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Here’s everything you need to know get started playing Grand Saga: Futura
Futura: Armoured Combat
Learn more about the Futura: Splintercell and Futura: Crucible games here, or visit the Course library and complete your Game Master training.
Quick Start Rules
Access the Futura: Splintercell and Futura: Crucible Rulesets here.
TCG Ruleset
Want to play the Futura TCG? Access the quick tutorial page and full ruleset here.
Host a Grand Saga Campaign
If you're an Instructor or Guild Master and want to run an official Grand Saga campaign then this is everything you need to get started!
Futura Cards
The Core Deck
Armour Cards
Armour cards are equipped onto your acolyte and come in three Armour Classes (Recon, Adept and Heavy). In the TCG version, your acolyte must progress through each armour class successively, starting from Recon through to Heavy. Armour Points act as a buffer before your acolyte loses their base health. The Level of the card determines its cost. This card is worth 4 energy cards. Each card also has a corresponding Sigil. If you equip a matching sigil card you’ll receive a +4 bonus to AP. Focus Points are not used in the TCG version.
Saber Cards
Acolytes may also equip Saber cards which are also divided into three Saber Classes (Recon, Adept and Heavy). However, you must first equip the same class or higher armour before equipping a Saber card.
Damage Points determine the Damage or DAM you’re acolyte can deal with each successful strike. In the TCG format, Level refers to the number of energy points you must pay to equip the card. This card is worth 6 energy points. Each card also has a corresponding Sigil. If you equip a matching sigil card you’ll receive +2 bonus to DAM. Focus Points are not used in the TCG version.
Off-hand Cards
Off-hand cards and item cards are a third type of equipment card with a wide range of effects and conditions. Some cards can only be equipped by adept units. Others have only a one time effect. Like other equipment cards, item and off-hand cards have a level, focus point cost, sigil, AP and DAM rating. However, some item and off-hand cards also have an effect type, penalty, condition and energy cost.
The Bal’Te Soon, is a limited edition artefact card that is only available when participating in the Battle for Valenor’s Keep campaign. In addition to providing 15 AP, This card provides a 20% chance to reverse damage and uses no energy points, however, the user also suffers -3 to DAM.
Ability Cards
Ability cards are one-off cards that can modify the game in various ways. There are four kinds of ability cards; Conditional, Passive, Active & Declared. Some ability cards cannot be played in the TCG version of Futura. Check the card conditions and effect for further information.
Sigil Cards
There are five sigil cards, each representing the five cosmic beings of Hyperion. These include the Emperor, Paladin, Strategist, Puritan and Primal card. This card is the Paladin card. Sigil cards confer bonuses when equipped to matching equipment cards. However, you should beware that you may also suffer a penalty if your Acolyte is battling a stronger card. You will also lose your sigil card if your armour is depleted or you withdraw your Acolyte to the bench.
Level
Armour
Class
Name
Armour
Points
Focus
Points
Sigil
Armour Card
Damage
Points
Saber Card
Energy
Cost
Effect
Card Condition
Armour
Points
Damage
Effect
Off-hand/Item Card
Energy
Cost
Effect
Card Condition
Ability Card
Card Condition
Effect
Name
Sigil Card
Choose your Warrior code
Each Sigil card reflects a unique martial philosophy.
- Paladin
- Emperor
- Puritan
- Strategist
- Primal
The Paladin sigil is ruled by the Warrior God Kol’Tur who governs the physical realm and guides those warriors dedicated to serving a higher cause. For this reason, the sigil often reflects virtue, honour and commitment to higher principles such as self-sacrifice and defending one’s kith and kin. Kol’Tur is served by his avatars which manifest within the physical realm once in every age. Unlike other deities, Kol’tur’s Sigil can manifest in a variety of physical forms, including electrical, flame and kinetic force.
The Emperor sigil is ruled by the god Nova Sol who is considered chief amongst the gods. The Emperor sigil represents absolute authority, power and dominance. For this reason it is often reflected in the crests and emblems of Hyperion’s rulers. In the current era of the El’Entar, Nova Sol has disappeared leaving the five realms unattended.
The Puritan sigil is ruled by the goddess Sel’beth, the void mother. The sigil reflects the warrior’s unwavering pursuit of self perfection, whether through mental or physical discipline. However, the sigil is like a double edged blade, with self perfection being both the path to higher ability and understanding but also the danger of being lost in unrealistic expectations and purity spiralling.
The Strategist sigil is governed by the god Fey’Ren. Fey’ren favors those who use cunning and strategy and is considered the progenitor of all martial techniques and weapons of war. For this reason, the strategist sigil is often carried by those warriors who prefer strategy and ingenuity in combat.
The Primal Sigil is ruled by Berik, the God of instinct, blood and ancestry. Berik reflects the animalistic nature of conflict and is considered the eldest of the gods.
FAQs
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Basic Rules
Flow of the game
Battle
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