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Legend Clash

Official card game of SummonYourFriends

Simultaneous hidden deployment — fast-paced and unpredictable.
GoalSetupClashCombatReference
1

The Goal

3 of 5
Sets
Win the Match
2 of 3
Clashes
Win a Set
Most
Points
Win a Clash
2
Players
3
Lanes
10
Cards / Hand
1,500
Mana / Set
2

Setup

1
Build a Deck
45–90 unique cards. No duplicates.
2
Draw 10 Cards
Your hand for the entire Set. The same 10 cards are available across all 3 Clashes.
3
Start with 1,500 Mana
Your budget for the whole Set. Mana spent does not reset between Clashes.
After every Clash, all cards return to your hand.
Card availability never shrinks — only your mana pool does. Manage mana across the whole Set, not just one Clash.
3

The Clash — Blitz

①
PREP
Deploy hidden
→
②
REVEAL
Flip face-up
→
③
ACTIVATE
Abilities & traps
→
④
RESOLVE
Combat + score
① Prep — Simultaneous Hidden Deployment

Both players deploy at the same time behind a screen. Place creatures into any of the 3 lanes in Attack or Guard mode — mode is locked at placement. Up to 3 creatures per lane. Traps set face-down for free. Relics and Settings go face-up.

You can leave lanes empty to conserve mana — but an undefended lane is a free breakthrough for your opponent.

② Reveal

Screens removed. All creatures flip face-up. Traps remain hidden until triggered.

③ Activation Sequence

Player 1 activates any number of abilities, flips traps, or activates relics. Then Player 2. Then Player 1 gets one final activation. Each activation costs mana.

P1 Activates
unlimited
→
P2 Activates
unlimited
→
P1 Final
one action
④ Resolve & Reset

All 3 lanes resolve simultaneously. Points tallied. Most points wins the Clash. All cards return to hand.

4

Combat Resolution

Point Matrix
Quick reference — how every outcome scores
Rank Values
Novice
1
pts
Proven
2
pts
Veteran
3
pts
Elite
4
pts
Champion
5
pts
Legendary
6
pts
Single Creature Outcomes
OutcomeAttacker ScoresDefender Scores
Kill a creatureKilled creature's rank pts—
Damage without killing1 pt (flat)—
Full deflect (DEF >= OFF)0 ptsHighest attacker rank pts
Break through guard1 pt per creature damaged0 pts
Breakthrough (empty lane)Attacker's rank pts—
Guard vs Guard0 pts0 pts
Empty vs Empty——
Squad Outcomes (2+ creatures in lane)
ScenarioHow It WorksPoints Scored
Squad attacks squadAll OFF pooled into one strike, hits enemy HP front-to-back. Both sides attack simultaneously.Rank pts per kill + 1 pt per wounded creature
Squad attacks guard(s)Combined OFF minus stacked DEF. If net > 0, excess damage hits guard HP front-to-back.Rank pts per killed guard + 1 pt if damaged only
Squad fully deflectedCombined OFF <= stacked DEF. Zero damage dealt.Defender scores highest attacker rank only
Squad kills some, damages restOverflow damage carries to next creature in line. Stops when damage runs out.Rank pts per kill + 1 pt per wounded survivor
Squad vs empty laneNo opposition. Every creature in the squad scores breakthrough.Each attacker scores their own rank pts
Combined strike: Squad creatures pool all offense into a single hit. Damage overflows front-to-back through enemy creatures.
Deflect rule: A successful full block scores the highest single attacker rank — not the sum of all attackers.
Simultaneous: In Attack vs Attack, both sides deal damage at the same time using original HP. Kills are mutual — a creature can die and still deal its full offense.
Win the clash: Sum points across all 3 lanes. Highest total wins. Win 2 of 3 clashes to take the set.
Worked Examples

Reference

Not required before your first game — expand as needed during play

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