




Welcome to the world of Territory, a strategic movement-based card game where ancient tribes battle for the fate of their world: Karresh, a living space giant. The tribes are the diverse entities living on Karresh, each with unique cultures, abilities, and agendas. This diversity adds to the intricate web of alliances and conflicts that define life on the massive space giant.


In Territory, the objective is to be the first to score 15 points by fortifying strong Territories, deploying Champions, wielding Relics and casting Spells. Gain points tactically by defeating your opponents’ cards and demonstrating your Tribe’s dominance over the realms.




The Machine: Defensive architects of their own fate, building power slowly but unyieldingly.


The Pack: Aggressive and swift, they excel in rapid assaults, though lack defenses.



The Dasus: Masters of the magical arts, they advance their power through mastery of arcana.
The Underlings: Cunning and elusive, thriving on the chaos of battle and the fall of their foes.

The Mercenaries: Resourceful and adaptable, capable of employing varied tactics to sway battles.


225 Main Deck Cards + 2 Guide Cards



























25 Territory Cards









2 Cloth Territory Mats + 2 King of the Hill Mats






50 Game Tokens



















20 12-Millimeter Dice + 2 D20













To prepare for battle position the playmats, known as the Battleground, face-to-face. Stow the dice and tokens within easy reach. Construct your tribal tactics by assembling a deck of 60 Main Deck cards, bordered in shadowy black, alongside a deck of five Territory Cards, framed in ghostly white. Station these decks at the edge of the Battleground with the Main Deck next to the Discard Zone and the Territory Deck above the Main Deck.







Deck Construction
Craft your Main Deck with a blend of Spells, Relics, and Champions, ensuring a minimum of 60 cards. Ideally, include 20-30 Champions, 14-24 Spells, and 4-10 Relics. You may only have three copies of a card in your Main Deck. Your Territory Deck must comprise of at least five but no more than seven distinct Territories.

Territories are played in these zones.



Relics are played in these zones.

These lines are optional guides to show you how long a Territory has been in play.

Champions are played in these zones.






This helps you keep track of what turn it is and the Food Supply rank of each of your Territories. This zone is where you keep track of your Spell Power. This is your Discard Pile.




• There are three main zones defined by where Territories are played.
• You may only play one Relic in each Relic Zone, one Territory in each Territory Zone, and three Champions in each Champion Zone.
• The line is an optional guide to show a Champion has attacked.
• The line is an optional guide to show a Champion is Fatigued.



All Champions emerge on to the battleground with the status "Fatigued." Bound by exhaustion, they are unable to attack or move until their next turn.



Champions can only emerge and reside on a Territory if its Food Supply can sustain the Champions’ combined Food Requirements. Each Territory's Food Supply rank evolves with each passing turn, typically allowing more Champions to be played as time progresses.




Relics may be deployed on either Action Phase within both Relic Zones. Relics can be directly attacked and remain undefended unless Champions with the Relic Defender ability occupy Territories adjacent to the Relic Zone under siege. Relics can be sacrificed (placed in the discard pile) during their controller’s action phase, giving points to each of the controller’s opponents.



Your max Spell Power is six


When cast, Pure Spells have an immediate effect and are then discarded. You can play any number of Pure Spells per turn, provided you have the Spell Power. Your Spell Power caps at six and never exceeds this limit.







Your max Spell Power is six






Spell Lores are played under Territories or Champions and persist as long as the host remains in play, providing a static effect. Each Spell Lore indicates its target with “Spell Lore: Champion,” “Spell Lore: Territory,” “Spell Lore: Opponent’s Territory,” or “Spell Lore: Opponent’s Champion.” Territories and Champions may have only one Spell Lore from each player—one positive from you and one negative from your opponent.











Hidden Spells are played Face Down on your Territories, with each Territory limited to one Hidden Spell. Each Hidden Spell has a trigger that flips and activates its effect. You do not use Spell Power to cast a Hidden Spell, only to activate it when revealed.


The Player who goes first plays their 2nd Territory on this zone on Turn 3.



