Every card shares the same 4 attributes.
The top of the card is the name of the card. Every card with the same name will have the same text on it.
In the left circle, there is a symbol to represent the type of card, followed by text that tells you the type as well.
In the right circle is the color icon, showing what color the card is.
Finally, in the box at the bottom, there is the ability of the card. Abilities are used to manipulate the game in your favor, and can do just about anything.
A card can be in one of three states: Ready, acted, or face-down.
A ready card is fully able to be used. It is face-up and facing forward, towards your opponent.
An acted card means that its once-per-turn action has been spent. This action can be spent on many things, including abilities or attacks. It is face-up, but turned on its side.
(Please note, for people coming from other card games, that is this a separate game. Acting is different from other mechanics that turn cards on their side, so please think of this as a new mechanic entirely)
A face-down card means that it is locked out of doing anything for as long as it is face-down. It does not have access to its ability. It is face-down. (duh)
If a card is face-down or acted, then becomes ready, its stats (IE: Strength) do not change, only the direction it is facing or if it is face-up or face-down.
Wizards are used to place your summons on the battlefield. They also have a small ability, but they won't be able to use it if they are face-down.
Wizards begin the game face-down on your battlefield.
Summons are creatures that wizards conjure up on your command. They are used to gain an advantage over your opponent, and battle with one another. During your summoning phase, you may play summons onto your battlefield. The summoning condition is found at the top of a summon's ability box.
Summons also have a strength value on the bottom right of their ability box, which is used for battles.
Summons begin the game in your castle.
Bosses are incredibly massive summons and will often seal your opponent's fate. Because they are such important cards, they have some specific rules, and a special condition or cost that must be met in order to play them. Other than that, they function as if they were normal summons.
Bosses begin the game face-down on your battlefield, off to your left.
Boss rules (More context to these rules are given later in the guide)
Bosses are not treated as summons for the purpose of abilities. For example, if an ability said "Deal 2 damage to a summon", it would not work on a boss. Likewise, if an ability said "Deal 2 damage to a boss", it would not work on a summon.
Bosses can block direct attacks from any column, and they do not move when doing so.
Bosses cannot declare direct attacks unless the opponent's entire battlefield is clear.
Spells are abilities that you have as a player, and begin the game in your spellbook.
How to cast a spell (More context to these rules given later in the guide)
To cast a spell, you must first meet its condition. Normally, spells can only be cast during your main phase. Some spells, however, have a condition at the start of their ability written in italics. If the condition is met, the spell can be cast, even during an opponent's turn. In this case, Perfect Infusion does not have italic text, so it must be played during your main phase.
Next, pay the vim cost written on the right side of the name of the spell. In this case, Perfect Infusion costs 30 vim.
Finally, show the spell to your opponent(s) and use its ability. After its ability is done, send it to your graveyard.
Some spells are able to enchant a target. To enchant, place the spell underneath the target. Enchantments remain until the enchanted leaves the battlefield, then they are sent to the controller's graveyard.