Flesh and Blood

2019 · Card Game

Flesh and Blood

A hero-focused trading card game where each player selects a character plus weapons and equipment and builds a deck around that hero. Players take turns attacking with weapons or playing action cards by pitching (discarding) cards as the resource cost. Attacks and defensive reactions are placed on a chain and resolved in order, with damage determined by differences in card values. Play supports constructed, booster draft, and sealed formats and continues until a player’s health is reduced to zero.

Players
2
Playing time
10–50 min
Complexity
3.6 / 5
6 on LudoyaFantasyCollectible ComponentsHand ManagementDeck Construction

On Ludoya's tables

Full stats in Ludoya
420
Plays logged
24
Players
2s
Average play
9
In collections
4
On wishlists

6.0/10

from 1 Ludoya review

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Rules questions

Answered from the rulebook by Ludoya's rules assistant.

What does 'pitch' mean and how do I pitch cards to pay costs?

Pitch is a card property used to pay asset costs by discarding a card from your hand (usually face down); you reveal its pitch value when paying and place the card into your graveyard as the payment (p.29, p.35).

What does 'Go again' do — can I take another action after using a 'Go again' card?

A card with 'Go again' lets you continue taking actions during your Action Phase after that card or attack resolves, provided you still have action points; consult the Go again keyword and layer/resolution rules for timing (p.85, p.57).

How do I declare an attack and how do defenders play defending cards?

You declare an attack by announcing the attack card, selecting modes/targets and paying costs, then the Defend Step begins where the defending player declares and orders defending cards before the Damage Step (p.52–54, p.75).

When is damage applied and how do I calculate hits and reductions?

Damage is resolved in the Damage Step as part of the hit-event: total damage from the attack and effects is calculated, prevention and blocking are applied, and then life is reduced accordingly; prevention effects and their ordering are described in the replacement/prevention and Damage Step rules (p.76–77, p.66).

If my life reaches zero do I immediately lose the game?

A player losing is governed by the game's end/lose conditions—having life reduced to zero is a loss condition, but replacement effects, triggers, or other rules can interact before you actually lose, so check the losing/winning and life rules for timing (p.50, p.33).

What is the combat chain and when does it end?

The combat chain is the sequence of attack/defend/react links created during combat; it closes during the Close Step when no chain links remain, at which point effects that last 'this combat chain' end and play continues (p.71, p.79).

Opens Ludoya's rules assistant, which reads this game's rulebook.

Game facts (players, playing time, age, credits) from BoardGameGeek.