Forsaken Card Game Wiki
Advertisement

fAltar to Contagion - This Altar adds Devotion for Contagion, God of Decay

Altar to Grandeur - This Altar adds Devotion for Grandeur, God Glory.

Altar to Infestation - This Altar adds Devotion for Infestation, God of Growth.

Altar to Occult - This Altar adds Devotion for Occult, God of Mysticism.

Altar to Strife - This Altar adds Devotion for Strife, Lord of War.

Altars - Altars are the currency for which you pay the costs for all cards and abilities. You may Build one Altar in each of your Kingdoms per turn. There is a maximum of any combination of five Altars and/or Temples allowed in each Kingdom you control. Altars are free and unlimited resources. You don't have to do anything to gain access to them, simply choose which Altars (of the five Gods) you want to Build in each of your Kingdoms on each of your turns.

Armor - If a Follower with Armor would lose Faith, it loses one less Faith instead. Armor does not prevent Faith loss from Decay. Armor does not stack.

Arrival - Arrival refers to when a Follower first enters a Kingdom. If a Follower has an Arrival effect, it immediately triggers when they first enter a Kingdom from your hand or from another Kingdom. Teleporting into a Kingdom will trigger an Arrival effect. If a Follower is Forsaken when it first Arrives, its effect does not happen.

Attack - Followers have the ability to Attack enemy Followers and the enemy Tower in the opposing enemy Kingdom. In order to Attack, you must choose which friendly Follower you are Attacking with and which enemy Follower or Tower you wish to Attack. You may only Attack Refreshed enemy Followers. You may only Attack an enemy Tower if your opponent doesn't have any Refreshed Followers in that Kingdom.

Battle - When a Follower is involved in a Battle, it means that they either Attacked an Enemy Follower, or that they were Attacked by an Enemy Follower. When two Followers are involved in Battle, they each cause the Enemy Follower to lose Faith equal to their own Zeal.

Bow - Bow, represented by the Bow Symbol, is a Follower Ability which requires a Follower to become Exhausted in order to use it. When a Follower is Exhausted from a Bow Ability, they may not Attack or be Attacked, and may not use any Bow Abilities until they are Refreshed once again. Bow abilities can be used at any time in your Main Phase, but may not be used during a Battle. Followers cannot Bow on the same turn in which they Arrived in a Kingdom.

Breach - A Breach effect triggers when a Follower Attacks a Tower directly.

Build - Build is the term for adding an Altar to a Kingdom. You may Build one Altar in each of your Kingdoms per turn. Some cards allow you to Build additional Altars in one or more Kingdoms.

Burn - When a Follower is Burned, it loses Faith equal to the amount it was Burned. If that Follower's Faith falls to zero, or below, it is Forsaken.

Channeling a God - Each God has a special ability that a player may use once a turn, without the need for any particular card. In order to Channel a God, all you need to do is pay two of that God's Devotion in the Kingdom in which you want to use that ability. Channeling a God can only affect the Kingdom in which you pay for it. You can only Channel one God per turn, in any one Kingdom.

Choose - Choose is the term for when a card or ability specifies any number of Followers, Altars, Towers, etc to receive its effect.

Collective - A Decree with Collective duplicates its effect for each card of the same God Type that you played before it in the current turn.

Concede - During you Main Phase, you have the ability to concede any of your Kingdoms. This means that your Tower is Defeated and your opponent has won that Kingdom. When a player concedes a Kingdom, all cards in that Kingdom are placed in The Past. You cannot concede a Kingdom on your opponent's turn.

Conscript - When you Conscript a Follower, it transfers over from your opponent's Kingdom to your Kingdom permanently. You cannot Conscript a Follower if it would cause you to have more than three Followers in your Kingdom.

Create - Some cards "Create" a Token. No cards, or additional game action needs to be taken in order to do so. A Token is a representation of a Follower that is not an actual card, but, rather, a Follower created by a card's ability. Tokens can change Kingdoms, but if they are Repelled, or Forsaken, they disappear forever.

Decay - Decay, represented by a Decay Token, grants a permanent decrease in a Follower's Zeal and Faith of -1/-1 respectively. A [2/3] Follower with a Sword is effectively a 1/2 Follower. Restoring a Decayed Follower will not renew its missing Faith.

