VARZ TCG
Learn

RULES

What is VARZ?

VARZ is a tactical trading card game played on a hex battlefield. Summon mysterious beings called Spils, shift them across the lands, and break your opponent's Portals.

  • 2 PLAYERS
  • TACTICAL TCG
  • HEX BATTLEFIELD
The VARZ Online key visual: two summoned beings facing each other across a hex battlefield.

How to win

WIN CONDITION 1

Reduce their Life to 0

Damage that reaches the enemy Hero comes off its Life. At 0, the game is over.

WIN CONDITION 2

Break every Portal on one land

Each player defends two lands with four Portal cards each. Destroy all of the Portals on either one of your opponent's lands and you win at once.

Your cards

Four kinds of card, and each one has a job.

HERO

You. One Hero stands on the battlefield from the first turn and carries your Life.

SPELL / SPIL

Your main deck. A Spell card either summons a Spil โ€” the beings that fight on the hexes โ€” or resolves an effect and is done.

PORTAL

Stacked on your two lands. They are what your opponent has to break, and each one carries Shield Life.

SKILL

Your resource engine. Sync an Unsynced Skill to produce VAZ, and spend VAZ to play what is in your hand.

  • Hero

    Yoka

  • Spil

    Lil' Aqua

  • Portal

    Thunderfall Gate

  • Skill

    Magic Arrow

On the card

COST

Lil' Aqua

POWER

Lil' Aqua

TYPE

Lil' Aqua

Costs are paid in VAZ. Power is what a Spil fights with โ€” and it changes on the board, so the printed number is where it starts.

What you need

One legal deck, four sections.

  • Example HERO cards

    HERO

    1 cards

    Your leader on the battlefield, printed on both faces. It carries your Life, it is on the board from the first turn, and damage that gets through comes off that Life.

  • Example SPELLS cards

    SPELLS

    30 cards

    The heart of your Main Deck, and where a deck's plan lives. Every Spell card is one of three sub-types.

    • SpilThe units you summon onto the board. Each prints a cost and a Power, and it cannot attack on the turn it arrives.
    • CommandCast on your own turn, in your Main Phase. A Command cannot be played in response to anything.
    • SlashEverything a Command can do, plus the part it cannot: a Slash may also be cast inside a Slash window, which is what lets you answer your opponent.
  • Example PORTALS cards

    PORTALS

    8 cards

    The cards stacked on your Lands. Each one has a Shield Life, they are what an attack has to get through, and losing every Portal on one Land loses you the game.

  • Example SKILLS cards

    SKILLS

    9 cards

    Where VAZ comes from. Two Skills move from this deck into your Holder every turn, and Syncing an unsynced one there pays for a card.

Your eight Portals must add up to exactly 20 Shield Life.

Full deck rules

The battlefield

Four lands: two are yours, two are your opponent's. Spils stand on hexes, and the hexes decide what can reach what.

A real board: the opponent's two Lands, each stack labelled Portal x4 with its shield value beneath.
The same board the game deals โ€” two Lands, four Portals each. Empty one of them and the game is over.
The VARZ playmat: two mirrored halves, four Lands with their Portal squares, and the Deck, Skill Deck, Drop and Holder zones printed around the edge.123456789ENEMY LANDSYOUR LANDS
  1. 1Your HeroStarts on its own hex and stays on the board. Damage that gets through comes off its Life.
  2. 2HexesSpils are summoned onto the hexes of your own lands, and shift between them.
  3. 3PortalsFour Portal cards per land, stacked. Lose every Portal on one land and you lose the game.
  4. 4Enemy HeroThe other way to win: reduce its Life to 0.
  5. 5Main deckThirty Spell cards. You draw one every turn.
  6. 6Skill deckYour nine Skill cards, face down. Two of them move into the Holder at the start of each of your turns.
  7. 7HolderThe Lv1 to Lv9 row along your own edge. Your Hero's level is simply how many Skills are standing here, and Syncing an unsynced one is what produces the VAZ a card costs.
  8. 8AbyssWhere Spils go when they drop โ€” and where a few cards can bring them back from.
  9. 9BanishCards put out of the game entirely. They never reached the Abyss, so no Dropped ability saw them, and only the handful of cards that name this zone can reach back in.

Game setup

  1. 01

    Bring your deck

    One Hero, 30 Spells, 8 Portals, 9 Skills.

  2. 02

    Set the board

    Your Hero starts on its hex, and four Portal cards go on each of your two lands.

  3. 03

    Decide who goes first

    Roll for it โ€” the winner chooses.

  4. 04

    The second player's Holder Skill

    Whoever goes second starts with one extra face-down Skill in their holder.

  5. 05

    Draw five

    Both players draw an opening hand of five.