The Player who goes second plays their 3rd Territory on this zone on Turn 5.
This is the Starting Territory Zone. The Player who goes first plays their 1st Territory on this zone on Turn 1.


The Player who goes first plays their 3rd Territory on this zone on Turn 5.
The Player who goes second plays their 1st Territory on this zone on Turn 1.





The Player who goes second plays their 2nd Territory on this zone on Turn 3.



Your Battleground
Food Supply for each Territory goes up by one rank each turn the Territory is in play.
Each Territory has three ranks.







Roll a die to see which player goes first. The highest roll chooses who will play first.
Each player shuffles their constructed Main Deck.









Each player chooses their starting Territory and plays it face down in the Starting Territory zone.
Each player then draws 10 cards. If you do not like your hand, you may mulligan any number of cards in your hand once (place those cards on the bottom of your Main Deck and then draw that many cards from the top of it).
Phases of the Game
Beginning Phase

1. Draw a card. If a player has more than 12 cards at any point during the game, they discard cards until they have 12 cards before taking other actions.
2. Gain two Spell Power unless it’s your first turn and you went first.
3. Activate any abilities on Champions, Relics, and Territories that have the text, “At the beginning of your turn”.
4. Move up Territories and Play new Territories if eligible (See Territories Change over Time).





















During the First Action Phase you can do the following in any order you choose:
• Play or sacrifice Champions or Relics. Sacrificing removes the card from play and yields its points to your opponents.
• Move Champions.
• Play Pure Spells, Hidden Spells, or Spell Lores (Collectively called Spells).
• Use Spellburn - This means you can use X Spell Power to draw X cards.




















Your Hand
You can only move Champions that are Not Fatigued. Each point of Movement indicates how many adjacent moves from Territory Zones a Champion may make during a turn.



















Your Hand


Play






Champions or Relics











Move Champions






This Pure Spell costs one Spell Power.
Play Spells





Remove a Spell Power token to show you have spent one Spell Power. Champions that moved may only end up on a Territory that has enough Food Supply at the end of the phase to support it.
During Your Combat Phase, you choose any Territory you control and then the group of Champions occupying that Territory may attack any of your opponent’s Territories or Relics that are within range. Champions attack Territories and Relics, not other Champions.
• All Champions have Attack Power. The value of that Attack Power is how much damage they present to an opponent’s Territory or Relic.
• Territories, Relics, and Champions have Armor and Hit Points. Armor reduces damage by the value of the Armor, and the remaining damage reduces the amount of Hit Points that a Territory, Relic, or Champion has – this reduction is applied to attacks, spells, and abilities that deal damage.







Your opponent will allocate damage by deciding whether to apply it to their defending Territory or to the Champions occupying that Territory.









These Champions have 0 Range, so they must attack the Territory across from them (or the adjacent Relic). Most Champions have 0 Range.






The Champions within a group of Champions may attack in any order you choose. Damage will be dealt and resolved one attack at a time. After resolving all attacks, you may choose subsequent Territories and the Champions occupying them to attack after in any order.


When choosing a target Territory or Relic to attack during the Combat Phase:
• Champions with 0 Range can attack the Territory directly across from them, or the Relic adjacent to that Territory. That means Champions occupying the center Territory can attack any Relic.
• Champions with 1 Range can attack the Territory directly across from them, adjacent Territories, and any Relic on the Battleground.
• Champions with 2 Range can attack any Territory or any Relic on the Battleground.









































When an attacking Champion targets a Territory or Relic, the defending player allocates the damage to the Territory, Relic, or Champions in the defending Territory. Champions can only defend Relics if they have the Relic Defender ability; otherwise, Relics take damage directly. Damage is dealt to a single target first and isn't spread. If that target is destroyed, any remaining damage is allocated to the defending Territory or other Champions occupying that Territory. All damage must be accounted for unless the Territory or Relic is destroyed. Apply Armor and abilities that reduce damage to any remaining damage. For example, if an attack deals 12 damage and destroys a Champion with 8 Hit Points and 1 Armor, three damage remains. If another Champion with 1 Armor takes this remaining damage, the Champion takes two damage as their Armor reduces it by one.




