Rulebook
SECOND EDITION
It was Ret-Talus, the lord of the Fallen Kingdom, who
found the first Summoning Stone. The stone bestowed
its power onto the dark-hearted king, changing him into
the first of the Summoners.
For a thousand years Ret-Talus went unchallenged as
he and his summonings wrought havoc upon the world
of Itharia. The power of the stone was so great, that
though the world sent entire armies to fight against him,
none could defeat the vile ruler.
It was not until Dane Lightbringer discovered
a second Summoning Stone, that Ret-Talus’ reign was
put in check. The discovery of a second stone gave a
new hope to the people of Itharia, for not only did it
mean that Ret-Talus’ power might be countered, but it
also meant that the Summoning Stone was not unique.
If there were two, surely there were more. Every
faction of Itharia began pouring their resources into
scouring the world for a Summoning Stone to claim as
their own.
More stones were revealed, and more Summoners
emerged, but the Summoners of Itharia have
failed to unite against their common threat.
Instead, they have let old faction rivalries and the
desire for the power of more Summoning Stones turn
them against one another.
The Summoner Wars
have begun!
4
Object of the Game
Summoner Wars is a 2-player expandable
card game in which players take on the role
of battling summoners. They will call forth
mighty warriors, maneuver them about the
battlefield, and play powerful events in an
effort to destroy their opponent’s summoner.
Component Overview
Dice
= Melee Hit
= Ranged Hit
= Special
Unit Card
3
2
3
ChargeCharge
Instead of moving normally, this
unit may move 1 to 4 clear straight
spaces. If this unit moves 3 or
more spaces in one direction, it
has +1 strength until the end of
your turn.
Beast Rider
Common Unit Cave Goblins
1
2
4
3
6
5
7
9
1. Name
2. Class
3. Faction
4. Strength
5. Life
6. Cost
7. Ability
8. Deck Symbol
9. / Symbol
8
Event Card
1. Name
2. Class
3. Cost
4. Play Phase
5. Deck Symbol
6. Effect
0
Standard Event Move Phase
Target any number of friendly
0 cost units. Force each target
1 space.
Sneak
6
3
1
2
4
5
Structure Card
5
0
Gate
Structure
2
1
3
4
1. Name
2. Class
3. Cost
4. Life
Tokens
1
3
2
1. Boost 2. Damage 3. Magic
5
11
3
Sneeks
SlySly
Once per turn, during your Attack
Phase, this unit may exchange places
with a friendly 0 cost unit.
Summoner Un it Cave Gobli ns
3
2
3
ChargeCharge
Instead of moving normally, this
unit may move 1 to 4 clear straight
spaces. If this unit moves 3 or
more spaces in one direction, it
has +1 strength until the end of
your turn.
Beast Rider
Common Unit Cave Goblins
10
0
Gate
Structure
10
0
Gate
Structure
2
2
3
Soul ShiftSoul Shift
After a unit within 3 spaces of this
unit is destroyed during your turn,
you may replace the destroyed unit
with this unit.
Undead Archer
Common Unit Fallen Kingdom
12
2
Ret-Talus
Raise the Dea dRaise the Dea d
Once per turn, during your
Summon Phase, you may add
2 damage to this unit to retrieve an
Undead unit from your discard pile
and place it adjacent to this unit.
Summoner Un it Fallen K ingdom
3
1
2
SoullessSoulless
Do not gain magic when this unit
destroys an enemy unit.
InfectInfect
After this unit destroys a unit,
you may replace the destroyed
unit with a Carrier unit from
your discard pile.
Undead Carrier
Common Unit Fallen Kingdom
1
0
2
RelentlessRelentless
You may choose this unit as an
extra attacking unit during your
Attack Phase.
Horde Slinger
Common Unit Cave Goblins
2
5
5
4
4
6
6
1. Place the battlefield between the
players.
2. Create a supply of damage and boost
tokens within reach of both players.
3. Each player chooses a faction deck or
builds a custom deck.
4. Each player places their summoner, 2
starting units and starting gate on the
battlefield as shown on the back of
their summoner’s card.
Note: Starting gates have 10 life.
Game Setup
To set up a game of Summoner Wars, follow these steps:
5. Each player shuffles their remaining
cards, places them face down into
their draw pile, and then draws 5
cards.
6. Randomly determine which player
will go first. That player places their
magic token on the 2 space and the
other player places their magic token
on the 3 space of their magic tracks.
6
2
2
3
Soul ShiftSoul Shift
After a unit within 3 spaces of this
unit is destroyed during your turn,
you may replace the destroyed unit
with this unit.
Undead Archer
Common Unit Fallen Kingdom
10
0
Gate
Structure
10
0
Gate
Structure
3
1
2
SoullessSoulless
Do not gain magic when this unit
destroys an enemy unit.
InfectInfect
After this unit destroys a unit,
you may replace the destroyed
unit with a Carrier unit from
your discard pile.
Undead Carrier
Common Unit Fallen Kingdom
4
2
2
Undead Warrior
Common Unit Fallen Kingdom
Blood FuryBlood Fury
Each time a unit is destroyed on
your turn, boost this unit. At the
end of your turn, remove 2 boost
from this unit.
Imbued StrengthImbued Strength
This unit has +1 strength for each
boost it has, to a maximum of +5.
10
0
Gate
Structure
3
1
2
SoullessSoulless
Do not gain magic when this unit
destroys an enemy unit.
InfectInfect
After this unit destroys a unit,
you may replace the destroyed
unit with a Carrier unit from
your discard pile.
Undead Carrier
Common Unit Fallen Kingdom
4
2
2
Undead Warrior
Common Unit Fallen Kingdom
Blood FuryBlood Fury
Each time a unit is destroyed on
your turn, boost this unit. At the
end of your turn, remove 2 boost
from this unit.
Imbued StrengthImbued Strength
This unit has +1 strength for each
boost it has, to a maximum of +5.