  6. 06

    Mulligan once

    Return any number of cards, shuffle them back, and draw the same number. Once each.

  7. 07

    BATTLE START

Turn flow

Six phases, in this order, every turn โ€” and most of a turn is spent in the Main Phase.

  1. 01

    UNSYNC

    Everything you Synced last turn comes back ready.

  2. 02

    LEVEL UP

    Your Hero's level rises, which is what opens up stronger cards as the game goes on.

  3. 03

    DRAW

    Draw one card from your Main deck.

  4. 04

    START

    Anything that triggers at the start of your turn happens here.

  5. 05

    MAIN

    Your turn: summon, shift, use Skills and declare attacks. Combat is resolved right here, as each attack is declared.

  6. 06

    END

    End-of-turn effects resolve, and the turn passes.

Summon a Spil

  1. 01

    Pick a Spell card

    It is in your hand, and it prints a cost.

  2. 02

    Sync Skills for VAZ

    Syncing an Unsynced, face-up Skill produces VAZ.

  3. 03

    Pay the cost

    Spend that VAZ. A coloured cost needs Skills of the matching colour.

  4. 04

    Place it on a hex

    The Spil arrives on an empty hex of your own land.

VAZ comes in six colours. A coloured cost has to be paid with Skills of that colour.

Move / Shift

A Spil can shift on your turn. What the keywords change is where it may go.

SHIFT

One hex, into a neighbouring empty hex.

FLYING

Any empty hex on a land the unit is already on.

TELEPORT

Any empty hex within its range, ignoring what is in between.

  • The unit that is shifting
  • Another unit โ€” a walk cannot pass through it
  • Where this keyword can put it

All three are the same board and the same position, with two other units standing in the middle row. #Teleport is drawn at range 2. No Shift of any kind ends on a Portal hex.

The board before the shift: the Spil stands on the lower hex and the hex beside it is empty.

BEFORE

The same board after the shift: the Spil now stands on that hex, one step closer to the enemy Portal.

AFTER

One hex, on a real board โ€” and it ends up next to what it wants to attack.
All movement keywords

Attack & block

  1. 01

    Declare an attack

    Choose an attacking Spil and a target it can reach.

  2. 02

    The attacker Syncs

    Attacking Syncs it โ€” it is spent until your next Unsync Phase.

  3. 03

    The defender may block

    A blocker steps in and takes the attack instead.

  4. 04

    Damage

    Both sides deal their Power at once. A Spil at 0 or less drops to the Abyss.

The opponent's Portal still holds four cards, and the attacking Spil stands upright beside it.

BEFORE THE ATTACK

The Portal is down to three cards and the attacker now lies sideways โ€” it is Synced.

AFTER THE ATTACK

An attack that got through: one Portal card gone, and the attacker Synced until your next turn.
An attack is declared and a defending unit stands in range of it.

ATTACK DECLARED

The blocker has stepped in and taken the attack instead; both sides have dealt their Power.

BLOCKED

The same attack, blocked โ€” which is how a Portal survives a turn it should not have.
Advanced combat rules

Portals

Portals are what makes VARZ a game about ground and not only about cards. Each of your lands is defended by a stack of four.

  1. 01

    Four per land

    Eight Portal cards, split across your two lands.

  2. 02

    They take damage

    An attack that reaches a land hits the Portal stack standing there.

  3. 03

    A Portal is destroyed

    Its Shield Life runs out and the card is gone.

  4. 04

    One land runs empty

    All four Portals on the same land are gone.

  5. 05

    Victory

    The game ends the moment a land has no Portals left.

Sync

Sync is the price of acting. A card that acts becomes Synced, and a Synced card does nothing more until your next turn begins.

  1. 01

    Act

    Attack with a Spil, or use a Skill to make VAZ.

  2. 02

    It becomes Synced

    Turned to show it has already been used this turn.

  3. 03

    Unsync Phase

    At the start of your next turn, everything you Synced comes back.

V-SYNC IS A DIFFERENT THING. Your Hero can evolve mid-game into a stronger face โ€” that is V-Sync, and it is not the Sync above.

Keywords

  • Flash

    Can be played during a Slash Window.

  • Stealth

    Can't be chosen as an attack target.

  • Taunt

    Adjacent opponent's units must target this when declaring an attack.

  • Flying

    Can shift to any empty hex on a land this unit is on.

  • Teleport

    Can shift to any empty hex within range N (ignores the path).

  • Menace

    Can only be blocked by two or more units.

  • Vigilance

    Does not become Synced when it declares an attack.

  • Overstrike

    Deals any excess combat damage to the attack target.

View all keywords

You know the basics.

Ready to enter the battlefield?