FREQUENTLY ASKED QUESTIONS
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Find quick answers to common questions about gameplay.
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Axion Forge is a skirmish-style trading card game that blends dynamic positioning, strategic deckbuilding, and tactical resource management. Players battle using cards that represent creatures, equipment, spells, and more with the goal of being the first to reach one of several different victory conditions.
There are two primary ways to win: reduce your opponent’s Life Force to zero, or earn Trophy points equal to the starting Life Force total by Destroying enemy cards. Win conditions are checked at the end of each round. The best strategy is up to you.
Games typically last 30–60 minutes, depending on the experience level of the players, the complexity of their decks, and the victory conditions set.
The standard format is for 2 players, but there are multiple gameplay variants for 1, 2, 3, and 4 players including Free For All and Team Modes.
Each player needs a deck of at least 50 cards plus a Catalyst, a way to track Life Force, Trophies, and markers to track various conditions and effects. Dice and paper/pencil are also recommended.
Standard decks require a minimum of 50 cards plus a Catalyst, and may contain up to 3 copies of each card. There are also rarity limits:
Common/Rare/Legend: Unlimited.
Mythic: Maximum 6 cards per deck.
Ultra: Maximum 3 cards per deck (1 copy of each card)
Yes. Many cards synergize best within their own Faction, but the options are endless. Because of a universal resource system, there are no color or type restrictions to follow.
Almost every card can be played using only Shards. For more powerful cards and Abilities, you may need more rare Cores and Prisms, and sometimes Forges for their Axions. However, none of the advanced resources are required.
Put your Catalyst into play along with its listed Catalyst Energy Counters and draw 6 cards from your Vault (deck). Choose a starting player; they skip their initial draw phase.
Each turn has three phases:
Start Phase: Deactivate any/all of your cards, resolve "start of turn" effects, pay any Upkeep costs, then draw a card from your Vault.
Action Phase: Perform 3 Actions including Deploying a card from your hand, Repositioning, Retreating, drawing a card, or activating abilities. There are also free actions you may use such as Preparing or Reinforcing an Inactive Card, or using Abilities that don't require an Action.
End Phase: Resolve "end of turn" effects , discard down to a maximum of 7 or draw up to a minimum of 2 cards in your hand, and remove any damage counters from your remaining cards in play.
You may repeat any Actions if you have enough Action points, resources, or cards to do so. However, Activated cards may not be Activated again until they are Deactivated, typically at the start of your next turn.
The game is far from over. Continue to play, however any time you cannot draw a card, you are dealt 1 Life Force damage.
Axion Forge uses a universal resource for most cards called Shards. There are also advanced resources that aren't required for most gameplay but do allow some of the strongest cards and effects, including Cores and Prisms. Axions are special resources created and used by Forges.
It typically costs an Action to Deploy a card. Play Sources in the protected Support Zone outside the Battlefield. Sources add Shards to your temporary Resource Pool when used until the end of your turn. Some cards and effects may award additional Shards as well.
Cores and Prisms are typically "Generated", meaning they are not added to your temporary Resource Pool but instead added as persistent Counters attached to a card they were created by. These can be used at any time across turns.
Forges "Generate" Axions as persistent Counters when their specified condition is met. However, Axions may only be used by the cards they are attached to.
Typically no unless explicitly stated by a card effect. Shards added to your Resource Pool are lost at the end of your turn along with any remaining Action points. However, some cards "Generate" certain resources as Counters which persist between turns.
Forges are a classification of card that also act as resource generators and refineries. They are typically played to the Battlefield and may be attacked. Forges Generate Axion Counters that persist between turns and may only be used by the card they are attached to. Forges indicate both their resource generation condition as well as their maximum Axion capacity.
Resource Counters can't typically be attacked directly. Destroying an Asset storing resource Counters immediately converts those Counters into Direct Damage against that card's position. Each Counter deals damage based on its type: Shards and Axions deal 1, Cores deal 2, and Prisms deal 3. The defending player assigns this damage one point at a time to remaining Assets on that position until none are left, which then deals Life Force damage.
