Stackforge v0.1.2

Opponent
Mana: 0/0
You
Mana: 0/0
Your Hand
Evolution Pool
Quick rules reference
  • 5 base Mana every turn (plus permanent Fountain bonuses). 5-card starting hand, draw 1/turn. 3 Mana → draw a card, any number of times per turn.
  • 5 stacks per side, 3 cards max per stack. Only the Top card is Exposed (can Basic Attack, can be targeted by normal attacks) - Buried cards are protected from normal targeting. Any card with an Active ability may use it whether Exposed or Buried, so a Top card can Attack AND activate its Active in the same turn.
  • New cards, new Evolutions, and Revived cards can't act the turn they enter play (sickness), even if something Accelerates them.
  • Only cards with the Dig keyword can be placed beneath another card - everything else always goes on top, burying whatever was there.
  • Evolution Pool: lives outside the normal deck. 3 living Goblins on your board auto-consumes them and pulls Goblin King from the pool.
  • Shield absorbs damage before Health. DoT ticks at the end of the caster's own turns. Weakened adds +1 per damage instance that reaches Health.
  • Revive returns a card to the top of the stack it died in (unless a card says otherwise) and re-triggers its On Reveal. A full stack blocks that specific Revive - no searching for another spot.
  • Gain Health raises current AND max Health permanently. Restore only heals up to the existing max. Gain Damage permanently raises a card's Damage stat - can even apply to a Stolen card while it's still sitting in hand.
  • Bucket +N grants +N Mana on the very next turn only. Fountain +N permanently raises base Mana every turn. Depleted -N temporarily reduces Mana, but only on the affected player's very next turn.
  • Cooldowns block re-use for the stated number of the controller's own turns. Slowed zeroes out a card's attacks/abilities for its controller's very next turn only.
  • Accelerated grants one extra eligible action (attack or ability) this turn - it never lets a newly-played/Revived card bypass sickness.
  • Effects that hit "a random card in play" or "a random enemy card" can select Buried cards - random selection isn't normal targeting, so Buried protection doesn't apply unless the card says otherwise. Picking N random cards never repeats a target; if fewer than N exist, it hits as many as it can.
  • Player Health Gain permanently raises a Player's max Health, same as Gain Health does for a card.
  • Stolen means a card began the match in the OPPONENT's deck. Borrowed means a card began the match in NEITHER Player's deck (e.g. Tryxee's random summons) - the two never overlap.
  • Random Summoning creates a card straight into play - the Evolution Pool is excluded, it needs a legal stack with room (or the summon fails), it triggers On Reveal immediately, and it can't act the turn it arrives. It always places on top - the Dig keyword doesn't apply to a summon unless the effect specifically allows it.
  • A 0-Health card's On Reveal still resolves in full before it dies (e.g. Sacrifice, Nuke).
  • Each match starts with a Deck Builder: choose exactly 30 cards (max 3 copies of any one card) and up to 2 Evolutions before playing. The Opponent gets a random legal deck under the same limits.
  • Reduce the enemy Player to 0 Health to win.

Place Card

Choose a card to Revive

👋 Welcome to Stack Forge

Message from the devs Hello! Welcome to Stack Forge. This is still the prototype phase - cards are still being created and game structure is still in design. For now you simply go against an AI opponent. Eventually this will be a PVP game. Please enjoy and let us know what you think at [email protected].
How to play Each side has 5 Stacks, and cards can pile up to 3 deep on each one - only the top (Exposed) card can attack or be attacked normally, while cards Buried underneath are protected but can still use their Active abilities. Playing and activating cards costs Mana (shown at the top of the screen), which refills each turn and can be permanently increased by certain cards. Before the match starts you'll build a 30-card deck (max 3 copies of any card) and choose up to 2 Evolutions - powerful cards that rise once you've fed them enough of the right ingredient cards on the battlefield. Whoever reduces the opponent's Health to 0 first wins!