Hello and welcome to the fantasy adventure world of the REGIME
card game. Fuzzy freinds and titanic monsters await, but before
you can really get into the action you must learn the rules.
Lets get started.
These are the four basic kinds of cards found in REGIME. The
following section explains each one and its purpose. It may
read like gibberish now but read on, and all this will become
These cards are also known as units. (so are strikers)
These cards have a white background and can easily be spotted
by the number in the lower right corner. These cards act as the
leader of your deck and determine what kind of deck you are
Take a look at the large numbers on the card. The top right with
a gold symbol behind it is the cards cost. This is how much
performing any action with the card takes. Things like moving
spinning, and asserting against other cards, require you to
pay this cost.
Pay from what you may ask?
The provide stat in the lower right corner. This is your total
reserve, that resets at the beginning of each of your turns.
All costs are paid from this number. Only your headliner has
provide but all cards have a cost value. You must subtract
their cost value from your remaining provide in order to play
or perform actions with that card. More on playing cards later.
The numbers to the lower left are the cards assert and resist
value. The assert is the top one with a red symbol behind it
is the cards offensive value, and the bottom one with a blue
symbol behind it is the cards defensive value. More on
The symbol in the upper left corner is the cards type. This
represents what type of cards this headliner supports. If you
play a card from your hand that is a different type than your
headliner then your provide immediately drops to zero for that
The little bar just underneath the cards name is the cards class.
A headliners class relates to certain card effects. Watch
for class based effects as they tend to be strong.
The 3 bars on the left of the card indicates the cards rarity,
and the letters/numbers to the right are the cards set code.
Neither of these things affect gameplay.
Strikers share most stats with headliners except they don’t
have provide and must be played from your hand. Another
difference is that headliners cannot be removed from the field
but strikers can. These cards are also known as units.
Support cards improve the performance of your strikers and hinder
that of your opponent. Unlike strikers and headliners, the
class of a support card drastically affects the way it is played.
Here are the classes and what they do.
support: Ordinary support cards. They activate their
effect and then go to the lost pile. They never touch the map.
Constant: These cards may be placed anywhere on the map
and usually apply their effects relative to where they are. A
striker or headliner can be on the same zone at the same time
as a constant support card. To remove one from the map, you or
your opponent can assert against it while it has no striker in
the same zone as the constant support.
Equip: These cards attach to a striker or headliner
and stay with it when it moves. If the card it is attached to
is removed from the field then the equip support is dismissed
to the lost pile.
Flash: This type of card can be played during your
opponents turn. When playing these remember that your provide
comes back at the start of your turn. So if you want to play
a flash support you need to save some provide during your turn.
SETTING UP THE GAME
First put down the map. Put the 4 different objective
cards face down in a stack off of the map. Place your headliner
face down in the headliner starting zone closest to you. The rest
of the cards are your draw deck and are placed face down outside
Shuffle your deck, and shuffle the pile of objecive cards. Both
players draw 5 cards from their decks and flip their headliners
face up. The top card of the objective is revealed then randomly
decide who goes first.
FIRST TURN PENALTY: The player that goes first suffers a -4
provide penalty on their first turn. For example, if you go
first and your headliner has a maximum of 12 provide, then
instead you have 8 to spend this turn. Next turn you will have
the normal 12.
THE TURN PHASES
Start phase: Your turn has officially begun. During
this phase your provide returns to maximum.
Main Phase: This is when you play cards and perform
the actions you need to win. Confrontations, playing cards, and
movement of units all happen during this phase.
End Phase: Your turn is now over. During this phase you
draw from your deck until you have 5 cards in your hand again.
Actions are the moves you perform during your turn such as
playing a card from your hand, moving and asserting with units,
and resolving card effects.
Playing a card – This is when you take a card from your hand and
activate it. Strikers and constant supports take up a zone
when played while normal supports go to the lost pile after
To play a card you must first check its cost. You start with
12 provide at the beginning of every turn. You must spend it
to play cards. If you play a card from your hand its cost is
subtracted from that turns total. For example if you play
a card that costs 4, you would have 8 left to perform other
actions that turn.
Performing actions with units – A unit is either a headliner or
a striker. During your turn you can pay their cost to have them
spin (change orientation) dash (move from once zone to another)
or assert (confront another unit).
Dashing and spinning are both also called moving. If a card says
“move” it means you have your choice of either type of movement.
Confrontation are what happen when one unit asserts against
In order to have your unit assert against an opposing
card, the opposing card must be in your units assert zone. The
assert zone of a unit is the zone that is directly to the top
of the card. In other words the zone nearest to the cards name.
When your card asserts against another striker then it is in a
confrontation. When in a confrontation you apply the assert of
your card against the resist of the target. If your striker
is in their strikers assert zone then you apply their assert
value against your resist as well.
Your striker with an assert of 2 confronts an opposing strikers
side or back that has a resist of 2. The opposing striker
takes 2 assert damage and is dismissed to the lost pile.
Your striker with an assert and resist of 2 confronts an opposing
striker with an assert and resist of 2 from the front.
(both cards facing each other) Both cards take the others assert
damage. In this case both cards receive damage equal to or
greater than their resist and are dismissed to the lost pile.
Your striker with an assert and resist of 1 confronts an
opposing striker with an assert and resist of 2 from the front.
Your striker takes 2 assert damage and is dismissed while their
striker takes 1 assert damage and remains on the map. The damage
a striker takes don’t go away and stays on them until they are
dismissed or healed by some card effect.
When headliners take any kind of damage they are not dismissed.
Instead you discard cards from your hand equal to the damage
they took. So if your headliner takes 2 damage, you discard 2
To win a round you must achieve whatever the objective tells you
too. This can mean a variety of things so read the cards for
details. When the objective is achieved you reset the game, set
that objective aside, and reveal another random objective for the
next round. First to win 2 rounds wins the game.
BUILDING A DECK
You will want to make your own unique deck, but there are a few
limitations to keep in mind. A deck can be anywhere from 10
to 40 cards in size. (not counting headliner and objectives)
You can have no more than 5 MEGA cards in your deck.
Megas are powerful cards that violate standard limits. They have
gold borders so they are easy to spot. Choose them carefully.