Epic Progression (1): How to Play

Foreword

Epic is a non-collectible, expandable card game where players mobilize Champions to attack their opponent(s) while providing support with devastating Events. To play these cards, you and your opponent(s) get 1 gold per turn. Every card either costs that 1 gold or is free. Due to this, every card is immediately playable and no card becomes worthless later. Timing your cards to the game state, as opposed to the game turn, is paramount.

In this article series, I will guide you through as much of the unfathomable depth this game has to offer as I have discovered. For now, lets start with learning to play.

First Game Setup/Objective

  • Deal each player 30 random cards (their deck)
  • Each player draws 5 cards from their deck
  • Each player starts at 30 health
  • Randomly determine who goes first

Players primarily lose health due to champion attacks. If you are reduced to 0 health, you lose. If all of your opponents are reduced to 0 health, you win.

If you would draw a card and your deck is empty, you win.

(Health can be tracked with Dice, Pen and Paper, the Epic ScoreKeeper app, or any other way you prefer.)

Turn Structure Overview

A turn consists of resolving start of turn triggers once, and then any number of Battle, Slow, and End phases in any order. Below is the basic 2-player turn flow.

Slow vs Fast

While cards are divided into Champions and Events, the more important distinction here is Slow and Fast. Any card with dots at the top is Fast. If it doesn’t have dots at the top it is Slow. (All Events are Fast. Champions with the Ambush keyword are Fast. Champions without the Ambush keyword are Slow.)

(Other Fast plays include: activating an ability by paying a cost [such as expend powers] discussed later.)

Slow champions may only be played in a Slow Phase.

Explanation Plan

From here, I am going to start by explaining the basics: how/when you may play cards, how/when you may attack with champions. Once you have that information, I am going to double back to explain the start of turn effects, then the End Phase. Finally, I’ll explain all of the keywords that break these rules, as well as other terminology/notation.

Playing Cards

In 2-player games, at the start of your turn and at the start of your opponent’s turn, you reset to 1 gold. Unspent Gold does not accumulate.

In 3+ player games, you reset to 1 gold at the start of your turn and reset to 1 gold at the end of your turn. Unspent Gold does not accumulate.

To play a card, you must be:

  • Able to pay for it
    • Cards with a 1 in the upper right corner cost your 1 gold for the turn
    • Cards with a 0 in the upper right corner are free
  • Allowed to play it
    • Slow champions may only be played on your turn in a Slow Phase
    • Fast cards may only be played
      • On your turn in a Battle or Slow Phase
      • On your opponent’s turn in a Battle or End Phase
      • When you have initiative (initiative is passed back and forth when one player is finished “making fast plays.” More on this in Combat Section below.)

Events, when played, resolve all of their text and are then put into their owner’s discard pile. Then, any other card effects resolve.

Champions, when played, enter play. Then, any of their effects and any other card effects resolve in an order of your choice.

All Epic keywords are explained below. The ones that matter when playing cards are Ally, Loyalty, and Tribute (Banish, Break, Recycle, Untargetable, Unbreakable, and Unbanishable tangentially).

Attacking with Champions

On your turn, you can use your champions in play to attack your opponent in an attempt to reduce your opponent’s health to 0. Below I discuss how a champion’s State and Position determines whether or not it may attack and/or block. Then I break down everything that happens in a Battle Phase.

State (Deploying vs Non-Deploying)

When a champion enters play it gains deploying. A deploying champion may not attack, but it may block. At the start of your turn, all of your champions in play lose deploying.

Position (Prepared vs Expended vs Flipped)

A champion can only ever be in one of three positions: Prepared, Expended, or Flipped. At the start of your turn, all of your champions are Prepared (returned to the Prepared position).

Prepared

When a champion enters play it is prepared. Prepared champions may block. Prepared champions that aren’t deploying may attack or use expend powers. (Expend powers discussed later.)

Expended

When a champion attacks (or uses an expend power), it becomes expended (rotated 90/270 degrees). Expended champions may not attack, block, nor use expend powers.

Flipped

When a champion blocks, it becomes flipped (rotated 180 degrees). Flipped champions may not attack nor block. Flipped, non-deploying, champions may use expend powers.

