Getting started

The rules from scratch, your first game and every way to earn gold — in plain words.

This page is for people who have never played. In ten minutes you'll understand the rules, play your first game and learn every way to earn gold. Read it in order: each section builds on the one before.

Where to start: five steps

Create an accountClick «Log in» → «Sign up». Pick a login (3–24 characters: letters, digits, underscore) and a password of at least 6 characters.
Collect your goldOpen «Gifts» and click the Supreme Mage card. Answer a simple sum and the gold lands on your balance. Repeat every 6 h.
Read the rulesThe sections below, from «The goal» to «Tips». Five minutes.
Play a botIn the lobby, find the «Play bots for gold» board and click «Join» on a request with a small stake.
Keep growingDuels with players, hourly tournaments, adepts — it's all below.

The goal

You are a mage with a tower. Your opponent has one too. You take turns playing cards: building, attacking, gathering resources. There are three ways to win — any one is enough:

1. Complete your tower

Raise your tower to the battlefield's winning height.

2. Destroy the enemy tower

Knock their tower down to zero.

3. Gather a resource

Stockpile the winning amount of ore, mana or troops.

Example. In the Archmage's Citadel the tower starts at 20. To win, raise it to 50, bring the enemy tower to 0, or gather 150 of any resource. If both mages reach a goal at the same moment, it's a draw.

What you see at the table

You
Tower20
Wall5
Mines → ore2 → 5
Monasteries → mana2 → 5
Barracks → troops2 → 5
Opponent
Tower20
Wall5
Mines → ore2 → 5
Monasteries → mana2 → 5
Barracks → troops2 → 5
Red cardBlue cardGreen cardRed cardBlue cardGreen card

The table at the start of a game in the Archmage's Citadel. At the bottom, your hand of six cards.

  • Tower — your «life» and your goal at once. Down to zero and you lose; up to the goal and you win.
  • Wall — a shield in front of the tower. Ordinary damage breaks the wall first.
  • Buildings (mines, monasteries, barracks) — your income. Every turn they bring resources.
  • Resources (ore, mana, troops) — the money you pay for cards with.
  • Hand — six cards. Only you see them; the opponent sees only how many there are.
  • The timer shows the seconds left in the turn, and the log shows who played what.

Resources: where they come from and what they buy

Ore ← mines

Pay ore for red cards: walls, fortifications, cave-ins.

Mana ← monasteries

Pay mana for blue cards: tower growth, magic, stealing resources.

Troops ← barracks

Pay troops for green cards: attacks, tower damage, dragons.

At the start of each of your turns, every building brings one unit of its resource. The more buildings, the richer you get each turn. The opponent can knock your buildings down with cards — even to zero, and then that resource stops coming.

Income example3 mines + 2 ore in stock → start of turn → 5 oreNow you can afford Reinforced Wall (5 ore, +6 wall).

Your turn, step by step

IncomeBuildings bring resources — this happens by itself.
ChooseBright cards in your hand are affordable, dim ones not yet: a resource is short.
PlayClick a card (or press 1–6) on a computer, tap it on a phone. The card flies to the table and its cost is paid.
…or discardRight-click on a computer, or the «Discard» button under the card on a phone. Discarding is free — and it counts as your move.
DrawYour hand is refilled to six cards and the turn passes to the opponent.

A card marked ↻ («Play again») keeps the turn with you: you can play one more card after it.

Turn time is 15 or 30 seconds, set by the duel's creator. Run out of time and the game discards the least useful card for you. 6 missed turns in a row lose the game. If your connection drops, you have 90 seconds to come back.

Tip. Discarding is normal. Get rid of cards that are useless right now or too expensive, so the ones you need can come in.

