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 o 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

Rojas: mineral · 34

Mineral defectuoso
Todos los jugadores pierden 8 de mineral
0
Terremoto
−1 mina para todos los jugadores
0
Derrumbe de la mina
−1 mina, +10 muralla, ganas 5 de maná
0
Moneda de la suerte
+2 mineral, +2 maná. Vuelve a jugar
0
Tierra fértil
+1 muralla. Vuelve a jugar
1
Jardín de piedras
+1 muralla, +1 torre, +2 tropas
1
Innovaciones
+1 mina para todos los jugadores, ganas 4 de maná
2
Muro común
+3 muralla
2
Horas extra
+5 muralla, pierdes 6 de maná
2
Muro grande
+4 muralla
3
Cimientos
Si no tienes muralla, +5 muralla; si no, +3
3
Mineros
+1 mina
3
Veta rica
Si tienes menos minas que el enemigo, +2 minas; si no, +1
4
Derrumbe
−1 mina enemiga
4
Robo tecnológico
Si tienes menos minas que el enemigo, consigues las mismas
5
Muro reforzado
+6 muralla
5
Aguas subterráneas
El jugador con la muralla más baja pierde 1 cuartel y 2 de torre
6
Equipo nuevo
+2 minas
6
Mineros enanos
+4 muralla, +1 mina
7
Trabajo forzado
+9 muralla, pierdes 5 tropas
7
Temblores
Todas las murallas reciben 5 de daño. Vuelve a jugar
7
Gran muralla
+8 muralla
8
Cueva secreta
+1 monasterio. Vuelve a jugar
8
Galerías
+5 muralla, +1 cuartel
9
Montaña mágica
+7 muralla, +7 maná
9
Cuarteles
+6 tropas, +6 muralla. Si tienes menos cuarteles que el enemigo, +1 cuartel
10
Carbón cantor
+6 muralla, +3 torre
11
Bastión
+12 muralla
13
Fortificaciones
+7 muralla, 6 de daño al enemigo
14
Nuevas cumbres
+8 muralla, +5 torre
15
Muralla suprema
+15 muralla
16
Intercambio
Tu muralla y la del enemigo se intercambian
17
Lanzarrocas
+6 muralla, 10 de daño al enemigo
18
Corazón de dragón
+20 muralla, +8 torre
24

Azules: maná · 34

Baratijas
Si tu torre es más baja que la enemiga, +2 torre; si no, +1
0
Arcoíris
+1 torre para todos los jugadores, ganas 3 de maná
0
Cuarzo
+1 torre. Vuelve a jugar
1
Amatista
+3 torre
2
Cuarzo ahumado
1 de daño a la torre enemiga. Vuelve a jugar
2
Prisma
Roba una carta, descarta una carta. Vuelve a jugar
2
Grieta
3 de daño a la torre enemiga
2
Estallido de poder
5 de daño a tu propia torre, +2 monasterios
3
Rubí
+5 torre
3
Tejedores de hechizos
+1 monasterio
3
Eclipse
+2 torre, 2 de daño a la torre enemiga
4
Lanza
5 de daño a la torre enemiga
4
Ayuda laboral
+7 torre, pierdes 10 de mineral
4
Preludio
+4 torre, pierdes 3 tropas, 2 de daño a la torre enemiga
5
Discordia
7 de daño a todas las torres, −1 monasterio para todos los jugadores
5
Veta de mineral
+8 torre
5
Matriz
+1 monasterio, +3 torre, +1 a la torre enemiga
6
Esmeralda
+8 torre
6
Armonía
+1 monasterio, +3 torre, +3 muralla
7
Piedra blanda
+5 torre, el enemigo pierde 6 de mineral
7
Paridad
Los monasterios de ambos jugadores se igualan al mayor
7
Quebranto
−1 monasterio, 9 de daño a la torre enemiga
8
Endurecimiento
+11 torre, −6 muralla
8
Perla de sabiduría
+5 torre, +1 monasterio
9
Zafiro
+11 torre
10
Relámpago
Si tu torre supera la muralla enemiga, 8 de daño a la torre enemiga; si no, 8 de daño a todos
11
Escudo de cristal
+8 torre, +3 muralla
12
Rubí de fuego
+6 torre, 4 de daño a la torre enemiga
13
Empatía
+8 torre, +1 cuartel
14
Monasterio
+10 torre, +5 muralla, +5 tropas
15
Diamante
+15 torre
16
Piedra brillante
+12 torre, 6 de daño al enemigo
17
Meditación
+13 torre, +6 tropas, +6 mineral
18
Ojo de dragón
+20 torre
21

