Official Rulebook
"Loot, Learn and Run Again."
Version 3.0 • February 2026 • Core Battle System
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.
All players vs. enemies — work together or fall together.
Each hero has individual resource tension: "Do I attack or save cards for AP?"
Every card has a Play effect and a Discard effect — creating constant trade-offs.
Zone positioning and weapon reach add tactical depth to every decision.
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.
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.
| Card | × | Cost | Play Effect | Discard Effect |
|---|---|---|---|---|
| Bold Swing | 2 | 1 | Attack 1× + 1 Crit (Frontline) | +1 Armor, +1 AP |
| Cleave | 1 | 1 | Attack ALL enemies in reach (Frontline) | +1 AP |
| Devastating Blow | 1 | 1 | Deal 4 Crit (unblockable). Burns. (Frontline) | +1 AP |
| Brace | 3 | 1 | Block 1× (any zone) | +1 AP |
| Rampage | 1 | 0 | Deal damage = current Armor (keeps Armor) (Frontline) | Purge (destroy 1 Wound) |
| Ultimate | 1 | 1 | Attack 2× (Frontline) | Heal 1, +1 AP |
| Hunker Down | 1 | 2 | Block 2× (Frontline) | +2 AP |
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.
| Card | × | Cost | Play Effect | Discard Effect |
|---|---|---|---|---|
| Quick Shot | 2 | 1 | Attack 1× + Free move (Front/Back) | Free Move 1, +1 AP |
| Longshot | 1 | 2 | Attack 2× + Free move (Flank only) | +1 AP |
| Aimed Shot | 1 | 1 | Attack 2× (Backline only) | +1 AP |
| Dodge | 2 | 1 | +3 Armor (flat, ignores equip) (any) | +1 Armor, +1 AP |
| Druwhnish Aim | 1 | 0 | Buff: next attack = Crit. Burns. (any) | +2 AP |
| Skilled Shot | 2 | 1 | Attack 1× +1 Damage (Front/Back) | +1 AP |
| Bull's Eye | 1 | 0 | Attack 2× (Frontline only) | Heal 1 |
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 Value | Count | Burns? |
|---|---|---|
| 1 | 2 | Yes — both burn after use |
| 2 | 2 | Yes — both burn after use |
| 3 | 1 | No |
| 4 | 1 | No |
| 5 | 1 | No |
| 6 | 1 | No |
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.
| Activation | Effect |
|---|---|
| 1–3 | Deal 2 Damage, Reach 1. Target: lowest HP hero |
| 4 | Deal 2 Damage, Reach 1. Target: lowest HP. On HP damage: place 1 Wound |
| 5–6 | Spawn 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.
| Activation | Effect |
|---|---|
| 1–3 | Deal 3 Damage, Reach 2 (+1 zone). Target: highest HP hero |
| 4 | Deal 3 Damage, Reach 2 (+1). Target: highest HP. Bypasses Guard. |
| 5 | Deal 3 Damage, Reach 2 (+1). Target: lowest Armor. Bypasses Guard. |
| 6 | Deal 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.
The battlefield has 6 zones arranged vertically — 3 per side:
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.
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.
| Target | Linear | Bridge | Effective |
|---|---|---|---|
| Enemy Frontline | 3 | 3 | 3 (tie) |
| Enemy Backline | 4 | 2 | 2 |
| Enemy Flank | 5 | 1 | 1 |
Zone effects are defined per scenario. Effects include:
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.
| From ↓ / To → | Enemy Frontline | Enemy Backline | Enemy Flank |
|---|---|---|---|
| Player Frontline | 1 | 2 | 3 |
| Player Backline | 2 | 3 | 3 |
| Player Flank | 3 | 2 (bridge) | 1 (bridge) |
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.
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.
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.
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.
↑ Back to ContentsAP is a per-hero resource. Each hero generates and spends their own AP independently. Heroes cannot share AP.
2 AP per hero.
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.
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.
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!
Scenario loads — enemies placed, zone effects defined. Players place heroes into zones, then confirm to begin Round 1.
Players act freely, switching between heroes:
The Player Phase ends when ALL heroes have used DISCARD.
Enemies act in Initiative order (lower = first). All enemies of one type resolve before the next type. Targets recalculate between groups.
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)
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.
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.
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.
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).
↑ Back to ContentsHeroes move between zones during the Player Phase. Movement costs 1 card per zone boundary crossed (not AP):
| Move | Cost |
|---|---|
| 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).
↑ Back to ContentsWhen any hero reaches 0 HP, the scenario is immediately lost. The party fights together or falls together.
All enemies are dead → scenario won.
| Enemy Type | Initiative | Acts |
|---|---|---|
| Skeletal Archer | 3 | First |
| Zombie | 7 | Later |