Well, this is the big one, the Guide! Ravaged Worlds should be easy to pick up in a few games, but it will take some time to learn every rule, trait and ability, but don't let that discourage you. We have a great community and there are always plenty of people to give you advice.

Here you can pick up the basics to get your started and once on your way, this will serve as knowledge base for everything about Ravaged Worlds.


Gather resources, unlock cards, heal injured cards and draw a new card from your Library


Spend resource points in your first deployment phase to deploy cards and use events or traits


Attack your opponent using your ready Creatures or defend yourself against your enemies


Spend resource points in your second deployment phase.


The final phase to save your creatures and assess your damage before passing to the next player


Once a game has been started from the Arena, the game will enter all players into battle and each will draw their first five cards from the top of their deck library. The starting player and play order will be randomly determined by the game. Every turn starts with the Resource Phase and is actually made up of four steps; Gather Resources, Unlock Cards, Healing and Draw.

Gather Resources: Resources represent the facilities and stock at the disposal of the player. They are spent in exchange for deploying cards and/or using card abilities. At the beginning of each player's turn they receive 1 Resource point, plus an additional point for each unlocked Territory card they control, which is stored in a virtual pool. This pool will continue to receive Resource points throughout the game unless prevented by other cards. Resources can also be be provided by other cards.

Unlock Cards: Unless prevented by other cards or additional effects, all locked cards will automatically unlock in this phase.

Healing: Any injured creature deployed by the player will heal one Hit Health point in this phase. There are some cards that will also provide additional healing, such as those with the Healer ability. Territory cards do not heal in this phase.

Draw:The player now draws a new card from the top of their Deck into their hand. At the end of the complete turn the player can hold no more than seven cards and must discard all cards over this limit. If the player cannot draw a card (their deck is empty) they will lose one Capital point.

RESOURCE POOL LIMIT: Ravaged Worlds utilises a Resource Pool that determine the maximum number of Resources you can stack or store at the end of your turn. This limit is equal to 5, plus 1 for each Territory card you have in play - it is also possible for other cards to affect this pool limit. Any Resources beyond this limit will be lost at the end of your turn and your maximum limit will be shown in game as X / X (resources held / max pool).

EVENTS: These cards can be played during any phase of either players turn, unless restricted on the card description. When an Event card is played the game will pause for 10 seconds to allow time for countering cards and effects. During this period, opening one of your cards to view its options will reset the timer.

There are two sub-types of Event cards;

  • Flash: The effect of this cards are resolved immediately and last only until the end of the turn.
  • Strategy: The effect of these cards remains in play for one turn for each Resource paid to deploy.


In these pre and post-combat phases the player may put as many Creature or Attachment cards from their hand into play as they wish - and up to one Territory card - paying the Resource Points cost of each card before it can be deployed. If the player does not have enough Resources Points available the card cannot be deployed. Each card displays their Resource Points cost in the upper left corner.

FACTION RESTRICTIONS: You can only deploy a Creature, Event or Attachment card if you have either a Capital or Resource card as the same faction. Neutral Creatures, Events or Attachments can be deployed without restriction. With such a restriction in mind, it is possible to play a game with a Neutral Capital, which if anything would make an interesting deck...

LOCKING: A card 'locks' whenever called upon as an Attacker, Defender or when using some Non-Passive abilities. Whenever a card is declared as an Attacker or Defender the card and all its attached cards (the stack) is locked. This indicates that the cards in the stack cannot be used again until they are unlocked. A card can also not use any Non-Passive abilities whilst it us unlocked. All cards unlock at the beginning or their controller turn, unless otherwise prevented.


The player may declare any number of their creatures as attackers, although creatures deployed in the same turn cannot attack, unless otherwise allowed. The opposing player must then declare which of their creatures will be defending. The defending creature cards are lined up against the attacking creatures at any ratio the player wishes. There is no limit to how many defending creatures can line up against a single attacker. Although, a defender cannot line up against more than one attacker, unless otherwise allowed.

Non-Passive Effects: Some cards have additional effects that only occur when extra Resources are paid. This value is given in the cards description alongside the effect. These effects can be played during any phase of either player's turn but can only be used once per turn, unless otherwise explained on the card.

Unchallenged Creatures: The attacking player may reposition any of their unchallenged creatures to aid their allies or give them one of two new objectives should they also have the trait; Flanking or Siege.

ROLLING OUTCOME: Once all attackers and defenders are declared it is time to determine the outcome of the battle. For each set of creatures both players must subtract their Att Attack rating from their opponent's Def Defence rating. This number is then added to a value of 4 to give the minimum number required on a D6 (a six-sided dice) to successfully hit. For example, a creature with an Attack value of 3 attacking an opponent with a Defence of 4 would require a 5+ on the D6 to successfully hit - The 3 is subtracted from the 4 giving a +1 modifier. This is then added to the base roll of 4, therefore raising the roll required to 5. If the attacker had an Attack rating of 6 the minimum roll required to hit would be 2 or more. A roll of a 6 is always a hit and a roll of a 1 is always a miss regardless of the combat capabilities of the opponents. Cards with an Attack rating of zero (0) cannot attack at all.

Creatures that successfully hit inflict an amount of damage equal to their Pwr Power after applying any modifiers from other cards. The Hit Health of the opponent is then reduced by this amount.


All damage determined in combat is now applied to the creatures and the results of any unchallenged attacks are applied. Any card reduced to zero or less Health at the end of this phase is 'killed' and removed from play. As both creatures typically attack each other simultaneously it is possible for both to be defeated in this way. All temporary stats modifications are also removed at the end of this phase prior to the start of the next turn.

Discard: If a player has more than seven cards in their hand at this phase they must discard enough cards to reduce their hand to seven before they can continue.

Road Warriors
Ahh Raid. If left unchecked Raid wins the game before it starts.
Ahh Hypnotic Specter (Mtg) one of my faw black card comes into mind. This game here is Human Outrider, than Ratmen Pack, a Raider with a Tutor(search on a stick). And now this. "love it"
Why is Raid a super strong ability(and why I love it)? Because it can remove the thing enemy will take this creature out and constantly creating card disadvantage for the opponent. This card for 3 mana 4 hp, and all control decks other nightmare besides Raid, Haste(sure to hit once) or Haste in other words "Fear me, prepare or die"
This awesome card has 2 things a control or combo deck hate most.
 I recommand this card to all Imperium decks, it also has too good stats.
Sacred Temple
Just a's a bit more than just a territory. It heals and that is always useful. But there is more. The territory is escorted, which means that it can defend. Sure it is not very strong, but playing it in early game, you can keep of the little creatures with a nice defence and health.
And there is even more. It has the faction icon. Silath creatures cost 1 less to play. All in all a great card in any deck, but especially in a Silath deck.