What is Echo Realms?
Echo Realms is a strategic fantasy card game where two players command armies of heroes, monsters, and legendary creatures in tactical battles.
Each character has unique traits represented by their attributes, class, faction, and abilities, allowing players to create countless combinations, strategies, and playstyles.
Unlike many traditional card games, in Echo Realms your entire army is assembled before combat begins. Victory depends on building the right formation, positioning your troops effectively, managing the attack order, and using each character’s abilities wisely.
Objective of the Game
The objective is to defeat the enemy army.
To achieve victory, each player must:
Build an army of 7 characters;
Position each character in the Vanguard or Rearguard;
Make effective use of abilities and synergies between classes and factions;
Eliminate all enemy characters before their own army is defeated.
The last player with characters remaining on the battlefield wins the game.
Battle Overview
Before the match begins, each player builds their army and carefully chooses the position of every character.
The battle takes place over a series of rounds. During each round:
Active effects are resolved, including buffs, debuffs, and ongoing abilities.
Assassin (Flex) characters may switch between the Vanguard and Rearguard if desired.
The attack order is determined by the SPD (Speed) attribute of every character currently on the battlefield, including summoned units.
When their turn arrives, characters perform their attacks or use their abilities.
At the end of the round, effect durations are updated and ability cooldowns are reduced.
The battle continues until one army has been completely eliminated.
Echo Realms rewards strategy over luck. Positioning, army composition, attack order, and synergy between characters are the key factors that will determine victory.
Before starting a game, make sure you have all the components required to play Echo Realms.
Character Cards
Character Cards represent the units in your army.Each card contains all the information required for battle, including:
Character Name
Race
Class
Faction
Rarity
Position (Vanguard or Rearguard)
Attributes (ATK, DEF, SPD, and HP)
Faction Ability
Main Ability
Cooldown
Each player builds an army consisting of 7 Character Cards.
Miniatures (Optional)
Miniatures visually represent your characters on the battlefield.Although Echo Realms can be played using only the cards, miniatures make battles more immersive and help players visualize the position of each unit.Miniatures do not affect the rules of the game and are used for representation only.
Army Sheet
The Army Sheet is used throughout the game to keep track of important battle information.It allows players to record:
Each character’s maximum HP.
Current HP.
Active buffs and debuffs.
Effect durations.
Attack order for the current round.
Important notes during the battle.
The sheet is designed to be filled out with a pencil, allowing it to be erased and reused for future battles.
Rulebook
The Rulebook contains all the official rules for Echo Realms.It can be accessed through the QR Code on the Army Sheet or directly through the official Echo Realms website.
Play Area
For an organized match, we recommend using a flat surface where both players can comfortably place their cards and miniatures.Each player divides their army into two lines:
Vanguard
Rearguard
Character positioning is one of the most important strategic elements of the game.
Optional Components
Although not required, some accessories can make the experience even better:
Card sleeves.
Card storage box.
Miniature holders or trays.
Pencil and eraser for the Army Sheet.
Component Summary
To play a game of Echo Realms, each player needs:
7 Character Cards
Miniatures (optional)
1 Army Sheet
Pencil and eraser
Access to the Rulebook (printed or via QR Code)
Each Character Card contains all the information needed to use that character during the game. Understanding each element is essential to getting the most out of your army.
Name
The name identifies the character.
Some characters may have different versions or evolutions, but each card represents a unique unit on the battlefield.
Examples:
Merlin, Archmage of Runes
Jofrey, Hammer of Justice
Azrakor, Lord of the Abyss
Race
Race represents the character’s origin and identity.
It serves a thematic and narrative purpose and does not directly affect the character’s attributes.
Examples of races:
Human
Orc
Elf
Dwarf
Goblin
Vampire
Demon
Aasimar
Troll
Undead
Class
Class defines the character’s role in combat and influences the distribution of their attributes.
Each class has its own characteristics, making certain characters more resilient, faster, or more offensive.
Available Classes:
Tank
Warrior
Mage
Archer
Assassin (Flex)
Support
Faction
Faction represents the alliance, army, or organization to which the character belongs.
It determines the character’s Faction Ability, reinforcing the identity and strategic style of that faction.
Official Factions:
🛡️ Iron Kingdom
🔮 Arcane
🌿 Tribal
😈 Demonic
☀️ Celestial
☠️ Undead
🌊 Abyssal
🌑 Shadow
Rarity
Rarity represents the character’s level of power and exclusivity.
The official rarities are:
Common
Uncommon
Rare
Legendary
Position
Every card indicates which battlefield line the character can occupy.
