RE-ANIMATED DEAD / THE PLAYER'S HANDBOOK
THE FIELD
GUIDE.
Know your cards.
Bring your crew back for more.
From your first Character to your next comeback. Learn the card language, settle a ruling, and get back to the graveyard.
CharacterYour frontline
Take the Active spot. Deal damage. Keep your crew alive.
TraitYour edge
Equip your Characters with lasting bonuses and effects.
ActionYour next move
Resolve the effect, then send the card to discard.
ArenaYour battlefield
Change the conditions with an ongoing effect.
No matching rules. Try a card name or a shorter phrase, or clear your search.
CARD-TEXT REFERENCE
Read your card
Every stat has a job. Start here before you send your crew into the graveyard.
- Card type
- Character, Trait, Action or Arena tells you how and when to play the card.
- Name, rarity and collector number
- Cards with the same name are separate copies unless a rule restricts them. Rarity does not change rules by itself; it sets typical re-animation costs and collector value. Numbers such as 001/164 identify cards and have no gameplay effect.
- BI / Bone Integrity
- Health. A Character is Knocked Out when its accumulated damage equals or exceeds its BI.
- PP / Poison Power
- Attack damage, despite the name. PP does not automatically inflict Poison. Card effects can change this number.
- Attack name + number
- Bone Slash 20 means that attack deals 20 damage.
- Re-Animate cost
- One, two or three filled cost symbols mean discard that many cards from hand. Return the Knocked Out Character from discard to your Bench, once per game per Character. N/A means the card cannot be re-animated; Traits, Actions and Arenas cannot be re-animated.
CARD-TEXT REFERENCE
Four types. One crew.
Play cards during your Main Phase. Playing a card from hand is normally free.
- Character
- Play onto your Bench, normally up to five Characters. One Character starts as Active. Only your Active can attack; benched Characters can still receive Traits and effects.
- Trait
- Attach to one of your own Characters, Active or Bench. It stays until that Character is Knocked Out or an effect removes it. Multiple Traits are allowed unless a card says otherwise.
- Action
- Resolve its text, then discard it. You may play any number of Actions on your turn. Pay a discard cost only when one is specified.
- Arena
- The supplied card rules use one Arena for the whole table. A new Arena replaces it and sends the old one to its owner's discard. It affects all players unless stated otherwise. The online beta currently uses one Arena per player; see Playing online.
CARD-TEXT REFERENCE
Damage, defense and healing
Damage stays on a Character until it is healed or Knocked Out.
- Deal X damage
- Deal the stated damage. An attack targets the opponent's Active by default. Bench damage must be specified.
- Deal X to Bench / Active + Bench / all Characters
- Bench means one benched Character. Active + Bench divides damage as written. All opponent's Characters hits their Active and every benched Character.
- +X PP / +X BI
- PP increases attack damage. BI increases how much damage the Character can take before being Knocked Out. Combined bonuses such as +5 BI and +5 PP apply both increases while the Trait stays attached.
- Reduce damage by X
- Take X less damage next time, or each time if the protection is a persistent attached Trait. Damage cannot drop below zero.
- Reduce next damage by X
- Reduce only the next hit; then the protection ends.
- Heal X / fully heal
- Remove X damage, or all damage for a full heal. Heal 10 once per turn means once on each of your own turns.
CARD-TEXT REFERENCE
Poison, Stun and switching
Poison is a status, not a synonym for attack damage.
- Poison / minor Poison
- The affected Character takes 10 damage at the start of its owner's turn. Minor Poison means standard Poison unless a card distinguishes it.
- Attacks inflict Poison
- Under the supplied card wording, an attack that deals damage also Poisons the defender. See the online rules for the beta's attack resolution.
- Double Poison / Poison +10
- Double Poison deals 20 instead of 10. An Arena with Poison +10 also raises the normal tick to 20. Poison does not stack unless text explicitly adds to it or doubles it.
- Stun
- The Character cannot attack on its owner's next turn, then Stun expires. Stun all opponent's Characters affects the whole crew, so switching does not avoid it; it expires at the end of their next turn.
- Cannot be switched
- That Character is locked in its current Active or Bench position and cannot use the once-per-turn Switch.
- Force switch / switch Active with Bench
- Exchange Active with one benched Character on the side specified. A forced switch requires the opponent to have a benched Character. The normal Switch is once per turn.
