Rules and How to Play
Unleash Your Legacy
Drakara's Legacy is not just a trading card game; it's a revolutionary experience that redefines strategy and creativity. Our vision is to create an immersive world where players guide the future of the game and connect through epic battles, all while being a part of the ever evolving universe.
Welcome to Drakara's Legacy
The ultimate test of strategy, power, and skill!
Due to a cosmic tear between realities, our worlds collided, merging into a new, mysterious reality. The universe as we know it has transformed, leaving the planet Drakara as the center of existence.
In Drakara's Legacy, you’ll step into the role of a Fateweaver, a human who has soul merged with many powerful Drakarian creatures. Your journey is all about summoning forward and becoming one with these legendary beings, harnessing these forces, and outwitting your opponents to claim victory in this new, altered universe.
Join Our Thriving Community
Connect with other Fateweavers in our vibrant Discord community, stay updated on the latest news, and play an active role in guiding the future of Drakara's Legacy.
Your Arsenal
Unleash the Power of Your Cards
In Drakara’s Legacy, every card has a purpose, a strength, and a strategy. Whether you're summoning fierce Creatures, equipping powerful weapons, or calling on Aid in critical moments, each card type shapes your approach to battle. Explore how these unique cards work together to turn the tide in your favor.
Primary Creature
Out of the many creature cards you'll obtain, choose which one will be the creature you use in battle.
Equip Cards
These are the cards behind your attacks: Items, Abilities and Spells.
Land Cards
Alter the land around you to gain a serious advantage over your opponent.
Creature Sacrifices
Creature cards can also be used to sacrifice the creature to boost your primary.
Aid Cards
Support during battle for strategic plays, both offensive and defensive.
Power Cards
These power your equip cards and make it possible to use their attacks.
Make sure to check your cards to ensure that they are all compatible. Not all creatures can equip each type of equip card and not all creatures can be sacrificed to boost certain archetypes.
Creature Types
Master the Archetypes: How to Play Drakara’s Legacy
Your journey begins by building a deck around a Primary Creature from one of six archetypes: Fire, Water, Earth, Techno, Blood, and Shade. Each creature has its own unique strengths, but not all cards are compatible with each other. As you build your deck, you’ll need to carefully choose creatures, abilities, items, and land cards, balancing offense, defense, and strategy. Additional creature cards in your deck can be sacrificed to power up your Primary Creature during battle, so every card matters!
Deck Construction
How to Build Your Battle-Ready Deck
Crafting a powerful deck is your first step toward mastering Drakara’s Legacy. Every choice, from your Primary Creature to strategic Equip and Aid cards, shapes your approach on the battlefield. Ready to unleash your ultimate strategy? Here’s what you need to know:
List of cards that are required in every deck:
- Card Count: 50 cards minimum up to 70 cards maximum
- Primary Creature (QTY: 1) - This is who will fight your battles
- Land Card (QTY: 1)
The rest of your deck can consist of any additional equip cards, creature cards for sacrifices, aid cards and power cards with no QTY limits (unless stated on a specific card itself).
Remember, be careful when building your deck and take care to make sure all of the cards you have chosen are compatible with one another! Some creatures can only equip certain card types and some creatures can only affect certain archetypes through their sacrifice.
Preparing for Battle
Get Ready to Duel: Preparing for Battle
Before you dive into battle, let’s get prepped!
- Each player starts the battle with 5000 HP
- You can equip up to 3 equip cards when preparing for battle (these can also be changed during each prep phase with any other equip cards in your hand)
- You land card is determined before the match starts. Flip a coin (or other means may be agreed to) to determine whose land card is used for the duration of the battle
- NOTE: The player who does NOT win the use of their land card must place their card in their discard pile
- Shuffle your deck and draw a starting hand of 6 cards
- Flip a coin (or use other means you agree upon) to determine who takes the first turn
- Players do not draw a card on their first turn of the game
Turn Structure
Master the Flow: Turn Structure Breakdown
- Prep Phase:
- Draw 1 card (except on the first turn)
- Place up to 3 Aid Cards, in your aid slots in the unready position (horizontal face down
- you can only have 3 on the field at one time
- Equip or replace equip cards if any were disabled or if you have new ones in hand you wish to use instead
- Place 1 Power Card under your creature. Only 1 Power Card can be placed per turn
- Sacrifice Creatures: Sacrifice up to 5 creatures per game to enhance your Primary Creature
- Ultra Rare creatures can not be sacrificed to improve other Ultra Rare cards. Their sacrifice can only improve cards with the rarity of common, uncommon and rare.
- Action & Attack Phase:
- Neither player attacks on their first turn, both players get time to prep
- You can use 1 creature skill per turn and attack once per turn—unless a card gives you an extra attack
- Each creature skill can only be used once per battle, so make your move count!
- NOTE: Skills can also be used during an incoming attack. If this is done, you cannot use any remaining skills on your turn following the attack
- Aid Cards are can be activated (face up vertical position) during this phase. When they are used, you are to discarded them unless they have a permanent or timed effect
- Unless stated on the card itself, aid cards can only be used during your turn and not during your opponent's turn.