🛡️ Vanguard
Resilient characters who fight on the front line.
As long as at least one enemy character remains in the Vanguard, it protects the Rearguard.
🏹 Rearguard
Characters specialized in ranged attacks, magic, or support.
They can attack both the enemy Vanguard and Rearguard.
Attributes
Each character has four core attributes.
⚔️ ATK (Attack)
Determines the character’s offensive power.
🛡️ DEF (Defense)
Reduces damage received from enemy attacks.
⚡ SPD (Speed)
Determines the attack order during each round.
The higher the SPD, the earlier the character acts.
❤️ HP (Health Points)
Represents how much damage the character can take before being defeated.
Faction Ability
Every character has a Faction Ability.
This ability represents the philosophy, culture, or strategy of the faction they belong to.
Each character can have a unique Faction Ability that interacts with attributes, buffs, debuffs, cooldowns, positioning, or other existing game mechanics.
Main Ability
The Main Ability is the character’s signature ability.
It represents one of their most powerful techniques and can have a decisive impact during battle.
Each character has only one Main Ability.
Cooldown
After using their Main Ability, it enters Cooldown.
While an ability is on Cooldown, it cannot be used again.
The Cooldown duration varies between characters and is indicated directly on the card.
Summary
Each Character Card contains the following elements:
Name
Race
Class
Faction
Rarity
Position (Vanguard or Rearguard)
ATK
DEF
SPD
HP
Faction Ability
Main Ability
Cooldown
Together, these elements completely define how a character functions in battle and form the foundation of every strategy in Echo Realms.
Attributes represent each character’s combat capabilities and determine their performance during battle.
Every character has four core attributes:
⚔️ ATK (Attack)
🛡️ DEF (Defense)
⚡ SPD (Speed)
❤️ HP (Health Points)
The balance between these attributes is determined by the character’s class, making each unit unique in its role within the army.
⚔️ ATK (Attack)
The ATK attribute represents the character’s offensive power.
The higher the value, the greater their ability to deal damage to enemies.
Characters such as Mages and Archers usually have high ATK values, while Tanks often sacrifice some offensive power in exchange for greater durability.
ATK can be increased or reduced by abilities, buffs, and debuffs during the game.
🛡️ DEF (Defense)
The DEF attribute represents the character’s defensive resistance.
It is used to reduce damage received from enemy attacks, increasing the character’s survivability in battle.
Tank characters typically have some of the highest DEF values in the game.
Like other attributes, DEF can also be modified by abilities, buffs, and debuffs.
⚡ SPD (Speed)
The SPD attribute determines the order in which characters act during each round.
Before attacks begin, all characters currently on the battlefield are ordered from highest to lowest SPD.
The higher the Speed, the earlier the character will perform their action.
SPD does not increase damage dealt or reduce damage received; its purpose is exclusively to determine action priority.
Abilities and other effects may also increase or decrease SPD during battle.
❤️ HP (Health Points)
HP represents the amount of damage a character can take before being defeated.
Whenever a character takes damage, their Current HP is reduced.
When their HP reaches 0, they are immediately defeated and removed from the battlefield.
HP can be restored through healing or regeneration abilities, but it can never exceed the maximum value shown on the Character Card.
Attribute Modifiers
During the game, attributes may be temporarily modified by various effects.
These changes can be positive (buffs) or negative (debuffs).
Examples include:
Increasing or reducing ATK.
Increasing or reducing DEF.
Increasing or reducing SPD.
Recovering or losing HP.
All of these changes should be recorded on the Army Sheet.
The Importance of Attributes
Each attribute plays a different role in the game’s strategy.
ATK determines offensive potential.
DEF increases a character’s resistance.
SPD determines who acts first during each round.
HP determines how much damage a character can withstand.
Although every attribute is important, no combination guarantees victory. A character with lower attributes can still defeat stronger opponents through effective abilities, positioning, faction synergies, and team strategy.
Summary
| Attribute | Function |
|---|---|
| ⚔️ ATK | Determines the character’s offensive power. |
| 🛡️ DEF | Reduces incoming damage and increases durability. |
| ⚡ SPD | Determines the action order during each round. |
| ❤️ HP | Determines how much damage the character can take before being defeated. |
These four attributes form the foundation of the Echo Realms combat system and directly influence every strategic decision made during battle.
5. Classes
Classes represent the role each character performs on the battlefield.
Although two characters may belong to the same race or faction, their roles can be completely different depending on their class.