Damage: wall and tower

Card effects mention two kinds of damage. The difference matters:

  • «Damage» breaks the wall first, and the rest goes through to the tower.
  • «Tower damage» hits the tower directly; the wall doesn't stop it.
BeforeCardAfter
Wall 5, tower 208 damageWall 0, tower 17 (the wall took 5, 3 went through)
Wall 12, tower 208 damageWall 4, tower 20 (the wall took it all)
Wall 5, tower 208 tower damageWall 5, tower 12 (the wall didn't help)

In short: a high wall protects against ordinary attacks, but against «tower damage» only a tall tower helps.

Cards: how to read them

  • Name — at the top of the card.
  • The number in a circle — the cost. The card's colour tells you what to pay with: red — ore, blue — mana, green — troops.
  • Text at the bottom — what the card does. «+6 wall» adds to you, «the enemy loses…» takes from the opponent.
  • The ↻ mark — you move again after this card.
  • A dim card — you can't afford it yet.

Cards do a few jobs: building (wall and tower), attacking (damage), growing the economy (new buildings) and hindering the opponent (knocking down buildings, stealing resources, swapping walls). A good game mixes a bit of everything.

All 102 cards

Red — ore · 34

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 · 34

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 · 34

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

Scroll each row sideways to see every card. Hover over a card or tap it — the effect is written at the bottom of the card.

Battlefields

Before a game a battlefield is chosen. It sets the starting tower and wall, the number of buildings and the winning goals. The higher the goals, the longer the game.

BattlefieldStart: tower / wallMines / monasteries / barracksWinning towerWinning resourceGame length
Archmage's Citadel20 / 52 / 2 / 250150short
Crystal Garden20 / 103 / 3 / 375200medium
Seaside Fortress20 / 105 / 5 / 5150400long
Azure Valley20 / 501 / 1 / 5100300medium
Misty Harbour50 / 505 / 3 / 5100300medium
Square of Winds20 / 103 / 1 / 2125350medium
Free Steppe20 / 101 / 1 / 1200500long
Mirror Labyrinth30 / 154 / 4 / 4100300medium

For your first games pick the Archmage's Citadel: the goals are the lowest, games are short and mistakes cost less. Tournaments are played there too.

Ten tips for beginners

  1. Keep a wall. Without one, every hit goes straight into the tower.
  2. Protect your buildings. A lost mine means less ore every turn until the end of the game.
  3. Build the economy early. An extra building at the start pays for itself many times over.
  4. Watch the opponent's resources. Saving up troops means an attack is coming: raise your wall.
  5. Discard what you don't need. An expensive card you'd need five turns to afford just takes up space.
  6. Play «↻» cards first. They give you an extra move almost for free.
  7. Count your way to victory. Sometimes it's faster to finish your tower than to break theirs.
  8. Remember the resource win. On short fields a stock of 150 builds up faster than you'd think.
  9. Stealing works best against the rich. Thief, Tech Theft and Parity are strongest when the opponent has more.
  10. Start with small stakes. Experience first, big duels later.

How to play a duel

Join someone's request

Open the lobbyThe home page. Below are the request boards: for gold and «Play bots for gold».
Pick a requestLook at the stake, the battlefield and the turn time.
Click «Join»The stake is reserved on your balance.
Wait to be acceptedThe creator has 60 seconds to accept. Then the table opens.

Create your own request

«Create a duel»The button in the banner on the home page.
Set it upThe battlefield, the gold stake (limits depend on your status; 0 is a friendly game for gold), the turn time, the deck.
«Create request»The request waits for an opponent for 10 minutes.
«Accept»When an opponent joins, you have 60 seconds to start.

The winner takes both stakes; the commission on winnings is 0%. After the game you can click «Rematch». If you don't want to play bots, tick «Do not accept bots».

How to earn gold: seven ways

Gold is the game's currency. You stake it in duels and tournaments, spend it at the market and on adepts, and you can buy it in the app: «Market» → «Buy gold». Here's every way to get it:

WayWhat you needRisk
1. Duels with botsA gold stakeYou can lose the stake
2. Duels with playersA gold stakeYou can lose the stake
3. Hourly tournamentsAn entry feeYou can lose the fee
4. Your own tournamentsA fee and friendsYou can lose the fee
5. AdeptsAn adept and a budgetThe adept can lose the budget
6. The Supreme MageNothing — every 6 hNone
7. The wheel of fortune25 000 gold a spinUsually wins less than it costs

1. Duels with bots

The easiest way. The «Play bots for gold» board always has requests — click «Join». Bots also take a seat at your gold requests a few seconds after you create them.