2
2
3
Soul ShiftSoul Shift
After a unit within 3 spaces of this
unit is destroyed during your turn,
you may replace the destroyed unit
with this unit.
Undead Archer
Common Unit Fallen Kingdom
1. Ella spends 2 magic to summon an
Undead Archer unit from her hand.
2. She can place the unit on any of the
empty spaces adjacent to her gate.
3. She chooses to place it directly
below her gate.
1
2
3
Example: Summoning a Unit
2
2
3
Soul ShiftSoul Shift
After a unit within 3 spaces of this
unit is destroyed during your turn,
you may replace the destroyed unit
with this unit.
Undead Archer
Common Unit Fallen Kingdom
2
2
3
Soul ShiftSoul Shift
After a unit within 3 spaces of this
unit is destroyed during your turn,
you may replace the destroyed unit
with this unit.
Undead Archer
Common Unit Fallen Kingdom
10
0
Gate
Structure
10
0
Gate
Structure
Phase 1: Summon
Summon any number of
units from your hand to the
battlefield. To summon a unit,
pay its cost by spending a
number of magic equal to the
unit’s cost, then place it on an empty space
adjacent to a gate you control.
Spending/Gaining Magic
To spend or gain 1 or more magic, move
your magic token down or up that many
spaces on your magic track.
Magic Track
Adjacency
A card or space is adjacent to another one
if they share an edge. Diagonals are not
adjacent.
10
0
Gate
Structure
Turn Sequence
Players will alternate taking turns until a player has won the game by destroying their
opponent’s summoner. On a player’s turn, they must complete the following 6 phases in order:
1: Summon 2: Move 3: Build 4: Attack 5: Magic 6: Draw
After a player completes all 6 phases, it becomes their opponent’s turn.
3
2
3
ChargeCharge
Instead of moving normally, this
unit may move 1 to 4 clear straight
spaces. If this unit moves 3 or
more spaces in one direction, it
has +1 strength until the end of
your turn.
Beast Rider
Common Unit Cave Goblins
Unit’s Cost
7
Phase 2: Move
Move up to 3 different units you control 1
or 2 spaces each. Units can only move into
or through empty, adjacent spaces. A unit
that is also a structure cannot move unless an
effect allows it to.
Units can
move vertically
or horizontally
1 to 2 spaces.
Units can move
1 space vertically
and 1 space
horizontally or
vice versa.
Units can move 1 space
and then move back to
their original space.
(Sometimes units do this to
trigger an after moving ability.)
Units CANNOT
move diagonally
Structures
CANNOT move.
Units
CANNOT
move through
other cards.
3
1
2
SoullessSoulless
Do not gain magic when this unit
destroys an enemy unit.
InfectIn fect
After this unit destroys a unit,
you may replace the destroyed
unit with a Carrier unit from
your discard pile.
Undead Carrier
Common Unit Fallen Kingdom
3
1
2
SoullessSoulless
Do not gain magic when this unit
destroys an enemy unit.
InfectIn fect
After this unit destroys a unit,
you may replace the destroyed
unit with a Carrier unit from
your discard pile.
Undead Carrier
Common Unit Fallen Kingdom
3
1
2
SoullessSoulless
Do not gain magic when this unit
destroys an enemy unit.
InfectIn fect
After this unit destroys a unit,
you may replace the destroyed
unit with a Carrier unit from
your discard pile.
Undead Carrier
Common Unit Fallen Kingdom
3
1
2
SoullessSoulless
Do not gain magic when this unit
destroys an enemy unit.
InfectIn fect
After this unit destroys a unit,
you may replace the destroyed
unit with a Carrier unit from
your discard pile.
Undead Carrier
Common Unit Fallen Kingdom
3
1
2
SoullessSoulless
Do not gain magic when this unit
destroys an enemy unit.
InfectIn fect
After this unit destroys a unit,
you may replace the destroyed
unit with a Carrier unit from
your discard pile.
Undead Carrier
Common Unit Fallen Kingdom
3
1
2
SoullessSoulless
Do not gain magic when this unit
destroys an enemy unit.
InfectIn fect
After this unit destroys a unit,
you may replace the destroyed
unit with a Carrier unit from
your discard pile.
Undead Carrier
Common Unit Fallen Kingdom
3
1
2
SoullessSoulless
Do not gain magic when this unit
destroys an enemy unit.
InfectIn fect
After this unit destroys a unit,
you may replace the destroyed
unit with a Carrier unit from
your discard pile.
Undead Carrier
Common Unit Fallen Kingdom
3
1
2
SoullessSoulless
Do not gain magic when this unit
destroys an enemy unit.
InfectIn fect
After this unit destroys a unit,
you may replace the destroyed
unit with a Carrier unit from
your discard pile.
Undead Carrier
Common Unit Fallen Kingdom
3
1
2
SoullessSoulless
Do not gain magic when this unit
destroys an enemy unit.
InfectIn fect
After this unit destroys a unit,
you may replace the destroyed
unit with a Carrier unit from
your discard pile.
Undead Carrier
Common Unit Fallen Kingdom
3
1
2
SoullessSoulless
Do not gain magic when this unit
destroys an enemy unit.
InfectIn fect
After this unit destroys a unit,
you may replace the destroyed
unit with a Carrier unit from
your discard pile.
Undead Carrier
Common Unit Fallen Kingdom
10
0
Gate
Structure
10
0
Gate
Structure
10
0
Gate
Structure
Example: Moving
3
1
2
SoullessSoulless
Do not gain magic when this unit
destroys an enemy unit.
InfectIn fect
After this unit destroys a unit,
you may replace the destroyed
unit with a Carrier unit from
your discard pile.
Undead Carrier
Common Unit Fallen Kingdom
3
1
2
SoullessSoulless
Do not gain magic when this unit
destroys an enemy unit.