A character’s class determines the distribution of their attributes, defining their combat style and role within the army.
Currently, Echo Realms features six classes.
🛡️ Tank
Tanks are the most durable characters in the game.
Their role is to protect the team, hold the front line, and withstand large amounts of damage.
They typically have:
Very high DEF.
Very high HP.
Low SPD.
Low ATK.
Tanks exclusively occupy the Vanguard.
⚔️ Warrior
Warriors are well-balanced combatants.
They combine solid durability with offensive power, making them effective at dealing consistent damage while remaining in battle for several rounds.
They typically have:
Balanced ATK.
Balanced DEF.
Medium SPD.
Medium/High HP.
Warriors primarily occupy the Vanguard.
🔮 Mage
Mages specialize in magical damage and powerful abilities.
Although they have low durability, they compensate with high offensive power and abilities capable of changing the course of battle.
They typically have:
Very high ATK.
Low DEF.
Medium SPD.
Low HP.
Mages exclusively occupy the Rearguard.
🏹 Archer
Archers specialize in ranged attacks.
Their high Speed often allows them to act before many other classes, dealing consistent damage without having to fight on the front line.
They typically have:
High ATK.
Low DEF.
High SPD.
Low HP.
Archers exclusively occupy the Rearguard.
🗡️ Assassin (Flex)
Assassins specialize in mobility and eliminating priority targets.
Their defining feature is Flex, which allows them to switch between the Vanguard and Rearguard before the beginning of each round, as long as there is an available space in the destination line.
They typically have:
High ATK.
Low DEF.
Very high SPD.
Medium/Low HP.
Assassins are the only class capable of operating in both the Vanguard and Rearguard, allowing them to adapt to the player’s strategy throughout the battle.
💚 Support
Support characters specialize in strengthening allies and disrupting enemy strategies.
Although they generally have lower offensive attributes, they compensate with abilities capable of healing allies, providing buffs, or applying negative effects to enemies.
They typically have:
Low ATK.
Medium DEF.
Medium SPD.
Medium HP.
Support characters primarily occupy the Rearguard.
Choosing Your Classes
An effective army will usually combine different classes to perform complementary roles.
A balanced formation may include:
Durable characters to protect the front line.
Fighters capable of dealing consistent damage.
Ranged damage specialists.
Characters capable of strengthening allies or weakening enemies.
Fast units capable of eliminating priority threats.
There is no single correct combination. The best army composition depends on your strategy, your characters’ abilities, and the synergies between their factions.
Class Summary
| Class | Primary Role | Position |
|---|---|---|
| 🛡️ Tank | Durability and protection | Vanguard |
| ⚔️ Warrior | Balanced combat | Vanguard |
| 🔮 Mage | Magical damage and offensive abilities | Rearguard |
| 🏹 Archer | Ranged attacks | Rearguard |
| 🗡️ Assassin (Flex) | Mobility and priority target elimination | Vanguard or Rearguard |
| 💚 Support | Healing, buffs, and debuffs | Rearguard |
Each class plays an important role in battle. Building a balanced army and taking advantage of each class’s strengths is one of the core strategic pillars of Echo Realms.
Factions represent the kingdoms, armies, organizations, and alliances that exist throughout the world of Echo Realms.
Unlike Race, which represents a character’s origin, Faction represents who they serve, their combat philosophy, and their goals.
Characters from completely different races can belong to the same faction.
Example:
Orc
Goblin
Troll
All of them can belong to the Tribal faction, fighting side by side for the same ideals.
In addition, every character has a Faction Ability, representing how they embody and apply their faction’s principles during battle.
🛡️ Iron Kingdom
The Iron Kingdom is known for its military discipline, honor, and organization.
Its armies fight in coordinated formations, protecting their allies and holding their ground even against the greatest threats.
Characteristics
Defense
Cooperation
Formation
Protection
Discipline
Military strategy
🔮 Arcane
The Arcane faction brings together scholars, mages, and guardians of ancient knowledge.
Its members use magic, runes, and forgotten wisdom to control the battlefield.
Characteristics
Magic
Knowledge
Runes
Control
Intelligence
Ability manipulation
🌿 Tribal
The Tribal faction is formed by peoples who live according to their instincts and ancient traditions.
Raw strength, speed, and unity define their style of combat.
Characteristics
Instinct
Hunting
Brutality
Pack mentality
Physical strength
Aggression
😈 Demonic
The Demonic faction seeks power at any cost.
Its warriors use corruption, suffering, and chaos to overwhelm their enemies.
