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How To Play

Under Realm is a strategy card game that focus heavily on grand strategy so understanding the Game rules carefully can help you the 1st understanding on how to setup our Battlefield

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Battlefield

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Play

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Cards

Battlefield Overview

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Hand

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Deck

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Magic Tower

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Summon Zone

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End Turn

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Health Point

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History

Here are the cards you have available to summon on the battlefield each turn. At the beginning of each turn, Adventurer will be able to draw 2 Cards from their deck.

For every 3 turns, the player will draw 5 spell cards select 3 to keep on hand and discard 2.

The maximum number of cards on hand is 7. When hitting the limit, the Adventurer will have to choose to discard exceeded amount before choosing to end their turn. At the Soft Launch, this function is not activated yet as we want the players to test out all the strategy as they want before we can close down to a suitable on-hand card limit.

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Playing Under Realm

To win the game, the player is required to: Reduce the opposing player's Health Points to zero

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Draw

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Setup

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Battle

At each turn, draw from the deck 1 Hero Card + 1 Troop Card. Every 3 turns both players draw 5 spell cards select 3 and discard 2.

Cards

Getting to know your Card

This quick read will teach you how to distinguish between the many types and classes of cards that are available in Under Realm: Rise of Magic, identify their characteristics, and maybe provide you with some advice and ideas on the kinds of strategy you can build.

Card Explain
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Hero

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Spell

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Troop

Every hero card has a distinctively high set amount of Attack/ Defense/ Health Points and usually has a special ability described in the card text. Hero cards can be placed on the board and used to attack the opponent’s hero or adventurer. The hero card is destroyed when its health is reduced to 0 and it is sent to the graveyard.
Card Rarity

Card rarity can be recognized by the gems on the top of the card. Cards with higher rarities are harder to acquire in the NFT Minting Event as they have a lower drop rate.

There are 7 rarities:

  • Common (Non-NFT): 0 Gem Stone
  • Rare: 1 Ruby Gem Stone
  • Epic: 2 Ruby Gem Stones
  • Mystic: 3 Ruby Gem Stones
  • Legendary: 4 Ruby Gem Stones
  • Immortal: 5 Ruby Gem Stones
  • Sentinel: TBD
5 Hero Classes

Knight:

  • The Knight Legion is composed of brave warriors who put their faith in and worship the enormous fire of Ignis Mountain. They are famous as warriors with balance Attack & Defense and boosting attack abilities

Tanker:

  • The soldiers of the Tanker Guild are legendary for being the most formidable of all mercenaries. With high defense, health points, plus boosting defense abilities, Tankers are an unbreakable defense line.

Wizard:

  • The Wizard Council’s members are admired for their mythological healing practices. But the magical power can also be terrifying and destructive, capable of destroying an entire army in the blink of an eye. With their mass destruction, and health restoration skills, Wizards are the nightmare of their enemies on the battlefield.

Summoner

  • The Summoner Clan is well-known for its members’ extraordinary ability to communicate with wild beasts and make them reliable combat partners. The summoner always can storm the battlefield by summoning reinforcement or even take control their enemy’s heroes and troops.

Assassin

  • Mastering the abilities to ignore the opponent’s defense and critical damage hit, when the Assassin Guild sets its sights on someone, that person has no chance of evading death.
HERO ABILITY

Each hero card usually has a special ability. These abilities can be boosting attack, defense, healing… Abilities are activated depending on certain condition described in the card text.

The card text can break down into 2 components: Activating Condition: Effect Description

List of Ability Activating Conditions:

  • Summon: Activated when a Card is summoned from Hand to Summon Zone
  • Death: Activated when the Card HP is 0
  • Passive: Always being activated
  • Pre-fight: Activated before the Battle Phase
  • Post-fight: Activated after the Battle Phase
  • Attack: Activated When attacking other units
  • Defense: Activated when being attacked
  • Charge (X): Activated after every (X) turn
  • Glory: Activated when this unit attacked the opposing player
  • Banner: Activated when being on the battlefield
  • Inspire X: Activated depends on X amount of inspiring condition

Inspiring condition:

  • Inspire Skill: Number of Abilities being activated
  • Inspire Death: Number of allied units destroyed
  • Inspire Summon: Number of summoned units each round
  • Inspire Metal: Number of Metal Spell/ Ability being activated
  • Inspire Wood: Number of Wood Spell/ Ability being activated
  • Inspire Water: Number of Water Spell/ Ability being activated
  • Inspire Fire: Number of Fire Spell/ Ability being activated
  • Inspire Earth: Number of Earth Spell/ Ability being activated
  • Inspire Light: Number of Light Spell/ Ability being activated
  • Inspire Dark: Number of Dark Spell/ Ability being activated

Elemental

In ATEM, there are 5 Natural Elements (Iron/ Wood/ Water/ Fire/ Earth) and 2 Ancient Elements (Lightning/ Darkness). Each card will have an element and the element will interact uniquely on the battlefield as the Generating and Overcoming processes. Knowing this will give you an extra chance to win a battle by combining the action of cards accordingly.

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Overcoming Interactions

Fire melts Metal Metal penetrates Wood Wood separates Earth Earth absorbs Water Water quenches Fire

*Light & Dark: Not available in Alpha yet.

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