Attack-Relevant Champion Anatomy

A Battle Phase

On your turn, you may initiate as many Battle Phases as you have prepared, non-deploying champions. A Battle Phase consists of

Declaring Attackers

You may either attack with one (prepared, non-deploying) champion alone or with any number of (prepared, non-deploying) champions together. Expend all declared attacking champions. (“When a champion attacks” triggers resolve now. Triggers discussed later.)

Fast Plays (Post Declare Attacks)

Once attackers have been declared, each player gets a chance to make Fast plays. The attacking player may make any number of Fast plays first. When they choose to make no more Fast plays, they pass initiative to the next player.

If that player does not want to make any Fast playsthey may progress to the next step, Declare Blockers. If that player makes at least one Fast play, once they finish making as many plays as they want, that player must pass initiative to the next player who repeats this step.

Once one player passes without making a Fast play, after everyone has had a chance to make a Fast play, progress to Declare Blockers. (In a multiplayer game, everyone must consecutively pass without making a play to move onto the next step.)

Declare Blockers

Your opponent may block an attack directed against them with one or more of their prepared champions (may be deploying). Flip all declared blocking champions. (“When a champion blocks” triggers resolve now. Triggers discussed later.)

Fast Plays (Post Declare Blockers)

Once blockers have been declared, each player gets a chance to make Fast plays. Unlike in the Post Declare Attackers phase, the defending player may make any number of Fast plays first. When they choose to make no more Fast plays, they pass initiative to the next player.

If that player does not want to make any Fast playsthey may progress to the next step, Assign Damage. If they make at least one Fast play, they must pass initiative to the next player who repeats this step.

Once one player passes without making a Fast play, after everyone has had a chance to make a Fast play, progress to Assign Damage. (In a multiplayer game, everyone must consecutively pass without making a play to move onto the next step.)

Assign Damage

  1. If an attack is unblocked, the attacking champions deal damage equal to their offense to the opposing player’s health.
    |
  2. If the attack is/was blocked by at least one champion,
  • The attacking champions assign all of their offense to the defending champions’ defense (divided however the attacking player chooses)
  • The defending champions assign all of their offense to the attacking champions’ defense (divided however the defending player chooses)
  • All damage resolves simultaneously
    • If a champion takes damage equal to or greater than its defense, it is Broken and put into its owner’s discard pile
  • No damage is dealt to the defending player
    • Even if all of the assigned blockers are removed before offense is assigned
    • The number of attacking and defending champions is irrelevant

All Epic keywords are explained below. The ones that matter during a battle are Airborne, Blitz, Breakthrough, Righteous, Unblockable, and Unbreakable (Break tangentially).

Start of Turn

At the start of each turn, do all of the following steps once.

Attempt to End Turn (End Phase)

Once you no longer want to declare any Battle or Slow phases, you can attempt to end your turn (End Phase). Each opponent gets a chance to play something, and if at least one play is made, you can declare more Battle/Slow phases.

New Terminology/Notation

I’ve hidden all of the definitions behind a “click-to-reveal” section to artificially decrease the size of this article, while still making the terms searchable. (Didn’t want the article to be too intimidating when first opened, and if you’ve made it this far it’s only a bit more.)

Conclusion

Now you know everything required to play a game of Epic. Once you have played at least a game or two, if you would like some basic strategy advice check out part 2 of my Epic Progression series: Epic Progression (2): Basic Strategy Advice.

If you are a veteran card game player and would like to skip to Epic’s heart, Epic Progression (3): Epic Limited, Get Ahead – Stay Ahead awaits.

4 thoughts on “Epic Progression (1): How to Play”

  1. The effort Tom puts in his article are extremely commendable. This guide proves to be extremely intuitive and detailed. Definitely a good read for those wanting to learn the game and join the community. For players trying to gain a greater depth on the strategy aspect, just tune in to his live-stream where he often share his views on draft pick and plays. A big thumb up for Tom.

    1. Thank you Nicholas, the feedback is always appreciated and helps keep me motivated to produce even more content without skipping weeks.

  2. Thanks, Tom. Very thorough. I appreciate your level of detail when explaining each facet of the game. My son and I are big MTG fans and look forward to playing Epic!

Leave a Reply to Nicholas Cancel reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.