Characteristics
Corruption
Chaos
Sacrifice
Destructive power
Cruelty
Debuffs
☀️ Celestial
The Celestials represent hope, justice, and protection.
They specialize in strengthening allies, protecting the innocent, and fighting against the forces of darkness.
Characteristics
Light
Healing
Protection
Justice
Inspiration
Empowerment
☠️ Undead
The Undead defy the natural cycle of life and death.
Their strength lies in resilience, constantly wearing down their enemies, and abilities connected to death and curses.
Characteristics
Resurrection
Curses
Resilience
Attrition
Decay
Persistence
🌊 Abyssal
Born from the depths, members of the Abyssal faction use sea creatures, tentacles, and control-based tactics to dominate the battlefield.
Characteristics
Ocean
Tentacles
Control
Pressure
Battlefield dominance
Weakening enemies
🌑 Shadow
The Shadow faction operates from the darkness.
Specialists in stealth, assassination, and manipulation, its members prefer to eliminate their enemies before they even realize the danger.
Characteristics
Shadows
Stealth
Manipulation
Precision
Ambushes
Mobility
Faction Abilities
Every character has a Faction Ability in addition to their Main Ability.
These abilities represent how each character embodies the ideals and combat philosophy of their faction.
There is no fixed format for a Faction Ability.
It may:
Interact with attributes.
Apply buffs or debuffs.
Modify cooldowns.
Influence positioning.
Strengthen allies.
Weaken enemies.
Interact with any existing game mechanic.
The only rule is that the ability must reflect the identity and philosophy of the character’s faction without introducing new exclusive resources or game systems.
Faction Summary
| Faction | Identity |
|---|---|
| 🛡️ Iron Kingdom | Discipline, honor, and protection |
| 🔮 Arcane | Magic, knowledge, and runes |
| 🌿 Tribal | Instinct, hunting, and brutality |
| 😈 Demonic | Corruption, chaos, and sacrifice |
| ☀️ Celestial | Light, healing, and protection |
| ☠️ Undead | Resurrection, curses, and attrition |
| 🌊 Abyssal | Control, the depths, and tentacles |
| 🌑 Shadow | Stealth, manipulation, and assassination |
Factions are one of the main strategic pillars of Echo Realms, encouraging players to create combinations between characters who share the same combat philosophy, even when they belong to completely different races.
Before the battle begins, players build their armies during the Formation Round.
Unlike games that use a fixed deck, each player can access their entire collection and choose their seven characters in real time. This allows players to react to their opponent’s choices, prepare counters, and adapt their formation as the enemy strategy is revealed.
7-Character Army
At the end of the Formation Round, each player must have exactly 7 characters, following this rarity composition:
3 Common Cards
2 Uncommon Cards
1 Rare Card
1 Legendary Card
Players may have any number of cards available in their collection. However, only the seven characters selected during the Formation Round will participate in that battle.
Determining the First Player
Before placing any cards, players must decide who will begin the Formation Round.
This can be determined by:
Rolling a die;
Flipping a coin;
Rock, paper, scissors;
Agreement between the players;
Any other method considered fair by both players.
The winner decides who will place the first card.
Alternating Formation
Players do not deploy all seven characters at once.
Instead, deployment alternates between players:
The first player chooses one card from their collection and places it on the battlefield.
The second player chooses and places one card.
The first player places their second card.
The second player places their second card.
This continues until both players have deployed all seven characters.
Each player must place only one card at a time.
Real-Time Choices
Your army does not need to be completely decided before the Formation Round begins.
After seeing the card deployed by their opponent, a player may choose any available character from their collection to respond to that threat.
This allows players to:
Choose a Tank against a powerful attacker;
Select a character capable of resisting the opponent’s strategy;
Add a Support character to protect an already deployed unit;
Choose a faction capable of countering the enemy composition;
Prepare a counter for a revealed card;
Respond to an opponent’s counter with another strategic choice.
The Formation Round therefore becomes a strategic battle of its own before combat even begins.
Rarity Requirements
During formation, each player must keep track of how many cards of each rarity they have already deployed.
A player who has already deployed their Legendary Card cannot choose another Legendary character for that battle.
At the end of formation, the army must contain exactly:
| Rarity | Quantity |
|---|---|
| Common | 3 |
| Uncommon | 2 |
| Rare | 1 |
| Legendary | 1 |
| Total | 7 |
Once a character has been deployed, it cannot be replaced unless both players agree to restart the Formation Round.
Choosing a Line
When deploying a card, the player must also choose its position on the battlefield:
Vanguard
Rearguard
The character must follow the position indicated on their card.
