Hey everyone! Back again with this week’s Splinterlands post. Today, I want to share a personal story about one thing that constantly makes me think hard in the game—rulesets.
If you’re new, rulesets are like “extra rules” that appear in every battle. They can either boost your strategy or completely wreck it, depending on how you use them. The higher your league, the more rulesets you’ll have to face.
When I first learned about rulesets, it felt like reading the warning label on the back of an instant noodle package—sometimes it makes you panic, but if you follow it correctly, the results can be amazing. One of my personal favorites is Close Range.

Close Range – Allows ranged monsters to attack from the first position
This ruleset lets ranged attackers shoot even when they’re in the front line. Normally, if a ranged monster moves to the front, they just stand there like a statue—completely useless. But in Close Range, they turn into true warriors.

I once had a ranged monster that usually became a “burden” in the front, but thanks to this ruleset, it ended up becoming the last savior. It’s like watching a benchwarmer suddenly become the hero in the championship final.
But be careful—not every battle is friendly to archers. There’s also the dreaded Return Fire.

Return Fire – Deals back 50% of the damage to the attacker when hit by a ranged attack
Here, every time your ranged monster attacks, they take back half the damage they dealt. I once stubbornly brought Razorhound into battle just because I liked its skill. The result? Well… I got hit with “karma” over and over. My opponent clearly came prepared with magic and melee monsters, while I brought an archer to a Return Fire party. Painful? Yes. But it became a valuable lesson—and funnily enough, I still managed to win that match!
For the full battle replay, you can watch it here:
Now, let’s talk magic. Magic monsters usually have the upper hand because they bypass armor. But all of that can vanish when you run into the Weak Magic ruleset.

Weak Magic – Magic attacks hit armor first before health
Protect, Repair, Rust are useful in this ruleset. Beware the opponent could choose only Melee and Ranged monsters, so keep a tank with Shield.
This means your magic damage only hits armor before it can touch health. So if you face Weak Magic, bringing monsters with thick armor is a smart move. In one match, I used a tank with armor as thick as a castle wall, and my opponent’s magic lineup instantly crumbled. But don’t celebrate too soon—if the enemy has a monster with Shatter, that precious armor will disappear instantly. And trust me, that hurts… a lot.
For the full battle replay, you can watch it here:
When I think about it, understanding rulesets is not just about strategy—it’s also about reading the situation. In the Splinterlands community, many veteran players love sharing tips on how to deal with certain rulesets. For new players, that’s pure gold. Once you understand the patterns, you’ll be more confident in building your team—even against opponents with much stronger cards.
So if you want to play Splinterlands seriously, don’t just know your monsters and summoners—master the rulesets. In the arena, the rules can change every single battle, and the players who can adapt will always have the edge.
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