Daemornia: Battlegrounds Online is a game of skirmishes between rival armies. It takes place using a series of cards depicting creatures, scenarios, equipment, skills, events and more. It is played between two or more players using a deck of 40 cards each and requires a degree of tactical thinking in selecting the right force. Through careful deployment and equipping your warriors the objective is to defeat your opponent through winning battles, raids and destroying scenarios.

LIBRARY: This is your deck of cards for playing Battlegrounds. Before each game the deck should be shuffled and laid face down in view of all players. During the game new cards are drawn from the top of the library, but not disclosed to your opponents. Each player may have no more than five of each card in their library (or no more than one of each Special card) - a library full of Kamikaze Fire Mercs is not allowed!
GRAVEYARD: Whenever a card is destroyed or killed during the game it is stored away from the game. This growing pile of cards is known as the Graveyard and cards cannot be drawn from it during the game unless allowed by other cards in play.
DICE: We use a common six-sided die for playing Battlegrounds: commonly referred to as a D6.The Battlegrounds Online version of the game randomly generates such rolls for you.
HAND: This term refers to the collection of cards held in your hand during game play, typically of no more than seven cards.
Did You Know?
You can chat during the game to you opponent using the Shout box...
CAPITAL: Each player begins with 40 Capital (Cap) points. This represents the overall strength and economy of their capital base. If their Capital is reduced to zero the economy collapses, their supporters flee and their enemies take over. Simply, they have lost.
RESOURCES: Resources (Res) represent the facilities and stock at the disposal of the player. They are spent in exchange for deploying cards and/or using card abilities.
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Creature These are the fighters of your army. They will go into battle in your name and defend your scenarios to their last breath. Each creature is given a logo in the top right of the card that defines their nature. |
Event Unlike other cards, Event cards only remain in play for a single turn and in some instances even for just a single phase. The cards enable a player to manipulate the game through various effects and events, such as a bad weather, bandits or even a firestorm. There are three types of Event cards; Direct, Global and Interrupt. Direct and Interrupt Events have a specific target typically chosen by the player while Global Events effect all players in a game. |
Scenario Scenario cards are specific items or places available to your forces. They can be anything from medical supplies, a local tavern, a steel mill or even a Daemornia Gate! These cards are especially important to protect for losing them can swing the game in your opponents favour. |
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Ability There are three types of Ability card: Skill, Psionic and Spell. When these cards are deployed they are given to a creature under your control, but each creature can only be given a single skill, psionic or spell card at any time, unless otherwise allowed. The cards may provide abilities or modifiers to be applied to the creature card and if an attribute on such a card gives a set value (no plus or minus) the same attribute on the creature is changed accordingly and cannot be increased by other cards. |
Equipment There are three types of Equipment card: Armour, Artefact and Weapon. Each creature can only be given one of each type but they can use one, all or none of their cards during the turn. These cards may give a number of modifiers to be applied to the creature and if an attribute on an equipment card shows a set value, such as zero, the same attribute on the creature is changed accordingly and cannot be increased by other cards. |
Special The gold bordered cards represent unique versions of the aforementioned card types. They can be special devices, legendary weapons or even heroes such as D’Kara or Marcko Volans. Only one of each card can be in your deck, but can be in play by both players. |
Did You Know?
The Event Ticker shows everything that happens in the game
RESOURCES (Res):
This attribute is given on a brown sack in the upper right of every card. This is the number of Resources (Res) required when deploying the card and is explained later.
DAMAGE (Dmg): This is the amount of damage dealt by the card against an opponents Hp
ATTACK RATING (Att): This value indicates the cards attacking ability. Creatures and other cards without an Att value cannot attack
DEFEND RATING (Def): This value indicates the cards defending ability.
HIT POINTS (Hp): This shows the amount of damage that can be suffered by the card before it is defeated or destroyed. This is directly reduced by the Dmg of opposing cards.
EXPERIENCE POINTS (Exp): This gives the number of Experience points a card is worth to an opponent. Whenever a card is destroyed the controlling players Capital is reduced by this value.
Starting Game
The game will wait for both players to be active and once so, it will pass the first turn to a random player
Objective
The objective of a game is to reduce the opponents’ Capital (Cap) to zero.
Each player takes it in turn to complete all the following phases.
Draw Hand
Each player draws the top five cards from their Library at the beginning of the game.
The Action button is used to start your turn, each phase and to end each turn
If your opponent is taking a long time to continue to responded or if they appear a little stuck, why not nudge them? They will receive a reminder after one then two minutes without response. If they do not respond after three minutes the game will be forfeited and you will win.
If you need a break just let your opponent know!
Phase 1 - Gather Resources
Did You Know?
When you click on any card you are given all options available in that phase...
Resources (Res) represent the facilities and stock at the disposal of the player. They are spent in exchange for deploying cards and/or using card abilities. For example, deploying a Nominod creature card costs three (3) Res. At the beginning of each turn, the current player must roll two D6 dice (2D6) for resources gathered this turn. The highest individual roll of these dice is added to the Resources available.