3 Damage2 Armor = 1 Damage 2






Opponent’s Battleground




Your opponent may choose these Champions to receive damage instead of the Territory; however, they chose to take damage on the Territory instead.











The opponent has chosen to allocate one damage to the Territory because the it has 2 Armor and reduces the damage to one. A die to indicates the amount of damage the Territory has taken.






The Champion attacks directly across because it has 0 Range. It is attacking for three damage total.



The Goblin Warrior deals three damage because it has 3 Attack Power.










The Second Action Phase is the same as the first, allowing you to (in any order):
• Play or sacrifice Champions or Relics. Play Pure Spells, Hidden Spells, or Spell Lores. Use SpellBurn. This means you can use X Spell Power to draw X cards
• Move Champions (If those Champions moved during the First Action Phase, they may have no movement left unless they have more than 1 Movement). Play Champions or Relics




























Two Champions can swap Territories if each Territory has enough Food Supply for the incoming Champion, ensuring neither Territory exceeds its Food Supply.












































Move Champions
Example of 2 Movement Champions swapping.


Play Spells




This Pure Spell costs 1 Spell Power. Remove a Spell Power token.

• Activate any abilities on Champions, Relics, and Territories that have “At the end of your turn” text.
• Poisoned Champions take damage equal to their Poison Counters.
• If at any point earlier in the turn you destroyed Territories, Relics, or Champions and your total points are at 15 or higher, you WIN THE GAME. The D20s helps keep track of points!

Passive Abilities
These are abilities that passively exist on the card or are activated by external game actions. Passive abilities can be activated multiple times by game effects. Except for Return, passive abilities have no effect when not in play. Some abilities stack. If a Champion with Specific Ability 2 gains another Specific Ability 2 from a Spell or Ability, the Champion has Specific Ability 4. For example if a Champion has Absorb 2 and a Spell gives it Absorb 2 it would have Absorb 4.
Active Abilities
These are abilities where the active player must make a game action for the ability to take effect. Active abilities are abilities that can only have one instance of the ability per game action.




Absorb X: A Champion with Absorb X prevents the first X damage each turn. This can reduce damage to 0. Armor does not apply to absorbed damage. Absorb stacks.
Attacks Twice: A Champion with Attacks Twice may attack twice during the Combat Phase. If it has a Forgo Attack ability, it may use it twice.
Cleave X: A Champion with Cleave X ignores X Armor when dealing damage. For example, Cleave 1 reduces Armor 2 to 1. Cleave stacks.
Coalesce: If another Champion on the same Territory shares the same tribal faction, the ability on the Champion with Coalesce takes effect.
Deathrite*: When a card with Deathrite is destroyed, its effect takes place.
Poison X: When a Champion with Poison X deals any damage to another Champion during the Combat Phase, that damaged Champion becomes poisoned for X. Poisoned Champions take X damage at the end of their owner’s turns. However, if any healing Spells or abilities remove any damage from a poisoned Champion, it loses the poison effect. A Champion must be healed at least 1 hit point for all poison effects to be removed. (For example, if a Champion with Poison 4 deals 1 damage to a Champion, regardless of the Phase of the turn, that poisoned Champion will take 4 damage (tokens) at the end of its owner’s turn.) Instances of Poison stack (Poison tokens).
Return: Once per turn, at the beginning of your turn, if this Champion is in your discard pile, you may return it to your hand.
Relic Defender: A Champion may defend Relics adjacent to the Territory it occupies.
SpellCast*: Once per turn, when you cast a spell, all SpellCast abilities you have take effect.
Spell Immunity: A Champion with Spell Immunity cannot be targeted by Spells. Spells that target Territories may still effect Champions with Spell Immunity.
Swiftness: A Champion with Swiftness ignores Fatigue: it may move and attack when first played.
Thorns X: When a Champion with Thorns X takes damage during the Combat Phase from a Champion in the Territory across from it, the attacker takes X damage. (For example, if a Champion with Thorns 3 takes 2 damage in the combat phase from an attack, it will deal 3 damage to the Champion that dealt the damage.) Thorns stack.