  • Win and you take the bot's stake. A stake of 500 → +500 gold.
  • Bots vary in strength, from Novice to Titan. Weak ones make mistakes; strong ones think moves ahead.
  • Bots play fair and never see your cards.

2. Duels with players

The same, but against real people: join their requests or create your own. Wins raise your rating, shown in your profile. You can challenge a friend straight from their profile.

3. Hourly tournaments

Knockout tournaments start every hour. Open «Tournaments» and sign up in the first 10 minutes of the hour. Lose a match and you're out; win and you go on.

TournamentPlayersGold feeChampion's prizeStarts (Moscow)
Moon Deck641 000 gold21 007 goldevery hour without a bigger one
Silver Card1282 500 gold90 740 gold00:00, 03:00, 06:00, 09:00, 12:00, 15:00, 18:00, 21:00
Archmage's Cup2565 000 gold318 750 gold12:00, 18:00

Half of the players get prizes — everyone who wins at least one match. The further you go, the bigger the prize; the champion gets the most and a cup in their profile. Gold tournaments always fill up: missing players are replaced by bots. Details are in the tournament rules.

4. Your own tournaments

Set up a tournament for friends with your own fee. You play in it yourself and can take the top prize.

«Personal tournament»On the Tournaments page.
Set it upThe currency, the fee per player (up to 1 000 000 gold) and the bracket size: 2, 4, 8, 16, 32 or 64 players.
Share the linkOnly the link lets people in. You take the first place in the bracket.
StartWhen the bracket is full, the first round starts in 60 seconds. Not full within 24 h — the tournament is cancelled and the fees refunded.

Example: 8 players at 1000 gold each — a pool of 8000 (with a 0% commission).

PlacePrize
1st4668 gold
2nd2000 gold
3rd–4th666 gold each
5th–8th0 — lost the first match

5. Adepts — gold while you're not playing

An adept is your personal bot. You buy one, give it a budget and send it on a shift. The adept finds opponents and plays by itself, then brings back the budget together with its winnings. While it works you can do anything — even stay off the site.

Step 1. Buy an adept. «Adepts of the Mage» → «Buy from the Mage». There are two kinds:

Up to 10 adepts per player
FeatureAdeptAdept IQ
Price from the Mage100 000 gold250 000 gold
Skillrandom, 0 to 100%0–10% at the start
Growthfixed+1% every 100 wins
Trainingnone+1% for 10 000 gold up to 50%
Shift budgetgoldthe same
Resaleto players, 10% feethe same
  • Adept — its skill is random and never changes. Lucky with a strong one? Great — you can also sell it for a lot.
  • Adept IQ — starts weak but learns: +1% skill every 100 wins. It can also be trained for gold. The stronger it gets, the more it's worth.

Step 2. Send it to work. «My adepts» → «Send to work». Fill in:

  • Budget — how much gold the adept gets for the shift. It's taken from your balance.
  • Duration — from 1 hour to 30 days.
  • Stakes «from–to» — which requests the adept may play.
  • «Back after winning» — the adept returns once it has earned this much.
  • «Back after losing» — the adept returns if it loses this much. Your insurance.
  • Who to play — players, bots, tournaments.

Step 3. The adept works. It joins suitable requests, creates its own and signs up for tournaments. «My adepts» shows how much money it holds and how many games it has played, and «Watch the game» shows its game live.

Step 4. The adept comes back — and its whole balance returns to you. That happens when:

  • the shift time is up;
  • it has earned what you asked for;
  • it has reached the loss limit;
  • the budget no longer covers the smallest stake;
  • you clicked «Call back» (if it's mid-game, it returns right after).

