A Battle-Focused Trading Card Game

VICTORY DEMANDS
SACRIFICE

Take Up Arms is a highly lethal, tactically unforgiving card game where every point of damage counts — and the cost of war is paid from your own hand. No mana. No mercy. Only the Fallen.

20Life Points
0–3Cost Scale
5Front-Line Lanes
40Card Decks
What is Take Up Arms?

A Tactically Unforgiving Combat Experience

Take Up Arms is a lethal, battle-focused trading card game built on tight resource management and strategic positioning. Unlike traditional card games, there is no accumulating "mana" or "energy." To deploy your forces, you rely on the Fallen Zone economy: every card costs 0 to 3, and to pay it you must expend cards from your own hand or active field, sending them to the Fallen.

Every play is a heavy commitment. Your soldiers are fuel just as much as they are combatants — and the general who spends them carelessly will find the line broken and the war lost.

Your objective: break through the enemy line and reduce your opponent's 20 Life Points to zero. Field your forces across the entirety of warfare — medieval knights, tribal war chiefs, modern armor and anti-air emplacements — in fixed 40-card faction decks built for pure strategy, with no randomness beyond the opening shuffle.

The Fallen Zone Economy

Every card bears a cost on the forge-green scale:

0
1
2
3

To pay a cost of 2, sacrifice 2 cards from your hand or field directly to your Fallen Zone. The dead are never wasted, though — some cards, like the Guard Soldier, keep fighting from beyond the grave.

The Arsenal

Inspect Your Forces

Build your deck from historical and tactical assets spanning the entirety of warfare — then customize your 5-lane front line to crush the enemy. Six card types make up your war machine. Click any card for a full field briefing.

How to Play

Master the Rules of Engagement

Success in Take Up Arms means mastering a tight 0–3 stat scale. Every single point of Attack and every point of HP is a massive advantage — there are no 8/8 monsters here, only soldiers, steel, and the math of attrition.

I

Persistent Attrition Combat

Attacks are declared one at a time, and defense is a depletable resource. When a 1-ATK hero strikes a 3-HP defender, the defender survives — at 2 HP for the rest of the game. Damage carries over between turns. When HP reaches 0, the card falls to the Fallen Zone. This is a true war of attrition.

II

The Tactical Fallback

About to lose a hero? Expend 1 card to execute a Retreat — pulling your hero back to the Tactical Zone during either player's turn. A retreated hero is untargetable by combat for the rest of the turn, and can Return to the line on a later turn, ready to fight.

III

Direct Attacks & Pierce

If no Heroes or Tactical Equipment guard the enemy Front Line, attack their 20 Life Points directly. Units with Pierce don't wait for a clear lane — when they destroy a defender, the excess damage bleeds straight through to the opponent's Life Points.

The Anatomy of a Turn
DrawTake 1 card
Main 1Deploy & equip
BattleDeclare attacks
Main 2Regroup
EndDiscard to 7
The Five Laws of War — Official Designer Rules
40-Card DecksEach deck is exactly 40 cards — two copies of each of your faction's 20 cards. Generals are never shuffled in.
Opening Hand: 6Both players draw 6 to start. The first player skips their turn-1 draw — going first is advantage enough.
Hand Limit: 7At the end of your turn, discard down to 7. The excess goes to the Fallen Zone — hoarders feed the graveyard.
Deck-Out LosesForced to draw from an empty deck? You lose immediately. There is no skipped draw. An army with no reserves is defeated.
No Turn-1 AttacksThe first player may not attack on turn 1. Muster your forces before the killing starts.
Combat Keywords
🛡
CoverEnemies must target this unit before anything in your Tactical Zone.
BraceAbsorbs one hit per turn — the blow lands, the line holds.
LethalAny hit destroys the target outright, regardless of remaining HP.
PierceExcess attack damage carries through a destroyed defender into enemy Life Points.
RelocateOne free Retreat per turn — no card expended.
ReinforceConsume a card from your Fallen Zone to gain +1 HP.
ScavengeOn death, return a 0-cost card from your Fallen Zone to your hand.
Know Your Battlefield

The 5-Lane Theater of War

The playmat is divided into positional zones that dictate your every tactical option. Hover a zone to see its role in your war effort.

⚔  Enemy Territory  ⚔
Front Line — 5 slots
Hero
Hero
Hero
Hero
Hero
Equipment Row — 5 slots
Equip
Equip
Equip
Equip
Equip
Rear Echelon
General
Command
Tactical
Tactical
Tactical
Deck ▪ Fallen
The Theater of War

Hover any zone above to review its battlefield role.

Front Line (5)The active combat row where your Heroes fight to protect your Life Points.
Equipment Row (5)Swords, guns, armor — attached 1-to-1 to the Hero directly in front.
Tactical Zone (3)Support row for independent Tactical Equipment and for sheltering retreating Heroes.
Command Zone (1)The back-left pocket, reserved for your General — the anchor of your strategy.
Deck & FallenThe right flank. Draw from the Deck; your spent and slain gather in the Fallen Zone.
See It In Action

Battle Report: Turn Three at the River Crossing

A sample exchange using the cards above — watch how the Fallen Zone economy, reactions, and attrition warfare interlock.

Your Turn — Main Phase 1

The Chief Calls for Orders

Your General, the Native Chief, uses his once-per-turn command from the Command Zone: add 1 Action card from your deck to your hand. Knowledge is cheap — your opponent draws a card too.

Your Turn — Main Phase 1

Cavalry to the Line COST 1

You play Cavalry, expending 1 card from your hand to the Fallen Zone as payment. A cost-0 hero charges from your deck into an empty front-line lane. It can't attack the turn it arrives — but the lane is no longer open for a direct strike.

Your Turn — Battle Phase

Shrapnel Over Steel COST 1

Your veteran hero carries a Grenade (+1 ATK / +1 HP). Instead of attacking, he pulls the pin: every enemy hero and tactical card loses 1 HP. That damage is permanent — attrition never heals in Take Up Arms.

Enemy Turn — Main Phase 1

The Tower Taxes Their Aim

The enemy readies a targeting Action against your wounded hero — but your Anti-Air Tower stands in the Tactical Zone, raising the cost of every targeting card they play by +1. They pay 3 for a 2-cost strike, feeding three cards to their Fallen.

Enemy Turn — Reaction Window

You Saw It Coming COST 3

Before their effect resolves you reveal Saw It Coming from your hand. It's a heavy price — 3 cards to the Fallen — but their Action is stopped dead and sent to their graveyard, and its death-rattle effects never trigger.

Enemy Turn — Battle Phase

The Dead Hold the Line

Furious, the enemy declares an attack on your Cavalry-summoned recruit. But your Guard Soldier fell in battle last turn — and from the Fallen Zone, you remove him from play to STOP the attack cold. In Take Up Arms, even your graveyard fights.

Join the Fight

Are You Ready to
Take Up Arms?

Follow the campaign for development updates, card reveals, and tournament news. The war is coming — muster early.