InfectIn fect
After this unit destroys a unit,
you may replace the destroyed
unit with a Carrier unit from
your discard pile.
Undead Carrier
Common Unit Fallen Kingdom
10
0
Gate
Structure
10
0
Gate
Structure
Phase 3: Build
Build any number of gates or other
structures from your hand to the battlefield.
To build a structure, pay its cost, then
place it on an empty space adjacent to your
summoner or in your back 3 rows.
11
3
Sneeks
SlySly
Once per turn, during your Attack
Phase, this unit may exchange places
with a friendly 0 cost unit.
Summoner Unit Cave Goblins
3
2
3
ChargeCharge
Instead of moving normally, this
unit may move 1 to 4 clear straight
spaces. If this unit moves 3 or
more spaces in one direction, it
has +1 strength until the end of
your turn.
Beast Rider
Common Unit Cave Goblins
10
0
Gate
Structure
12
2
Ret-Talus
Raise the DeadRaise the Dead
Once per turn, during your
Summon Phase, you may add
2 damage to this unit to retrieve an
Undead unit from your discard pile
and place it adjacent to this unit.
Summoner Unit Fallen Kingdom
1
0
2
RelentlessRelentless
You may choose this unit as an
extra attacking unit during your
Attack Phase.
Horde Slinger
Common Unit Cave Goblins
Example: Building a Structure
You can build a structure on any of
the empty spaces outlined in green.
(Your back 3 rows or adjacent to
your summoner.)
Your Side
Opponent’s Side
10
0
Gate
Structure
2
2
3
Soul ShiftSoul Shift
After a unit within 3 spaces of this
unit is destroyed during your turn,
you may replace the destroyed unit
with this unit.
Undead Archer
Common Unit Fallen Kingdom
3
1
2
SoullessSoulless
Do not gain magic when this unit
destroys an enemy unit.
InfectInfect
After this unit destroys a unit,
you may replace the destroyed
unit with a Carrier unit from
your discard pile.
Undead Carrier
Common Unit Fallen Kingdom
8
Phase 4: Attack
Attack with up to 3 different units you
control. (They don’t need to be the same
units that moved this turn.)
To attack with a unit, follow these steps in
order:
1. Declare a Target:
Melee units ( ) can
target adjacent cards.
Ranged units ( ) can
target cards up to 3
clear straight spaces
away.
2. Roll: Roll a number
of dice equal to
the attacking unit’s
strength.
3. Add Damage: Add 1
damage to the target
for each symbol rolled
that matches the
attacking unit’s / symbol.
results are ignored unless otherwise
specified.
Damaging and Destroying Cards
To add damage to a card, place damage
tokens on it. A card’s life is reduced by 1
for each damage it has. If a card’s life ever
reaches 0, that card is destroyed. Discard
that card. Cards under a destroyed card are
discarded but not destroyed.
Gain 1 magic each time a card you control
destroys an ENEMY card.
Discarding Cards
To discard a card, remove any tokens on it
and place it face down on top of its owner’s
discard pile. Discard any cards that were
under it.
The Cost of Inaction
Add 1 damage to your summoner at the end
of your Attack Phase if you did not target
any enemy cards with an attack this turn.
4
2
2
Undead Warrior
Common Unit Fallen Kingdom
Blood FuryBlood Fury
Each time a unit is destroyed on
your turn, boost this unit. At the
end of your turn, remove 2 boost
from this unit.
Imbued StrengthImbued Strength
This unit has +1 strength for each
boost it has, to a maximum of +5.
4
2
2
Undead Warrior
Common Unit Fallen Kingdom
Blood FuryBlood Fury
Each time a unit is destroyed on
your turn, boost this unit. At the
end of your turn, remove 2 boost
from this unit.
Imbued StrengthImbued Strength
This unit has +1 strength for each
boost it has, to a maximum of +5.
1. Toby uses his Horde Slinger to
make a ranged attack on Ella’s
Undead Warrior, 2 spaces away.
2. The Horde Slinger has 2 strength
so Toby rolls 2 dice.
3. Since this was a ranged attack
and 2 ranged symbols were rolled,
place 2 damage tokens on the
Undead Warrior.
1
2
3
Example: Ranged Attack
1
0
2
RelentlessRelentless
You may choose this unit as an
extra attacking unit during your
Attack Phase.
Horde Slinger
Common Unit Cave Goblins
3
2
3
ChargeCharge
Instead of moving normally, this
unit may move 1 to 4 clear straight
spaces. If this unit moves 3 or
more spaces in one direction, it
has +1 strength until the end of
your turn.
Beast Rider
Common Unit Cave Goblins
4
0
2
Magic JunkieMagic Junkie
At the end of your turn, either
spend 1 magic or discard this unit.
RelentlessRelentless
You may choose this unit as an
extra attacking unit during your
Attack Phase.
Smeg
Champion Unit Cave Goblins
A Melee Unit
with 3 strength
A Ranged Unit
with 2 strength
9
Phase 5: Magic
Discard any number of cards from your
hand (face down). Gain 1 magic for each.
Emma discards 2 cards from
her hand to gain 2 magic.
7
5
3
MomentumMomentum
Once per turn, after this unit attacks
an enemy unit, boost this unit.
Ice ShardsIce Shards
At the end of your Build Phase, you
may spend 1 boost to add 1 damage
to each enemy unit adjacent to 1 or
more structures you control.
Jarmund
Champion Unit Polar Dwarves
5
3
3
Bear Cavalry
Common Unit Polar Dwarves
TrampleTrample
When this unit moves, it may
move through commons. After
this unit moves, add 1 damage to
each common it moved through.
Example: Discarding for Magic
0
5
Friendly units may attack through
this card.
Standard Event Structure Build Phase
Parapet
4
1
1
Frost BoltFrost Bolt
This unit has +1 strength for each
adjacent friendly structure.
