How to Play

Master the tactical battlefield in ED5 TCG Studio

Objective

Destroy your opponent's Castle to win the game. Each player starts with a castle on opposite sides of the battlefield.

  • Deploy units to attack the enemy castle
  • Use spells and traps strategically
  • Build defenses to protect your own castle

Mana & Economy

Every card costs mana to play. You start with 1 mana and gain +1 max mana per turn, ramping up as the game progresses.

1

Starting Mana

+1/turn

Mana Growth

Full Refill

Mana resets each turn

Spend mana wisely — playing all your mana on units leaves nothing for defensive spells or traps.

Turn Structure

1

Draw

Draw a card from your deck

2

Play

Play cards from hand (costs mana)

3

Move

Move your units on the grid

4

Attack

Attack enemies in range

Summoning Sickness

Newly played units cannot move or attack on the turn they are deployed. They become active on your next turn — unless they have the Haste keyword.

Auto-End Turn

When all of your units have finished moving and attacking, and you have no mana remaining, your turn ends automatically.

Card Types

Units

Units are the core of your army. Deploy them to the battlefield to attack enemies and defend your castle.

Attack
Damage dealt
Health
Hit points
Range
Attack distance
Movement
Tiles per turn

Spells

Spells are instant-use cards that create powerful effects. They can damage enemies, buff allies, heal, or manipulate the battlefield.

Single TargetArea EffectGlobalLineRandom Enemy

Buildings

Buildings are static structures that provide persistent effects. They can attack, defend, summon units, or provide utility. Buildings can occupy multiple tiles.

AttackDefendSummonUtility

Traps

Traps are hidden cards that trigger when enemies meet certain conditions. Place them strategically to surprise your opponent!

On StepOn AttackOn Spell

Combat System

Damage Types

Physical

Dealt by Melee and Ranged units. Strong against Magic Shields, weak against Melee Shields.

Magical

Dealt by Caster units and spells. Strong against Melee Shields, weak against Magic Shields.

Attack Types

Melee

Can only attack adjacent units (range 1). Deals physical damage. No resource cost.

Ranged

Attacks from distance. Deals physical damage. Uses ammo — when empty, falls back to half-damage melee.

Caster

Magic attacks from range. Deals magical damage. Uses mana — when empty, falls back to half-damage melee.

Combat Rules

Attacking Consumes Movement

When a unit attacks, it uses all remaining movement for that turn. Plan your positioning before striking!

Retaliation

Units with the Retaliation tag strike back when attacked — if the attacker is within the defender's range. Works for melee, ranged, and casters.

Cleave

Units with Cleave deal 50% splash damage to all enemies adjacent to the primary target.

Chain Damage

Some effects deal chain damage that bounces between nearby enemies, hitting multiple targets in sequence.

Shield System

Shields absorb damage before health. The shield type determines multipliers — matching the wrong damage type against a shield can be devastating or ineffective.

Magic Shield

Resistant to Magic (50% damage) • Weak to Physical (200% damage)

Melee Shield

Resistant to Physical (50% damage) • Weak to Magic (200% damage)

Shield overflow: When shields are depleted mid-hit, the remaining base damage spills over to health. Shields regenerate only through effects or items.

Unit Resources

Mana (Casters)

Casters spend 1 mana per magic attack. When depleted, they switch to half-damage melee (physical). Resources slowly replenish over time.

Ammo (Ranged)

Ranged units spend 1 ammo per shot. When depleted, they switch to half-damage melee (physical). Resources slowly replenish over time.

Auto-Replenish: Resources regenerate 1 point every few turns automatically. The replenish rate is based on the unit's max resource capacity.

Status Effects & Keywords

Buffs

Divine Shield

Absorbs the first instance of damage completely, then breaks.

Stealth

Unit is invisible to enemies and cannot be targeted. Breaks when the unit attacks.

Taunt

Enemies must attack this unit first. Forces the opponent to deal with your tank.

Haste

Unit can move and attack immediately when played — ignores summoning sickness.

Lifesteal

Heals the attacker for the amount of damage dealt.

Retaliation

Strikes back when attacked, if the attacker is within range.

Cleave

Deals 50% splash damage to enemies adjacent to the primary target.

Flying

Can move over obstacles, buildings, and other units. Still must land on an empty tile.

Debuffs

Frozen

Unit cannot move OR attack for the duration. Visually dimmed on the grid.

Stunned

Unit cannot attack for the duration, but can still move.

Poisoned

Takes damage at the start of each turn for the duration.

Burning

Takes fire damage at the start of each turn for the duration.

Cursed

All healing received is reduced by 50%.

Doomed

When the status expires, the unit is instantly killed.

Duration: Most status effects tick down 1 turn at the start of the affected player's turn. When a status expires, its effects are reversed (stat buffs removed, movement restored, etc.). Some statuses trigger special effects on expiration — like Doomed instantly killing the unit.