- Opponent cannot attack next turn
- The opponent skips their next Attack Phase entirely.
CARD-TEXT REFERENCE
Draw, search and discard
Your hand, your deck and your discard pile are different zones.
- Draw X / draw X extra each turn
- Take X cards from the top of your deck into your hand. Extra draws each turn happen in your Draw Phase.
- Search for a Character / Trait / any card
- Choose the listed card type from your deck, put it into your hand, then shuffle. Searching does not put that card directly into play.
- Look at top 3 cards
- Look, then return them in the same order. You may only take or rearrange them if the card explicitly allows it.
- Discard opponent's top card
- Move the top card of their deck to their discard pile. This is also called milling and can bring them closer to deck-out.
- Opponent discards X / discard a card
- The affected player chooses cards from their own hand to discard. Your discard pile contains used and Knocked Out cards; it is not your hand.
- Both players shuffle hands into deck and draw 7
- Shuffle each old hand into its owner's deck first. Then each player draws seven cards.
CARD-TEXT REFERENCE
Back from the dead
The supplied card rules pay re-animation costs from hand. The online beta also accepts benched Characters as payment.
- Normal Re-Animate
- Pay the printed discard cost from hand to return a Knocked Out Character from your discard to your Bench. Each Character can use this once per game. You need an open Bench space.
- Re-Animate any Character
- Return one Knocked Out Character from your discard to your Bench. Pay no extra re-animation cost unless the card says otherwise.
- Return 1 Character from discard
- A separate recovery effect. It does not consume that Character's once-per-game re-animation unless stated. This distinction is part of the supplied card rules, not a change to the online beta.
- Return 2 / return all Characters
- Return that many Characters from discard as space allows, up to your Bench limit, normally five. Any extras stay discarded.
- When Knocked Out: return this Character to hand
- Move it into your hand instead of leaving it in discard. This is not re-animation.
- Draw 2 when Knocked Out
- That Character's owner draws two cards when it is Knocked Out.
CARD-TEXT REFERENCE
The two cost cards, explained
Attacks and normal card plays do not gain a cost. A discount only matters when there is a discard cost to reduce.


- Cost 1 less
- Discard one fewer card when paying the applicable cost. A cost cannot go below zero. If there is no discard cost, the discount does nothing extra.
- Broadcast Amp / Attacks cost 1 less
- Supplied clarification: after this Character attacks, the first discard cost you pay that turn is reduced by one. This does not mean you must discard a card to attack.
- Club Crypt / Actions cost 1 less
- Supplied clarification: the first Action you play that turn with a discard cost has that cost reduced by one. A free Action stays free.
- Example: a cost of 2 becomes 1
- If an eligible effect specifically requires two discarded cards, its one-card discount makes the payment one card. This illustrates the wording; it does not add a cost to any existing card.
- Online beta: unchanged
- These clarifications explain the supplied wording. This guide does not activate new discount behavior, add discard costs, or allow card plays after attacking. Existing digital effects remain unchanged.
CARD-TEXT REFERENCE
Change the battlefield
Read who an Arena affects. Unless it says otherwise, its effect applies to all players.
- All Attacks +10 / +30
- Add the stated amount to every attack while the Arena is in play.
- Poison +10 / Poison deals +30
- Add that amount to Poison damage at the start of the affected player's turn.
- Actions cost 1 less
- Reduce the first Action discard cost of the turn by one. Do not add a payment to free Actions.
- Bench size +1 / +3
- Increase the normal five-Character Bench limit by the stated amount.
- Draw 2 extra each turn
- Each player draws two additional cards during their Draw Phase, unless the Arena specifies only you.
- Once per turn: search any card
- Once on each of your turns, choose any one card from your deck, put it in your hand, then shuffle.
CARD-TEXT REFERENCE
Pick the right target
Do only what the card says. Do not add Bench damage, Poison or extra targets.
- Your Character / all your Characters
- Affects only your side.
- Opponent's Character / opponent's Active
- One opposing Active Character, unless the card further specifies a target.
- Opponent's Bench
- One Character on that opponent's Bench.
- All opponent's Characters
- Their Active and every benched Character.
- Any Character
- Active or Bench, on either side, unless the card limits the choice.
- This Character
- Only the Character the Trait is attached to.
