// Gameplay

Core Turn Structure

  • Every time a player performs an action the other player has an opportunity to respond to this action.
  • Players choose whether to take an action or pass. Then, priority passes to the opponent who gets the same choice – take an action or pass.
  • If both players choose to not act upon a phase, the game proceeds to the next phase.

Attacking

  • Players alternate turns, turns being defined by which player has the opportunity to attack with their summons that round.
  • A player can only attack with creatures when it is their turn.
  • A defending player can block attacks, attacking players can’t choose whom to attack.
  • The defending player can choose to block an attacking creature with multiple creatures if they wish, in this case the attacking player decides how the damage is distributed.
  • Upon summoning a creature it is ready to attack, there is no sleeping time for summons
  • When a creature has attacked it does not change state (Tapped/Untapped etc.)

Turn Phases

  • When there are no actions currently taking place ie no spells have been cast or attacks triggered, then players have the following options:
    • Summon a unit
    • Cast a Slow spell and/or any number of Fast spells or Character Spells.
    • Initiate an attack (if it is their turn to attack) 
  • When Combat is in progress, players have the following options: 
    • Cast any number of Fast spells or Character Spells 
    • Declare blockers (if they are being attacked)
  • The Stack: The last action performed by players is the first action to resolve in the turn phase.

Character Spells

  • Players can cast a “character” spell that costs mana. A player can start the game with only one character spell, which can be cast anytime (player turn or opponent turn). Once cast, it’s not available during the next turn.

Win Conditions

  • If the opposing player’s health reaches 0 the other player wins the game.
  • Players have the ability to surrender at any time without any negative consequence, or time constraints. 

Starting Cards

  • Hand Size on First Draw: Each player draws 7 cards at the start of the game. 
  • Mulligan Rules: At the start of the game players are given the chance to choose which cards they wish to keep. The rest are all shuffled back into the deck. There is no cost for performing a Mulligan. 
  • No additional card is drawn when the first turn begins.

Drawing Cards

  • Players only draw a card when it is their turn or if drawing a card is triggered by an ability.
  • The first player to attack does not draw a card on their first turn.

Action points/Mana

  • Players start with 1 Action point/Mana
  • Players receive 1 additional Mana to their pool every turn.
  • At the start of your turn used mana from the pool is refilled.
  • Your mana is not refilled during your opponents turn but you do receive an additional mana that is usable.

Time Limit

  • Phase Time Limit:During each action players have a 30 second time limit, if they do not perform an action during this time their opportunity to perform an action is skipped.
  • Timeout Limit:If a player misses 3 phases consecutively they forfeit the game.

Decking Out

  • If a player no longer has cards to draw then they takes damage directly to their health pool every time that they attempt to draw a card on their turn.
  • They take the amount of damage equal to the amount of times they have attempted to draw without cards ie. 1 damage for the 1st time and 6 damage for the 6th time.
  • Opponents cannot trigger this effect, it is only triggered when a player attempts to draw a card at the start of their turns.