PvP Rulebook v0.91
Overview
Welcome to Sanctuary
Introduction
Sanctuary is a single-player, cooperative, and competitive trading card game set within a world where gods reign supreme, deciding the fates of all creation.
The Pantheon has long been at odds with one another. Fate, god of endings and finality, believes that it is time for those created to test their strength against their creators. You take on the role of an Emissary of Fate searching for a group of heroes who have the power to challenge the gods themselves.
Assemble Your Party
Choose your party leader and build your adventuring party from among Heroes, Companions, Class Levels, Equipment, and other supplies. You can play as you like - there is no one "right" way in Sanctuary.
Hunt for Relics
The Pantheon’s creation of the world left a lasting legacy that continues to shape reality today: Relics. The Relics are ancient objects imbued with the power of the gods themselves, and they continue to exert their influence on all things. Your party seeks out these relics while preventing your opponents from doing so.
PvP battles represent two or more groups clashing over these relics as each side attempts to achieve its objectives through strategic combat and resource management.
Win Fate's Favor
Each turn that a relic is held by one of the parties, it gains Favor. The first party to reach 30 points of Favor wins the game. However, be careful - relics are dangerous objects that often have detrimental effects on their holders as well as the entire party.
PvP Game Formats
Sanctuary offers various PvP formats to suit different play styles and preferences - and players are encouraged to invent their own. Each format below provides unique strategic opportunities, ensuring that every game is a new experience.
Standard Formats
Standard 1v1
The classic head-to-head battle where players use their full decks and strategies to capture or destroy Relics.
- Deck Size: 60 cards
- Heroes: Up to three Heroes in play per player.
Standard 2v2
Team up with a partner to combine strategies and defeat your opponents in a coordinated effort.
- Deck Size: 60 cards per player
- Heroes: Up to two Heroes in play per player (maximum of three Heroes in a party).
Standard 3v3
A large-scale battle where three-player teams face off, each player contributing their Hero and unique tactics to the collective effort.
- Deck Size: 60 cards per player
- Heroes: Only one Hero in play per player.
Solo Hero Variant Formats
In the Solo Hero Variant, each player is restricted to one Hero, known as their Party Leader, which focuses the strategy on that single character.
Solo Hero 1v1
A duel where each player relies on their Party Leader’s abilities and deck synergy to secure victory.
- Deck Size: 60 cards
- Heroes: Only one Hero per player.
Solo Hero 2v2
Team-based gameplay where each player brings one Hero, requiring close coordination with teammates.
- Deck Size: 60 cards per player
- Heroes: Only one Hero per player.
Solo Hero 3v3
A strategic clash of three-player teams, each member contributing their solo Hero to the team’s overall strategy.
• Deck Size: 60 cards per player
• Heroes: Only one Hero per player.
Tips for Choosing a Format
- New Players: Start with the Standard 1v1 format to familiarize yourself with the core mechanics and card interactions.
- Team Play: Try the Standard 2v2 or 3v3 formats to experience the collaborative and strategic depth of team-based gameplay.
- Focused Strategy: Opt for the Solo Hero Variants to highlight and master the abilities of a single, powerful Hero.
Classes
There are six basic classes in Sanctuary, each emphasizing a different style of play.
Outlander
Combat-focused, character and action-based fighters, excelling in fast-moving, hard-hitting martial and ranged combat. They prioritize single-target attacks and group combat tactics. Outlanters are wary of Relics are are more keen on seeing them destroyed rather than recovered.
Warrior
Tactical, defense-oriented fighters specializing in melee combat and battlefield control. Warriors excel in both offensive and defensive capabilities, making them versatile in combat. They use armor and weaponry to protect allies and dominate the battlefield.
Rogue
Stealthy, agile fighters skilled in deception, sabotage, and precision strikes. Rogues are masters of evasion and exploiting enemy weaknesses. They focus on quick, high-damage attacks and rapid disengagement, making them perfect for hit-and-run tactics and disruption.
Mage
Spellcasters focusing on ranged magic attacks, control spells, and area-of-effect damage. Mages manipulate the battlefield and cast powerful spells to influence enemy movements and deal significant damage from a distance. They excel in versatility and control.
Cleric
Scholars and Healers, specializing in restoring health, protecting allies, and leveraging Relics for their own ends. Clerics sustain the party and use Relics to their advantage. They focus on support, healing, and providing buffs and debuffs to keep their allies alive and well.
Bard
Versatile support characters specializing in inspiring allies, disrupting enemies, and providing buffs and debuffs. Bards use musical instruments and performances to cast spells, enhancing the party’s overall effectiveness. They adapt to various roles, from healing to damage, making them essential in any party.
Parts of a Card
Playable Cards
All cards in Sanctuary follow the same format:
1. Name
The name of the card determines if another card in your deck is a duplicate.
2. Base Class
Heroes and Class Levels have a base class icon.
3. Hit Points (HP)
How much health the card has. When the card's HP reaches zero, it's defeated and sent to the discard pile.
4. Agility (AG)
How hard this card is to hit. Another player must beat a card's AG during an attack roll to score a hit.
5. Armor (AR)
How much damage is mitigated when this card is hit. When a card takes damage from an attack, subtract the card's AR from the damage total before applying it.
6. Ability Tokens
Ability Tokens are the resources spent to use abilities play other cards.
7. Basic Attack
The type and damage amount of a Character's basic attack.