Decree - Decrees deliver powerful, one-time effects. When you play a Decree, it is placed into The Gate, so you can decide which Follower your Decree will target. After you play a Decree, and it fulfills its effect, it is placed directly into The Past.

Defeated - When your Tower is reduced to zero Faith, your Tower has been defeated and your opponent is victorious in this Kingdom. When a player wins a Kingdom all cards in that Kingdom (including your opponent's) are placed in The Past.

Defend - A Refreshed Follower with Defend must be Attacked by an enemy Follower before any other Follower. If you have two Followers with Defend, your opponent may choose which one to Attack. Followers with Defend cannot Attack.

Devotion Cost - A card's Devotion Cost, located in the top left of the card, indicates which Altars you must Exhaust in order to play this card from your hand. A number symbol indicates that any Altar type can be used to pay the cost.

Discard - When a card requires you to discard a card from your hand, you must choose a card from your hand and then place it into The Past.

Drain - When you or one of your Decrees Drains a Follower or Tower, your Tower in the Kingdom in which you Drained is Restored for the amount of Faith that that Follower or Tower lost. When one of your Followers with Drain Battles a Follower, or Breaches a Tower, your Tower in the Kingdom in which you Drained is Restored for the amount of Faith that that Follower or Tower lost.

Dreamcatcher - A Follower with Dreamcatcher may Attack a Follower with Ethereal and must be Attacked by a Follower with Ethereal before they can Attack the Enemy Tower. Followers with Dreamcatcher can also Attack and be Attacked by non-Ethereal Followers as normal.

Enemy __________ - Refers to any card on your opponent's side of the Kingdom.

Ethereal - Followers with Ethereal can Attack a Tower directly as long as there are no Refreshed Enemy Followers with Ethereal, but they cannot Attack Followers without Ethereal. Followers with Ethereal cannot be Attacked by Followers without Ethereal.

Exhausted - When an Altar/Temple is used to pay for a card's Devotion Cost it becomes  Exhausted, and can no longer be used to pay Devotion Costs until it is Refreshed. When a Follower Attacks or uses a Bow ability, it becomes Exhausted and cannot Attack, be Attacked by enemy Followers, or Bow until it is Refreshed.

Faith (Followers) - A Follower's Faith number refers to how much Faith they can lose before they are Forsaken. When a Follower's Faith falls to 0, or lower, they are instantly Forsaken. Each Follower has Faith stat (located on the bottom right of the card). When two Followers Battle, they each lose Faith equal to the other's Zeal. A Follower's Faith does not heal back at the end of the turn. When a Follower loses Faith, it an only be Restored through the use of a card or ability. A Follower's Faith cannot be Restored above its starting point.

Faith (Towers) - Each Tower begins the game with 10 Faith, but can be Restored above 10. When a Follower Attacks a Tower directly, that Tower loses Faith equal to that Follower's Zeal. Some Decrees and abilities also cause Towers and/or Followers to lose Faith, as well.

Flourish - When a card has the keyword Flourish, it means that your Follower limit and Altar limit in that Kingdom has now increased by one. If you have a card with Flourish in play, that Kingdom may now hold four Followers instead of three and six Altar/Temples instead of five. The Flourish ability stacks, so for each card with Flourish in play, your Kingdom may hold an additional Follower/Altar.

Follower -  Followers are the easiest way to reduce the enemy Towers' Faith, defend your own Tower, and Attack enemy Followers. A Follower Arrives in the Kingdom in which you paid it's Devotion Cost. Each Follower has six important attributes: 1. Card Name 2. Devotion Cost - Indicates which Altars you must Exhaust in order to play this card from your hand 3. Card Type/Follower Type 4. Card Ability - Indicates any special abilities/Keyword Mechanics that this Follower has 5. Zeal - A Follower's Zeal indicates much Faith this Follower causes an enemy Follower/Tower to lose when this Follower Attacks it 6. Faith - A Follower's Faith number indicates much Faith they can lose before they are Forsaken 7. Rarity - A Follower's Rarity determines how many of that card you can add to your deck. You can include four of any common, three of any uncommon, 2 of any rare, and 1 of any mythic in your deck.

Forsaken - When a card is Forsaken, it is instantly placed into The Past. A Follower is Forsaken when its Faith is depleted to zero, or a card Forsakes it.