On your turn, you get 3 Actions to use. You can use an Action to Deploy a card if the position if there is an available, unoccupied position for it. You must also have enough Shards in your Resource Pool (or other required costs) to pay for it.
Most cards do, however there are cards that specifically indicate that they don't cost an Action.
Typically no. Cards cannot Activate on the same turn a card is played. However, Abilities or effects that do not require Activation can be used right away.
Yes. Face-down cards are considered Inactive. They only cost one Spark regardless of their printed cost. Their printed stats and text are ignored, and they have 0 Attack, 2 Defense, and are worth 1 Trophy. Inactive cards have limited use. To flip a card face-up, pay its full cost minus 1 Shard.
As long as you have Actions to spend and can pay their costs, you may play as many cards as you want.
There are 5 Frontline positions and 3 Backfield positions, each of which may be occupied by a single card and an attached Augment. You Support Zone can have any number of Sources. Tokens can share spaces with other cards and Tokens.
Axion Forge features several card types, each with a distinct role in gameplay.
Sources – The primary resource cards used to pay for other cards
Forges – Generate Axions for high-cost effects.
Creatures – The main combat units that attack, defend, and use Abilities.
Relics – Provide passive effects and enhancements.
Structures – High defense offering battlefield control and strategic benefits.
Artifices – A variety of effects including interruptions of one-time attacks.
Augments – Attachments that enhance other cards with new traits or stat boosts.
Traps – Cards that trigger automatically when specific conditions are met, typically played face-down.
Catalysts – Special cards chosen before beginning and put into play at the start of the game with limited Catalyst Energy Counters to spend. Catalysts typically cannot be targeted or replaced.
Subtypes provide additional identity to cards, such as Human, Golem, or Machine. Some Abilities specifically target or benefit certain Subtypes, creating unique synergies for deckbuilding strategies. For example, an Ability that affects all "Humans" would take effect on a "Human Engineer" as well as a "Human Soldier", or subsequently, a "Machine" Creature and a "Machine Factory" Structure may both benefit from the same effect.
No. Each card has a position diagram indicating its valid placements. Cards may only be played to its green "Initial" spaces. If a position is occupied by a card, you may not play another card to that space unless explicitly stated (such as an Augment).
Green: Initial positions. Treated as Neutral after Deployment.
Grey: Neutral positions. May be moved to after Deployment.
Red: Restricted positions. Disallowed, returns to your hand if entered.
Cards have arrows indicating valid Ranges they may target. Players may target their own cards or positions, however you cannot earn Trophies by Destroying your own Assets.
Green: Melee targeting that reaches 1 row ahead.
Orange: Ranged targeting that bypasses a row and targets 2 rows ahead.
Blue: Guard directly adjacent positions.
Yes. Repositioning is one of your available Actions. However, some cards have Restricted positions that limit their movement. Initial (green) spaces are treated as Neutral spaces once played. A card with Restricted (red) positions may not occupy that spot; if moved to a Restricted space, it is returned to your hand. A Reposition Action moves a single card to a valid position, or swaps 2 cards to valid positions.
"Adjacent" refers to cards positioned immediately to the left or right. Cards in front or behind are not considered adjacent.
Only cards on the Frontline or Backfield (the Battlefield) can be targeted using Range arrows.
Abilities sometimes require an Action to use and often require a cost to trigger such as Activating and/or additional resources. Each ability type has unique mechanics:
General: Type-agnostic skills that vary for each card.
Inactive: Abilities that function even if a card is Inactive (face-down).
Strike: Basic attack that compares Attack vs Defense values.
Special: Unique named abilities.
Power: Activated for a one-time effect.
Focus: Ongoing effects while the card remains Activated.
Cast: Direct effects on cards or players.
Tactic: Movement and control-based Abilities.
Counter: Automatic reactions triggered by specific events.
Ultimate: Game changing effects with one-time use per game, per card.
A card may only Activate once per turn unless otherwise specified. Abilities that do not require Activation may be Activated as well. As long as you can pay the costs and meet its requirements, you may Activate any Ability as many times as you want per turn.