8. Subtypes
Specific qualities related to the card type, each following a specific pattern:
- Characters: Vocation • Affiliation • Alignment
- Equipment: Quality & Equipment Type • Size • Magical Affinity
- Experience: Experience Type
- Actions: Action Type
- Relics: Relic Type • Size
9. Card Effects
The card's abilities are stated here.
10. Flavor Text
11. Card and Set Data
12. Rarity Symbol
13. Cost
Cost refers to the quantity and types of resource (Ability Tokens, Gold, Favor, Character actions, etc.) that must be spent in order to use or put a card into play
13. Card Type
This icon displays the card's type with exception of Characters:
- Heroes: The Hero's gender
- Companions: The Companion's class
14. Illustrator
Relic Cards
Relics are unique in that they are placed face-down on the play space before the game begins. While Relics follow the same format as playable cards, they have specific differences:
Card Types
There are five types of cards in Sanctuary: Characters, Experience, Equipment, Actions, and Relics.
Characters
Heroes
Heroes are the cornerstone of your party, serving as the main figures in your deck and resource well from which other cards are put into play. Each Hero starts with a base class and comes with unique attributes and abilities that shape your chosen strategy. Heroes grow in power by taking class levels, which both expand their stats and abilities while increasing the resources you can use during the game.
Companions
Companions are the supporting characters that aid your Heroes in battle. With their own unique attributes and skills, Companions are essential for executing strategic plays, and expanding your party’s capability. Unlike Heroes, Companions can’t take class levels or use equipment.
Experience
Class Levels
Class Level cards represent the advancement of a Hero’s abilities and skills - unlocking new powers and enhancing existing ones - allowing your Heroes to evolve to meet new challenges. When a class level card is attached to a Hero, that Hero gains the attributes and abilities shown on the Class Level card.
Backstories
Backstory cards let you customize the past of your Heroes, providing them with traits and abilities based on their personal histories. On top of adding depth to your characters, Backstories offer bonuses or abilities that are mechanically unique from Class Levels.
Consumed
Items
Items that provide various effects, such as healing or buffs.
Scrolls
Scrolls are magical items that can be used to cast spells or invoke special effects once.
Equipped
Equipment is meant to be handled or worn by a Character: weapons, instruments, armor, shields, accessories, and tomes. Characters can hold up to three pieces of equipment at once: one in each hand, and one worn. If a piece of equipment requires two hands, then a Character can't hold anything else.
Weapons
Tools of combat that characters can wield, enhancing their attack power and abilities.
Instruments
Best used by Bards to enhance abilities or provide buffs.
Armor
Protective gear that increases a character’s armor and/or agility.
Shields
Hand-held defensive items that offer protection and can sometimes reflect attacks.
Tomes
Books of knowledge that grant magical abilities or bonuses to spellcasting characters.
Placed
Constructs
Structures or mechanical creations that provide ongoing effects or support. They may operate by themselves or require a Character’s interaction.
Actions
Standard & Combined Actions
Characters can perform these during their turn, beyond their listed abilities. Some Actions allow for the combined effort of several Characters.
Reactions
Actions that can be played from your hand in response to an opponent’s action.
Immediate Actions
Actions that can be played at any time, often with instant effects.
Relics
Relics are powerful and ancient items that must be held in order to win — often with powerful detrimental effects.
Fated Occurrences
Fated Occurrences represent the Emissary's direct intervention into the fight. These emulate significant events that are otherwise outside of the Character’s control and affect all players by introducing major changes or challenges.
Tokens
Conjured/Called Entities
Magical or mundane beings brought into play by specific abilities. These tokens have their own stats and effects.
Ability Tokens
Tokens that represent the resources available to use items, actions, or add Characters to the party.
- Gaining Tokens: Characters gain ability tokens shown on the face of their cards when they are put into play. Ability Tokens are ‘held’ by the Character that brings them into play. Some Equipment and abilities may give, remove, spend, or recover tokens to specific Characters in play. Unless otherwise stated, Tokens held by any Character can be used by any other Character or card in play.
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Placement and Use: Tokens are placed on or below the holding card face. Players spend tokens to play cards from their hand or use abilities stated on cards in play. When a token is spent, it’s is flipped up-side down. When a token is *recovered*, it’s flipped right-side up.
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Token Recovery: Ability tokens are *recovered* at the rate of 1 token of their base class plus 1 token of each attached Class Level per turn. Some Equipment and abilities may recover tokens in other ways.
Playing the Game
How to Win
Before You Start
Sanctuary is designed to played in a variety of campaign and PvP formats, and players are encouraged to create their own. For Standard PvP, follow the rules below.
Deck Composition
Your deck must have 60 cards in any combination you choose within the following limitations:
1. Tokens and Relics
No Token or Relic cards are permitted in your deck. Tokens remain in your collection until put into play.
2. Heroes and Artifacts:
Your deck must have at least one Hero. You may have as many Heroes and Artifacts in your deck as you like, but neither may have any duplicates.
3. Fated Occurrences
You may have up to four total Fated Occurrence cards in your deck.
4. Backstories and Class Levels
There is no limit to the quantity or duplicates of Backstory and Class Level cards.
Card Play Limits
1. Heroes
You may only have up to three Heroes in your party at any time. There is no limit to the number of Heroes you can put into play during your turn. Heroes join the party exhausted and gain their specified Ability Tokens at the start of your next turn.
2. Fated Occurrences
Only one Fated Occurrence card can be played per player per turn.
3. Backstories and Class Levels
Only one Backstory or Class Level can be attached to a Hero on your turn; e.g., if you attach a Backstory to a Character, you cannot attach a Class Level on the same turn.