• Combat Phase*: Once per turn, at the beginning of the Combat Phase and before declaring attacks, the active player designates a Territory, Champion, or Relic with a Combat Phase ability and resolves its effects. These effects last until the end of the Combat Phase unless stated otherwise.
• Deploy: Whenever the Champion with Deploy enters play, its effect takes place.
• Discard*: Once per turn, during an Action Phase or the Combat Phase, the active player may discard a card from their hand to have the Discard ability take effect. You must discard a separate card for each different Discard ability you have.
• Forgo Attack: A Champion able to attack, may forgo an attack for this ability to take effect instead. Champions able to attack twice need only forgo one of their two attacks for this ability to take effect or to forgo both for the ability to take effect twice.
• Move (Champion): When a Champion moves from one Territory to another, the effect activates. That Champion’s owner may choose to activate Move. This is the only active ability that can stack multiple times per turn on the same Champion.
• Visit (Relic): Whenever a Champion moves past a Relic, the effect takes place. That Champion’s owner may choose whether to activate the Visit ability.
When a Champion loses all abilities, its ability keywords and rules text no longer apply, but Spell Lores remain unaffected. Only Hit Points, Armor, Food Requirements, Attack Power, Movement, and Range are relevant on that Champion. A Champion can only lose abilities while in play, not in the discard pile or a player's hand.
* A Champion, Relic or Territory may have this ability. Abilities without an asterisk only apply to Champions.
(Reminders)
• When a Territory, Relic, or Champion is destroyed, it goes into the discard pile. If a Territory is destroyed, it is replaced at the beginning of the next Action Phase with the same Food Supply as the original Territory. The Territory Lines on the Battleground help track a Territory's Food Supply.
• When a Pure Spell or Hidden Spell is played, its effect occurs, and then it is immediately discarded.
• You may only play three Champions on any given Territory regardless of its total Food Supply.
• You may only have one copy of any Epic card in either deck, but you may have up to three copies of any nonEpic card.
• You may sacrifice (place in the Discard Pile from play) a Territory, Relic, or Champion during your action phase to make room for a new card, but opponents gain points for the sacrificed card. A sacrificed card is not considered to be destroyed.
• Territories can have one Hidden Spell and one Spell Lore from you, plus one Spell Lore from your opponent (unless stated otherwise).
• Champions can have one Spell Lore from you and one from your opponent (unless stated otherwise).






















These indicate temporary bonuses to Attack Power.
These indicate temporary bonuses to Armor.
These indicate the damage a Poisoned Champion will take from that poison at the end of its turn.
These indicate how much damage a Champion may Absorb from the Absorb ability.
These indicates a Champion has the Thorns ability and the amount of Thorns damage.
These indicates a Champion has the Cleave ability and the amount of Cleave.
These indicates that a Champion has the Spell Immunity ability Or that a champion loses all its abilities.
These indicates that a Champion cannot attack this turn or that a Champion cannot defend this turn.
These indicates that a Champion cannot move this turn or that a Champion has the Swiftness ability.
These indicates that a Champion has a permanent bonus to Attack Power or a permanent bonus to Armor.


Any two of these sample deck lists can be made from one complete box of Territory

Champions
Agent of Chaos (x2)
Goblin Masochist (x2)
Goblin Warrior (x3)
Hog Squad
Khaal the Preserver
Ogre Magi
Pristine Frontliner
Pack Preserver (x2)
Pack Trapper (x2)
Pack Zealot (x2)
Rage Shaman
Raging Troll
Savage Dragon
Savage War Dog (x2)
Surge Priest
Swiftfoot Gnoll (x2)
The Queen’s Knife

Relics
Deepwood Charm
Fiery Bolt Thrower
Goblin War Weapon
Guardian Totem
Khaal’s Mace
Osmose Stone
Primal Throne
Rakshasa’s Scarab

