Welcome to the world of Honor and Glory. Learn the basics of how to play so your journey regardless of if you plan to adventure with fellow travelers or find worthy opponents to fight is a smooth one.

The best way to start your journey is with our quick start rules below. They will teach you the basics of a player vs player game and the core mechanics of the game in general.

To win a game of Honor & Glory, you must reduce your opponent's hero's life total to 0, all while defending yours.

Before you begin, we suggest using a demo deck, welcome deck, starter deck or a print and play deck while learning.

  1. Both players place their hero card face down in the Hero Zone (the centre of your side of the play area)
  2. Both players shuffle their decks and place them in the Deck Zone
  3. Randomly decide who goes first.
  4. Both players draw 5 cards, then reveal their heroes.
  5. The player that goes second may place one card face down in the Reserve Zone and one Reaction in the Reaction Zone before the game begins. (Skip this step if it is your first game, get familiar with the rules first)

Actions & Reactions go to the Graveyard after they are played.

Equipment, Weapons and Allies are placed in one of your 4 slots after they are played

All cards are played on your turn, except for reactions. Reactions can only be played on your
opponent’s turn.

You can only equip either two 1H weapons or one 2H weapon. You can only have 1 of  each sub type equipped

(e.g., you can only have 1 Head Equipment, you can’t wear 2 helmets)

Each turn has 5 phases in this order.
Experience, Draw, Resource, Action, End.

For the first turn of the game skip the Experience and Draw phase and start on your Resource phase.

Place any number of cards face down in your Action Point Zone (directly below your hero) to create Action Points. The main resource in Honor and Glory.

If your Reserve (To the right of your action point zone) is empty, you may place a card there as well face down. This is an Action Point that cannot be used until the start of your opponent's next turn, think of it as saving energy for later.

This is where the fun begins! In your action phase you play cards and activate abilities one at a time.

To play a card, put it into the arena, then if your opponent has no responses, pay for it by moving as many cards as its COST from your action point zone to your Experience Zone (below your deck). Once the card is paid for, resolve it's effects.

Activated Abilities on cards (such as attacking with weapons) cannot be used the turn the card is played. When you use an activated abilility you follow the same steps as playing a card. Activated abilities are formatted as following.
Type (Limit): Cost — Effect

When you play an Action or attack with a weapon, it begins combat. Your opponent has a chance to react or defend with as many reaction or equipment cards as they want. The defenders cards resolve first and in the order they choose.

In combat there are two types of attacks.

Physical
Physical damage is dealt by melee and ranged weapons as well as unarmed attacks. Without a weapon equipped, all physical attacks have a base attack of 0 but card effects still work.
Arcane
Magical damage, Arcane ignores equipment defense values. (Plate armour doesn't help against a fireball or lightning bolts). 
Equipment card effects still work.

Regardless of what type an attack is, damage from combat is calculated the same by calculating the attack value minus the total defense. (Example 5 attack minus 3 defense equals 2 damage, the target loses 2 life.)

If an attack deals damage to a hero, it counts as a HIT.


After a card with druability is used to attack or defend. It lose one durability point, When a card has 0 druability, it is destroyed.

Before your turn ends, if your Reaction Zone (bottom left) is empty, you may place a reaction card face down into your reaction zone. There is no cost to doing this.

Once a card is in your reaction zone, you may only play or destroy that card.

When you play a card from the reaction zone, you still have to pay it's cost.

At the start of your turn, any cards left in your action point zone are moved to your Experience Zone.

Any start of turn effects are resolved in this phase.

Draw cards to bring your hand back up to 5 cards. Once you have done this, repeat the Resource, Action and End phases.

If you have ran out of cards in your deck, you shuffle your experience up and it becomes your new deck!

You now know how to play Honor and Glory, congratulations!

1v1 games of Honor and Glory are usually a best of 3, so shuffle up and go again!

Instants

Some cards have the instant keyword on them or an Instant activated ability. Instants are the fastest cards and abilities in the game. Instants are still restricted to the card type (Instant action can only be played on your turn, instant reaction on the opponents) they are on but some activated abilities are what we call true instants. A true instant can be activated in either turn and played in response to both actions and reactions.

Instants in combat

Using instants in combat adds an additional few steps to resolving combat. After the initial Actions and Reactions/Defenses are added to combat. Both players get one window each to add any and all instants they wish to use. The attacker adds theirs first, then the defender adds theirs. There are no other windows to add cards to combat.

They resolve in the reverse order that they are played in. Cards resolve in the following order.
First: Defender's Instants
Second: Attacker's instants
Third: Equipment and Reactions
Last: The initial Action.

Remember FILO - First In Last Out

In the event you start a combat with an instant. You would skip the Action and Reaction steps. Your opponent would have to use an instant speed card to defend.

A good way to think of instant speed is it is a secondary combat that happens before combat, with extremely fast cards.