Freeze - When a Follower is Frozen by a Decree or Follower it becomes Exhausted and does not become Refreshed during its next Refresh Phase. A Follower with Freeze causes an enemy Follower to become Frozen when it Battles it.

When a Tower is Frozen by a Decree or Follower, that Kingdom cannot Channel a God on it's next turn.

Friendly __________ - Refers to any card on your side of the Kingdom.

Full - A Kingdom is Full of Followers when it contains three Followers. A Kingdom is Full of Altars/Temples when it contains any combination of five Altars and Temples. The Kingdom limit for Kingdom Wide Blessings and Miracles is also three of each. If a Kingdom is Full of Followers, you cannot play a Follower Card in it, or play a card which would bring the total number of Followers in that Kingdom to more than three. Cards with Flourish increase the number of Followers and Altars/Temples you can have in a particular Kingdom.

The Gate - Each Kingdom has a Gate. When a player plays a Decree, it goes to The Gate in the Kingdom in which they payed its Devotion Cost, and then that player chooses what the Decree is targeting. After it fulfills its effect, it then goes directly to The Past.

Gatecrash - A Follower with Gatecrash may Attack Followers and Towers as though it was in the same Kingdom as them, no matter which Kingdom it is in. They must still Attack Refreshed Followers before they Attack Towers in a Kingdom.

God Card - A God is a type of Follower with a more expensive Devotion Cost. God requires you to choose a Kingdom and then pay it's Devotion cost in ALL of your remaining Kingdoms. If you have three Kingdoms, you must pay its cost three separate times.

The God Factions - Each card in the game has an allegiance to one of the five Gods. The cards in each faction have their own unique abilities and their own unique Devotion Cost Symbol, which lets you know which Altar you must Build in order to play that card from your hand.

Godless Devotion - A Godless Devotion Cost indicates that a Devotion Cost can be paid with any Altar Type. The number within the symbol indicates how many Altars (of any type) must be Exhausted.

Kingdoms - The game begins with three Kingdoms. Each Kingdom has a Friendly Side and an Enemy Side. Each of those sides has a Tower which begins the game at 10 Faith - you only control the Towers on your side of the game board. You must do your best to defend them. Each Kingdom represents its own isolated battleground. When you play a card you must decide which Kingdom to play it in, and you must be able to pay that card's Devotion Cost in that Kingdom. Your Followers can only Attack Followers and Towers in the same Kingdom as them. Your goal is reduce each of your opponent's Towers (your Enemy Tower) to zero Faith, or to get your opponent to concede those Kingdoms.

Kingdom-Wide Blessing - Kingdom-Wide Blessings stick around and have long lasting and powerful effects for as long as they remain in play. Kingdom-Wide Blessings affect the entire Kingdom in which they are played.

Leader - When a Follower with Leader Attacks, each Follower which Attacks (either in the same Kingdom, or among all Kingdoms) after it gets a bonus.

Main Phase - During the Main Phase of your turn, you have the ability to take six distinct game actions: 1. Build/Upgrade a Altar in each of your remaining Kingdoms 2. Play cards from your hand in any Kingdom that you're able to satisfy their Devotion Cost 3. Use a Follower's Ability (which may be a Bow Ability) 4. Attack with one of your Followers 5. Channel a God 6. Concede any of your Kingdoms. You may perform these actions in any order, and as many times as you're able to. You may alternate between different actions multiple times. For example, you may Attack, play a card from your hand, Attack again, Channel a God, play another card, and then Attack again.

Masochist - Masochist is a Follower effect which triggers when that Follower loses Faith in any fashion. This includes being Burned, Decayed, and through Battle.

Miracle - A Miracle card is played face-down, and its effect is a secret when it is first played. Only when your opponent matches the conditional requirement of that specific Miracle card does it flip face-up. When a Miracle is flipped up, its effect happens. Miracles can only trigger on your opponent's turn.

Mulligan - After you draw your opening hand of cards, you may choose any number of cards that you don't want to keep. Shuffle those cards back into your deck and then draw that many cards from the top of your deck.

Onslaught - Onslaught triggers when you've Attacked with a Follower in each of your remaining Kingdoms. If you only have one Kingdom left, Onslaught will still trigger when you Attack.

The Past - When a card is Forsaken, or a Decree or Miracle fulfills its effect, it is placed in The Past. When a player wins a Kingdom, all of the cards in that Kingdom (on both sides) are immediately placed into The Past. When a card forces you to discard a card from your hand, that card is placed directly in The Past.

