HOW TO PLAY

UNIT CARDS : STATS

Type

– Each unit has a type, each one gives some benefits and some have drawbacks. Learn to play efficiently all of them.


Range

– The range determines how far and how much damage a unit can deal when attacking another space: Green   Full damage, Orange   : Half damage, Red  :   No damage.


Factions

– A unit have Alignment, Specie and Faction.


Health Points

– A unit can be damaged in different attacks, each time reduce its health points by the attack points of the attacker or what the support card indicates.


– When a unit health points reaches 0, the entire stack is destroyed.


– A unit can increase its health points because of the effects of other cards, there’s no limit to this.


Attack Points

– A unit can increase its attack points because of the effects of other cards, there’s no limit to this.

unit cards: summon and upgrading

Unit cards come in 4 Levels: Basic, Advanced, Elite and Legendary

 

Summon

 

Basic units can be summoned directly to field.

-Non Basic units must be played over a directly lower tier unit card, as shown in the graphic.

– Unleashed type units are not played inside the deck, they evolve automatically when conditions are met. but can be used normally to upgrade to a higher level card.

– You can summon 2 basic cards in the same turn, or upgrade 1 card and summon 1 basic unit.

 

Upgrade

 

– Units can only be upgraded to a higher tier.

– Previous card effects are lost, only “Upgrade” type effects are applied.

– When upgrading, add the stats of the new card to the current stats of the stack.

– The new card keep all current effect cards like Weapons, Blessings, Curses and Spells.

– Only 1 card can be upgraded by turn.

– A unit Stack can never have more than 4 cards.

– You can only upgrade to a card of the same Specie or Faction.

unit cards: types

balanced

The Standard type of unit card.

 

Has no special effects, no disadvantages.

 

 

Attack Range:

 

tank

Protects adjacent units from being attacked by unit cards. Doesn’t protect from support cards.

 

 

Attack Range:

spy

– Cannot be attacked until it attack first

– Any damage received removes the stealth effect.

– Receives area damage normally.

 

Attack Range:

sorcerer

– Spell cards played in the space behind activate their enhanced effect (Blue text) if it is available.

– Can Attack Totems.

 

Attack Range:

siege

– Deal half damage to adjacent units of the attacked unit.

– Cannot be protected by Tanks.

– Weapons have only 1 charge.

 

Attack Range:

warrior

– Can attack units protected by tanks.

– Can attack stealthed spy units.

 

 

 

Attack Range:

ranged

 

– Can attack Totems

 

 

 

Attack Range:

priest

– Immune to Curses 

– removes curses from adjacent allied units.

– If under effect of a Totem, projects the effect to adjacent allied units.

Attack Range:

GUARDIAN

– Doesn’t play on deck, you always have access to them.

– You can bring 3 Guardians to the match, but only 2 can be summoned.

– Only 1 guardian per player can be active at the same time.

– Once active, Guardians remain for 3 turns.

– Can only be played after the 3th turn

support cards

spell

– Only 1 Spell can be activated by turn.

– Can Only be activated in Player’s turn.

– Must be at least one empty space on support field.

– If played in the space behind a Sorcerer unit , you can activate the enhanced effects (blue text)

trap

– Can only be set on player’s turn.

– Can Only be activated in Opponent’s turn, only previously set traps and once the requierements are met.

– There’s no limit in the amount of trap cards you can set or activate in one turn.

– They cover only adjacent units, unless a direct attack is made.

totem

– Can Only be activated in Player’s turn.

– Effects cover adjacent allied units.

– Some have limited duration.

– They have health points and can be damaged by Sorcerers, Ranged or area damage from siege units.

weapon

– Can Only be activated in Player’s turn.

– Effects cover only the unit in front.

– If the unit is moved, the weapon is carried but if the support space is filled, the weapon must be discarded.

– They have 3 Attack charges, after that the weapon is destroyed.

– A unit can only have one weapon applied at the same time.

– If the unit is destroyed, the weapon is also destroyed.

blessing

– Can Only be activated in Player’s turn.

– Effects cover only the unit in front.

– If the unit is moved, the Blessing is carried but if the support space is filled, the Blessing must be discarded.

– Blessed units are immune to curses.

– A unit can only have one Blessing applied at the same time.

– If the unit is destroyed, the Blessing can be passed to an adjacent allied unit, if there are none, the Blessing is destroyed.

curse

– They play as Trap Cards.

– When activated, it goes to the support space behind the affected unit, if there’s a support card, replace it, unless it’s a Blessing card.

– If the unit is moved, the Cuse is carried but if the support space is filled, the Curse will replace the support card, unless it’s a Blessing.

– If the unit is destroyed, the Curse can be passed to an adjacent allied unit, if there are none, the Curse is destroyed.