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Welcome to Manacaster
Build Your Deck
Manacaster is a fantasy steampunk card duel game where strategic deck-building is key. Construct a deck of Units, Actions and Mana drawn from the six elements and their hybrids. Deploy your forces wisely and crush your opponents to claim victory!

Reignite Old Rivalries
With precision-balance and fast-paced combat, Manacaster is designed to satisfy your hunger for tabletop violence, deception, and strategy.If you miss the feeling of battling friends at the kitchen table, slinging monsters and spells until the early hours of the morning, this game is for you.

Outwit Your Friends
Manacaster's fine-tuned gameplay mechanics create thrilling duels that keep you on the edge of your seat until the final turn. Every card and ability follows a mathematical balance algorithm, ensuring fair play where the greater tactician comes out on top.

Launching Soon
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How To Play
Grab A Deck And A Friend
Shuffle up 50 Units and Actions and a separate deck of 12 Mana cards as resources, then dive in! Units are used to attack and block, while actions can augment your forces or destroy enemy troops.

Plan Your Strategy
In Manacaster, skill leads to victory. Players get to craft their opening hand from a set of options, and both players deploy a Mana resource of choice every single turn, ensuring that strategic decision making is more important than the luck of the draw.

Inflict Massive Damage
Each of the elemental types in Manacaster possesses powerful Keyword abilities. Use Keyword combinations like Twinstrike and Heavy to push through extra damage, or Parry and Extract to gain tons of Life Points. Click here to see the full list of Keywords!
What's Next?
Digital & Tabletop In The Works
Manacaster OST
Composed by Don Ross
The Manacaster Soundtrack, composed by award-winning Canadian composer Don Ross, brings the game's world to life. Immerse yourself in the musical journey on Spotify or YouTube.
Digital Version
Play Anywhere, Anytime
Experience the digital adaptation of Manacaster, allowing you to engage in thrilling card battles on desktop or tablet. Join our Discord to try out the Digital Alpha!
Tabletop Edition
Bring the Game to Life
We will be launching a crowd funding campaign for Manacaster, with a physical tabletop edition as a stretch goal. Join our email list to stay posted on the campaign!
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Core Game ConceptsVictory Conditions Each Player begins with 20 Life Points; To win the game, reduce your opponent's Life Points to 0. A Player loses the game when either: Their Life total reaches 0; They need to draw a card but have no cards remaining in their Main Deck. Game Components Each Player needs: A 50-card Main Deck (one copy limit per card); A 13-card Mana Deck (no limit per card); A way to track Life Points; A way to track temporary changes to Units' ATK/DEF. Card Types 1. Units Represent personnel that can be deployed to fight for you; Remain in play until killed; Have Attack (ATK) and Defense (DEF) stats; Can attack Players and block incoming attacks; Multiple Units can join together to block a single attacker; Each Unit has at least one Keyword or special ability. 2. Actions Represent the casting of spells, bestowing of blessings, natural disasters, and any other such events that could change the tide of battle. Are one-time effects that can: Strengthen your own Units; Weaken or deal direct damage to opponent's Units; Weaken or deal direct damage to all Units; Gain Life; Draw cards; Used to augment your Units or disrupt your opponent's Units; Resolved immediately and discarded after use; Cannot remain in play. 3. Mana Provides resources for deploying other cards; Can produce one, two, or three types of Mana; Some Mana cards offer a choice between multiple Mana types; When using a multi-type Mana card, select only ONE type to produce; Remains in play permanently once deployed; Cannot be removed from play for the rest of the game; Can be tapped once per turn; Untaps during each End Phase. Resource System Players must deploy exactly one Mana card per turn, unless they have reached the maximum Mana capacity; Maximum Mana capacity is 12. Once a Player reaches this capacity, they cannot deploy additional Mana cards. < Reminder: Your Mana deck is 13 cards, but you can only ever deploy 12 of them in one game. > Mana deployment: - Can occur Pre-Combat or Post-Combat; - Doesn't consume your Deployment Priority, meaning you can deploy a Unit or Action immediately after deploying a Mana. - Must happen before turn end, unless at maximum capacity (12). Each Mana card: - Can be tapped once per turn for Mana; - Cannot be used again until the start of the next turn. Multi-Element Mana cards: - Deploy tapped by default; - Can deploy untapped by paying Life (1 Life for Two-Element cards, 2 Life for Three-Element cards); - Produce one Mana of the chosen type when tapped. Basic Turn Flow Overview Each turn consists of 4 Phases: 1. Pre-Combat Phase: Deploy Units, Actions and/or Mana; The Attacking Player has the first opportunity to deploy a Unit or Action (known as having Deployment Priority); Deployment Priority alternates between players; The player with Deployment Priority may deploy a card, or they may "pass". Ends once both Players pass Deployment Priority back-to-back without playing a Unit or Action. 2. Combat Phase: Declare attackers; Declare blockers. Resolve damage: In the Ambush Damage Step; Then, in the Standard Damage Step. 3. Post-Combat Phase: Deploy Units, Actions and/or Mana; If a Player hasn't deployed Mana during the Pre-Combat Phase, and they haven't reached 12 Mana, they MUST deploy a Mana card now; The Defending Player is the first one to get priority; Players pass priority back and forth; Ends once both Players Pass back-to-back. 4. End Phase: Both Players draw one card; Untap all cards (except Units that attacked); Clear temporary effects (effects that are applied "this turn" instead of "permanently", and damage); Switch who the Attacking and Defending Players are.
