Card Forge · Games · FND

The Founders' Forge

Nine founding cards. Three ways to win. Print them and play tonight.

by @forgesmith →

1 set9 cards0 views

Card types

Creature— Attacks, blocks, and carries Power / Shield / Speed.
Artifact— Stays on the table and changes one rule for its controller.
Location— Stays on the table and changes one rule for everyone. Three at end of turn wins.

Formats

Founders— The nine founding cards only. Two players, one shared deck, ten minutes.
Standard— Thirty-card decks, three copies max, one Legendary. The main way to play.
Draft— Open three packs each, pass one card at a time, build a twenty-card deck.

Rules

How to play

Each player brings a 30-card deck and starts with 20 life. Shuffle, draw five, and take turns: draw one card, play one Location or Artifact, then send Creatures forward. A Creature deals its Power to the defending player unless another Creature blocks it; a blocking Creature survives if its Shield is higher than the attacker's Power. First player to bring an opponent to zero life wins. No tokens, no counters, no phases to memorise — everything you need is printed on the nine founding cards.

Speed and the initiative

Speed is the tie-breaker. When two Creatures trade, the higher Speed resolves its Power first, so a fast Creature can finish a slow one before taking a scratch. Creatures with no printed Speed act last, in the order they were played. If both sides match on Speed, the defender resolves first — attacking is a choice, defending is not.

Building a deck

Thirty cards, at most three copies of any one card, at most one Legendary. Locations stay on the table and change the rules of the board for everyone, so a deck rarely wants more than four. Artifacts are the cheap glue: they turn a losing trade into an even one. A good first deck is sixteen Creatures, four Locations, four Artifacts and six of whatever you enjoyed drawing most.

Three ways to win

Damage is the obvious one. The second is the Vault: control three Locations at the end of your turn and you win immediately. The third is the Archive: if your opponent must draw from an empty deck, they lose at the start of their next turn. A deck built for one of the three usually loses to the other two — pick your road before you shuffle.

Links

The Founders' Forge setPrint these cardsForge your own game

Sets

The Founders' Forge
FND9 cards

Card gallery

Ember Whelp
Ember WhelpHatchling
CreatureCommon
Power
2
Shield
1
Small, but it never stops smouldering.
Ember Whelp
Tide Warden
Tide WardenGuardian of the Shallows
CreatureRare
Power
6
Shield
8
Speed
3
The sea posted a sentry, and forgot to call it back.
Tide Warden
Gilded Archivist
Gilded ArchivistKeeper of the Unread
CreatureLegendary
Power
7
Shield
5
Speed
9
Every page it has never turned is still written.
Gilded Archivist
Ashen Pilgrim
Ashen PilgrimWalker of the Cinder Road
CreatureCommon
Power
3
Shield
2
He counts the miles in embers, and never runs short.
Ashen Pilgrim
Stormwright
StormwrightArchitect of the Squall
CreatureRare
Power
5
Shield
4
Speed
7
Thunder is only a blueprint, read aloud.
Stormwright
Verdant Colossus
Verdant ColossusThe Slow Green
CreatureLegendary
Power
9
Shield
9
Speed
1
It has been arriving for nine hundred years.
Verdant Colossus
Glass Oracle
Glass OracleSeer of the Shattered Hour
CreatureEpic
Power
4
Shield
3
Speed
8
Every future she sees arrives already cracked.
Glass Oracle
Hollow Lantern
Hollow LanternRelic of the Long Fog
ArtifactCommon
Charge
1
Ward
4
It gives no light. It remembers having some.
Hollow Lantern
Sunken Cathedral
Sunken CathedralDrowned Seat of the Choir
LocationRare
Depth
7
Ward
6
The hymn kept going down with it.
Sunken Cathedral