« Back

How the game works? 02-10-2021

This section aims to give a better understanding of the game mechanics.

 

  1. At the beginning of your turn, if you have no more cards in your deck, instead of getting a Mana Crystal, you will have one destroyed. When you run out of Mana Crystals, you lose the game.
     
  2. Ambush cards played in the defense phase (e.g. Truce) can only be used if the opponent has at least one attacking minion.
     
  3. In the defensive phase, minions summoned with Ambush (e.g. Sadrig, the Sea Lord) and those placed in defense of attackers with Taunt, cannot be repositioned .Likewise, a minion like Sadrig, the Sea Lord cannot be played in Ambush against a minion with Flying.
     
  4. The activation of the effects of Traps, follow a LIFO stack pattern (reverse queue), where the last played one is activated first if both have the same target. Example: The opponent summon a minion, we previously played first Spider Clamp and then Resistance. The Traps will both trigger but the first one to activate will be Resistance and, if the target is still valid, also Spider Clamp will apply its effect. If the target is no longer valid, the trap will be triggered anyway but its effect will be lost. It's different if we have played two traps that have the same target (e.g. a minion) but have a different activation priority. If we have Painful Surprise and Spider Clamp on the field and our opponent plays a minion, both will be triggered, but the first to always activate first will be Painful Surprise, Morsa del Ragno will be triggered but wasted.
     
  5. If you do not play any cards in your turn, your next turn starts with 10 seconds of maximum time. You can reset the turn to its maximum duration of 1 minute by playing a card.
     
  6. Minions with a Double Attack perform two separate attacks. The second attack will only be performed on the same minion if it survives the first one and the attacker is not killed.