CARD-TEXT REFERENCE
Resolve it in order
Specific card text overrides the general card rules.
- 1. Read the type
- The type tells you how to play it. Normally play cards during your Main Phase; attacks are separate.
- 2. Follow the text
- Resolve left to right and top to bottom. Do not skip or invent instructions.
- 3. Order simultaneous effects
- Under the supplied rules, the player whose turn it is chooses the order when two effects happen at the same time.
- 4. Respect the wording
- If Bench, Active, a cost or Poison is not mentioned, do not add that effect.
CARD-TEXT REFERENCE
Can I do that?
Quick answers for the supplied card rules. Online differences are collected below.
- Put a Trait on a benched Character?
- Yes. Your own Active and Bench can receive Traits.
- Attack from the Bench?
- No. Only the Active attacks.
- Target the Bench with an Action?
- Only when its text allows Bench or any Character.
- Re-Animate from my hand, or pay from discard?
- No. Recover a Character from discard and pay with cards from hand. The beta has an additional Bench-payment option.
- Keep two Arenas?
- Not under the supplied card rules: the new Arena replaces the old one. Online currently allows one per player.
- Play several Actions or switch again?
- Any number of Actions on your turn, but only one normal Switch. Online card plays must happen before attacking.
- What is the NFT bonus?
- The supplied rules allow one matching NFT Character per deck to receive +10 BI. This reference does not grant or change digital ownership bonuses; use the current in-game card inspector for digital stats.
CURRENT DIGITAL BETA
Playing online
The reference above explains the supplied card rules. The current digital game retains its existing mechanics. Use these beta rules when playing online or practicing solo.
Know these differences before you play
- Arenas: one per player; replacing yours does not remove your rival's. Identical Arena effects apply once.
- Re-animation: payment can include cards from hand and/or benched Characters. Ritual and paid re-animation share the once-per-Character limit.
- After attacking: you can still use your normal Switch, then end your turn. You cannot play more cards or re-animate.
- Cost cards: the supplied Broadcast Amp and Club Crypt clarifications do not change their current digital behavior.
- Digital effects: targeting, searches, status resolution and recovery follow the implemented card effect. Check the in-game inspector; the glossary does not add new abilities.
The current game, in detail
Collected card rarity
Collected Characters use printed combat tiers: Common BI and PP 25-35, Uncommon 35-50, Rare 60-70, and Epic 80-90. NFT traits determine the tier and the health/attack mix inside its range. Common and Uncommon cost 1 card to re-animate; Rare and Epic cost 2. Legendary one-of-ones remain 100 BI / 80 PP and the Apex Wizard remains 110 BI / 90 PP, both cost 3. Other curated editions keep their stated stats. The frame shows printed rarity; damage and temporary buffs do not change it. Balance updates apply to new matches, not matches already underway.
Filling an empty Active
Automatic placement only fills an empty Active slot. The oldest Bench Character moves to Active first; if the Bench is empty, the first Character in hand becomes Active. All other Characters stay in hand until you choose to play them. The game never automatically fills Bench spaces. This applies during setup, mulligans, and when ending a turn or skipping an attack. The Bench holds at most five Characters.
Win the graveyard
Each player uses a 41-card deck. Score three knockouts, or win when your rival cannot complete a required draw. Reaching three KOs simultaneously is a draw. An empty deck alone is not a loss until a required draw fails. Conceding awards the game to your rival. Private challenges also enforce the time limits below.
Know your cards
Characters have BI (Bone Integrity: health) and PP (Poison Power: attack damage). Your Active attacks; your Bench holds up to five Characters. Traits attach to your own Active or Bench Characters. Actions resolve once and go to your discard. Each player may have one Arena. Tap a corner i to inspect a card without playing it.
Opening setup
Shuffle and draw five cards. Choose an Active Character if your hand contains one, then optionally add Bench Characters, equip Traits and play an Arena. Actions cannot be played during setup. Your rival cannot see your setup until battle starts; their Bench stays hidden throughout the match. Select Begin Battle. If Active is empty, one Character fills it automatically; all other Characters remain in hand. Online setup locks when you ready up; both players must be ready. The first player is chosen randomly. If a player has no Character when battle begins or during play, one available Character fills their empty Active automatically. If none are available, a mulligan makes both players draw one card, repeating until the empty fields are filled. In 2v2, all living players draw one each; eliminated players do not draw. No Pass Turn click is needed. A failed required mulligan draw still causes deck-out.