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Deck ConstructionMain Deck Rules Exactly 50 cards; Maximum one copy of any card; Can contain both Units and Actions. Mana Deck Rules Must have exactly 13 cards; No quantity restrictions per card; Only 12 Mana cards will be deployed during a game; Therefore, making a Mana Deck with 13 cards means you'll always have at least two options for your final Mana deployment. Card Costs Each card shows its Mana cost on the upper left corner. Costs can include: Generic Mana (paid with any Element, represented by a white circle with a number within it); Specific Elemental requirements (represented by a circle with an Elemental symbol within it); Hybrid Elements (paid with either shown Element, represented by a circle with two Elemental symbols within it). Hybrid Mana Rules When a Mana symbol shows multiple Elements: In a cost: You may pay with ANY ONE of the shown Elements; On a Mana card: You must select exactly ONE of the Elements shown when tapping; You cannot split or save the other choices for later. Dual-Element Mana cards cost 1 Life to deploy untapped; Triple-Element Mana cards cost 2 Life to deploy untapped.
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Starting a GameSetup Each Player begins with 20 Life Points; Set aside your Mana deck (do not shuffle); Thoroughly shuffle your Main Deck; Randomly select who is the first Attacking Player; Draw opening hands. Important: There is no maximum hand size. Crafting Opening Hands 1. In secret, draw 14 cards from your Main Deck; 2. select between 0-8 cards to keep. 3. Depending on the number of cards kept: If keeping 8 cards: Skip your first end-of-turn draw; This front-loads your strategy by preferring a known 8th card over a future random card. If keeping 7 cards: Proceed normally. If keeping 0-6 cards: Draw cards from the top of your Main Deck until you have 7 total; Proceed normally. 4. Shuffle all unkept cards into your Main Deck and begin play. Hand Crafting Strategy Guidelines Keep 8 Cards When: Your 8th card is more valuable than a random draw; You have perfect curve and synergy; Front-loading advantage outweighs future flexibility. Keep 7 Cards When: You have a good curve (plays for turns 1-3 or at least 2-4); Your cards have natural synergy; You have both proactive and reactive options. Keep fewer than 7 Cards When: Visible options conflict with optimal strategy; Random cards likely better than suboptimal choices; Clear path to victory requires specific draws. Important Notes: A focused 6-card hand plus random is often better than an unfocused 7; Players make their hand crafting decisions in secret; Players announce their decisions simultaneously; This means that the content of Player's hands is secret, but the number of cards in hand is not.