Frost Mage
Common Unit Polar Dwarves
Phase 6: Draw
If you have fewer than 5 cards in your hand,
draw back up to 5.
Emma is left with 2 cards at the start
of her Draw Phase so she draws 3
cards to have a full hand of 5.
7
5
3
MomentumMomentum
Once per turn, after this unit attacks
an enemy unit, boost this unit.
Ice ShardsIce Shards
At the end of your Build Phase, you
may spend 1 boost to add 1 damage
to each enemy unit adjacent to 1 or
more structures you control.
Jarmund
Champion Unit Polar Dwarves
5
3
3
Bear Cavalry
Common Unit Polar Dwarves
TrampleTrample
When this unit moves, it may
move through commons. After
this unit moves, add 1 damage to
each common it moved through.
0
ACTIVEACTIVE
After moving or forcing a
structure, you may target a unit
adjacent to that structure. Add
1 damage to the target. You may
force the target 1 space.
Epic Event Summon Phase
Ice Ram
4
1
1
Frost BoltFrost Bolt
This unit has +1 strength for each
adjacent friendly structure.
Frost Mage
Common Unit Polar Dwarves
5
2
2
Living GateLiving Gate
This card is a gate.
Mobile StructureMobile Structure
This card may move.
SlowSlow
This unit moves 1 fewer space.
Ice Golem
Common U nit Structure Pol ar Dwarves
Example: Drawing Back Up
Empty Draw Pile
If your draw pile becomes empty, do NOT
reshuffle your discard pile. You cannot draw
cards while your draw pile is empty.
Event Cards
Play event cards on your turn during the
phase listed on the card. To play an event
card, pay its cost, resolve its effects, and then
discard it. Event cards cannot be played while
a game effect is being resolved, e.g. during
summoning, building, moving, attacking,
or when resolving an event, ability or other
effect.
Active Event Effects
When playing an event with the ACTIVE
keyword on it, instead of discarding it, place
it in your active area. Event card effects are
active while in either active area. At the
start of your next turn, discard all events in
your active area.
Sacrificial Pyre is labeled as “Active”
so when played it is placed in the
Active Events area next to the board .
1
ACTIVEACTIVE
Each time a unit is destroyed,
boost this card. When this card is
discarded, target a unit. Remove 1
damage from the target for each
boost on this card.
Epic Event Summon Phase
Sacrificial Pyre
Example: Active Events
Winning the Game
When only 1 player’s summoner remains on
the battlefield, that player wins.
10
Name
When an effect references a card by name,
it refers to any card that has that word or
words as part or all of its name.
Example: An Undead unit would include
both an Undead Warrior and an Undead
Carrier as both are units with Undead in
their name. An Archer unit would include
both a Citadel Archer and a Wind Archer.
Boost
Boost tokens have various
effects based on the cards
that are in play. To boost a
card, place a boost token on
it (no maximum). If a card’s
effect requires you to spend 1 or more
boost, remove that number of boost tokens
from that card (the card must have at least
that much boost to activate that effect).
Force
To force a card 1 or more spaces, slide it
that many clear straight spaces in a single
direction (horizontal or vertical). Forcing a
card is NOT considered moving it.
Timing Conflicts
If 2 or more game effects ever occur at
the same time, the player whose turn it is
determines the order in which those effects
will resolve.
Card Effects
Abilities and effects written on cards always
take precedence over the normal rules of the
game. Consult the glossary if you have any
questions on a card’s terminology.
Counting Spaces
(Target and Within)
When counting spaces for any purpose,
never count diagonally unless specified.
Abilities that affect cards “within a number
of spaces” always count from the card
with the ability and do not include that
card, e.g. a card is not “within 2 spaces” of
itself. Cards cannot target themselves when
attacking or using abilities.
Example: Counting Spaces
22
11
3
1
2
SoullessSoulless
Do not gain magic when this unit
destroys an enemy unit.
InfectIn fect
After this unit destroys a unit,
you may replace the destroyed
unit with a Carrier unit from
your discard pile.
Undead Carrier
Common Unit Fallen Kingdom
11
22
3
1
2
SoullessSoulless
Do not gain magic when this unit
destroys an enemy unit.
InfectIn fect
After this unit destroys a unit,
you may replace the destroyed
unit with a Carrier unit from
your discard pile.
Undead Carrier
Common Unit Fallen Kingdom
11
22
3
1
2
SoullessSoulless
Do not gain magic when this unit
destroys an enemy unit.
InfectIn fect
After this unit destroys a unit,
you may replace the destroyed
unit with a Carrier unit from
your discard pile.
Undead Carrier
Common Unit Fallen Kingdom
3
1
2
SoullessSoulless
Do not gain magic when this unit
destroys an enemy unit.
InfectIn fect
After this unit destroys a unit,
you may replace the destroyed
unit with a Carrier unit from
your discard pile.
Undead Carrier
Common Unit Fallen Kingdom
2
8
6
WrathWra th
This unit has +1 strength for each
damage it has.
Gul-Dass
Champion Unit Fallen Kingdom
22
11
11
12
3
Svara
Structural ShiftStructural Shift
After this unit moves, it may
target a friendly structure within
3 spaces. Force the target 1 space.
Summoner Unit Polar Dwarves
7
6
2
Greater Frost BoltGreater Frost Bolt
This unit has +1 strength for each
friendly structure within 2 spaces.
Nadiana
Champion Unit Polar Dwarves
7
5
3
Cold SnapCold Snap
Friendly structures have +1 life.
Ollag
Champion Unit Polar Dwarves
0
5
Friendly units may attack through
this card.
Standard Event Structure Build Phase
Parapet
0
ACTIVEACTIVE
After moving or forcing a
structure, you may target a unit
adjacent to that structure. Add
1 damage to the target. You may
force the target 1 space.
Epic Event Summon Phase
Ice Ram
0
Standard Event Move Phase
Ice Repair
Remove 2 damage from each
friendly structure.
