Master the clash

How to Play

Celtic Clash is a fast card battle between legendary Heroes, Creatures and Relics. Defend your Hero, command your Creatures and use powerful Relics to defeat your opponent's Heroes.

In sixty seconds

Quick Start

  1. 1Choose a random Hero.
  2. 2Shuffle the remaining cards.
  3. 3Draw 3 cards.
  4. 4Draw and play cards on your turn.
  5. 5Attack your opponent's forces.
  6. 6Defeat a Hero when your opponent has no replacement to win.

This Quick Start is an overview only. The detailed official rules below take precedence.

Objective

Defeat your opponent's Heroes. If your active Hero is defeated and you have no Hero card in your hand to replace it, you lose the game.

Win the game

Defeat your opponent's active Hero when they have no Hero in their hand to replace it.

Card Types

Heroes

Represent the player. You must always have one active Hero in play.

Creatures

Support units that fight on the battlefield.

Relics

Attachments that grant abilities or effects.

Setup

  1. 1Separate all Hero cards and shuffle them.
  2. 2Each player draws 1 Hero at random and places it face up as their active Hero.
  3. 3Shuffle all remaining cards — Creatures, Relics and spare Heroes — into one deck.
  4. 4Each player draws 3 cards as their starting hand.
  5. 5Choose who goes first.

Maximum hand size

7 CARDS

The Hero Rule

  • Each player may have only one active Hero on the field at any time.
  • Additional Hero cards cannot be played while you already control an active Hero.
  • When your Hero is defeated, immediately replace it with one Hero from your hand.
  • If you cannot replace your Hero, you lose the game.
  • Heroes in your hand have no effect until played as a replacement.
  • You cannot voluntarily switch Heroes.

Your Hero falls?

Hero in hand → replace your defeated Hero immediately.

No Hero in hand → you lose.

The centrepiece

Turn Structure

Step 1 — Draw

Draw 1 card from the deck. If you cannot draw, nothing happens.

Step 2 — Play 1 card

Play ONE: Creature OR Relic. A played Relic enters the field unattached. Heroes cannot be played during this step.

Step 3 — Action 1

Choose ONE: ATTACK or ATTACH A RELIC.

If you choose ATTACK:

  • Your Hero may attack once.
  • Each Creature you control may attack once.
  • Creatures may ONLY attack enemy Creatures.
  • Heroes may attack enemy Heroes OR enemy Creatures.

If you choose ATTACH A RELIC:

Attach one Relic already in play to a Hero or Creature you control.

Step 4 — Action 2

You may now do the opposite action. If you attacked in Action 1, you may attach one Relic. If you attached a Relic in Action 1, you may now attack.

Important: only one attack phase per turn.

Step 5 — End turn

Your turn ends and play passes to your opponent.

Ready for Battle

Heroes and Creatures may attack on the turn they enter play unless a card states otherwise.

Combat

Use the printed ATK, DEF and WIL values on the cards.

Compare

ATK

Attacker

vs

DEF

Defender

Successful Hit

ATK is equal to or greater than DEF.

Against a Hero10 WIL
Against a Creature15 WIL

Glancing Hit

ATK is lower than DEF.

Against a Hero5 WIL
Against a Creature10 WIL

Defeated

A unit at 0 WIL is defeated and discarded.

Understanding the Stats

ATK

Attack value used when this card attacks.

DEF

Defense value compared against an attacker's ATK.

WIL

The unit's remaining endurance in battle. Damage reduces WIL. At 0 WIL the unit is defeated.

Card Abilities

Use card text exactly as printed.

Passive

Always active while on the field.

Attack

Triggers when attacking.

Defense

Triggers when defending.

Once per game

Abilities marked “Once per game” may only be used once per game.

When a card ability applies, follow the wording printed on that card.

Using Relics

Playing and attaching a Relic are two different things.

Playing a Relic

Playing a Relic during the Play 1 Card step places it onto the field UNATTACHED.

Attaching a Relic

Attaching is an ACTION. Attach one Relic already in play to a Hero or Creature you control.

Relic rules

  • Only 1 Relic may be attached per turn.
  • Each Hero or Creature may have only ONE Relic attached at a time.
  • Relic abilities follow the timing printed on the card.
  • When a Hero or Creature is defeated, all Relics attached to that unit are discarded.

Play ≠ Attach

Playing a Relic puts it onto the field.

Attaching that Relic to a unit requires your Attach action.

This distinction is important.

Claim Victory

You win when your opponent cannot replace a defeated Hero.

Defeat active Hero

Does your opponent have another Hero in hand?

Yes

They immediately replace their defeated Hero. The battle continues.

No — You win

During play

Quick Rules Reference

Turn

  1. 1. Draw
  2. 2. Play 1 Card
  3. 3. Attack OR Attach
  4. 4. Do the opposite action
  5. 5. End Turn

Attack targets

  • Hero → Hero or Creature
  • Creature → Creature only

Damage

Successful Hit

Hero — 10 WIL

Creature — 15 WIL

Glancing Hit

Hero — 5 WIL

Creature — 10 WIL

Relics

  • Play onto field first.
  • Attach as an action.
  • Maximum 1 attachment per unit.
  • Maximum 1 Relic attached per turn.

Hand limit

7 cards

Win

Opponent cannot replace a defeated Hero.

Celtic Clash Rules v1.2 — for the physical card game.