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Combat RulesCombat Phase Sequence 1. Declare Attackers Step: The Attacking Player declares all attackers simultaneously; Attacking Units become tapped (unless they have Alert). 2. Declare Blockers Step: Defending Player declares all blockers simultaneously; Multiple Units can block a single attacker; 3. Combat Damage Resolution: Ambush Damage Step; Standard Damage Step. All combat damage in each Step is simultaneous. This applies to: Multiple Units dealing damage in the same Phase; Multiple blockers receiving damage; Units with multiple Keywords dealing damage. Important: When a Unit is blocking another Unit or being blocked by one or more Unit(s), it is considered to be Engaged. Combat Damage Steps Ambush Damage Step Units with either of Ambush and/or Twinstrike deal damage simultaneously; Standard Damage Step Units with Twinstrike, and Units without Ambush, deal damage simultaneously. Important: After resolving all damage and effects for a damage step, if a player has 0 Life or less, they lose. Resolving Multiple Effects When a game state causes multiple triggers to be activated, resolve in this order: Apply any beneficial effects that don't require choice. Apply any beneficial effects that require choice. Apply any detrimental effects that don't require choice. Apply any detrimental effects that require choice. If any Units are to die as a result: a) Place them in their respective Discard Piles; b) Apply "When this Unit dies" effects upon surviving Units, in the same order as steps 1 through 4. Important: Beneficial effects are: Life gain; Effects that raise a Unit's ATK and/or DEF; Effects that grant a Unit a Keyword; Effects that draw cards. Detrimental effects are: Life loss; Effects that lower a Unit's ATK and/or DEF; Effects that deal damage to a Unit or Player, including combat damage. Multi-Block Interactions When multiple Units block a single attacker: All blockers must be declared simultaneously; Attacking Player has full control over damage assignment: Can split damage between blockers however they select; Cannot assign excess damage beyond what's needed to destroy a Unit; Damage must be asigned until either no damage remains to be assigned, or until all blockers are destroyed, whichever comes first. All combat damage is dealt simultaneously. For Units with Heavy: They must destroy all blocking Units before any excess damage hits the Defending Player. For Units with Leech: Treat all blocking Units as a single Unit when calculating its Life gain cap. For Units with Riposte: Treat all blocking Units as a single Unit when calculating its ATK increase. This is still capped by the attacking Unit's DEF. Additional Combat Rules Tapped Units cannot block; Units played during the Pre-Combat Phase cannot attack (unless they have Rapid), but they may block. No cards can be deployed during the Combat Phase; After Combat, Deployment Priority resumes with the Defending Player; Units attack Players, not other Units; Players defend with Units.
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KeywordsKeywords condense rules into a single, evocative, word. Keywords can be Elemental, meaning they appear in cards with either (or both) of two Elements, or Neutral, meaning they appear on cards of any Element. We will note in which Elements a Keyword appears under its name, inside straight brackets []. < Reminder: When a Unit is blocking another Unit or being blocked by one or more Unit(s), it is considered to be Engaged. > Alert [Solar / Earth] This Unit doesn't tap when attacking. Ambush [Solar / Lunar] This Unit deals damage in the Ambush Damage Step during Combat. Extract [Lunar / Fire] When this Unit receives combat damage, you gain Life equal to damage received, capped by this Unit's DEF. Heavy [Water / Metal] When this Unit attacks and is blocked, if this Unit's ATK exceeds the amount needed to destroy the blocking Unit(s), the excess damage is dealt to the defending Player. Leech [Water / Earth] When a Unit with Leech deals combat damage: If blocked: Gain Life equal to the lesser of: The amount of combat damage dealt; Total damage needed to destroy the blocker(s); If unblocked: Gain Life equal to the damage dealt to the opposing Player. Parry [Solar / Metal] When this Unit is dealt combat damage, prevent an amount of incoming damage up to this Unit's ATK. Revenge [Fire / Water] When this Unit receives combat damage, deal direct damage to the enemy Unit(s) that dealt it, equal to the received damage, capped by this Unit's DEF. Example: A Unit with 3 DEF (or more) and Revenge receives 2 combat damage from one Unit, and 1 combat damage from another (excess damage, if any, is ignored here); Its Revenge deals 2 direct damage to the first Unit, and 1 to the second Unit. Riposte [Lunar / Earth] When this Unit is Engaged, give this Unit +ATK equal to its DEF, capped by the enemy Unit's ATK. Twinstrike [Metal / Fire] This Unit deals damage twice, once in the Ambush Damage Step and once in the Standard Damage Step. Rapid [Neutral] This Unit may attack on the turn it is deployed (if played by the Attacking Player). Rally [Neutral] This Unit gets a temporary +1/+1 each time you deploy another Unit. Focus [Neutral] This Unit gets a temporary +2/+0 each time you deploy an Action. Must Attack [Neutral] If this Unit is eligible to attack, it must do so. Can't Block [Neutral] Even if this Unit is untapped, it cannot be selected to block.
