SIGIL TACTICS

v0.21 — 5v5 · 11-hero roster · 88-card pool (4 STD / 3 EPIC / 1 LEG per hero) · per-side Initiative deck

Modes

Match flow

Rules

Hero roster (11)

HeroHPATKMvRngInitPassive
🏰 Sentinel121112Anchor — Sentinel & adjacent allies are push/pull immune
🛡️ Paladin101112Guardian — heal cards restore +1 HP on most-wounded ally
⚔️ Knight101113Steadfast — cannot be pushed or pulled
🩸 Warlock61133Soul Drain — heal 2 HP whenever any enemy dies
🌿 Druid81123Symbiosis — heal cards also heal Druid 1 HP
🔮 Mage61123Resonance — your AoE cards do +1 splash / +1 kb
🪓 Berserker82113Bloodthirst — heals 1 HP whenever he damages an enemy
💀 Necromancer61123Death Touch — enemies adjacent take +1 dmg
🏹 Ranger81124Spotter — your dmg/push/pull cards gain +1 range
👁️ Scout41224Pathfinder — your dash cards gain +1 range
🗡️ Assassin62214Shadow Step — after Assassin moves, her next attack is rear-arc

Deck composition

Card kinds (effects)

All effects resolve this turn. No buffs, no counters, no lingering modifiers.

Owner assists

Every hero card carries a bonus that fires after the main effect if the card's owner is alive on the board. Sigils have no owner and no assist.

Deck — 40 cards (5 hero suites × 6 + 10 sigils)

SIGIL TACTICS

YOU (P1)
AI (P2)

SIGIL TACTICS

tactical drafting · grid combat · card opportunity-cost

CAMPAIGN

defeat each hero to add them to your roster

Enemy team:
Pick 3 melee + 2 ranged for your party:
0/3 selected

VICTORY

PASS THE PHONE

Hand the phone to the next player.