7
5
3
MomentumMomentum
Once per turn, after this unit attacks
an enemy unit, boost this unit.
Ice ShardsIce Shards
At the end of your Build Phase, you
may spend 1 boost to add 1 damage
to each enemy unit adjacent to 1 or
more structures you control.
Jarmund
Champion Unit Polar Dwarves
4
1
1
Frost BoltFrost Bolt
This unit has +1 strength for each
adjacent friendly structure.
Frost Mage
Common Unit Polar Dwarves
4
1
1
Frost BoltFrost Bolt
This unit has +1 strength for each
adjacent friendly structure.
Frost Mage
Common Unit Polar Dwarves
5
2
2
Living GateLiving Gate
This card is a gate.
Mobile StructureMobile Structure
This card may move.
SlowSlow
This unit moves 1 fewer space.
Ice Golem
Common U nit Structure Pol ar Dwarves
0
Target up to 3 friendly structures
within 3 spaces of your summoner.
Force each target 1 or 2 spaces.
Glacial Shift
Standard Event Build Phase
5
2
2
Living GateLiving Gate
This card is a gate.
Mobile StructureMobile Structure
This card may move.
SlowSlow
This unit moves 1 fewer space.
Ice Golem
Common U nit Structure Pol ar Dwarves
5
3
3
Bear Cavalry
Common Unit Polar Dwarves
TrampleTrample
When this unit moves, it may
move through commons. After
this unit moves, add 1 damage to
each common it moved through.
2
0
2
Ice Smith
Common Unit Polar Dwarves
Frost AxeFrost Axe
After this unit moves, you may
either boost it or spend 1 boost to
place it under a friendly common
within 3 spaces. When that
common attacks,
= .
10
0
Gate
Structure
5
0
Gate
Structure
Deck Construction
Faction decks are all preconstructed and
ready to play. However, players may
construct their own custom Summoner
Wars decks by mixing cards from different
faction decks (sold separately). To construct
a custom Summoner Wars deck, select and
add to your deck all of the following:
1 Summoner
1 Ten-Life Gate
3 Five-Life Gates
The 2 starting units listed on the back of
your summoner’s card
The 2 Epic Events listed on the back of
your summoner’s card
6 Standard Events
3 Champion Units
16 Common Units
Deck Restrictions
Each unit and event in your deck must
have at least 1 deck symbol that matches 1
of your summoner’s deck symbols.
Example: If you have a
summoner, you could include a
card in that deck, but not a card with
only the symbol.
A deck can have no more than 2 copies
of each standard event, 1 copy of each
champion unit and 4 copies of each
common unit (starting units do not count
toward this limit).
1 Summoner
Svara x 1
4 Gates
10
0
Gate
Structure
x 1
5
0
Gate
Structure
x 3
2 Starting Units
(Listed on the back of your
summoner’s card.)
Frost Mage x 1
Ice Golem x 1
2 Epic Events
(Listed on the back of your
summoner’s card.)
Ice Ram x 2
6 Standard Events
Parapet x 2
Ice Repair x 2
Glacial Shift x 2
3 Champion Units
Nadiana x 1
Ollag x 1
Jarmund x 1
16 Common Units
Frost Mage x 4
Ice Golem x 4
Bear Cavalry x 4
Ice Smith x 4
Example: Deck Construction
To the right is everything included in the
Polar Dwarves preconstructed deck. All
faction decks follow the same guidelines/
restrictions required for custom decks.
12
Glossary
ABILITY: A named effect on a unit card. A
unit’s ability is only in effect while it
is on the battlefield, while it is being
summoned or built, or immediately
after it is destroyed. It is not in effect
if it enters or leaves play by any other
means. Unless otherwise specified,
abilities cannot be activated while a
game effect is being resolved. If a card
gains an ability it already has, that card
is treated as if it only has one copy of
that ability. See also: Base Abilities.
ACTIVE AREA: The areas to the side of
the battlefield where active events are
placed.
ACTIVE EVENT: An event with the
ACTIVE keyword on it. The text
after the word ACTIVE is considered
to be in effect for as long as the event
card is in a player’s active area. Your
active events are discarded at the start
of your turn.
ADJACENT: A card or space is adjacent
to another card or space if they share
an edge. Cards and spaces connected
diagonally are not adjacent, and a card
or space is not adjacent to itself.
10
0
Gate
Structure
AFTER: An effect (B) that happens after
another effect (A) must happen
immediately after effect A is fully
resolved and before any other effect
(except another effect that happens after
A).
Examples: After this unit moves:
immediately after the unit has moved
all of the spaces it intended to move
during that activation.
After this unit attacks: immediately
after all of the steps of the unit’s attack,
including adding damage and destroying
the target, if applicable.
ANY NUMBER: Zero or any positive
whole number.
ATTACK: A unit attacks by declaring
a target, rolling dice, and (possibly)
adding damage to the target, as detailed
in the rules on page 8 under “Phase 4:
Attack.” Other abilities and effects
that add damage are not attacks.
AWAY: Refers to any partial or whole move
or force that increases the number of
spaces required to count from one card
to another.
BACK ROW: A player’s back row is the
row that is positioned closest to that
player. A player’s two back rows are the
two rows closest to that player, etc.
Back Row
Back RowBack Row
13
BASE ABILITIES: Any or all abilities
printed on a unit’s card. Does not
include abilities added by other cards.
BASE STRENGTH: The strength value
as printed on a unit card (with no
modifications from the effects of other
cards). If an effect changes a unit’s base
strength, treat that new number as if
it were the number actually printed on
the card. If two or more effects change
a unit’s base strength, use only the last
one. Apply any other modifications
to the unit’s strength from other card
effects to the new base strength.
BATTLEFIELD: All of the spaces on the
game board are collectively called the
battlefield.