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Advanced Keyword InteractionsExtract with Revenge Apply the following order of operations: Extract's Life gain resolves first; Revenge's damage resolves second. This applies even when a Unit possesses both Keywords. Parry with Extract or Revenge Parry absorbs incoming combat damage, therefore, Extract and Revenge only act upon any combat damage that wasn't prevented. Order of operations for a unit that has both Parry, and Extract or Revenge: Apply Parry's damage reduction; Unit receives reduced damage amount. Calculate Extract/Revenge based on received damage; Parry VS Leech When a Unit with Parry Engages with a Unit with Leech: The damage absorbtion from Parry is applied first; The Life gain from Leech is only applied upon the damage that isn't absorbed, if any; Leech is still capped by the other Unit(s) DEF. Heavy with Leech: When a Unit with Heavy and Leech attacks and is blocked: Leech no longer becomes capped by the blocking Unit(s) DEF; Must still follow Heavy's rule about destroying all blockers first. Heavy with Twinstrike Both strikes can deal excess damage to the defending Player. If the attacking Unit destroys the blocking Unit(s) during the Ambush Damage Step: The attacking Unit deals its full damage to the defending Player during the Standard Damage Step. Excess damage from both strikes is cumulative; Must still follow Heavy's rule about destroying all blockers first. Leech and Twinstrike: For Units with both Leech and Twinstrike: Leech triggers separately for each strike that deals damage; This applies whether the Unit is blocked or unblocked; The second Twinstrike can trigger Leech if the first strike didn't destroy the blocking Unit. Parry VS Twinstrike For Units with Parry Engaging Units with Twinstrike: Parry triggers both in the Ambush Damage Step and the Standard Damage Step. For example, a Unit with 2 ATK and Parry is blocked by a Unit with 3 ATK and Twinstrike: During the Ambush Step, the Parry Unit absorbs 2 damage, and takes 1 damage (3 - 2 = 1); If it survived the previous Step, then, during the Standard Damage Step, the Parry Unit absorbs 2 damage again, taking another 1 damage, for a total of 2.
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Priority and Deployment RulesPriority System The Player with Deployment Priority may: Deploy any card they are able to Deploy, or; Pass Deployment Priority to their opponent without Deploying an Action or Unit. After a Player Deploys a card (except Mana): Deployment Priority passes automatically to their opponent; If the opponent Deploys a card, Deployment Priority returns to the first Player; This back-and-forth continues until both Players pass without Deploying back-to-back; When this happens, move to the next Phase; This pattern repeats in both Pre-Combat and Post-Combat Phases. Priority Clarifications Passing Deployment Priority in Pre-Combat does not affect your ability to act in Post-Combat; Deploying a Mana card does not cause you to lose Priority; When both Players Pass Priority without Deploying consecutively, the game immediately moves to the next Phase. Priority After Combat After the Combat Phase ends, Deployment Priority resumes; The Defending Player receives Deployment Priority first; Normal Deployment Priority rules apply for the remainder of the turn; This ensures smooth transition back to normal play. Mana Deployment Rules Players MUST deploy exactly one Mana card per turn until they reach 12 Mana cards in their side of the field. This is mandatory and: Can occur during the Pre-Combat or Post-Combat Phases; Doesn't require priority; Must happen before the end of the turn. If you haven't deployed a Mana card by the end of your turn (and you are under the 12 Mana limit): You must deploy one before the turn can end; No other actions can be taken until Mana is deployed; This is a forced action that must be completed. Combat Phase Restrictions No cards can be deployed during the Combat Phase. This applies to both Players; This includes Units, Actions, and Mana.
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End of Turn SequenceSwitch who the Attacking and Defending Players are; Clear all temporary effects; Untap all cards (except Units who attacked this turn); Each Player draws one card; Deployment priority passes to the new Attacking Player.
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Life Loss EffectsWhen a card indicates "You lose X Life": This is treated as part of the card's effect (not a cost); The Life loss occurs in the order specified on the card (almost always before other effects); If a player would reach 0 Life or less as a result of playing an Action, they lose immediately.
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Keyword Stacking RulesMultiple instances of the same keyword on a Unit do not stack. For example: A Unit with Ambush or Twinstrike gaining another instance sees no benefit; A Unit with Extract gaining Extract again does not gain Life twice; A Unit with Leech gaining Leech again does not gain Life twice.
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