No. Abilities follow the same Range rules as Attacks unless explicitly stated otherwise.
Ultimate > Counter > Special > Power > Tactic > Strike > Cast > Focus > General > Inactive
When attacking with a Strike, compare your card’s Attack value with the target’s Defense value:
If the ATK is equal to or greater than the DEF, the target is Destroyed.
If the ATK is less than the DEF, the target survives, but damage Counters are placed on it for the rest of the turn.
All Assets must defend it targeted, they can't allow damage to bypass. If a defending target has Range on the attacker, it Retaliates, dealing its own ATK value as damage in return simultaneously.
Yes, damage is cumulative until the end of the turn. All damage Counters are removed at the end of each turn unless stated otherwise.
Reduce an opponent's Life Force by damaging an empty position on their Battlefield or if an Ability specifically allows it.
Yes. You may direct attacks towards any target your cards have the Range for as long as you meet its requirements. Actions do not have to be spent at the same time.
If a card is in a Ready state and has blue Guard arrows, Activate it on your opponent's turn to Guard an adjacent card. This redirects targeting from the original target to the Guarding card without it moving. You may also Guard unoccupied positions to prevent Life Force damage.
Yes. Some activity allows opponents to respond before they resolve. When triggered, players pass Priority in turn order to add reactions to the Reaction Chain. Once all players pass in succession, the Chain resolves in reverse order (the most recent resolves first). Reactions do not start their own Chains.
Triggers:
Spending an Action
Deploying a card
Using a non-Resource Ability
Reaction options:
Deploy a card
Use a non-Resource Ability
Pass
Non-Active players are unlikely to have Actions to spend, so options are limited. Resource Abilities (non-targeting resource generation) resolve instantly and cannot be reacted to.
For example: you spend an Action and Activate an Ability, so your opponent Deploys a card in response that does not cost an Action; the Deployed card resolves first. However, you may respond to their card with another card or Ability which then would take Priority to resolve first.
Some cards have Traits which are listed in the text box and as symbols. Each is different and provides a specific effect at all times while face-up in play. Refer to the rulebook for the specifics of each Trait.
Trophies are points earned by Destroying Assets or through certain card Abilities. Most cards carry at least 1 Trophy. Destroying a card awards those Trophies to the player who Destroyed it. Collecting an amount of Trophies equal to the starting Life Force wins the game at the end of the turn. In most games, this is 25.
Trophies are earned in two primary ways:
Destroying Trophy Cards: Assets grant their Trophy points when Destroyed.
Abilities: Some cards grant Trophies when Activated or through other methods.
No. Trophies are only awarded when a card is Destroyed, but not when Archived (discarded) or Banished.
Typically not. Once you've earned a Trophy, it’s permanently added to your total unless a card effect states otherwise.
You cannot earn Trophies from Destroying your own cards.
Inactive (face-down) cards ignore their printed stats and have 0 Attack, 2 Defense, and 1 Trophy. They cannot accept Augments, use Abilities, or Guard. However, they can be flipped face-up and Prepared for the full cost of the card minus one Shard, Activated to Reinforce, or Retreat back into your hand. They can also be Traps with special Inactive Abilities that can be used even while face-down.
Reinforce an Inactive (face-down) card by Activating (rotating) it to gain a Reinforced Counter. Ignore the next instance of damage then discard the Counter. Otherwise, the Counter stays on the card until it is no longer Activated.
Normally oriented cards are in a Ready state, and only Ready cards may Activate. Any cards you wish may be Deactivated by rotating counterclockwise 90° at the start of your turn.
Not unless explicitly stated. However, a card can sometimes be Activated twice making it Exhausted, requiring two turns to fully become Ready again. Activating three times causes the card to become Broken.
Forced Activation Depletes (rotates) an opponent's card against their will without the benefit of using an Ability. If it’s already Activated, it becomes Exhausted. If already Exhausted, it is then Broken.
Broken cards are immediately destroyed and deal 1 Life Force damage to their owner.
Silence prevents Asset Abilities from being used whatsoever.
Banished cards are removed from play for the rest of the game unless an effect specifically allows for it.