These rules can all be found in version 1.4 the official rules which can be found here.
There are a number of foundational concepts to keep in mind while playing the game.
If the text of a card directly contradicts the text of the rules, the text of the card takes precedence.
During the game, players use their cards to collect Æmber. Players use Æmber to forge keys. The game ends immediately when a player forges their third key, and that player wins the game.
Cards that are in play exist in one of two states.
Ready cards are oriented upright so that their text may be read from left to right. A ready card can be used during a player’s turn, causing it to exhaust.
Exhausted cards are rotated 90 degrees to the side. An exhausted card is not able to be used until it is readied by a game step or card ability.
All creatures and artifacts enter play exhausted.
There is no limit to the number of damage tokens, Æmber tokens, or status cards that can be in the game area at a given time. If there is a shortage of the provided tokens or status cards, other tokens, counters, or coins may be used to track the game state.
To set up the game, perform the following steps, in order:
The game is now ready to begin.
The game is played over a series of turns. Players alternate taking turns until one player wins the game.
Each turn consists of five steps:
The player taking a turn is referred to as the active player. The active player is the only player that can perform actions or make decisions; a player does not make any decisions when it is not their turn.
If the active player has enough Æmber to forge a key during this step, they must do so. To forge a key, the active player spends Æmber from the Æmber pool on their identity card, returning it to the common supply. Then, that player flips any one of their key tokens over to its forged side, indicating that the key has been forged.
Each KeyForge deck is composed of three different houses, which are shown on the identity card. During this step, the active player chooses one of the houses on their identity card to activate, making it the active house for the remainder of the turn. This active house determines which cards the active player can play, discard from their hand, and use this turn.
The active player may play or discard any number of cards of the active house from their hand and may use any number of cards of the active house that are in play under their control. Eligible cards may be played, used, or discarded in any order.
A card’s house is determined by an icon in the upper-left corner. If the active house corresponds to a card’s icon, that card is eligible to be played, used, or discarded.
Rules for playing, discarding, and using cards are described later.
The active player readies each of their exhausted cards.
The active player draws cards from the top of their deck until they have six cards in their hand. After a player completes this step, their turn ends.
The active player is permitted to play any number of cards that belong to the active house during step three of their turn.
Many cards in the game have an Æmber bonus below the house icon. When a card with an Æmber bonus is played, the first thing the active player does is gain that much Æmber. Each time a player gains Æmber (for any reason), the Æmber is placed in that player’s Æmber pool (on their identity card).
Some cards have a bold “Play:” ability. Such abilities resolve after the card’s Æmber bonus is collected, if it has any, and after the card enters play.
There are four types of cards in the game: actions, artifacts, creatures, and upgrades. There are different rules describing how each card type is played
When an action card is played, the active player resolves the card’s “Play:” ability and, after resolving as much of the ability as possible, places the card in their discard pile.
Artifacts enter play exhausted and are placed in a row in front of the player but behind that player’s battleline. Artifacts remain in play from turn to turn.
Creatures enter play exhausted and are placed in the front row of the active player’s play area. This row is referred to as the battleline. Creatures remain in play from turn to turn, and they each have power and armor values that they use to resolve fights, which are described later.
Each time a creature enters play, it must be placed on a flank—at the far left or the far right of its controller’s battleline. Each time a creature leaves play, shift the battleline inward to close the gap.
Upgrades enter play attached to (i.e., partially overlapped by) a creature chosen by the player who controls the upgrade. Each upgrade remains in play from turn to turn and modifies the card to which it is attached.
The active player can discard from their hand any number of cards from the active house during step three of their turn. Cards are discarded one at a time, at any point throughout this step. This lets players remove cards that they do not want to play from their hand, freeing up space to draw more cards at the end of the turn.
The active player can use any number of cards from the active house that they have in play during step three of their turn. Depending on a card’s type, the active player is able to do different things when using that card.
There are two types of abilities that enable a player to use an artifact: “Action:” abilities and “Omni:” abilities.
When a player uses a creature, that player must exhaust the creature, and the player has the option to reap, fight, trigger the creature’s “Action:” ability, or trigger the creature’s “Omni:” ability. Any card effect that causes a creature to fight, reap, trigger its “Action:” ability, or to trigger it’s “Omni:” ability is causing that creature to be used.
Any ready creature of the active house may reap. When a creature is used to reap, the creature exhausts and its controller gains 1 Æmber for their Æmber pool. Then, all “Reap:” abilities the creature has, if it has any, resolve.