Advanced Mechanics

Sacrifice

Some powerful units require you to sacrifice existing friendly units on the board to be played. The sacrifice count and eligible units are listed on the card.

Count

Number of units you must sacrifice

Faction Lock

Some require same-faction sacrifices

Specific Units

Some require specific card types

Synergies

Place multiple units of the same faction, card type, or shared effect on the board to activate synergy bonuses — stat boosts, special abilities, or auras.

Same Faction

Group enough units from one faction to trigger tribe bonuses

Adjacent Bonus

Some synergies only activate when matching units are next to each other

Shared Effect

Units with the same effect keyword can empower each other

Special Effect Actions

Cards and effects can trigger a wide variety of special actions:

Push / Pull

Displace units across tiles

Teleport

Instantly move a unit

Resurrect

Revive a dead unit

Convert

Steal an enemy unit

Transform

Change a unit into another

Draw Card

Draw extra cards

Gain Mana

Bonus mana this turn

Summon

Create new units

Movement

Straight

Moves in 4 directions

Diagonal

Moves in 4 diagonal directions

Both

Moves in all 8 directions

Movement Steps: Each unit has a movement value determining how many tiles it can move per turn. Terrain can affect movement cost — swamps and difficult terrain cost extra steps to traverse.

Flying: Units with the Flying tag can move over obstacles, buildings, and other units. Non-flying units are blocked by unwalkable terrain and must path around obstacles.

Tile Effects: Some biomes apply effects when a unit steps on them — poison swamps deal damage, lava burns, and special tiles can buff or debuff.

Game Modes

Standard 1v1

Classic head-to-head battle. Destroy your opponent's castle to win.

2v2 Teams

Partner up! Work together to defeat the enemy team's castles.

Free for All

Every player for themselves. Last castle standing wins! Deathmatch kicks in after turn 20.

Castle Defense

Defenders protect their castle while attackers try to destroy it within a time limit.

Capture the Flag

Capture enemy flags and return them to your base. First to reach the target wins! Drop the flag on death.

FFA Deathmatch

In Free for All mode, after turn 20, Deathmatch activates all units on the board take 1 true damage per round (ignores shields). This prevents stalling and forces aggressive play in the late game.

Dungeon Crawl

The Dungeon is a roguelike PvE mode where you descend through increasingly deadly floors. There are no decks here — just your hero, the loot you find, and your will to survive. Death is permanent.

How It Works

STEP 1

Enter the Dungeon

Start a run solo or with up to 4 players. Your hero begins with base stats — no cards, no deck.

STEP 2

Fight Through Rooms

Each floor has procedurally generated combat rooms with enemy parties that scale in difficulty.

STEP 3

Loot & Equip

Find chests containing equipment (weapon, armor, gloves, boots) and consumables (potions, scrolls).

STEP 4

Descend Deeper

Clear the floor and descend. Enemies gain more HP and attack with each level. How deep can you go?

Equipment & Items

Weapon

Boost attack, grant range, or add ammo

Armor

Increase HP and add shields

Gloves

Enhance attack and apply effects

Boots

Improve movement speed

Consumables

Potions heal HP, restore mana or ammo, or apply temporary effects. Use them wisely — they're one-time use.

Rarity Matters

Items come in Common, Rare, Epic, and Legendary rarities. Higher rarity = stronger bonuses and unique effects.

Depth Scaling

The dungeon grows more dangerous with each floor:

×1.15

Enemy HP / floor

×1.10

Enemy ATK / floor

+XP/Gold

Better rewards deeper

Dungeon Survival Tips

  • Equip gear as soon as you find it — empty slots are wasted potential
  • Save consumables for boss floors and dire situations
  • A shield can save your life — match the shield type to enemy attack types
  • Co-op is easier — bring friends to share the pain
  • Retreat is not an option. Only the strong emerge from the abyss.

Beginner Tips

  • Start with a balanced deck — include units, spells, and at least one building
  • Control the center of the battlefield for strategic advantage
  • Save some mana for defensive spells or traps — don't spend it all on units
  • Match your damage type to the enemy's shield weakness: use physical attacks against Magic Shields, magic against Melee Shields
  • Position before attacking — attacking consumes all remaining movement
  • Use Taunt units to protect your fragile Ranged and Caster units
  • Don't overextend — a slow push is often better than an all-in rush
  • Watch your ammo and mana resources — a Ranged unit without ammo is just a weak melee fighter
  • Build faction synergies in your deck — same-faction units empower each other on the board
  • Use Flying units to bypass obstacles and reach the enemy backline
  • Beware of Retaliation — attacking a unit with Retaliation means taking a hit back
RanksDash
Castles & Sigils