– 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.