Rules
Two towers, three resources and a deck of 102 cards
Goal
Win by raising your tower to the target height, destroying the enemy tower or collecting enough of any resource. The targets depend on the battlefield.
Resources
Ore (red cards) comes from mines, mana (blue) from monasteries, troops (green) from barracks.
At the start of each of your turns you gain as much of each resource as you have producers. Producers can be destroyed down to zero.
Turn
Each turn you play one card, paying its cost, or discard any card. Then your hand refills to six cards.
Some cards let you play again or force a discard.
Damage
Normal damage breaks the wall first and the rest hits the tower. Tower damage goes straight through the wall.
Duels and time
In a duel each turn has the time chosen by the host. Too slow — your worst card is discarded. Several misses in a row lose the game.
The deck is shuffled fairly: the deal hash is visible before the game and the seed after it.
Deck types
The standard deck holds every card once. When it runs out, the discards are shuffled and come back into play.
The infinite deck draws every new card at random from the whole set. The same card may come several times in a row and even sit twice in a hand. The host of a request picks the deck; an icon shows it in the requests table.
Battlefields
| Field | Tower | Wall | Mine / Monastery / Barracks | Winning tower | Winning resource |
|---|---|---|---|---|---|
| Archmage's Citadel | 20 | 5 | 2 / 2 / 2 | 50 | 150 |
| Crystal Garden | 20 | 10 | 3 / 3 / 3 | 75 | 200 |
| Seaside Fortress | 20 | 10 | 5 / 5 / 5 | 150 | 400 |
| Azure Valley | 20 | 50 | 1 / 1 / 5 | 100 | 300 |
| Misty Harbour | 50 | 50 | 5 / 3 / 5 | 100 | 300 |
| Square of Winds | 20 | 10 | 3 / 1 / 2 | 125 | 350 |
| Free Steppe | 20 | 10 | 1 / 1 / 1 | 200 | 500 |
| Mirror Labyrinth | 30 | 15 | 4 / 4 / 4 | 100 | 300 |
All cards
Hover a card to read its effectRed — ore
Bad Ore
All players lose 8 ore
0
Earthquake
−1 mine for all players
0
Mine Collapse
−1 mine, +10 wall, you gain 5 mana
0
Lucky Coin
+2 ore, +2 mana. Play again
0
Fertile Soil
+1 wall. Play again
1
Rock Garden
+1 wall, +1 tower, +2 troops
1
Innovations
+1 mine for all players, you gain 4 mana
2
Common Wall
+3 wall
2
Overtime
+5 wall, you lose 6 mana
2
Big Wall
+4 wall
3
Foundation
If you have no wall, +5 wall, otherwise +3
3
Miners
+1 mine
3
Rich Vein
If you have fewer mines than the enemy, +2 mines, otherwise +1
4
Collapse
−1 enemy mine
4
Tech Theft
If you have fewer mines than the enemy, you get as many
5
Reinforced Wall
+6 wall
5
Groundwater
The player with the lower wall loses 1 barracks and 2 tower
6
New Equipment
+2 mines
6
Dwarf Miners
+4 wall, +1 mine
7
Forced Labor
+9 wall, you lose 5 troops
7
Tremors
All walls take 5 damage. Play again
7
Great Wall
+8 wall
8
Secret Cave
+1 monastery. Play again
8
Galleries
+5 wall, +1 barracks
9
Magic Mountain
+7 wall, +7 mana
9
Barracks
+6 troops, +6 wall. If you have fewer barracks than the enemy, +1 barracks
10
Singing Coal
+6 wall, +3 tower
11
Bastion
+12 wall
13
Fortifications
+7 wall, 6 damage to the enemy
14
New Heights
+8 wall, +5 tower
15
Greatest Wall
+15 wall
16
Shift
Your wall and the enemy's wall swap