Territories
Goblin Shrine
The Pristine
Khaal’s Outpost
Preserver’s Ziggurat
Greenskin Burrows

Pure Spells
Call to Arms
Disastrous Encounter
Discovery
Entangle
Explore the Realm (x2)
Fatal Blast
Fireblast
Heroic Leap
Ice Bolts
Karresh’s Sneeze
Leveraging the Land
Life Drain
Might of the Forest
Payday
Poison Bomb
Replenish the Reserves
Undo
Wanderlust (x2)
Wrath
Hidden Spells
Protect the Realm
Reflection Trap
Spell Resistance
Spell Lores
Nature’s Pledge
Soul Drain

Champions
Balloon Squad
Battle Mage (x2)
Bounty Hunter
Defender of the Order
Footsoldier (x3)
Gearwork Guardian
Karresh’s Fragment
Lancer of the Red

Territories
Shrouded Capital
Wasteland Expanse
Tryton's Stronghold
Metal Mines
Machinery Workshop
Mage of Tryton's Order (x2)
Mage's Apprentice
Mobile Fortress
Prefect of the Red (x2)
Rune Warden
Savage War Dog
Sharpshooter
Sword of the Red (x2)
Tryton the Chosen
Tryton's Chosen (x2)
Tryton's Executioner
War Machine

Relics
Advanced Chapters
Chalice of Ice
Deepwood Charm
Guardian Armor
Stone of Knowledge
Tryton's Banner


Pure Spells
Call to Arms
Disastrous Encounter
Discovery
Divine Recall
Enlightened Expedition
Entangle
Explore the Realm (x2)
Fireblast
Fulgur Impetus
Ice Bolts
Karresh's Sneeze
Life Drain
Leveraging the Land
Lighting Bolts
Might of the Forest
Payday
Poison Bomb
Replenish the Reserves
Tryton's Shield
Undo
Wanderlust (x2)
Wrath
Hidden Spells
Protect the Realm
Spell Resistance Spell Lores A Lasting Banquet
Nature’s Pledge

Champions
Allanah the Void
Allanah's Sage

Territories
Allanah's Shrine
Blackbriar Canopy
Dasus Deepwwod
Sacred Grove
Thorny Bramblewood
Bramblethorn Prowler (x2)
Bramblethorn Stalker (x2)
Dasus Ranger (x2)
Dasus Sorceress
Dasus Treefolk (x3)
Dasus Wisps (x2)
Deepwood Komodo (x2)
Elite Forces (x3)
Living Artifact
Ravenous Druid
Rootmonger (x2)
Spell Eater (x2)
Spirit of Avarice
Spirit of Rot
The Queen's Knife

Relics
A Lasting Spirit
Allanah's Lute
Allanah's Stone
Deepwood Charm
Ilia's Monument
Rakshasa’s Scarab


Pure Spells
Call to Arms
Discovery (x2)
Entangle
Explore the Realm (x2)
Fatal Blast
Fulgur Impetus
Heroic Leap
Ice Bolts
Leveraging the Land
Life Drain
Might of the Forest
Payday (x2)
Poison Bomb
Replenish the Reserves
Undo
Wanderlust (x2)
Wrath
Hidden Spells
Protect the Realm
Percussion Trap
Spell Resistance
Spell Lores
Nature’s Pledge
Spell Armor

Champions
Agent of Chaos
Boneyard Scavenger (x2)
Demonic Overseer
Devoted Vessel
Dreadborne Lich
Dreadcloak (x2)
Dreadmaw Basher (x2)
Dream-Eater Demons
Mage's Apprentice
Necromancer
Rakshasa the Undying
Relentless Zombies (x2)
Risen Horror
Savage War Dog
Shadow Walker (x2)
Skittering Fiend (x2)
Terrorwolf (x2)
Underling Minion (x3)
Village Watch Dog

Relics
Deepwood Charm
Pauldrons of Death
Rakshasa's Gravestone
Rakshasa’s Scarab
Salvage Yard


Territories
Haunted Cathedral
Overgrown Burial Site
Rakshasa's Vault
Thorn of Karresh
Underling Harbor

