the target's Armor pool. Multiple blocks stack.

Enemy Attack Resolution

  1. Activation determines the action.
  2. Apply targeting priority.
  3. Calculate damage: base + temp bonus + zone bonus on target's zone.
  4. Guard check: If target is in Player Backline and a Frontline hero has Armor > 0, the player chooses how much Armor to intercept with.
  5. Remaining normal damage → target's Armor → HP.
  6. Crit always bypasses Guard and Armor entirely — straight to HP.
  7. Card burn on hit: If HP damage is dealt, target burns 1 card (player chooses from discard).
  8. Wounds: If ability has wound property and HP damage was dealt, place wound cards into target's discard.

Guard Mechanic

Player Decision

When a Backline hero is targeted and a Frontline hero has Armor > 0, a Guard Decision overlay appears. The player chooses how much Armor the guardian spends (0 to max). Guard only works for Backline targets — Flank heroes are NOT guarded.

Card Burn on Hit

When a hero takes any HP damage from a hit, they must burn 1 card. The player chooses from their discard pile (unburnable cards like Wounds excluded). If no burnable cards in discard, a random card is burned from the deck. One card per hit, regardless of damage amount.

Wounds

Wound cards are placed into a hero's discard pile by certain enemy abilities (drawn from a shared supply of 10). Wounds are unburnable. When drawn into hand, the hero takes 2 HP damage and the wound is destroyed (returned to supply).

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10

Movement

Heroes move between zones during the Player Phase. Movement costs 1 card per zone boundary crossed (not AP):

MoveCost
Adjacent zone (Frontline↔Backline, Backline↔Flank)1 card
Two zones (Frontline↔Flank)2 cards

Sacrificed cards go to the Played Area with no effects — just consumed. Moving does not clear Armor. A hero can move and still play other cards in the same round.

Some cards grant free movement as part of their effect — no card sacrifice required (e.g., Quick Shot, Longshot).

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11

Death & Win/Lose

Hero Death = Instant Defeat

When any hero reaches 0 HP, the scenario is immediately lost. The party fights together or falls together.

Win Condition

All enemies are dead → scenario won.

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12

Enemy AI & Targeting

Targeting Priority

  1. Must be in reach — based on enemy's reach and distance table.
  2. Apply priority rule — e.g., "lowest HP" or "highest HP" among valid targets.
  3. Tie-breaker — target the hero with higher weapon damage.
  4. Second tie-breaker — random.
  5. Fallback — if no valid target, execute fallback action.

Spawning Rules

Initiative Order

Enemy TypeInitiativeActs
Skeletal Archer3First
Zombie7Later
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