KeyForge Quickstart Guide
KeyForge Quickstart Guide
y RICHA RD GARF
GAME DESIGN b
OVERVIEW
KeyForge is a two-player card game in which each player takes the role of an
Archon, and leads that Archon’s deck against their opponent.
Unforged Forged
A player’s deck represents a team that is attempting to gain Æmber and forge keys.
The first player to gather three keys is able to unlock a Vault and win the game. If a player has six Æmber at the start of their turn, that player must
spend that Æmber to forge one key. The first player to forge all
The defining feature of KeyForge is that no two decks are alike. This is not a
three of their keys wins the game.
trading card game—you cannot craft a deck. Rather, each deck must remain as
it is. Every deck in existence is unique!
The goal of this Quickstart is to get you playing as soon as possible and guide
you though your first few turns. The best way to learn the game is to dive right HOW TO PLAY
in! Set up the game using the following instructions. Then, read the rest of
To play a game of KeyForge, players alternate taking turns until a player wins
this Quickstart and begin your first game. If you encounter terms or rules that
the game by forging three keys. While a player is taking a turn, they are the
are not outlined in this Quickstart, they can be found in the most up-to-date
active player. During a turn, the active player performs five steps in order,
version of the official KeyForge rulebook located at [Link].
each of which is described in this section.
Spend
DECK LIST
Logos 241 Techno-Saurus
067 Bot Bookton 244 Deusillus
Wu, the N
aturalist of Car Keys
DECK LIST
068 Dæmo-Bot
070 Diametric Charge
075 Lethologica
244 Deusillus
token.
314 Subdue
Saurian
093 Novu Dynamo
316 Survey 117 It’s Coming... 333 Xenotraining
102 Cyber-Clone 187 Consul Primus 351 Quixxle Stone
327 Particle Sweep
107 Mind Over Matter 192 Faust the Great
328 Quintrino Flux
Saurian 330 Stunner 192 Faust the Great
117 It’s Coming... 333 Xenotraining 197 Spoils of Battle
187 Consul Primus 351 Quixxle Stone 207 Hedonistic Intent
Enhanced
s
Gigantic
Randomly determine a player to take the first turn. This may be done by
flipping a coin. The first player draws seven cards, and the other player
draws six cards.
The players are now ready to begin the game.
PLAYING CARDS
During step three of their turn, the active player can play any number of cards
that belong to the active house.
STEP THREE: PLAY, DISCARD, AND USE CARDS OF THE ACTIVE HOUSE
This is the step during which most of the game is played.
BONUS ICONS (NEW)
Many cards have bonus icons in the upper-left corner.
During this step, the active player may play, use, and/or discard from hand
After a card with a bonus icon is played, the first thing
any number of cards that belong to the active house (chosen during step two).
the active player does is resolve each bonus icon on that
Eligible cards may be played, used, and/or discarded in any order. HOUSE:
card. There are four types of bonus icons:
Rules for playing, using, and discarding cards are described in further detail
Æmber (): Gain 1 Æmber. Each time a player gains ÆMBER:
later in this Quickstart.
Æmber (for any reason), the Æmber is placed in their
First Turn Rule: During the first player’s first turn, that player may play or Æmber pool (on that player’s identity card). The number of Æmber
discard from hand only one card of the active house. symbols on the card is
Capture (): A friendly creature captures 1 Æmber the amount of Æmber
from the opponent. (This Æmber is taken from the gained. This card grants
STEP FOUR: READY CARDS opponent’s pool and placed on that creature.) one Æmber.
During this step, the active player readies all of their exhausted cards.
Damage (): Deal 1 damage to a creature in play.
All cards in play exist in one of two states: ready or exhausted. Generally, a card
Draw (): Draw 1 card.
must be ready for a player to use it. Using a card typically causes it to become
exhausted. The “ready cards” step is when the active player gets to ready their
Imp
cards for their following turn.
PLAY ABILITIES
Some cards have a bold “Play:” ability. Such abilities resolve after the card’s
Play: Destroy a fri
bonus icons are resolved, if it has any, and after the card enters play.
enemy creature.
HOUSE: LOGOS
ENTERING PLAY EXHAUSTED “What’s tha
– Lost L
ÆMBER:
means that generally a player will not be able to use a card during the same
ÆMBER:
HOUSE:
Adaptoid
099
~
CREATURE
MUTANT
CREATURE
ART:
MUTANT
Enhance (PTDR). Mariana
SouEnnes 008
LOGOS
After you play a card with a bonus icon, Soul Fiddle lkeeper
for the remainder of the turn, Adaptoid ARTIFACT UPGRADE
©2020 FFG
©2020 FFG
Ready Exhausted
Imp-losion 4 Snudge
ACTION
ITEM
CREATURE
DEMON
~
Play: Destroy a friendly creature and an Action: Enrage a creature.
