Card game for 2 players.
Set in the AD&D Birthright Campaign Setting.
One player controls the Armies of Good.
The other player controls the Armies of Evil.
Birthright is a copyrighted product.
This is merely a fansite.
Destroy all your opponents.
To destroy an opponent, you must:
Reduce your opponents Realm deck to zero cards.
Then eliminate all his Realms in play.
There are 3 decks:
The Good Deck
The Evil Deck
The Common (Action) Deck
The Good & Evil Decks are collectively referred to as Realm Decks.
Players keep 2 Hands:
The Realm Hand kept Face up on the Table
The Action Hand held in the players hand
Card types in the Realm Decks include:
Card types in the Common Deck include:
Each player draws 5 Action cards.
Each player draws 4 Realm cards.
The Evil player goes first.
Each player starts with 5 Gold.
Players take turns.
Each turn has 6 Phases:
Draw 1 Realm card or Fill your Realm Hand to 4 cards.
Pay 3 Gold to draw an extra card.
Maximum Realm hand is 4 cards.
Put your choice of excess cards on the bottom of your Realm deck.
Draw 2 cards from the Common deck.
Pay 2 Gold to draw an extra card.
Maximum Action hand size is 7 cards.
Discard your choice of excess cards.
If the Common deck runs out shuffle the discard and draw from it.
Each of your Realms in Play generates 1 Gold.
Use coins to represent Gold.
Gold can be saved from turn to turn.
You may put exactly one Realm (Country) card from your hand into play.
You may put Lords and Armies into play.
Lords & Armies have a Gold cost = to their Force to put into play.
Army cards must be attached to a Lord.
Attached Armies are referred to as Allies.
A Lord is free if you already have his Realm in play.
Certain Action cards can be played in this Phase.
You must have a Priest, Wizard, or Awnsheghlein in play to play a Spell card.
You may attack with none, some, or all of your Lords.
If unblocked your opponent must discard 3 Realm cards from the top of his deck.
If the opponent has no cards left in his Realm deck, discard one of his Realms in play.
The Defending Player may Block attacks.
For a given attack the defender may choose one of his Lords to block it.
A Lord that attacked last turn cannot be used to block.
Each Lord has a base Force value.
This Force value is modified by Attached Armies and Action cards.
Compare the Modified Forces of the Attacking & Blocking Lord.
The Lord with the Higher Modified Force Wins the Battle.
The Lower Force Lord and all attached cards are discarded.
The winning Lord must discard one attached Army (if it has any) at end of turn.
The Defender wins ties.
Every time a Lord defeats an enemy Lord in Battle, he gets a +1 Force Blood Token.
CARD LIST NOTATION
L = Lords
R = Realms
A = Armies
S = Spells
E = Events
B = Blood Ability
Cost = Cost in Gold to play
GOOD ALLIANCE DECK CARD LIST
Card Name: # Type Force Notes:
Rangers 2 A 4
Paladins 1 A 5
Men 5 A 1
Elves 3 A 3
Dwarves 4 A 2
Roesone 1 R - Regent: Marlae Roesone
Marlae Roesone 1 L 3 Fighter
Aerenwe 1 R - Regent: Liliene Swordwraith
Liliene Swordwraith 1 L 5 Ranger
Diemed 1 R - Regent: Heirl Diem
Heirl Diem 1 L 4 Fighter
Ilien 1 R - Regent: Rogr Aglondier
Rogr Aglondier 1 L 2 Wizard
Medoere 1 R - Regent: Suris Enlien
Suris Enlien 1 L 2 Priest
Boeruine 1 R - Regent: Aeric Boeruine
Aeric Boeruine 1 L 6 Fighter
Talinie 1 R - Regent: Thuriene Donalls
Thuriene Donalls 1 L 3 Priest
Taeghas 1 R - Regent: Harald Khorien
Harald Khorien 1 L 2 Wizard
Dhoesone 1 R - Regent: Fhiele Dhoesone
Fhiele Dhoesone 1 L 3 Thief
Tuarhievel 1 R - Regent: Fhileraene
Fhileraene 1 L 7 Elf Fighter/Wizard
Baruk-Azhik 1 R - Regent: Grimm Graybeard
Grimm Graybeard 1 L 8 Dwarf Fighter
The Sielwode 1 R - Regent: Emerald Queen
Emerald Queen 1 L 7 Wizard
Avanil 1 R - Regent: Darien Avan
Darien Avan 1 L 5 Fighter
Mhoried 1 R - Regent: Daeric Mhoried
Daeric Mhoried 1 L 4 Ranger
Elinie 1 R - Regent: Assan Ibn Daouta
Assan Ibn Daouta 1 L 5 Paladin
EVIL ALLIANCE DECK CARD LIST
Card Name: # Type Force Notes:
Dragons 1 A 5
Giants 2 A 4
Gnolls 3 A 3
Goblins 5 A 1
Orogs 4 A 2
The Spiderfell 1 R - Regent: The Spider