Phase 2 - Healing
Any injured or damaged card deployed by the player will heal one Hp. There are some cards that will also provide additional healing, such as those with the Heal ability, and those cards can only be used during this phase.
Phase 3 - Scenarios
In this phase all Scenario cards deployed by the player take effect. For example, a Steel Mill would provide an extra Res point. Scenario cards that are deployed in any turn are not available to use until the following turn.
Phase 4 - Draw
The player now draws a new card from their Library into their hand. At the end of the complete turn the player can hold no more that eight cards. If the player has eight cards already in their hand at this phase, the drawn card is discarded. If the player cannot draw a card (their deck is empty) they will lose one Capital point.
Phase 5 - Deploy
The player may now put as many cards from their hand into play as they wish, paying the Res of each card before it can be deployed. If the player does not have enough Res available the card cannot be deployed. Each card displays their Res requirement on a black orb in the upper left corner.
Phase 6 - Combat
The player may declare any number of their creatures as attackers, although creatures deployed in the same turn cannot attack, unless otherwise allowed. The opposing player must then declare which of their creatures will be defending. The defending creature cards are lined up against the attacking creatures at any ratio the player wishes. There is no limited to how many defending creatures can line up against a single attacker. Although, a defender cannot line up against more than one attacker, unless otherwise allowed.
Event Cards: These cards can be played during any phase of either players turn, unless restricted on the card description. Direct damage Events cannot be played during the Resolution phase. Events are played in the order in which they are used, with the exception of Interrupt Events which are resolved before all other events played before it - for example, if a player uses Plague to destroy all creatures the opponent may use Withdraw to return a creature to their hand before the Plague takes effect.
Card Effects: Some cards have additional effects that only occur when extra Res are paid each time. This value is given on small black orb in the cards description alongside the effect. These effects can be played during any phase of either players turn but can only be used once per turn, unless otherwise explained on the card.
Unchallenged Creatures
The attacking player may reposition any of their unchallenged creatures to aid their allies or give them one of two new objectives; Raid or Scenario
Scenario: The creature may attack a scenario card. If a scenario is reduced to zero Hp it is destroyed and placed in the opponent’s graveyard - reducing the opponent's Capital by the cards Exp value.
Raid: The creature breaks through the opponent’s defences into their capital. The opponent loses an amount of Capital equal to the Dmg of the raiding creature.
Rolling Outcome
Once all attackers and defenders are declared it is time to determine the outcome of the battle. For each set of creatures both players must subtract their Att from their opponent’s Def. This number is then added to a value of ‘4’ and gives the minimum number required on a D6 to successfully hit. For example, a creature with an Att of 3 attacking an opponent with a Def of 4 would require a 5+ on the D6 to successfully hit. The 3 is subtracted from the 4 giving a +1 modifier. This is then added to the base roll of 4, therefore raising the roll required to 5. If the attacker had an Att of 6 the minimum roll required to hit would be 2 or more. A roll of a 6 is always a hit and a roll of a 2 is always a miss regardless of the combat capabilities of the opponents.
An example chart showing the minimum required to hit is given below.
Creatures that successfully hit their opponent inflict an amount of damage equal to their Dmg after applying any modifiers from other cards. The Hp of the opponent is then reduced by this amount.
Defender (Def) |
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Attacker (Att) |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
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0 |
3 |
2 |
2 |
2 |
2 |
2 |
2 |
2 |
2 |
2 |
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1 |
4 |
3 |
2 |
2 |
2 |
2 |
2 |
2 |
2 |
2 |
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2 |
5 |
4 |
3 |
2 |
2 |
2 |
2 |
2 |
2 |
2 |
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3 |
6 |
5 |
4 |
3 |
2 |
2 |
2 |
2 |
2 |
2 |
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4 |
6 |
6 |
5 |
4 |
3 |
2 |
2 |
2 |
2 |
2 |
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5 |
6 |
6 |
6 |
5 |
4 |
3 |
2 |
2 |
2 |
2 |
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6 |
6 |
6 |
6 |
6 |
5 |
4 |
3 |
2 |
2 |
2 |
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7 |
6 |
6 |
6 |
6 |
6 |
5 |
4 |
3 |
2 |
2 |
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8 |
6 |
6 |
6 |
6 |
6 |
6 |
5 |
4 |
3 |
2 |
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9 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
5 |
4 |
3 |
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10 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
5 |
4 |
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Phase 7 - Resolution
All damage determined in combat is now applied to the creatures and the results of any Raids are applied. Any card reduced to zero or less Hp at the end of this phase is removed from play and the owners Capital is reduced by the cards Exp value (including any additional Exp provided by attached cards). As both creatures typically attack each other simultaneously it is possible for both to be defeated and both players to lose Capital. All temporary attribute modifications are also removed at the end this phase prior to the start of the next turn.
Discard
If a player has eight cards in their hand at this phase they may choose a single card to discard. If the player has eight cards already in their hand at the start of the Draw phase, the drawn card is discarded.