Your turn, in order
First, Poison damages each Poisoned Character on your side. Resolve the whole Poison batch and check for victory. If your Active is empty, promote the oldest Bench Character. Then draw one card plus all required extra draws, including on the first turn. During Main, play cards, switch once, or re-animate eligible Characters. There is no general card-play cost: costs apply where specified, such as re-animation.
Attack and switch
Attack uses your Active’s current PP, adds any attack Arena bonus, and subtracts the defender’s damage reduction, to a minimum of zero. Poison-applying Traits poison the surviving target. Attack once per turn. After attacking, you may use your once-per-turn Switch, then select End Turn. You cannot play more cards or re-animate after attacking. More contains Skip Attack if you prefer to pass. If either Active is missing, pass instead of attacking. Switching exchanges your Active with a chosen Bench Character once per turn and preserves damage, Traits, and Poison. Temporary PP from Quick Boost expires at turn end.
Poison and knockouts
Poison deals 10 damage at the start of the affected Character’s owner’s turn, whether Active or Benched. Toxic Garden adds 10. Damage reduction, including Toxic Cloak, applies; damage cannot go below zero. Poison status does not stack, and a Character may have only one Poison-applying Trait. A Character at zero BI is knocked out: its owner discards it and its attached Traits, its Poison is removed, and the rival earns one KO. The oldest Bench Character automatically replaces a knocked-out Active. Poison does not transfer to that replacement.
Re-animation
Choose an eligible Character from your own discard and discard exactly its printed re-animation cost in cards from your hand and/or benched Characters as payment. It returns to your Bench with printed BI and PP, without its old Traits, Poison, or modifiers. Bench sacrifices discard their Traits and Poison, without costing a life. Attached Traits do not count as payment. You need a free Bench space after payment. Each Character can be re-animated only once per game. Full Broadcast Ritual waives payment for any eligible Character in your discard, including one discarded without being knocked out. Paid re-animation and Ritual share the same once-per-Character limit. An empty Active automatically receives the oldest Bench Character before a mulligan is needed.
Arenas and card effects
Replacing your Arena discards your previous one. Both players are affected: Neon Graveyard adds 10 to attacks; Toxic Garden adds 10 to Poison ticks. Identical Arena effects apply once, while different Arenas can both operate. Use the card inspector for each Trait or Action’s specific effect. Search Actions let you choose a Character still in your deck. Mic Drop Hat discards the top enemy deck card; this alone does not trigger deck-out. Required extra draws can trigger deck-out.
Private challenge clocks
An invitation must be accepted within 240 seconds of creation or the game is cancelled, even if the host is connected. Joining starts a fresh 120-second setup clock for each player. Each valid setup move resets that player’s clock; ready players have no move clock while waiting. During the match, the current player has 120 seconds between valid moves. A turn handoff gives the next player a fresh 120 seconds. Independently, joined players have 120 seconds from their last heartbeat to reconnect. Missing either deadline forfeits the game. Both players timing out ends without a winner.
Reconnect, results, and rematches
Reconnecting, refreshing, inspecting cards, invalid moves, and retrying an accepted move do not reset the move clock. Hidden tabs stop heartbeats, so phone sleep or switching apps may start the disconnect window. Guest players must return in the same browser with its saved seat credential; clearing browser storage loses that credential. Sign in before creating or accepting a challenge to bind your seat to your account. Signed-in players can use Your player on another device to resume within the same deadlines and see saved match results. Results show who won or lost. Both players must accept a rematch; it starts fresh decks and setup. Leaving the result screen closes the room for both players. Expired rooms require a fresh challenge.
Solo practice differences
Solo has no move or connection timers. Undo is a practice convenience before attacking, not a competitive action. First turn is chosen randomly, and Characters use their printed health, including on re-animation. Private challenges have no Undo. Solo records are stored in this browser, and reloading abandons the current solo match.
Current beta rulings
These are the rules enforced by this beta: Arenas affect both players and identical effects do not stack; Ritual accepts any eligible own discarded Character; empty fields recover through automatic mulligan draws; Bench promotion uses the oldest Character automatically; and Poison-applying Traits cannot duplicate on one Character. Future balance changes should update this guide alongside the game.