The Spider 1 L 4 Awnsheghlein
The Gorgons Crown 1 R - Regent: The Gorgon
The Gorgon 1 L 9 Awnsheghlein
Mieres 1 R - Regent: Arron Vaumel
Arron Vaumel 1 L 3 Thief
Brosengae 1 R - Regent: Eriene Mierelen
Eriene Mierelen 1 L 4 Thief
Rhuobhe 1 R - Regent: Rhuobhe Manslayer
Rhuobhe Manslayer 1 L 5 Awnsheghlein
Cariele 1 R - Regent: Entier Gladanil
Entier Gladanil 1 L 3 Fighter
The Five Peaks 1 R - Regent: The Eyeless One
The Eyeless One 1 L 5 Wizard
Markazor 1 R - Regent: Godar Thurinson
Godar Thurinson 1 L 3 Fighter
Mur-Kilad 1 R - Regent: Razzik Fanggrabber
Razzik Fanggrabber 1 L 2 Wizard
Thurazor 1 R - Regent: Tieskar Graecher
Tieskar Graecher 1 L 4 Goblin King
The Chimaeron 1 R - Regent: Chimaera
Chimaera 1 L 5 Awnsheghlein
Osoerde 1 R - Regent: Jaison Raenech
Jaison Raenech 1 L 4 Fighter
Ghore 1 R - Regent: Gavin Tael
Gavin Tael 1 L 5 Fighter
Alamie 1 R - Regent: Carilon Alamie
Carilon Alamie 1 L 1 Fighter
Endier 1 R - Regent: Guilder Kalien
Guilder Kalien 1 L 3 Half Elf Thief
COMMON DECK CARD LIST
Card Name: Type Cost Notes:
Battlewise B - Force Total +3
Blood History B - Draw 3 Action Cards
Courage B - Allies get Force +1 each
Character Reading B - All enemy Lords get Force –1 this turn
Divine Aura B - Draw 2 Realm cards
Divine Wrath B - Destroy 1 opposing Ally
Elemental Control B - Gain one Force = 3 Ally this turn
Fear B - All opposing Allies get –1 Force this turn
Healing B - Prevent Ally from being Destroyed
Iron Will B - Put destroyed Lord back into your Realm hand
Persuasion B - Put Lord from your Realm hand into play
Detection B - Look at opponents hand
Regeneration B - Put destroyed Lord back into your Realm hand
Resistance B - Force total +3
Protection B - Allies get Force +1 each
Bloodmark B - Put Lord from your Realm hand into play
Enhanced Senses B - Look at opponents hand
Travel B - Allows Lord that attacked last turn to Block
Touch of Decay B - Discard target Lord
Shadow Form B - Lord cannot be Blocked this turn
Bloodsilver Blade E 1 Force +3
Elaborate Court E 3 Draw 3 Realm Cards
Vassalage E 2 Put an extra Realm into play this turn
Regency E 2 Put an extra Realm into play this turn
Diplomacy E 2 Put an extra Realm into play this turn
Assassination E 1 Discard target Lord
Blood Challenge E - Target Lord must Block
Rebellion E - Put Target Realm back in owner’s hand
Natural Disaster E - Put Target Realm back in owner’s hand
Heresy E - Put Target Realm back in owner’s hand
Occupation E - Control Target Realm after winning a Battle
Pillage E - Gain 4 Gold after winning a Battle
Intrigue E 1 Look at opponents Action Hand
Festival E 1 Opponent may not attack this Turn
Brigandage E - Opponent loses 3 Gold
Corruption E - Opponent loses 3 Gold
Law Holdings E - Negate Event card
Ransom E - Take 3 Gold from Opponent
Fortifications E - Force +4 while Defending
Militia E - Force +4 while Defending
Temple Holdings E - Put 2 Spell cards in Discard into your hand
Trade Routes E - Gain 3 Gold
Collect Taxes E - Gain 3 Gold
Guild Holdings E - Gain 3 Gold
Adventure E - Target Lord cannot Attack or Block
Roads E - Allows Lord that attacked last turn to Block
Avatar E - Force +10
The Cold Rider E - Discard target Mage Lord
Battle Magic S - Force +3
Alchemy S - Gain 3 Gold
Death Plague S - Put Target Realm back in owner’s hand
Demagogue S - Put an extra Realm into play this turn
Dispell Realm Magic S - Negate Spell Card
Legion of Dead S - Gain three Force = 1 Allies this turn
Mass Destruction S - Force +3
Raze S - Put Target Realm back in owner’s hand
Scry S - Look at next 7 cards in any Deck
Stronghold S - Force +4 while Defending
Subversion S - Take control of target Non-Lord card
Summoning S - Gain two Force = 2 Allies this turn
Warding S - Opponent may not attack this Turn
Transport S - Allows Lord that attacked last turn to Block
Bless Land S - Gain 3 Gold
Bless Army S - Allies get Force +1 each
Blight S - Put Target Realm back in owner’s hand
Honest Dealings S - Gain 3 Gold
Investiture S 2 Put an extra Realm into play this turn
Ley Lines S - Draw 2 cards from Realm or Common Deck