Fight/Reap: Return an artifact or flank
enemy creature. Its evil hiss is the closest demons come to music. creature to its owner’s hand.
“What’s that ticking sound?”
It’s only sensible to fear the dark.
©2020 FFG
©2020 FFG
Mariana Ennes 008 Liiga Smilshkalne 031 Eric Kenji Aoyagi 030 Grigory Serov 032
During this step, the active player draws cards from the top of their deck until
they have six cards in their hand. If the active player already has six or more Action card Artifact Creature Upgrade
cards in their hand, no cards are drawn at this time. If a player needs to draw
but has no cards remaining in their deck, that player shuffles their discard pile CARD TYPES
to create a new deck and continues drawing. There are four types of cards that appear in decks:
Soulkeeper
If the active player has enough Æmber on their identity card to forge a key, action cards, artifacts, upgrades, and creatures. There UPGRADE
they announce “Check!” to their opponent, so that their opponent knows they creature.”
ÆMBER: 1
ART:
©2020 FFG
are able to forge a key at the beginning of their next turn.
After this step, the active player’s turn is over. The other player becomes the player resolves the card’s “Play:” ability, and then
active player and takes their turn, beginning with step one. places the card in their discard pile.
HOUSE: DIS
ART:
places it in their play area behind their battleline (see Grigory Serov 032
DEMON
Fight/Reap: Return an artifact or flank
creature to its owner’s hand.
A turn sequence and icon key are provided here for easy reference. Upgrades: When an upgrade is played, the active It’s only sensible to fear the dark.
©2020 FFG
player chooses a creature and attaches the upgrade to Eric Kenji Aoyagi 030
TURN SEQUENCE BONUS ICONS that creature, placing it beneath (slightly overlapped by)
the creature. Each upgrade remains in play from turn to The “Soulkeeper”
Forge a key. Æmber turn and modifies the card to which it is attached.
upgrade is attached to
the “Snudge” creature.
Choose a house. Capture If the card to which an upgrade is attached leaves play,
Play, discard, and use cards
Damage the upgrade is discarded.
of the chosen house. Draw
Ready cards. KEYFORGE MASTER VAULT
Join the KeyForge community with the KeyForge
Draw cards. Master Vault! With it you can manage your Archon deck
collection, earn rewards and explore the world of the
Crucible! The KeyForge Master Vault app is available for
both iOS and Android, and at [Link].
KEYFORGE QUICKSTART
Creatures: Creatures enter play exhausted, in a line known as the battleline. FIGHTING
This line is a row of creatures in front of the player. Each time a creature enters Any ready creature of the active house may be used to fight.
play, it must be placed on a flank — at the far left or the far right of its controller’s
When a creature is used to fight, exhaust the card. Then, its controller chooses
battleline. Creatures remain in play from turn to turn.
one creature controlled by the opponent as the target of the attack. A creature
cannot fight if there is no enemy creature that can be targeted by the attack.
HOUSE: LOGOS HOUSE: LOGOS Each of the two creatures deals an amount of damage (which is explained
ÆMBER: ÆMBER:
later) equal to its power to the other creature. All damage from a fight is dealt
4
Your A cannot be stolen.
Grigory Serov
simultaneously.
The Vaultkeeper
ÆMBER:
HOUSE:
176
SPIRIT • KNIGHT
CREATURE
After the fight resolves, if the attacking creature survives the fight, resolve all of
ART:
Adaptoid Odd Clawde
4 ~ 5 ~
SANCTUM
CREATURE CREATURE
1
©2020 FFG
©2020 FFG
gains (choose one): +2 armor, assault 2, ©2020 FFG
or “Fight: Steal 1A.”
Grigory Serov 099 Hans Krill 121
DAMAGE
When the “The Vaultkeeper” creature is played, it is If a creature is dealt damage (for any reason), place an amount of damage on the
placed on the flank of the battleline. creature equal to the amount of damage dealt. If a creature has an amount of
HOUSE: SAURIAN
damage on it equal to or greater than its power total, the creature is destroyed
ÆMBER:
If a creature leaves play, gaps in the battleline are removed by shifting the and placed in its owner’s discard pile. If a creature has an armor value (to the
line inward. right of a card’s title), the armor preventsART:that much incoming damage each turn.
A “~” symbol indicates that the creature has no armor.
HOUSE: LOGOS
ÆMBER:
Thero Centurion 1
6
ART:
HOUSE: DIS HOUSE: LOGOS
ÆMBER: ÆMBER:
CREATURE
ART: ART:
©2020 FFG
creature to its owner’s hand. Grigory Serov 099
amount of A, steal 1A.
It’s only sensible to fear the dark. Even Clawde has to admit that the dark æmber
experiment was not entirely successful.
using Thero Centurion (power 6). She exhausts Thero Centurion and chooses
©2020 FFG
©2020 FFG
Taunt – This creature’s neighbors cannot be attacked unless they have Taunt.
KEYFORGE QUICKSTART