Every shift goes into the «Shift journal»: how much you gave, how much came back, how many games and why the adept returned.

A shift example: a budget of 20,000 gold, stakes 500–1000, «back after winning» +5000, «back after losing» −4000.

What happenedComes back to youResult
The adept won 5000 net25,000 gold+5000
Time ran out, the adept was up 120021,200 gold+1200
The adept lost 400016,000 gold−4000

How to earn more with adepts:

  1. Skill matters. A strong adept wins more often — its skill is shown on its card.
  2. Always set «Back after losing». A bad shift then can't eat the whole budget.
  3. Keep stakes small next to the budget. For example, up to 1/20 of the budget: the adept survives a losing streak.
  4. Grow an Adept IQ. Every 100 wins make it stronger and more valuable.
  5. Resell. At the «Adept market» you can list an adept for gold for up to 30 days. A 10% commission is kept on a sale. Buy undervalued adepts — their cards show games, win rate, earnings and recent games — and sell them for more.

One player can own up to 10 adepts. An adept never plays against its owner or the same owner's other adepts.

An adept isn't guaranteed income. Even a strong one can lose a shift. Start with a small budget and keep an eye on the shift journal.

6. The Supreme Mage — free every 6 hours

Open «Gifts»When the gift is ready, the «Gifts» menu item shows «+1».
Click the Supreme MageThe card at the top of the page.
Answer the sumSimple arithmetic — and the gold is on your balance.

The amount depends on your status. Collect it every time and that's 4 times a day:

StatusEach time (every 6 h)A day (×4)A week
Novice100 gold400 gold2 800 gold
Apprentice1 000 gold4 000 gold28 000 gold
Mage1 000 gold4 000 gold28 000 gold
Archmage1 000 gold4 000 gold28 000 gold

7. The wheel of fortune

A spin costs 25 000 gold and the prize arrives at once: gold, moon cards, the mantle, premium, adepts, gifts, extra spins. Free spins are used before paid ones.

PrizeSectorsChance
Nothing420.7%
1 000 gold318.9%
5 000 gold315.5%
10 000 gold312.1%
20 000 gold38.6%
5 moon cards13.4%
Random gift13.4%
10 moon cards12.9%
Mage's priority for 1 day12.9%
+3 spins12.3%
Mantle for 30 days11.7%
50 000 gold11.4%
25 moon cards11.4%
Mage's priority for 7 days10.92%
Gift of your choice10.92%
Premium for 30 days10.69%
Adept10.69%
100 000 gold10.57%
Mage's priority for 14 days10.46%
100 moon cards10.34%
Adept IQ10.23%

The wheel is a game of luck: usually it pays less than a spin costs, but you can catch a big prize. Spin with spare gold, not your last.

First-day checklist

  • Create an account.
  • Collect gold from the Supreme Mage.
  • Read this page to the end.
  • Play 3 games against bots for a small stake in the Archmage's Citadel.
  • Play a real player.
  • Sign up for a tournament.
  • Come back in 6 h for the next gift.

Beginner questions

How much does it cost to start?

Nothing. The Supreme Mage gives you gold, and gold opens duels, tournaments and the market. You can also play friendly games with a stake of 0.

Out of gold — what now?

Wait for the Supreme Mage's gift (every 6 h) and play small stakes until you get the hang of it.

I lost a stake — can I get it back?

No, a lost stake goes to the winner. That's why it's worth starting small.

Can the opponent see my cards?

No. The game runs on the server; your browser never gets the opponent's cards, and theirs never gets yours. Bots don't see your cards either.

What if I close the tab mid-game?

You have 90 seconds to come back. After that your turns are skipped, and 6 missed turns in a row lose the game.

Can I play on a phone?

Yes — in the Android app, and in the browser on a phone, tablet or computer too.

Where are the detailed rules?

In Rules — every battlefield and card — and in the Tournament rules.

Ready? Open the lobby and play your first game.