BEHIND: A card is behind another card if
it is in a row that is closer to that other
card’s controlling player. Since cards are
oriented so they look right-side up to
their controlling player, a card that is
behind another card will look like it is
“below” that other card. In the example
below, Card B is behind Card A.
4
2
2
Undead Warrior
Common Unit Fallen Kingdom
Blood FuryBlood Fury
Each time a unit is destroyed on
your turn, boost this unit. At the
end of your turn, remove 2 boost
from this unit.
Imbued StrengthImbued Strength
This unit has +1 strength for each
boost it has, to a maximum of +5.
1
0
2
RelentlessRelentless
You may choose this unit as an
extra attacking unit during your
Attack Phase.
Horde Slinger
Common Unit Cave Goblins
BB
AA
BOOST: Boost tokens have
various effects based
on the cards that are in
play. To boost a card,
place a boost token on
it, even if it already has 1 or more boost
tokens on it. There is no limit to the
number of boost tokens that can be on
a card. The number of boost a card has
is equal to the number of boost tokens
on it. If a card’s effect says to spend 1 or
more boost, its controlling player must
remove that number of boost tokens
from that card. If the card does not
have enough boost tokens on it, that
effect cannot be used. The 3 side of a
boost token represents 3 boost tokens.
BOOSTED: Has 1 or more boost tokens
on it.
BUILD: Choose a gate or other structure
in your hand, pay its cost, and place it
on an empty space on the battlefield
during your Build Phase. Usually
structures must be built either adjacent
to your summoner or in your back 3
rows. Any card with a class of structure
can be built.
CHAMPION: A class of unit. Each deck
has 3 unique champions.
CLASS: Short for classification. There are
3 classes of units: Common, Champion
and Summoner. There are 2 classes of
events: Standard and Epic. Structures
are their own class. Some game effects
apply only to a specified class.
Note: All of the words in a card’s
class are part of its class separately
or together, so a common unit has a
class of common, unit, and common
unit.
5
3
3
Bear Cavalry
Common Unit Polar Dwarves
TrampleTrample
When this unit moves, it may
move through commons. After
this unit moves, add 1 damage to
each common it moved through.
5
3
3
Bear Cavalry
Common Unit Polar Dwarves
TrampleTrample
When this unit moves, it may
move through commons. After
this unit moves, add 1 damage to
each common it moved through.
14
CLEAR STRAIGHT SPACES: A
series of adjacent empty spaces that
are connected in a single direction
(horizontal or vertical).
4
1
1
Frost BoltFrost Bolt
This unit has +1 strength for each
adjacent friendly structure.
Frost Mage
Common Unit Polar Dwarves
7
5
3
Cold SnapCold Snap
Friendly structures have +1 life.
Ollag
Champion Unit Polar Dwarves
2
0
2
Ice Smith
Common Unit Polar Dwarves
Frost AxeFrost Axe
After this unit moves, you may
either boost it or spend 1 boost to
place it under a friendly common
within 3 spaces. When that
common attacks,
= .
Clear Straight SpacesClear Straight Spaces
COMMON: A class of unit. Each deck has 16,
with up to 4 copies of each. The starting
units do not count against these limits.
CONTROL: A player controls any cards
that began in their deck and are now
on the battlefield, in their active area
or being resolved, unless a game effect
gives control to their opponent. Every
card on the battlefield should always
be oriented so they appear right-side up
to their controlling player. If a game
effect causes a player to take control
of a card on the battlefield, rotate that
card 180º (so it becomes right-side
up for the new controlling player). If
control was granted only for a specified
period, afterward return control by
again rotating that card 180º (so it
becomes right-side up for the original
controlling player).
COST: A value listed on all cards, except
summoners. The cost, which can be 0,
is the number of magic that must be
spent in order to summon that unit,
build that structure, or play that event.
DAMAGE: To add 1 or more damage to
a card, place that number of damage
tokens on it. The number of damage
a card has is equal to the number of
damage tokens on it. A card’s damage
reduces its life (each damage reduces
life by 1). If a card’s life reaches (or
goes below) 0, it is destroyed. The 3
side of a damage token represents 3
damage tokens.
DAMAGED: Has 1 or more damage tokens
on it.
DECK: A complete set of cards ready for
one player to play Summoner Wars
with. Every faction deck is sold as
a ready to play deck. See the Deck
Construction section on page 11 to
learn the rules for how to construct a
custom Summoner Wars deck.
DESTROY: To destroy a card, discard
it (place it face down on top of its
owner’s discard pile). When a card is
destroyed, discard any cards under it
and remove any tokens on it.
Gain 1 magic:
» if an attack from a unit you control
targets an opponent’s card and destroys
that target.
» if an event or ability from a card you
control causes a card your opponent
controls to be destroyed.
Do NOT gain magic:
» if a card you control causes another
card you control to be destroyed.
» if the effect of a destroyed enemy card
causes another card to be destroyed.
» for any cards under a destroyed card.
DIAGONAL: A card or space is diagonal
to another card or space if they share a
corner.
15
DISCARD: To discard a card, place it face
down on top of its owner’s discard
pile. When a card is discarded from
the battlefield, any cards under it are
discarded and any tokens on it are
removed. If a discarded card is later
placed back on the battlefield, it is
considered a new card.
DISCARD PILE: On each player’s side of
the game board is a labeled area where
cards they own are placed face down
when they are discarded. This area, and
the cards that accumulate there, are that
player’s discard pile. The number of
cards in a player’s discard pile is public
information, but the contents are
private to that player.
DISTINCT: A card is distinct if all the cards it
is being compared to have different names
from it. A set of distinct cards is one
where each card has a different name.
DRAW: Take 1 or more cards from the top of
your draw pile and add them to your hand.
DRAW PILE: On each player’s side of the
game board is a labeled area where most
of a player’s cards will begin the game
in a face down pile. This area, and the
cards piled there, are that player’s draw
pile. The number of cards in a player’s
draw pile is public information, but
the contents are secret to all players.