Characters of the Assassin class have the Flex trait and may begin the battle in either line.
Each line can contain a maximum of 5 characters.
Revealed Information
Every deployed card remains visible to both players.
Once a character is placed, the opponent may view:
Race;
Class;
Faction;
Rarity;
Position;
Attributes;
Main Ability;
Faction Ability;
Cooldown.
Because of this, the order in which characters are selected is a crucial part of the strategy.
Deploying a powerful character early may force your opponent to commit a counter. Saving that character for later may make it harder for them to respond, but it can also restrict your remaining rarity and formation options.
End of the Formation Round
The Formation Round ends once both players have deployed all seven characters.
Before combat begins, confirm that:
Each army contains exactly 7 characters;
Each army contains 3 Common, 2 Uncommon, 1 Rare, and 1 Legendary Card;
Neither battlefield line exceeds its maximum capacity;
All characters are in valid positions;
The Army Sheet has been completed;
Each character’s starting HP has been recorded;
The attack order can be established according to SPD.
Once everything has been confirmed, the first round of combat begins.
Formation Example
Player A wins the initial decision and chooses to begin.
Player A deploys a Common Warrior in the Vanguard.
Player B responds with a Common Tank in the Vanguard.
Player A deploys a Rare Mage in the Rearguard.
Player B chooses an Uncommon Assassin to threaten the Mage.
Player A adds a Support character to strengthen their formation.
The players continue alternating until both armies contain seven characters.
With this system, every new choice can be a response to the previous one. However, because rarities and battlefield spaces are limited, players must carefully decide when to deploy their strongest options.
The battle begins before the first attack. In Echo Realms, building the right formation can be just as important as knowing how to fight.
After the Formation Round is complete, the battle proceeds through a series of successive rounds.
Each round represents a complete combat cycle in which every living character has the opportunity to act according to their SPD.
The phases must always be resolved in the same order.
1. Start of the Round
At the beginning of each round, players resolve all effects that must occur before any actions are taken.
These include:
Healing or regeneration;
Poison, Burning, and other ongoing damage;
Buffs and debuffs triggered at the start of the round;
Faction Abilities triggered at the start of the round;
Other effects described on the cards.
All effects must be applied and recorded on the Army Sheet.
If a character reaches 0 HP during this phase, they are defeated before they can perform any action.
2. Assassin Movement
After resolving all start-of-round effects, characters of the Assassin class may use their Flex trait.
Each Assassin may remain in their current position or move between:
Vanguard;
Rearguard.
The character may only move if there is an available space in the destination line.
This decision must be made before determining the Attack Order, as changing positions may affect targeting, protection, and abilities.
3. Updating SPD
Players check the current SPD of every unit on the battlefield.
The following must be taken into account:
SPD value printed on the card;
SPD buffs;
SPD debuffs;
Faction Abilities;
Ongoing abilities;
Temporary effects;
SPD of summoned units currently on the battlefield.
The Attack Order must be reorganized whenever one of these effects changes a unit’s position in the sequence.
4. Determining the Attack Order
All living characters and summoned units are arranged from highest to lowest SPD.
The names of the units should be recorded in the Attack Order section of the Army Sheet.
Example
Shadow Assassin — SPD 9
Elven Archer — SPD 8
Merlin — SPD 6
Jofrey — SPD 5
Iron Guardian — SPD 3
The unit with the highest SPD performs the first action. The sequence then continues until every eligible unit has acted.
If two or more units have the same SPD, players must use the tie-breaking method established for the match.
5. Character Actions
When a character’s turn is reached in the Attack Order, they may perform one valid action.
Normally, they may choose between:
Basic Attack
Perform a standard attack against a valid target according to their position.
Main Ability
Use their Main Ability, provided it is available and not currently on Cooldown.
Card-Specific Action
Certain abilities may allow a character to heal, strengthen an ally, weaken an enemy, or perform another action described directly on their card.
Once the character has completed their action, play immediately passes to the next unit in the Attack Order.
6. Choosing Targets
Attacks must follow the targeting rules of each battlefield line.
Vanguard Characters
As long as at least one living enemy remains in the opposing Vanguard, Vanguard characters may only attack that line.
Once the enemy Vanguard is empty, they may attack the Rearguard.
Rearguard Characters
Rearguard characters may attack enemies in either the Vanguard or Rearguard.
Specific abilities may override these rules when explicitly stated on the card.
7. Resolving an Attack or Ability
An action must be fully resolved before the next unit may act.