Any ready creature of the active house may fight. When a creature is used to fight, the creature exhausts and its controller chooses one eligible creature controlled by the opponent as the target of the attack. Each of the two creatures deals an amount of damage equal to its power (the value to the left of the card’s title) to the other creature. All of this damage is dealt simultaneously. After the fight resolves, if the creature that is being used to fight survives, all “Fight:” abilities the creature has, if it has any, resolve.
A creature cannot fight if there is no enemy creature that can be chosen as the target of the attack.
Any ready creature of the active house may trigger its “Action:” ability, if it has one. When a creature is used to trigger its “Action:” ability, the creature exhausts and that “Action:” ability resolves.
Any ready creature may trigger its “Omni:” ability, if it has one, even if it does not belong to the active house. When a creature is used to trigger its “Omni:” ability, the creature exhausts and that “Omni:” ability resolves.
An upgrade modifies the creature it is attached to and is not used independently of that creature.
When a creature is dealt damage, place an amount of damage tokens equal to the amount of damage dealt on the creature. If a creature has as much or more damage on it as it has power, the creature is destroyed and placed on top of its owner’s discard pile. If a creature has an armor value (to the right of the card’s title), the armor prevents that much incoming damage each turn. (For more details, see Armor.)
When a creature leaves play, any Æmber on that creature is gained by the opponent. (See “Capture”)
Unless otherwise specified by the ability, the active player makes all decisions while resolving an ability.
For details on specific terminology that can be found in card ability text, see the Glossary.
While resolving a card ability, resolve as much of the ability as can be resolved, and ignore any parts of the ability that cannot be resolved.
Example: Aaron plays the card Anger (COTA 001), that reads “Play: Ready and fight with a friendly creature.”, and chooses his friendly Snufflegator (COTA 358) to resolve the ability on. However, the Snufflegator is already ready, so Aaron ignores that part of the ability and just uses his friendly Snufflegator to fight.
If a card ability allows a player to play or use another card (or to fight or to reap with a card), the chosen card may belong to any house unless the ability specifically states otherwise.
Occasionally, a situation may emerge in which, through a combination of abilities, the same card may be played or used repeatedly during the same turn. A player cannot play and/or use the same card and/or other copies of that card (by title) more than six times during a given turn.
If a card has an ability that does not have a boldfaced precursor, the ability is a constant ability that is active so long as the card remains in play and meets all conditions specified by the ability.
Chains represent supernatural bindings that are occasionally placed onto specific Archons by the Architects: sometimes in an effort to better challenge the Archon to grow and overcome greater adversity, and other times to penalize the Archon for breaking a rule or a piece of Crucible etiquette.
A player may gain chains through card abilities during a game. When a player gains chains, that player increases their chain tracker by the number of chains gained.
Each time (including during setup) a player with one or more chains would draw one or more cards to refill their hand, that player draws fewer cards (based on their current chain level, see below) and then sheds one chain by reducing their chain tracker by one.
The more chains a player has, the greater the card penalty becomes.
Chains 1-6: Draw one fewer card.
Chains 7-12: Draw two fewer cards.
Chains 13-18: Draw three fewer cards.
Chains 19-24: Draw four fewer cards.
Example: Tori has been assigned seven chains. During setup, Tori will draw two fewer cards and shed a chain. Then, the next six times Tori refills her hand, she will draw up to five cards and shed another chain. After all of her chains have been shed, Tori will draw to the standard hand size.
When playing a game between a weaker deck and a stronger deck, players may use chains as a means to handicap the stronger deck. Chains are used when players want a fair game between two known decks rather than a potentially unfair competition between decks that aren’t known. When playing with new decks, or competing in a tournament, players will not use this handicap.
Suggestions for assigning chains
When the players have a sense that a particular deck is stronger than the opposing deck, start it with four chains. From then on, every time the chained deck wins three games in a row against that opposing deck, adjust the number of chains up by one, and if it loses three games in a row, adjust the number of chains down by one.
As a player plays more games with their collection, the number of chains assigned to a deck will fluctuate up and down based on the matchup and how well the deck has performed against the opposing deck.
If players are reasonably familiar with two decks they can ignore the suggested number of chains, and instead bid a number of chains for the right to use a particular deck.
Example: Terry and Julie decide to play Mother Mahospot against Chancellor Fisher. Mother Mahospot is a deck that both players are very familiar with, feel is quite strong, and enjoy playing. Chancellor Fisher is a newer deck, that the players are not as comfortable playing. The above guidelines suggest they begin with four chains on Mother Mahospot. Julie looks at Fisher, considers a moment, and says, “I’ll play Mother Mahospot at five.” Terry raises to six. Julie goes to seven. Terry decides to let her play it at seven, and plays Chancellor Fisher.
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