War of Supremacy


The world of Mahlor; filled with mythical races, breathtaking lands, amazing creatures and mesmerizing magic is being torn apart. The Gods, who were once, long ago working in unity to bring the world together, are now competing and fighting with each other for world dominance. You, as one of the newer Gods must strategically use your acquired creatures and spells to win and claim the territories all Gods are desperately fighting for. Take what is yours, take what you deserve. Complete and utter supremacy.

Aim of The Game

War of Supremacy is a free-for-all, king-of-the-hill style, fantasy card game in which all players are fighting over a centralized Territory: a battleground in which all players want to take control of and ultimately win in order to claim it as their own. If a player gains control over a number of territories they will control enough of the world to win the game. With all players fighting for themselves, the battlefield becomes an all-in brawl with only one winner.

Players take turns, using creatures from their hand to attack the opponent’s creatures currently defending the Territory. If a player manages to defeat the defending creatures, they take control of the Territory, placing all their creatures used in the attack into defense. That player will then become the defender in which all other players are trying to defeat.

If a player manages to defend against all opponents, then they win the Territory and take it as a victory point. Players can also win a Territory by building up enough score in their attack or defense to win the Territory outright before others get a chance. Players can combine creatures with spell cards that offer a wide range of game changing effects.

Master your tactics, form alliances and make enemies, and have a little bit of luck to win.

What Makes War of Supremacy Unique

King of the Hill style gameplay. All players are playing and fighting for themselves and wants to win the central territory.

Gateway (plus) game which can be learned in five minutes but still offers a lot of tactical gameplay.

There is no mana like other card games. Create crazy combinations and strength by putting together creatures of the same faction or type. Combine this with a huge variety of spells.

Very dynamic gameplay with creatures having three combat forms (attack scores players will compare in combat). These combat forms will change as the game progresses.

Scratches the itch if you like Smash Up or Magic/Hearthstone.

Core Mechanics

Players are all in combat with each other fighting over the current Territory in play. Once a player has won a number of Territories, they will win the game.


On a player’s turn, they will start a combat against the currently defending opponent player that is control of the Territory. The current player will be attacking and the current player that controls the Territory will be the defender.

Each creature has varying scores in three different combat forms; Wild, Magic and Blade. However, the combat will only be fought using the current combat form card that has been turned over. For example, if Magic was the combat form in play, Eagle Aramund would have a score of 2 and Nazu Bolter would have a score (initially) of 4.







On a player’s turn, they can choose to start an attack by playing creatures from their hand down onto the table in front of them. The attack is successful and that player will win the combat if the attacking creatures can collectively outscore the defending creatures in the current combat form. While there is no casting cost to play creatures, there are limitations. For example, a player can only play creatures of the same Faction (top left corner) or the same creature type (eg Caster or Fae). If a player wins combat they take control of the Territory and become the defender all other players want to defeat.

At the end of each players turn they get to pick up three cards from either the centralized Creature or Spell deck (or combination of the two) and then discard one of those picked up cards.


Once a player has taken control of a Territory, they want to defend it against all opponents who are now trying to attack and outscore them in their turn. As the player is surrounded by enemies, they can’t add creatures from their hand into defence. Players can however defend using any available spells in their hand.

Winning a Territory

The combat between attacking and defending players continues until one player wins the conquest and claims the Territory. This can be achieved in one of three ways:

1: If the current player is still in control of and is defending the Territory after all other players have had their turns. This means that all other players have failed to defeat their defence or have had their turn skipped.

2: A player wins a single combat against another player (while attacking or defending) with a score of 20 or more points. Note, if a player’s defensive score increases above 20 outside of combat (example from an end of turn ability), they still must win the next combat to win the conquest.

3: A player can win the conquest by an ability of a card.

Once a Territoryhas been won, a new Territory card and Combat Form card are flipped over and a new Conquest starts.







Board Game Geek

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Rules and Print and Play

Please find below the rules and a free print and play of War of Supremacy. These have been made as printer friendly as they can be. These documents will be updated throughout development.

Print and Play: The print and play requires the following document to be printed. This document will have all cards required to play. To play the game, you will also require standard 6 sided dice – you can just use one but may be better to have one per player. 

For the full set of print and play cards, click this link.

For the current rules, click this link.


You can also play War of Supremacy on Tabletopia Here.