No player may rearrange the cards in a
draw pile after setup unless specified,
such as when retrieving a card from the
draw pile. If a draw pile becomes empty,
do NOT reshuffle the corresponding
discard pile. A player cannot draw cards
if their draw pile is empty.
EMPTY: Something (a space, hand, draw
pile, discard pile, etc.) is empty if there
is nothing in it. In particular, a space is
empty if there is no card in it.
END: Effects that occur at the end of
a phase happen after that phase is
completed. Effects that occur at the
end of a turn happen after the Draw
Phase of that turn.
ENEMY: Any card that a player’s opponent
controls.
EPIC: A class of event. Each deck has 2,
which are determined by the deck’s
summoner.
EVENT: A type of card. An event can only
be played on its owner’s turn during
the phase listed on it. To play an event,
pay its cost, resolve its effects and then
discard it. Event cards cannot be played
while a game effect is being resolved,
e.g. during summoning, building,
moving, attacking, or when resolving
an ability or event. An event with a
class of structure enters play by being
built. See also Active Event.
EXCHANGE PLACES: Two cards swap
which spaces they are on. This is not
considered moving or forcing either
card.
EXTRA: In addition to what the normal
rules allow. Example: During an Attack
Phase, 3 units can attack, but an extra
attacking unit could be a 4th (4 attacks
with 4 units). If a unit is granted an
extra attack, however, it could attack
twice (4 attacks with 3 units).
FACTION: An attribute listed on each
unit card. Some game effects will only
apply to units of a specified faction.
FORCE: To force a card 1 or more spaces,
slide it that many clear straight spaces
in a single direction (horizontal or
vertical). When interpreting card text,
forcing a card is NOT considered
moving it.
16
FRIENDLY: All cards controlled by a
player are friendly to that player and to
each other.
GATE: A type of structure. Each player
starts with 1 gate (with 10 life) on the
battlefield and 3 gates (with 5 life
each) in their draw pile. Gates serve
as the primary summoning locations:
when a player summons a unit, they
place that unit on an empty space
adjacent to a gate they control. If there
are no valid spaces (because a player
doesn’t control any gates or there are
no empty adjacent spaces), that player
usually cannot summon.
HAND: The cards a player is currently
holding. There is no maximum hand
size.
IGNORE: To disregard (not resolve) a
specified rule or effect.
IN PLAY: On the battlefield or in an active
area.
INSTEAD: An effect to be resolved
in place of the normal rules. The
original effect does not take place, e.g.
“instead of moving” means a card has
not moved and cannot trigger “after
this unit moves” effects and “instead
of destroying” means a card is not
destroyed and no magic is gained.
Note, however, that effects that occur
“instead of moving” and “instead of
attacking” still count toward the 3
unit limits for those phases, and a unit
that has used an ability “instead of
moving/attacking” cannot also move/
attack that phase. Effects that occur
“instead of moving” can happen even if
a unit has no empty adjacent spaces and
effects that occur “instead of attacking”
can happen even if there is not a
viable attack target, but effects that
occur “instead of moving/attacking”
CANNOT happen if the game rules
specifically forbid that unit from
moving/attacking.
LIFE: A value listed on all unit and
structure cards. If a card’s life is ever
reduced to 0 (or below), usually from
adding damage, that card is destroyed.
MAGIC: An asset that can be spent to pay a
cost. The amount of magic each player
has is represented by the position of
that player’s magic token on their
magic track, with a maximum of 15.
MAY: The term may is used when a player
has permission to trigger an effect, but
is not required to.
MELEE UNIT: A unit that has the
symbol next to the strength value on
their card.
MOVE: To move a unit 1 space is to slide
it from the space it is on to an empty
adjacent space. To move a unit 2 or
more spaces is to repeat this action
that many times. A unit cannot move
0 spaces, but can be moved back onto a
space it was just moved off of.
NAME: When an effect references a card
by name, it refers to any card that has
that word or words as part or all of its
name. Note: This refers to full words
only, so an Ice structure would NOT
include a Portal Device structure.
OTHER: Indicates a card or cards different
from a card already mentioned.
OWNER: A player is the owner of a card if
they started the game with that card in
their deck.
PAY: A player must pay before playing any
card with a cost by spending magic
equal to the card’s cost.
17
PHASE: One of the 6 parts of a player’s
turn. In order, the phases are Summon,
Move, Build, Attack, Magic, Draw.
PLACE: Put something where specified.
When placing a card on the battlefield,
it must always be placed onto an empty
space, unless otherwise specified.
RANGED UNIT: A unit that has the
symbol next to the strength value on
their card.
REMOVE: When removing damage
or boost from a card, remove the
appropriate number of tokens from
that card and return them to their
supply. When told to remove more than
the number of tokens that are on the
card, remove them all.
REPLACE: Put a card where another card
was.
RE-ROLL: When rolling dice, roll some
number of those dice again and keep
the new result(s). Re-rolled dice can be
re-rolled again.
RESOLVE: Follow all the steps of an
effect or game rule.
RETRIEVE: Search through a specified
group of cards to find a specified card.
If you looked at the contents of a draw
pile while retrieving a card, shuffle that
draw pile.
RETURN TO YOUR HAND: Take a
card from the battlefield and add it
back to your hand. When returning a
card to your hand, discard any cards
that were under it and remove any
tokens that were on it. If a returned
card is later placed back on the
battlefield, it is considered a new card.
ROW: A full horizontal line of 6 adjacent
spaces.
SIDE: The battlefield has two sides. The 4
rows closest to you, your 4 back rows,
are your side, and the 4 rows farthest
from you are your opponent’s side.
SPEND: To spend 1 or more magic, move
your magic token down that many
spaces on your magic track. To spend
1 or more boost, remove that number
of boost tokens from the card that
is spending boost. If you do not have
enough magic or boost, you cannot pay
the cost or activate the effect.
