RULES
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.

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.
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
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.
One legal deck, four sections.


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.



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



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.



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

ENEMY LANDSYOUR LANDSBring your deck
One Hero, 30 Spells, 8 Portals, 9 Skills.
Set the board
Your Hero starts on its hex, and four Portal cards go on each of your two lands.
Decide who goes first
Roll for it โ the winner chooses.
The second player's Holder Skill
Whoever goes second starts with one extra face-down Skill in their holder.
Draw five
Both players draw an opening hand of five.
Mulligan once
Return any number of cards, shuffle them back, and draw the same number. Once each.
BATTLE START
Six phases, in this order, every turn โ and most of a turn is spent in the Main Phase.
UNSYNC
Everything you Synced last turn comes back ready.
LEVEL UP
Your Hero's level rises, which is what opens up stronger cards as the game goes on.
DRAW
Draw one card from your Main deck.
START
Anything that triggers at the start of your turn happens here.
MAIN
Your turn: summon, shift, use Skills and declare attacks. Combat is resolved right here, as each attack is declared.
END
End-of-turn effects resolve, and the turn passes.
Pick a Spell card
It is in your hand, and it prints a cost.
Sync Skills for VAZ
Syncing an Unsynced, face-up Skill produces VAZ.
Pay the cost
Spend that VAZ. A coloured cost needs Skills of the matching colour.
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.
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.
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.

BEFORE

AFTER
Declare an attack
Choose an attacking Spil and a target it can reach.
The attacker Syncs
Attacking Syncs it โ it is spent until your next Unsync Phase.
The defender may block
A blocker steps in and takes the attack instead.
Damage
Both sides deal their Power at once. A Spil at 0 or less drops to the Abyss.

BEFORE THE ATTACK

AFTER THE ATTACK

ATTACK DECLARED

BLOCKED
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.
Four per land
Eight Portal cards, split across your two lands.
They take damage
An attack that reaches a land hits the Portal stack standing there.
A Portal is destroyed
Its Shield Life runs out and the card is gone.
One land runs empty
All four Portals on the same land are gone.
Victory
The game ends the moment a land has no Portals left.
Sync is the price of acting. A card that acts becomes Synced, and a Synced card does nothing more until your next turn begins.
Act
Attack with a Spil, or use a Skill to make VAZ.
It becomes Synced
Turned to show it has already been used this turn.
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.
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.