RULES: How to Play

The Chronicle of Glyphs of Legends (Comprehensive Ruleset) 1. What You Need Before You Start Two players (Glyphbinders). Each needs a 60-card deck. Play area with zones: Deck (face-down), Hand, Creature Zone (up to 4), Trap Zone (up to 2 set face-down), Discard Pile, Banish Zone. Use counters or notes to track Life Points (LP) and Mana. 2. Deck Construction Deck size: Exactly 60 cards. Copies: Up to 3 of the same card name. Card types: Creature Glyphs, Magic Glyphs, Trap Glyphs, Rune Glyphs, Zone Cards. Legendary: Only 1 Legendary creature of the same name may be controlled by a player at a time. Legendary Runes may only be equipped to Legendary creatures. Global Rune Cap: At most 4 Runes in play on your field. 3. Duel Setup Shuffle both decks. Decide who goes first. Initial hand: 5 cards. Both start at 5000 LP and 2 Mana. Important: The first player cannot attack on their very first turn. 4. Turn Structure A) Start Phase: Resolve 'start of turn' effects (Wither, Poison, etc.). Both players gain +2 Mana. B) Draw Phase: Draw 1 card. C) Main Phase: You may Summon a Creature, Cast a Magic Glyph (Max 3/turn), Attach a Rune (see Section 10), Set a Trap (Max 2), Play a Zone Card, or Sacrifice for Mana (Max 2/turn). D) Battle Phase: Declare attacks. (First player skips this on Turn 1). E) End Phase: Resolve 'end of turn' effects and pass. 5. Combat Rules ATK vs DEF: If ATK > DEF, defender is destroyed. If ATK < DEF, attacker is destroyed. Protector: Must be attacked first. Piercing/Trample: Excess ATK over DEF deals LP damage. Non-Combat Damage: DEF is reduced permanently. If DEF ≤ 0, creature is destroyed. 6. Traps Set face-down (max 2). Pay cost only upon activation. Traps use The Stack. Negates cancel unresolved effects. 7. Zone Cards Only 1 Zone active at a time. Playing a new Zone destroys the old one. 8. The Mana System & Sacrifice for Mana Start with 2 Mana. Gain +2 per Start Phase. Sacrifice for Mana: (Up to 2x per turn). Discard a card from hand; gain Mana equal to half its cost (Rounded Up). 9. Tokens Created by effects. If they leave the field, they are removed from play (do not enter Discard). 10. Keywords & Rune Limits Banish: Remove from play. Freeze/Stun: Prevents attacking for a specified duration. Swift: May attack the turn it is summoned. Poison/Wither: Permanent DEF reduction during Start Phase. Legendary: 1 per name on field. Legendary Runes only for Legendary creatures. Rune Attachment (Revised): Capacity: 1 Rune per creature (2 if card text permits). Attachment Limit: Only 1 Rune may be attached to a specific creature per turn. Turn Limit: You can attach 4 total Runes in one turn IF they go to 4 different creatures. Global Cap: Max 4 total Runes on your field. 11. The Stack Last-in, first-out. Simultaneous triggers are ordered by the active player first, then the opponent. Worked Example: The Rune Play Player A's Field: 3 creatures (Stone Golem, Wind Elemental, Gryphon Knight). Player A attaches Aegis Rune to Stone Golem. (Golem capacity 1/1). Player A attaches Haste Rune to Wind Elemental. (Elemental capacity 1/1). Player A cannot attach a second Rune to the Stone Golem this turn (Limit: 1 attachment per creature per turn). Player A can attach a third Rune to the Gryphon Knight because it is a different creature. If Player A summons a 4th creature, they can attach a 4th Rune, hitting the Global Cap.




Capacity: Each creature may have only 1 Rune attached to it at a time. If a creature's card text explicitly states it can hold more, its capacity increases to 2 Runes. Per-Creature Attachment Limit: No more than 1 Rune may be attached to the same creature per turn, regardless of where the Rune is coming from (Hand or Discard Pile). Per-Turn Global Limit: A player may attach up to 4 Runes per turn, provided each Rune is attached to a different creature (respecting the 1-per-turn-per-creature rule). Global Field Cap: A player may have a maximum of 4 Runes in play on their field at any time.