Realms of Omnia

What is Realms of Omnia?

A tabletop trading card and board game played on an 8×8 grid. Deploy monsters, build towers, and outplay your opponent through strategic positioning and distinct faction identities.

Factions

Each faction emphasizes a different strategic approach.

Human

Formation-based play and coordinated military tactics.

Goblin

Swarm pressure built around flooding the board.

Arcane

Spell-focused synergy for board control.

Light

Healing synergy that maintains board presence.

Fire

Explosive conversion through sacrifice.

Earth

Card draw and resource generation to outlast opponents.

Dark

Spatial manipulation and aggression.

Card Previews

A small look at monsters, towers, relics, and spells from across the realms.

Rules

REALMS OF OMNIA - QUICK RULES

What You Need

  • 2 players
  • 1 deck each (30 cards)
  • 1 shared 8×8 board
  • Blue counters (Mana)
  • Red counters (Damage)
  • Black counters (5 Damage)
  • White counters (Effects)

The Board

The game is played on a shared 8×8 grid.

Only one card may occupy each tile.

You may only place cards on your half of the board unless a card effect allows otherwise.

Bases

Each player controls a Base located at the back center of their side.

Bases cannot move or attack.

Bases can be attacked and targeted like any card.

You win the game when your opponent’s Base takes 30 total damage.

Board layout

Setup

  • Place the board between players
  • Shuffle your deck
  • Draw 5 cards
  • Decide who goes first

Mulligan

After drawing your starting hand, you may once per game:

  • Shuffle any number of cards from your hand into your deck
  • Draw the same number of cards

This may only be done during setup, before the first turn begins.

Turn Structure

  1. Start Phase
  2. Action Phase
  3. End Phase

Start Phase

  • Gain mana based on the shared Turn Count
  • Draw 1 card
  • If your deck is empty, skip drawing

Mana & Turn Count

  • Turn Count increases at the start of Player 2’s turn
  • Maximum mana: 10
  • Unspent mana carries over
Turn CountMana Gained
0–11
2–32
4–63
7–104
11+5

Action Phase

Monsters: Pay cost, place on an empty tile
Spells: Pay cost, resolve effect, discard
Towers / Relics: Place on an empty tile
Cards cannot move, attack, or use abilities the turn they are played.

Moving

  • Move up to Speed (default 1) tiles
  • Movement may be straight or diagonal
  • Cannot move through or onto other cards

Attack & Targeting

  • Each monster may attack once per turn
  • Targets must be within Range (default 1)
  • Range counts in all directions, including diagonals
  • You may attack through friendly cards
  • You cannot attack through enemy cards or bases

Combat

  • Declare a target
  • Deal damage equal to Attack
  • If total damage ≥ Health, the target is destroyed

Monsters cannot move after attacking.

End Phase

  • All “until end of turn” effects end
  • If you have more than 7 cards, discard down to 7
  • Pass the turn

Evolution

  • Control the base monster
  • Pay the Evolution cost and place it on top

Evolutions keep position, damage, and effects.

Deck Construction Limits

RarityMax Copies
Common3
Uncommon3
Rare2
Epic2
Legendary1
Mythic1

You may only include 1 Mythic.

Contact

Reach out for upcoming playtests.

Email

realmsofomnia@gmail.com