Card Types

There are two types of cards that you use to deal damage to your opponent: Creaturesand Spells.

Creature Abilities


Armor means that the creature is harder to damage. A creature with Armor like Forgeplate Sentry prevents the first damage dealt to it each turn up to its armor value. For example, a creature with Armor 3 that would be dealt 4 damage instead takes only 1 damage.


Creatures with Mobility can move to different lanes on the board, like this Wind Primordial. While on the offensive, a creature with Move X may move that many lanes away from its current location.


Creatures with Aggressive enter play on the offensive, so they can attack the turn you play them. For example, Ashurian Mystic.


Creatures with Regenerate heal themselves over time. At the start of each turn, a creature with Regenerate heals damage from itself equal to its Regenerate value. Cavern Hydra has this ability.


Creatures with Breakthrough can break past opposing creatures and damage the opposing player. Whenever a creature with Breakthrough is on the offensive, any damage it deals in excess of the opposing creature’s health is dealt to the opposing player. For example, a level one Deepbranch Prowler has Breakthrough and an attack value of 7. If it battled against a 2 health Technosmith while on the offensive, it would destroy the Technosmith and deal 5 damage to the opposing player.


A Poisoned creature takes damage equal to the Poison value at the beginning of each player’s turn.


Creatures with Defender, like a level 1 Scorchmane Dragon, never initiate combat. They will frequently have no attack value, but if their attack value is increased by an effect, they will still deal damage in battle if attacked.


Creatures are at the center of the action in SolForge. You use them to attack your opponent and to defend yourself from attacks.

Every creature has two important values, Attack and Health, shown in the lower left and right corners respectively of the card.

Attack is how much damage the creature deals in battle.

Health is how much damage the creature can take before it is destroyed.

When a creature takes damage, its health is reduced by that much. When its health is reduced to 0 or lower, it is destroyed.

Each creature also has a text box, which tells you what that creature’s powers are.

When you play a creature, you choose one of your spaces and the creature enters the field in that space. Creatures remain in the space in which they are played until they’re destroyed or replaced, or a power or card causes them to move. You can only have one creature in each lane. If you choose to have a new creature enter the field in a space that already has one, the old creature will be replaced. When a creature leaves the field, it is removed from the game.

Creatures have two states: offensive and defensive. Your creatures enter the field on the defensive and go on the offensive at the start of your turn. Offensive creatures will start a battle when any player presses the battle button.



Spells are cards that do something immediately when you play them. Unlike creatures, they don’t enter the field, although they can have lasting effects. Each spell has a text box, which tells you what happens when you play it.

To play a spell, select it and then make any choices it requires, like any targets it may have. After that, the spell has its effect immediately.