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Action (requires an action point to play).The following 4 card types make up your deck: There are 7 different card types that exist in Flesh and Blood. ( Tip - Defense reaction cards can be played from arsenal.) Card & Activated Ability Types You cannot pitch or defend from the arsenal. At the end of your turn, if you have a card in your hand and your arsenal is empty, you may put a card from your hand face-down into your arsenal. The arsenal is where you can store a key card for use on a future turn. Cards in the banished zone are public information. Specific cards effects tell you when a card is banished. Banished - This is where cards go when they are "banished".Cards in the graveyard are public information (players may look at cards in both graveyards). See "Combat Chain" for details of when cards are put into the graveyard from a combat chain. Graveyard - When a card is destroyed, discarded, defends or resolves, it's put into the graveyard.Deck - Your deck is placed face-down in the deck zone.When an equipment card is used to defend, it moves to the chain until the combat chain closes. Equipment ( Head, Chest, Arms, Legs) - Start the game with your corresponding equipment in these zones.When a weapon is used to attack, it moves to the chain, returning to the weapon zone when the combat chain closes. Weapon - Start the game with your weapon(s) in the weapon zone(s).Hero - Start the game with your hero card in the hero zone.Both players begin the game with cards in their hand equal to their hero card's hand size. Randomize your deck and place it in the deck zone. Start the game with your hero, weapon(s), and equipment in their respective zones. It's used for cards that stay-in-play after they resolve, such as items and auras. Some cards refer to "the arena", which is a non-specified zone within the overall play space. Zones provide structure to the placement and movement on cards during the course of gameplay.