Rules

Fusion Realms • Core rules reference (MVP)
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What makes Fusion Realms different?

  • Realm + Fusion identity: your realm pair defines strengths and weaknesses.
  • Adaptation over perfection: you often pivot based on what you draw.
  • Multiple win pressures: domination, resource supremacy, and fusion evolution lines.

At a glance

Players[2–6]
Playtime[30–60 min]
Age[12+]
Win Paths3

Setup

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  1. Choose realms: Each player chooses/receives two Realms (your Realm Pair).
  2. Prepare decks: Shuffle the Main Deck. Reveal [5] communal face-up cards (Main Deck Row).
  3. Starting stats: Set each player to [X] life and [0] resources in storage.
  4. Starting hand: Draw [N] cards.
  5. First player: Determine randomly. (Optional: first player starts with [−1] resource.)

Turn Structure

Jump: Setup

Your turn is about building resources, deploying threats, and pressuring a win path.

1) Refresh

  • Ready exhausted units/structures.
  • Resolve “start of turn” effects.
  • Check storage effects (if any).

2) Draw

  • Draw [1] card.
  • (Optional) If Main Deck Row refills here, do it now.

3) Main Phase

  • Gain resources, refine, store.
  • Play cards (units, structures, events, fusions).
  • Activate abilities (as allowed).

4) Combat

  • Declare attackers.
  • Declare blockers.
  • Resolve damage and “on hit” effects.

5) End Step

  • Resolve “end of turn” effects.
  • Resource loss: If you have more resources than storage capacity, lose the excess.
  • Storage: Stored resources persist across turns (this is the point of storage).
Reminder: The game is tuned around “pivoting.” Don’t chase perfect lines—pressure something every turn.

Resources & Storage

Jump: Turn Structure

Resources represent momentum and capability. You can generate, refine, and store them—then spend to play and activate cards.

Generate

Effects that add resources directly. Often fast, sometimes fragile.

Refine

Convert or upgrade resources into higher-value forms. Slower, higher payoff.

Store

Storage keeps excess resources between turns—avoid end-step loss.


Storage Rule (Core)

  • You have a storage capacity of [X].
  • At end of turn, if you have more than capacity, you lose the excess.
  • Some effects increase storage capacity or allow storing beyond capacity (max [10]).

Win Conditions

Jump: Resources

1) Domination

Reduce opponents to 0 life.

  • Most direct pressure line.
  • Strong with tempo and reach.
  • Often countered by defense/control.

2) Resource Supremacy

Maintain [threshold] resources (or a supremacy state) for [N] consecutive turns.

  • Rewards economy + storage protection.
  • Forces opponents to interact.
  • Often contested around key turns.

3) Fusion Evolution

Fully evolve [2–3] of your fusion cards (or complete a Grand Fusion track).

  • Longer-term, high power spikes.
  • Can win without lethal damage.
  • Opponents will try to disrupt timing.

Units

Attack, block, and apply pressure. Often the backbone of domination.

Structures

Persistent effects, storage protection, and engine pieces.

Events

One-time effects: removal, tempo plays, bursts, disruption.

Fusions

Realm-pair power spikes with a cost: they always come with a weakness.


Level Bias

Some cards are labeled L2 / L3 / L4 (level bias). Higher levels tend to have higher impact, stronger weaknesses, or stricter timing windows.

Key Actions & Keywords

Jump: Card Types

Detain

Temporarily disable a unit/structure. (Example: can’t attack/activate until freed.)

Disrupt

Force discards, deny resources, or break an engine piece.

Store

Place resources into storage so they persist across turns.

Refine

Convert resources into better forms or higher tiers.

Want these definitions to match your exact terms? Send me your keyword list and I’ll align everything 1:1.
  1. Declare attackers: Choose which ready units attack and who they target.
  2. Declare blockers: Defending player assigns blockers (if allowed).
  3. Resolve damage: Assign damage simultaneously (unless a rule says otherwise).
  4. After combat: Trigger “on hit,” “on damage,” or “on death” effects.

Yes. Stored resources persist across turns. If you’re losing stored resources, something is wrong—storage is meant to be durable.

You can’t play or activate anything you can’t fully pay for. Costs are paid upfront unless specified otherwise.

Define it as one of these options:
  • Instant refill: Immediately replace when a card is taken.
  • Turn refill: Refill at the start of each player’s turn.
  • Round refill: Refill after all players take a turn.
Tell me which one you’re using and I’ll lock it in across the rules text.