STANDARD: A class of event. Each deck
has 6, with up to 2 copies of each.
START: Effects that occur at the start of
a phase happen before anything else
during that phase. Effects that occur
at the start of a turn happen before the
Summon Phase of that turn.
STRAIGHT SPACES: A series of adjacent
spaces that are connected in a single
direction (horizontal or vertical).
STRENGTH: A value listed on all
unit cards. When a unit attacks, its
controlling player rolls a number
of dice equal to that unit’s strength.
A unit’s strength can be modified
(increased or decreased) by various card
effects. See also, Base Strength.
STRUCTURE: A type of card that can be
built on the battlefield during a Build
Phase. Structures usually cannot move
or attack, but they can be attacked and
destroyed. Gates are a special type of
structure.
18
SUMMON: Choose a unit in your hand,
pay its cost, and place it on an empty
space on the battlefield during your
Summon Phase. Usually units must
be summoned adjacent to a gate
you control. Any card with a class
of common or champion can be
summoned.
SUMMONER: A class of unit. Each player
has 1 summoner that begins play on
the battlefield. If a player’s summoner
is ever destroyed, that player loses the
game.
SUPPLY: The area where unused damage
and boost tokens are kept. If these
components run out, please use other
household items as a substitute.
TARGET: Identify the recipient of an
attack or the recipient(s) of a game
effect, usually by counting spaces from
a unit that is attacking or using an
ability. A card cannot target itself.
THROUGH: Treat a card as if it were not
there when passing by. A unit that can
move through commons cannot move
through other cards and still cannot
end its movement on a common. A
melee unit can never attack through
another card because it still can only
target adjacent cards.
TOWARD: Refers to any partial or whole
move or force that decreases the
number of spaces required to count
from one card to another.
TURN: A turn is 1 player completing the
6 phases of a turn in order: Summon,
Move, Build, Attack, Magic, Draw.
A turn also includes any effects that
happen at the start or end of a player’s
turn.
UNBOOSTED: Has no boost tokens on it.
UNDAMAGED: Has no damage tokens
on it.
UNDER: Some effects tell you to place
a card under another card. Place it
beneath that card in the same space
and with the same orientation (same
controlling player as the card it is
placed under). When a card moves, is
forced, or otherwise changes position
on the battlefield, all the cards under
it stay with it, remaining under it.
When an opponent takes control of
a card, they take control of all the
cards under it. Cards under another
card cannot be affected by any game
effect unless specifically mentioned.
When a card is destroyed, discarded
or returned to a hand, discard all the
cards under it. Note: Before placing
a card (A) under another card (B),
discard any cards that were under card
A and remove any tokens that were on
card A.
UNIT: A type of card, including commons,
champions, and summoners. Units are
summoned to the battlefield during a
Summon Phase. Units can move and
attack.
UP TO: Up to includes 0.
WITHIN X SPACES: A card is within
X spaces of another card if you can
reach that card by counting that many
spaces. Remember that you cannot
count diagonally, but the spaces do
not need to be empty unless specified
(e.g. within X clear straight spaces).
Abilities that say “within” count from
the card on which the ability is found.
A card is NOT considered to be within
X spaces of itself.
19
Expanding the Game
Additional faction decks are available
for the game. Each faction deck is a
preconstructed and ready to play deck that
can also be mined for new cards to add into
your custom decks.
Inquire with a hobby tabletop games retailer
or visit plaidhatgames.com to get yours!
Credits
Game Designer
Colby Dauch
Game Developer
J. Arthur Ellis
Illustrators
Martin Abel, Madison Johnson
Graphic Designers
David Richards, Kendall Wilkerson
Editor
Jonathan Liu
Cultural Advisors
Khary Bridgewater, Dandy Ren,
Calvin Wong, Jonathan Liu
Playtesters
Adam Tarr, Adrian Han Shi, Andrei, Arthur
Scheuerman, Barnaby Alsop, Benjamin Winterscheidt,
Blaze Nimmons, Brett Lowey, Bryan Lull, Chad
Barbry, Corey Salem, Daniel Garcia-Rosas, Daniel
Kenline, Daniel Kota
c
^
ka, David Glandon, David West,
Dustin Golden, Eric Wells, Ethan Fritz, Evan Pitts,
Everett Zuras, Ezequiel Heyn, Francis Olit, Frank
Balog, Gabriel Meyer, Genarch Bren Olit, Glen Gallik,
Gordon Helle, Holden Zuras, Hope Gundlah, Jáchym
Bajgar, James Sitz, Jan Trinkhaus, Jan Zalewski, Jason
Spain, Jeffrey Berman, Jeffrey Joyce, Jon Merkle, Jon
Stimson, Jonas Schmidt, Jonathan Davison, Jonathan
Liu, Jonathan Marcantel, Jorge García de la Higuera,
Joseph Perek, Joshua James Hardy, Joshua Koehn, JT
Perek, Kaitlyn Sevits, Kyla Joy Hughes, Leila Mariela
Nievas, Leo Meister, Lionel Kinkartz, Luis Canela,
Luke Muench, Martin Miguez, Matou
s
^
Hofmeister,
Matt Kaminsky, Matt Sherba, Matthew Messer,
Matthew Pettigrew, Mohamad Samir Syed Ahmed,
Nathan Fritz, Nathan Howell, Neal Burghardt, Ned
Lauber, Nicholas White, Nick de Raet, Nick Trengove,
Paco Estevez, Ray Sevits, Reinhold Daykin Schnell,
Rick Heit, Robert Lawson, Rogerson Robin, Ryan De
La Torre, Ryan James, Sean Faeth, Sophia Meister,
Taylor Kowbel, Thomas Trengove, Tim Jones, Travis
Schneider, Vasily Shipunov, Zander Galluppi