17
Rock Launcher
+6 wall, 10 damage to the enemy
18
Dragon's Heart
+20 wall, +8 tower
24
Blue — mana
Trinkets
If your tower is lower than the enemy's, +2 tower, otherwise +1
0
Rainbow
+1 tower for all players, you gain 3 mana
0
Quartz
+1 tower. Play again
1
Amethyst
+3 tower
2
Smoky Quartz
1 damage to the enemy tower. Play again
2
Prism
Draw a card, discard a card. Play again
2
Crack
3 damage to the enemy tower
2
Power Burst
5 damage to your own tower, +2 monasteries
3
Ruby
+5 tower
3
Spell Weavers
+1 monastery
3
Eclipse
+2 tower, 2 damage to the enemy tower
4
Spear
5 damage to the enemy tower
4
Work Aid
+7 tower, you lose 10 ore
4
Prelude
+4 tower, you lose 3 troops, 2 damage to the enemy tower
5
Discord
7 damage to all towers, −1 monastery for all players
5
Ore Vein
+8 tower
5
Matrix
+1 monastery, +3 tower, +1 to the enemy tower
6
Emerald
+8 tower
6
Harmony
+1 monastery, +3 tower, +3 wall
7
Soft Stone
+5 tower, the enemy loses 6 ore
7
Parity
Both players' monasteries become equal to the higher
7
Shatter
−1 monastery, 9 damage to the enemy tower
8
Hardening
+11 tower, −6 wall
8
Pearl of Wisdom
+5 tower, +1 monastery
9
Sapphire
+11 tower
10
Lightning
If your tower is higher than the enemy wall, 8 damage to the enemy tower, otherwise 8 damage to everyone
11
Crystal Shield
+8 tower, +3 wall
12
Fire Ruby
+6 tower, 4 damage to the enemy tower
13
Empathy
+8 tower, +1 barracks
14
Monastery
+10 tower, +5 wall, +5 troops
15
Diamond
+15 tower
16
Shining Stone
+12 tower, 6 damage to the enemy
17
Meditation
+13 tower, +6 troops, +6 ore
18
Dragon's Eye
+20 tower
21
Green — troops
Mad Cow Disease
All players lose 6 troops
0
Full Moon
+1 barracks for all players, you gain 3 troops
0
Goblins
4 damage, you lose 3 mana
1
Fairy
2 damage. Play again
1
Dwarf
3 damage, +1 mana
2
Spearman
If your wall is higher than the enemy's, 3 damage, otherwise 2
2
Elven Scouts
Draw a card, discard a card. Play again
2
Goblin Army
6 damage to the enemy, 3 damage to you
3
Minotaur
+1 barracks
3
Orc
5 damage
3
Berserker
8 damage, 3 damage to your tower
4
Goblin Archers
3 damage to the enemy tower, 1 damage to you
4
Dwarves
4 damage, +3 wall
5
Crusher
6 damage
5
Imp
6 damage, all players lose 5 ore, mana and troops
5
Mad Sheep
6 damage, the enemy loses 3 troops
6
Little Snakes
4 damage to the enemy tower
6
Ogre
7 damage
6
Phantom Fairy
2 damage to the enemy tower. Play again
6
Troll Trainer
+2 barracks
7
Tower Gremlin
2 damage, +4 wall, +2 tower
8
Big Beetle
If the enemy has no wall, 10 damage, otherwise 6
8
Unicorn
If you have more monasteries than the enemy, 12 damage, otherwise 8
9
Werewolf
9 damage
9
Elven Archers
If your wall is higher than the enemy's, 6 damage to the enemy tower, otherwise 6 damage
10
Toxic Cloud
If the enemy wall is above 10, 10 damage, otherwise 7
11
Rock Eaters
8 damage, −1 enemy mine
11
Thief
The enemy loses 10 mana and 5 ore, you gain half
12
Warlord
13 damage, you lose 3 mana
13
Succubi
5 damage to the enemy tower, the enemy loses 6 troops
14
Stone Giant
10 damage, +4 wall
15
Vampire
10 damage, the enemy loses 5 troops and 1 barracks
17
Pegasus Rider
12 damage to the enemy tower
18
Dragon
20 damage, the enemy loses 10 mana and 1 barracks
25