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Rules Primer

How to play Union Arena.

A plain-language walkthrough of Union Arena's core rules - deck building, the board, turn structure, and combat - written for players learning the game or brushing up before their next match on Cardboard Kitsune. This is a fan-written summary, not a replacement for the official rulebook.

Deck building

A legal Union Arena deck is 50 cards, plus a separate 3-card AP (Action Point) pool that isn't part of your main 50. Before the game starts, you also set aside 7 cards from your deck face-down as your Life Area - your life total for the match.

Every card in your deck has to share the same "source" IP (the first letters of its card number), you can only run up to 4 copies of any single card, and the three "restricted" Trigger types - Special, Color, and Final - are capped at 4 copies each, with a combined maximum of 12 across all three. Get and Draw triggers have no such cap.

The board and its zones

Front Line

Up to 4 cards

Where your Characters attack and block from. A Character has to be on the Front Line to fight.

Energy Line

Up to 4 cards

Characters and Sites rest here to generate the colored energy you spend to deploy new Characters.

Life Area

7 cards, face-down

Your life total. Unblocked attacks flip cards from here into your hand, checking each one for a Trigger.

AP Area

3 cards

A small, separate pool of Action Point cards used to move cards into your Energy Line each turn.

Sideline

No limit

Characters that lose a battle, or Events that have resolved, are moved here - out of play, but not gone forever.

Removal

No limit

Cards that are permanently out of the game, removed by specific card effects rather than normal play.

Turn structure

Each player's turn moves through five phases, always in the same order:

  1. Start Phase

    Rested cards in your Front Line and Energy Line become active again, your AP Area refills, and you draw a card (the very first player skips this draw on turn one).

  2. Movement Phase

    Move Characters from your Energy Line onto your Front Line, or the reverse, to set up who can attack or generate energy this turn.

  3. Main Phase

    Play Characters, Events, and Sites, spend AP and energy, and activate abilities in whatever order makes sense for your plan - you can do this multiple times.

  4. Attack Phase

    Your active Front Line Characters attack one at a time. Your opponent can block each attack before you move to the next.

  5. End Phase

    Any end-of-turn effects resolve, your cards reset to active, and you discard down to the hand size limit before play passes to your opponent.

Combat and stats

Characters are deployed by spending energy generated from your Energy Line, and each one carries a BP (Battle Point) value - the stat that decides fights. When a Character attacks and your opponent blocks with one of theirs, the two BP values are compared: the lower BP Character is sent to the Sideline. If BP is equal or your Character's is higher, your attacker wins the exchange and survives.

If an attack goes unblocked, it hits your opponent directly - flipping a card from their Life Area into their hand and checking it for a Trigger effect. Some card effects deal extra damage, flipping more than one Life card at once.

Trigger types

Every Life card can carry a Trigger effect that fires the moment it's taken from damage. There are six types - see the full card glossary for more terminology like this.

Get
The baseline trigger type - the effect is different on every card, so you read exactly what the revealed Life card says.
Draw
Draw an extra card on top of the Life card you just took, giving you a small burst of card advantage when you take damage.
Color
A steady effect tied to your deck's color identity, giving reliable value that helps stabilize your board after taking a hit.
Special
A powerful, card-specific effect - these are usually the strongest and most build-around trigger effects in the game.
Active
Sets a Character on your field back to active and can grant a temporary bonus, often opening up a surprise block or an extra attack.
Final
Built for comebacks - Final triggers are printed to be especially strong when you're already low on Life, rewarding decks that can play from behind.

Winning the game

You win by reducing your opponent's Life Area to zero cards, or if your opponent is unable to draw a card at the start of their turn because their deck is empty. Every point of Life damage is also a Trigger check, so even a "losing" attack can hand your opponent exactly the card they needed - which is why sequencing your attacks carefully matters as much as raw BP.

Ready to put it into practice?

Build a deck and jump into a match, or read our deck building guide for advice on turning these rules into a working game plan.

Open the Deck Builder

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