Provoke - A Follower with Provoke can Attack an Exhausted Enemy Follower. Those two Followers will still cause one another to lose Faith equal to their Zeal.

Reach - If a Follower with Reach is Refreshed, it must be Attacked before your opponent's Followers can Attack any of your Towers directly, no matter what Kingdom your opponent's Follower is in.

Refresh - When  Altars/Temples are Refreshed, they are no longer Exhausted, and can once again be used to pay Devotion Costs. When Followers are Refreshed, they are no longer Exhausted and can once again Attack, Bow, and be Attacked.

Refresh Phase - During the Refresh Phase of your turn, each Altar, Temple, and Follower you control is Refreshed. This means that Altars/Temples are no longer Exhausted and can once again be used to pay Devotion Costs, and that Followers can once again Attack, Bow, and be Attacked. After you Refresh your cards, draw the top card of your deck to begin the turn.

Repel - When any card is Repelled it is returned to its owner's hand. Tokens, such as 1/1 Insects, are Forsaken when they are Repelled.

Restore - Restoring a Kingdom adds Faith to that Kingdom. Restoring a Kingdom when it is at 10 Faith will raise its Faith above 10. Restoring a Follower removes Opposition Tokens from it. Restoring a Follower cannot raise its Faith above its starting point.

Shield - A Follower with Shield enters play with a Shield Token. The first time that a Follower with Shield would lose Faith, it loses its Shield and doesn't lose any Faith. A Follower cannot hold multiple Shields at the same time.

Swarm - A Follower with Swarm gets a bonus when you have at least three Followers in that Kingdom. Swarm can turn on and off as the number of Followers in your Kingdom changes.

Sword - A Sword, represented by a Sword Token, grants a permanent increase in a Folllower's Zeal and Faith of +1/+0 respectively. A [2/3] Follower with a Sword is effectively a 3/3 Follower.

Taunt - A Follower with Taunt must be chosen by an opponent's card or effect (in any Kingdom) if it could be chosen by that card or effect.

Teleport - When you Teleport a Follower, you simply move it from its current Kingdom to a different Friendly Kingdom. That Follower is unchanged and doesn't lose any Tokens they may have had, and they remain Exhausted if they were Exhausted. A Teleported Follower cannot break the three Follower limit and it cannot Teleport to the same Kingdom as where it started. A Teleported Follower cannot Attack or Bow on the same turn that it entered a new Kingdom, but it may be Attacked as usual. Being Teleported to a new Kingdom will trigger a Follower's Arrival effect.

Temple - When you control the maximum of five Altars in any given Kingdom instead of being able to Build a sixth Altar in that Kingdom, you may choose one of those Altars to Upgrade into a Temple - you can do this once per turn in each Kingdom in which you have any combination of five Altars and Temples. A Temple can pay one Devotion of any God or a (1). When a Kingdom has five Temples, there is no additional action that can be taken to Upgrade that Kingdom's Temples.

Token - A Token is a representation of a Follower that is not an actual card, but, rather, a Follower Created by a card or ability. If a Follower is Repelled or Forsaken, it disappears from the game instead of going to your hand or The Past.

Toxic - If a Follower with Toxic would cause a Follower to lose any Faith, that Follower is immediately Forsaken. A Follower with Toxic still loses Faith from a Battle as usual.

Tribute - When a card says you must Tribute a Follower it means you must choose any Follower you control (in the specified Kingdom) and place it in The Past.

Upgrade - Upgrade is the term for transforming an Altar to a Temple in one of your Kingdoms. If you have five Altars in a Kingdom and you have not yet built an Altar in that Kingdom, you may Upgrade one of those Altars to a Temple. Some cards allow you to Upgrade additional Altars in one or more Kingdoms.

Urgency - A Follower cannot normally Attack or Bow the turn it enters a Kingdom from your hand or from another Kingdom. If a Follower has Urgency, it may Attack or use a Bow Ability the turn it enters a Kingdom from your hand or from another Kingdom.

Zeal - A Follower's Zeal stat (located on the bottom left of the card) refers to how much Faith they cause an opposing Follower or Tower to lose when they Battle that Follower or Breach that Tower. A [4/4] Follower will cause a Follower/Tower to lose 4 Faith.

Advertisement