Skip to main content

OFFICIAL GAME RULES

FORGED IN FIRE RULES

Learn the battlefield, master Chaos, and lead your Forgekin into battle.

CORE RULES

🔥

What is Forged in Fire?

Overview

Forged in Fire MTCG is a strategic trading card game played with laser-engraved anodized-aluminum cards. Build a 30-card deck, deploy Forgekin, and reduce your opponent's Forge Core to 0 before they destroy yours.

Every battle combines tactical card play with a Chaos system that can alter the outcome of an attack.

Deck Size30 cards
Primary GoalReduce the opposing Forge Core to 0

Stats

Power — Health

A Forgekin is defeated when its damage equals or exceeds its current Power.

Control — Attack Damage

The amount of damage dealt by the Forgekin's basic attack.

Chaos — Attack Risk

Add the Chaos of all your Forgekin in play. At 20 or higher, perform a Chaos Check before attacking.

Core Rules at a Glance

Passive Abilities: Active while the Forgekin is in either the Battle or Standby Slot unless stated otherwise. A passive limited to the Battle Slot will begin with "Battle Slot:".

Active Abilities: Usable once per turn from the Battle Slot unless stated otherwise. Using one replaces that Forgekin's attack.

Stat Duration: Stat changes last until the end of the turn unless stated otherwise.

Minimum Power: Power cannot be reduced below 1. A Forgekin is immediately defeated when its damage equals or exceeds its current Power.

Built in Metal

Forged in Fire cards are laser-engraved on anodized aluminum and will not swell or disintegrate when wet. Dry cards before storage to prevent water spots, residue, or discoloration.

View Metal Card Care
⚔️

Battleflow

1Start Phase

Resolve effects and defeats, then draw one card.

2Main Phase

Play cards, swap, use your Forger, and choose an Attack or Ability.

3End Turn

Finish remaining actions, clean up, and pass the turn.

Remember: Attacking, using an Ability, playing a Decree, or resolving a Chaos Check (including Backfire or Misfire) does not end your turn. Only selecting End Turn passes play to your opponent.

Resolve start-of-turn effects and statuses first. When several of your Forgekin have start-of-turn effects, you choose the order.
Resolve each resulting defeat immediately: move the defeated Forgekin (or Evolution stack) to Scrap, deal 10 damage to that controller's Forge Core, and — if it occupied the Battle Slot — that controller chooses a Standby Forgekin to promote.
Then draw 1 card and begin your Main Phase. No normal actions may occur before the Start Phase and Draw Step finish.
If you have 7 cards in hand, you may choose not to draw.
Hand size limit is 7 — you may temporarily exceed 7, then discard down to 7 at End Turn.
If a mandatory draw is required and your Draw Pile is empty, you lose immediately.

🧱

Battlefield Setup

Layout

Each player controls a Battle Slot (your active fighter), up to three Standby Slots (your backup Forgekin), two Forge Slots, a Forge Core, and a Scrap Pile.

Click the battle mat to enlarge.

Official Forged in Fire MTCG battle mat showing Battle, Standby, Decree, Forger, Forge Core, and Scrap Pile zones for both players.

Battle Mat Zones

Battle Slot

Your active fighter — attack with this Forgekin or use its ability each turn. Attack the enemy's active fighter to deal damage. One Forgekin at a time per side.

🃏

Deck Building

30 Cards

Exactly 30 cards — no more or less.

Non-Legendary Limit

Maximum 2 copies of each non-Legendary card.

Legendary Limit

Maximum 2 Legendary cards total, with only 1 copy of each.

Your Forger

Select exactly 1 Forger.

The Forger is separate and does not count toward the 30-card deck.

It begins the game in play at your Forge Core.

Its ability may be activated once per turn during your Main Phase.

Opening Setup

  1. 1
    Draw

    Each player draws exactly 5 cards.

  2. 2
    Check for Forgekin

    If your hand contains no Forgekin, reveal it, reshuffle it into your deck, and draw 5 new cards. Repeat if necessary.

  3. 3
    Choose Your Battle Forgekin

    Place 1 Forgekin into your Battle Slot.

  4. 4
    Fill Standby

    You may place up to 3 additional Forgekin into Standby Slots. Unplaced cards remain in your hand; do not draw replacements.

  5. 5
    Choose the First Player

    Flip a coin. The winner chooses who goes first. The first player draws normally on their first turn.

Card Types

Forgekin
  • Deployed to the Battle or Standby Slots.
  • Have Power, Chaos, and Control stats.
Decrees
  • Played into Decree Slots, with a maximum of 2 played per turn.
  • Move to the Scrap Pile at the end of the turn.

Rarity Tiers

CommonReliable, straightforward abilities.
UncommonModerate power with situational effects.
RareStrong abilities with higher Chaos risk.
LegendaryGame-changing abilities; maximum 2 per deck and 1 copy of each.

Status Effects

Quick Reference

Applied by abilities. Persist until removed or the Forgekin leaves play.

Deals 1 damage at the start of its controller’s turn. Does not stack — reapplying leaves one Burn. Persists until removed or the Forgekin leaves play.

Reduces the affected Forgekin’s Control by 1. Persists until removed or the Forgekin leaves play. Does not reduce Power and cannot cause defeat.

The affected Forgekin takes 1 additional damage from every damage source. Persists until removed or the Forgekin leaves play. Does not stack.

Reduce all damage dealt to this Forgekin by 1 until the start of your next turn.

This Forgekin cannot Attack or use its Ability during its controller’s next turn. It may still be swapped, and its Passive effects remain active. Remove Stun at the end of that turn.

Every successful Poison application adds 1 Poison stack, up to a maximum of 3 stacks. At the start of its controller’s turn, each stack deals 1 damage — resolve each stack as a separate damage event and check for defeat after every stack. Removing Poison removes all stacks unless an effect explicitly removes only one.

Status Interactions & Examples

Burn and Poison may coexist. At the start of a Forgekin's controller's turn, resolve Burn first, then Poison stacks one at a time — applying Weaken separately to each event and checking defeat after each. Stop resolving immediately if the Forgekin is defeated.

Burn + Weaken → 2 damage
Poison 1 + Weaken → 2 damage
Poison 2 + Weaken → 4 damage
Poison 3 + Weaken → 6 damage
🔥 ⚔️ 🎲 💀 ✨

FORGED IN FIRE MTCG — CORE RULES V1

METAL TRADING CARD GAME