The usual sequence is:
Choose the action;
Choose the target;
Apply all modifiers;
Calculate damage, healing, buffs, or debuffs;
Update HP and active effects on the Army Sheet;
Check whether any unit has been defeated;
Apply the ability’s Cooldown when necessary.
No other action may begin until all effects of the current action have been completely resolved.
8. Defeated Characters
When a character’s HP reaches 0, they are immediately defeated.
At that moment:
Their miniature is removed from the battlefield;
Their card no longer participates in the battle;
Their name is removed from the Attack Order;
Any effects dependent on that character are updated;
The space they occupied becomes available.
If the character had not yet acted during that round, they lose their action.
9. Summoned Units
When a summoned unit enters the battlefield, it must be recorded on the Army Sheet.
It then participates in battle according to the rules described by the ability that summoned it, including:
Battlefield line;
HP;
Buffs and debuffs;
SPD;
Position in the Attack Order.
The Army Sheet includes up to 20 Attack Order slots to accommodate the 14 starting characters and any summoned units that may enter the battlefield.
10. End of the Round
After every eligible unit has completed its action, the End Phase begins.
During this phase:
Resolve end-of-round effects;
Reduce the duration of buffs and debuffs;
Remove effects whose duration has reached 0;
Update temporary abilities and conditions;
Advance the Cooldown of Main Abilities.
Updating Cooldowns
Character Cards use their physical rotation to track Cooldowns.
Cooldown 1
After the ability is used, rotate the card 90°.
At the end of the round, return it to its normal position. The ability is now available again.
Cooldown 2
After the ability is used, rotate the card 180°.
At the end of each round, rotate it one step toward its normal orientation.
Cooldown 3
After the ability is used, rotate the card 270°.
At the end of each round, rotate it one step toward its normal orientation. The ability can only be used again once the card has returned to its normal position.
Beginning the Next Round
Once all End Phase steps have been completed, a new round begins.
The Attack Order must be calculated again because character SPD may have changed due to:
Buffs;
Debuffs;
Defeated units;
Summoned units;
Abilities;
Assassin movement between battlefield lines.
The battle continues in this way until one army has been completely defeated.
Round Summary
Resolve start-of-round effects;
Allow Assassin movement;
Check the current SPD of all units;
Determine and record the Attack Order;
Perform actions according to SPD;
Fully resolve attacks and abilities;
Remove defeated characters;
Resolve end-of-round effects;
Reduce effect durations and advance Cooldowns;
Begin the next round.
Attack Order
The Attack Order determines the sequence in which all units will act during the round.
It is determined exclusively by the SPD (Speed) attribute of each character or summoned unit currently on the battlefield.
At the beginning of every new round, the Attack Order must be recalculated, as buffs, debuffs, abilities, and defeated units may change the SPD of the units in play.
How It Works
After resolving all start-of-round effects and the movement of Flex characters, players arrange every unit in descending order of SPD.
The unit with the highest SPD acts first.
Once that unit completes its action, play passes to the next unit in the sequence until every eligible unit has acted.
Example
Imagine the following units are on the battlefield:
| Character | SPD |
|---|---|
| Shadow Assassin | 9 |
| Elven Archer | 8 |
| Merlin | 7 |
| Orc Warrior | 6 |
| Jofrey | 5 |
| Troll Tank | 3 |
The Attack Order will be:
Shadow Assassin
Elven Archer
Merlin
Orc Warrior
Jofrey
Troll Tank
Updating the Order
The Attack Order is never permanent.
It may change whenever the SPD of any unit is modified.
Examples include:
SPD buffs.
SPD debuffs.
A summoned unit entering the battlefield.
A character being defeated.
An ability that modifies Speed.
For this reason, players should update the Attack Order section of the Army Sheet at the beginning of every round.
Summoned Units
Every summoned unit that enters the battlefield also participates in the Attack Order.
It receives a position according to its SPD and acts normally when its turn is reached.
The Attack Order section of the Army Sheet contains 20 positions, allowing it to accommodate:
The 14 starting characters in the battle (7 from each player).
Summoned units created during combat.
Defeated Characters
When a character is defeated:
They are immediately removed from the Attack Order.
If they have not yet acted during that round, their action is lost.
During the next round, they are no longer considered when determining the new sequence.
SPD Ties
When two or more units have the same SPD, players must use a tie-breaking method agreed upon before the match begins.
Possible methods include:
Rolling a die.
Flipping a coin.
Alternating priority between players whenever a tie occurs.