- If a card has a cooldown period, it can’t be used until the cooldown is over
- Use one of your equip cards (item, ability, or spell) to attack or activate an ability, as long as you have enough Power Cards
- Power Cards fuel your equip cards but stay active under your creature, unless removed by a card specifically
- When initiating an attack, it is the last move of the Action & Attack Phase. This means that when you attack, you cannot activate an aid card, use a creature skill, or anything else after attacking, unless you are granted an extra full turn. If granted an extra full turn, the attack is still the final stage of the additional Action & Attack Phase
- End of Turn
- Once your attack is over, it is the opponent's turn
Status Effects
Dealing with Status Effects
Status effects can turn the tide of any battle in Drakara’s Legacy. This section will guide you on how to manage, counter, and use these effects strategically to gain an advantage over your opponent.
NOTE: The player who's card activates the effect flips a coin to determine if the effect was successful or not.
- Evasion: When a sacrifice, skill or equipped card causes the players creature to have increased evasion, you (the Player) flip a coin when attacked to determine if the attack is successful or not.
- Blinding: When a sacrifice, skill or equipped card causes the opponent to be blinded, you (the Player) flip a coin to determine if the effect was successful. If successful, the opponent does not attack for the time period given.
- Dazzling: When a sacrifice, skill or equipped card causes the opponent to be dazzled, you (the Player) flip a coin on their next attack to determine if the effect is successful or not. If successful, the opponent misses their attack.
- Chance Stunned: When a sacrifice, skill or equipped card has a chance to stun the opponent, you (the Player) flip a coin at that moment to determine whether it is successful or not. If it is successful, they skip their attack phase.
- Reduce Speed: When a skill or equipped card that causes the opponent to have reduced speed, you (the Player) flip a coin during their attack phase to determine if the attack is successful or not.
- Chance to miss & Reduced Accuracy: When a skill or equipped card that causes the opponent to have a chance to miss, the you (the Player) flip a coin to see if the attack is successful or not.
- Reduced defense: When a sacrifice, skill or equipped card causes you to have a reduced defense, you add the amount stated reduced to each incoming attack during the skills time period. If no time period is given, the change is permanent.
- Chance to cause bleeding: When a sacrifice, skill or equipped card has a chance to cause your creature to bleed, you (the Player) flip a coin to determine whether the attack was a success or not. If successful, deduct the amount stated from your health for the time period given.
- Change to paralyze: When a sacrifice, skill or equipped card has a chance to causes a creature to be paralyzed, you (the Player) flip a coin to determine whether the attack was a success or not. If successful, the opponent does not attack for the time period given. The opponent still completes their turn, they simply cannot attack.
- Increasing attack: When a sacrifice, skill or equipped card causes you to have an increased attack, you add the amount stated to the damage caused on any attacks during the skills time period. If no time period is given, the change is permanent.
- Cannot attack: When a sacrifice, skill or equipped card causes you to not be able to attack (stunned, blinded, dazzled, etc.), you still get your turn, you simply cannot attack or use any of your creatures’ skills. This means you can still draw a card, go through your prep phase, use aid cards and sacrifice creatures. You only miss a full turn if the card specifies you miss a full turn (the player gets an extra turn or the opponent misses a full turn).
- Healing, Leaching, or other healing-like effects: Whenever a card is played that causes a healing like effect, your creature is healed by that amount. If your HP is at full, then the effect does not apply. Only HP increases can raise your total HP past full.
- Health (HP) increase/decrease: When a sacrifice, skill or equipped card causes you to have an increase or decrease to your health points, increase or decrease by the amount stated. If no time period is given, the change is permanent. If you use a card that increases your HP, it also acts like a heal as well as an increase.
- Example #1: If you are at 5000 HP and you use a card that increases your HP by 100 HP. Your total HP is 5100 HP out of 5100 HP and not 5000 HP out of 5100 HP.
- Example #2: If you are not at full HP you still raise your current HP by that amount as well as your total HP. For example: you’re at 4500 HP out of 5000 HP and you increase by 100 HP. Your HP is now 4600 HP out of 5100 HP.
Battle Strategy
Strategize for Victory: Tactics in Action
This is where things get exciting! Every deck has its own flavor, and your strategy is key. Some decks are built for pure offensive power, dealing damage in huge bursts. Others play the long game, with damage-over-time abilities or creature buffs. Sacrificing creatures at the right moment can tip the scales, while equip cards add extra power and defense. Whether you prefer to deal massive damage upfront or grind down your opponent with attrition, how you play your cards will determine your path to victory.
Winning the Game
Claim Victory: The Path to Triumph
The goal is simple. Bring your opponent’s down to 0 HP, and victory is yours! Will you crush your foes with brute force, or outlast them with resilience? The choice is yours, Fateweaver!
Dive Deeper into Drakara’s Legacy
Discover more about the World
Ready to explore further? Dive into the rich details of Drakara’s world. See all of the cards, learn about every creature, their unique abilities, and the lore that binds them together. Whether you're strategizing for battle or uncovering the mysteries of Drakara, every piece of this world has a story to tell.
Join Our Thriving Community
Connect with other Fateweavers in our vibrant Discord community, stay updated on the latest news, and play an active role in guiding the future of Drakara's Legacy.