Verdes: tropas · 34

Vacas locas
Todos los jugadores pierden 6 tropas
0
Luna llena
+1 cuartel para todos los jugadores, ganas 3 tropas
0
Duendes
4 de daño, pierdes 3 de maná
1
Hada
2 de daño. Vuelve a jugar
1
Enano
3 de daño, +1 maná
2
Lancero
Si tu muralla supera la enemiga, 3 de daño; si no, 2
2
Exploradores elfos
Roba una carta, descarta una carta. Vuelve a jugar
2
Ejército goblin
6 de daño al enemigo, 3 de daño a ti
3
Minotauro
+1 cuartel
3
Orco
5 de daño
3
Berserker
8 de daño, 3 de daño a tu torre
4
Arqueros goblin
3 de daño a la torre enemiga, 1 de daño a ti
4
Enanos
4 de daño, +3 muralla
5
Triturador
6 de daño
5
Diablillo
6 de daño, todos los jugadores pierden 5 de mineral, maná y tropas
5
Oveja rabiosa
6 de daño, el enemigo pierde 3 tropas
6
Serpientes pequeñas
4 de daño a la torre enemiga
6
Ogro
7 de daño
6
Hada fantasma
2 de daño a la torre enemiga. Vuelve a jugar
6
Instructor de trolls
+2 cuarteles
7
Gremlin de la torre
2 de daño, +4 muralla, +2 torre
8
Escarabajo gigante
Si el enemigo no tiene muralla, 10 de daño; si no, 6
8
Unicornio
Si tienes más monasterios que el enemigo, 12 de daño; si no, 8
9
Hombre lobo
9 de daño
9
Arqueros elfos
Si tu muralla supera la enemiga, 6 de daño a la torre enemiga; si no, 6 de daño
10
Nube tóxica
Si la muralla enemiga supera 10, 10 de daño; si no, 7
11
Comerrocas
8 de daño, −1 mina enemiga
11
Ladrón
El enemigo pierde 10 de maná y 5 de mineral, tú ganas la mitad
12
Señor de la guerra
13 de daño, pierdes 3 de maná
13
Súcubos
5 de daño a la torre enemiga, el enemigo pierde 6 tropas
14
Gigante de piedra
10 de daño, +4 muralla
15
Vampiro
10 de daño, el enemigo pierde 5 tropas y 1 cuartel
17
Jinete de Pegaso
12 de daño a la torre enemiga
18
Dragón
20 de daño, el enemigo pierde 10 de maná y 1 cuartel
25

Desplaza las filas a un lado para ver todas las cartas. Pasa el cursor sobre una carta o tócala: el efecto está escrito abajo.

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.

Campo de batallaInicio: torre / murallaMinas / monasterios / cuartelesTorre de victoriaRecurso de victoriaDuración de la partida
Ciudadela del Archimago20 / 52 / 2 / 250150corta
Jardín de Cristal20 / 103 / 3 / 375200media
Fortaleza costera20 / 105 / 5 / 5150400larga
Valle Azur20 / 501 / 1 / 5100300media
Puerto Brumoso50 / 505 / 3 / 5100300media
Plaza de los Vientos20 / 103 / 1 / 2125350media
Estepa libre20 / 101 / 1 / 1200500larga
Laberinto de Espejos30 / 154 / 4 / 4100300media

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.

TorneoJugadoresCuota en oroPremio del campeónInicio (Moscú)
Mazo lunar641 000 de oro21 007 de orocada hora, cuando no hay un torneo mayor
Carta de plata1282 500 de oro90 740 de oro00:00, 03:00, 06:00, 09:00, 12:00, 15:00, 18:00, 21:00
Copa del Archimago2565 000 de oro318 750 de oro12:00, 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:

No más de 10 adeptos por jugador
ParámetroAdeptoAdept IQ
Precio del Mago100 000 de oro250 000 de oro
Fuerzaal azar, de 0 a 100 %al inicio 0–10 %
Crecimientono crece+1 % cada 100 victorias
Entrenamientono+1 % por 10 000 de oro hasta el 50 %
Presupuesto del turnooroigual
Reventaa jugadores, comisión 10 %igual
  • 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:

EstadoCada vez (cada 6 h)Al día (×4)A la semana
Novato100 de oro400 de oro2 800 de oro
Aprendiz1 000 de oro4 000 de oro28 000 de oro
Mago1 000 de oro4 000 de oro28 000 de oro
Archimago1 000 de oro4 000 de oro28 000 de oro

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.

PremioSectoresProbabilidad
Vacío420.7%
1 000 de oro318.9%
5 000 de oro315.5%
10 000 de oro312.1%
20 000 de oro38.6%
5 cartas lunares13.4%
Regalo al azar13.4%
10 cartas lunares12.9%
Prioridad del mago por 1 día12.9%
+3 giros12.3%
Manto por 30 días11.7%
50 000 de oro11.4%
25 cartas lunares11.4%
Prioridad del mago por 7 días10.92%
Regalo a elegir10.92%
Premium por 30 días10.69%
Adepto10.69%
100 000 de oro10.57%
Prioridad del mago por 14 días10.46%
100 cartas lunares10.34%
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.