Regardless of the chosen method, the same rule should be used throughout the entire match.
The Importance of SPD
SPD is one of the most strategically important attributes in Echo Realms.
Acting first can allow a player to:
Defeat an enemy before they can use their ability.
Apply buffs to allies before they act.
Weaken enemies with debuffs before their attacks.
Heal an ally before they are defeated.
Take better advantage of synergies between characters.
A unit with high SPD may not necessarily deal more damage, but it can often control the pace of the battle.
Round Example
Imagine the Attack Order is:
Shadow Assassin
Merlin
Orc Warrior
Jofrey
Elven Archer
The Shadow Assassin performs their action and defeats Merlin.
When Merlin’s turn would normally occur, he is no longer on the battlefield, so his action is skipped.
The sequence then continues normally with the Orc Warrior.
Summary
The Attack Order is recalculated at the beginning of every round and follows these rules:
It is determined by each unit’s current SPD.
It includes both characters and summoned units.
It must be recorded on the Army Sheet.
Defeated characters are immediately removed from the sequence.
Changes to SPD may completely alter the order in the following round.
Controlling the Attack Order is essential for using buffs, debuffs, and abilities at the right moment, making SPD one of the most valuable strategic attributes in Echo Realms.
Combat
Combat is the heart of Echo Realms.
When a character’s turn is reached in the Attack Order, they may perform an action against a valid target by using either a Basic Attack or their Main Ability.
Throughout the battle, players must follow all positioning, targeting, and effect-resolution rules.
Basic Attack
A Basic Attack represents the character’s standard attack.
Every character may perform a Basic Attack when their turn is reached in the Attack Order.
The chosen target must follow the targeting rules allowed by the character’s position.
Choosing a Target
Before attacking, the player must choose a valid target.
The following rules apply:
Vanguard Characters
As long as at least one enemy character remains in the opposing Vanguard, Vanguard characters may only attack that line.
Once the enemy Vanguard is empty, they may attack characters in the Rearguard.
Rearguard Characters
Rearguard characters may attack enemies in either the Vanguard or Rearguard.
If an ability modifies this rule, the text of that ability takes priority.
Damage Calculation
Attack damage is calculated by comparing the attacker’s ATK with the target’s DEF.
Formula
Damage = Attacker’s ATK − Defender’s DEF
The resulting amount is subtracted from the target’s current HP.
Minimum Damage
Regardless of the difference between the two attributes, every successful attack deals a minimum of 1 damage, unless an ability specifically states otherwise.
Example 1
Merlin
ATK: 11
Attacks a Warrior with:
DEF: 6
11 − 6 = 5
The target loses 5 HP.
Example 2
Orc Warrior
ATK: 6
Attacks a Tank with:
DEF: 8
Since the target’s DEF is higher than the attacker’s ATK:
6 − 8 = -2
The attack still deals 1 damage, following the minimum damage rule.
Buffed Attacks
If the attacker has buffs or other effects that increase their ATK, these modifiers must be applied before calculating damage.
Example:
Base ATK: 8
Buff: +2
Final ATK: 10
Damage is calculated using the final ATK value.
Modified Defense
Likewise, any buffs or debuffs that modify DEF must be taken into account.
Example:
Base DEF: 6
Debuff: -2
Final DEF: 4
Damage is calculated using the target’s current DEF.
Defeated Characters
When a character’s HP reaches 0, they are immediately defeated.
When defeated:
Their miniature is removed from the battlefield.
Their card no longer participates in the battle.
Their name is removed from the Attack Order.
Their effects end unless an ability specifically states otherwise.
If the character has not yet acted during that round, they lose their action.
Abilities
When using a Main Ability, the character follows the effect described on their card exactly.
After the ability is resolved:
The ability enters Cooldown.
The card is rotated according to its Cooldown duration.
The character remains in battle normally.
Buffs and Debuffs
Attacks and abilities may apply temporary effects.
These effects and their remaining duration must be recorded on the Army Sheet.
Examples include:
Increased ATK.
Reduced DEF.
Poison.
Burning.
Silence.
Regeneration.
Effects remain active until their duration ends or they are removed by another ability.
Faction Abilities
Faction Abilities can affect combat in many different ways.
Examples include:
Strengthening allies.
Weakening enemies.
Modifying attributes.
Changing positioning.
Interacting with buffs and debuffs.
Affecting Cooldowns.
Producing other effects described on the card.
Faction Abilities must be resolved immediately whenever their triggering condition is met.
Resolution Order
Whenever an attack or ability is performed, follow this sequence:
Choose the action.