Pure Spells
Call to Arms
Disastrous Encounter
Discovery
Doom
Explore the Realm (x2)
Fatal Blast
Fulgur Impetus
Heroic Leap
Ice Bolts
Into the Bramblewood
Karresh’s Sneeze
Leveraging the Land
Life Drain
Lightning Bolts
Might of the Forest
Payday
Poison Bomb
Replenish the Reserves
Undo
Wanderlust (x2)
Wrath
Hidden Spells
Frozen Trap
Protect the Realm
Spell Resistance Spell Lores
Nature’s Pledge

Q: What does it mean when a Champion loses all abilities?
A: When a Champion loses all abilities, no ability keywords or rules text on that Champion apply. Only Hit Points, Armor, Food Requirements, Attack Power, Movement and Range are relevant on a Champion that loses all its abilities. However, if a Territory or Relic, Spell Lore or Pure Spell provides bonuses to that Champion, those bonuses still apply since they are abilities from cards other than the Champion.
Q: If I cast a Pure Spell and my opponent returns it to my hand with ‘Spell Resistance’ does the Pure Spell still count as being cast for Champion or Territory ability purposes?
A: Yes, whenever a Spell is cast using Spell Power, regardless of the outcome, the Spell is considered to be cast for either Champion or Territory ability purposes.
------------------------------------------------------------------------------------
Q: If I cast ‘Disastrous Encounter’ and target two champions on two different Territories and my opponent casts ‘Protect the Realm’, what happens?
A: All the damage from ‘Disastrous Encounter’ that targets a Champion on the Territory where ‘Protect the Realm’ was played is nullified. You may not deal any additional damage to Champions on the Territory where ‘Protect the Realm’ was played. ------------------------------------------------------------------------------------
Q: What if I cast ‘Fatal Blast’ and target a Territory and my opponent casts ‘Protect the Realm’ from that Territory, what happens?
A: ‘Fatal Blast’ will do nothing.

(continued)
Q: If I have a Champion positioned opposite another Champion with the Thorns ability, and my Champion deals damage to the Thorns Champion during the Combat phase through means other than a direct attack, will the Thorns still cause damage?
A: Yes, a Champion with the Thorns ability will deal damage during the Combat phase to any opposing Champion that deals damage to it, regardless of the method by which the damage is inflicted.
Q: How does Poison work? When should I place a poison token on a Champion?
A: You place a poison token on a Champion to indicate that it has been poisoned. With the exception of the ‘Witch Doctor’, all Champions that have the ability to poison or that possess the Poison keyword are explicitly stated on their card. Champions with the Poison keyword inflict poison on any defending Champions that take damage during the Combat Phase. The affected Champions receive a number of poison tokens corresponding to the Poison keyword value of the attacking Champion.
Q: If I have the Relic, ‘Dasus Deepwood’, in play and I cast ‘Wanderlust’, do I draw a card first due to the SpellCast ability, or do I draw 4 cards and discard 2 before drawing a card from the ‘Dasus Deepwood’ SpellCast ability?
A: You have the flexibility to choose the order in which the abilities resolve! You can either draw a card first and then resolve the effects of ‘Wanderlust’, or you can resolve the effects of ‘Wanderlust’ first and then draw a card from the ‘Dasus Deepwood’ SpellCast ability.

(continued)
Q: If my opponent activates the Hidden Spell, ‘Percussion Trap’ after I have an attack that deals 7 damage, do I have to continue attacking with other Champions?
A: No, you choose whether or not you want eligible Champions to attack. ---------------------------------------------------------------------------------
Q: If my opponent casts the Pure Spell, ‘Lightning Bolts’ and I have a Champion with Spell Immunity, will that Champion still take three damage?
A: Yes, since Lightning Bolts is not explicitly targeting your Champion, the Spell Immunity does not stop the three damage. ---------------------------------------------------------------------------------
Q: May I rearrange my Discard Pile so that I may more easily remember to use the Return ability on Champions in my Discard Pile.
A: Yes.