Choose the target.
Check all applicable buffs, debuffs, and abilities.
Calculate the damage or effect.
Update the target’s HP.
Resolve any effects triggered by the action.
Check whether any units have been defeated.
Continue to the next unit in the Attack Order.
Complete Example
Jofrey has:
ATK: 8
The target has:
DEF: 5
Current HP: 14
Jofrey receives a +2 ATK buff before attacking.
Final ATK:
8 + 2 = 10
Damage:
10 − 5 = 5
The target’s HP is reduced from 14 to 9.
If no additional abilities or effects are triggered, Jofrey’s turn ends and the next unit in the Attack Order performs its action.
Summary
During combat:
Each character acts once per round according to the Attack Order.
Attacks must follow the Vanguard and Rearguard targeting rules.
Damage is calculated as ATK − DEF, with a minimum of 1 damage.
Buffs, debuffs, and abilities may modify attributes before an action is resolved.
Defeated characters are immediately removed from the battlefield and Attack Order.
Combat in Echo Realms combines positioning, attribute management, and intelligent ability usage, making every decision capable of changing the outcome of the battle.
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This glossary contains the main terms used in Echo Realms. Refer to this section whenever you have questions about a word, rule, or game mechanic.
A
Action
Anything a character can perform during their turn in the Attack Order, such as performing a Basic Attack or using their Main Ability.
Ally
Any character controlled by the same player.
ATK (Attack)
The attribute that represents a character’s offensive power.
B
Basic Attack
A standard attack performed by a character using their ATK attribute.
Buff
A temporary positive effect that strengthens a character.
Examples:
Increased ATK.
Increased DEF.
Increased SPD.
Shield.
Regeneration.
C
Card
Represents a character used during battle.
Class
Defines a character’s combat role and attribute distribution.
Current Classes:
Tank
Warrior
Mage
Archer
Assassin
Support
Cooldown
The number of rounds a Main Ability remains unavailable after being used.
D
Debuff
A temporary negative effect applied to a character.
Examples:
Reduced ATK.
Reduced DEF.
Reduced SPD.
Poison.
Burning.
Silence.
DEF (Defense)
The attribute responsible for reducing incoming damage.
F
Faction
The group, kingdom, or organization to which a character belongs.
A character’s Faction determines their Faction Ability and represents their identity within the world of Echo Realms.
Faction Ability
A character ability connected to their Faction.
It represents the culture, strategy, or philosophy of that Faction and interacts only with mechanics that already exist within the game.
Flex
A trait exclusive to the Assassin class.
It allows Assassins to switch between the Vanguard and Rearguard at the beginning of each round, provided there is an available space in the destination line.
H
HP (Health Points)
The amount of damage a character can take before being defeated.
When a character’s HP reaches 0, they are removed from the battlefield.
L
Legendary
The highest character rarity.
Each army may contain only 1 Legendary Card.
M
Main Ability
A character’s primary and unique ability.
After being used, it enters Cooldown.
P
Position
The battlefield line occupied by a character.
A character may occupy:
Vanguard
Rearguard
R
Race
Represents a character’s origin.
Race serves a thematic purpose and does not modify the character’s attributes.
Rarity
The classification representing a card’s power level.
Official rarities:
Common
Uncommon
Rare
Legendary
Rearguard
The back line of the battlefield.
Characters positioned in the Rearguard may attack enemies in either the Vanguard or Rearguard.
Round
A complete combat cycle, beginning with the resolution of start-of-round effects and continuing until all eligible units have completed their actions and end-of-round effects have been resolved.
S
SPD (Speed)
The attribute that determines the Attack Order.
The higher a character’s SPD, the earlier they act during the round.
Summon
A unit created by an ability.
Summoned units enter the battle normally, have their own attributes, and participate in the Attack Order.
T
Tank
A class specialized in absorbing damage and protecting allies.
V
Vanguard
The front line of the battlefield.
As long as at least one character remains in the Vanguard, it protects the Rearguard from attacks performed by enemy characters positioned in the Vanguard.
Victory
A player wins the match when all characters in the opposing army have been eliminated.
Official Abbreviations
| Abbreviation | Meaning |
|---|---|
| ATK | Attack |
| DEF | Defense |
| SPD | Speed |
| HP | Health Points |
| CD | Cooldown |
| BUFF | Temporary positive effect |
| DEBUFF | Temporary negative effect |
Golden Rule: Whenever an ability conflicts with a general game rule, the text on the card takes priority, unless the Rulebook explicitly states otherwise.
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