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 of 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

Rood — erts · 34

Slecht erts
Alle spelers verliezen 8 erts
0
Aardbeving
−1 mijn voor alle spelers
0
Mijninstorting
−1 mijn, +10 muur, je krijgt 5 mana
0
Geluksmunt
+2 erts, +2 mana. Speel opnieuw
0
Vruchtbare grond
+1 muur. Speel opnieuw
1
Rotstuin
+1 muur, +1 toren, +2 troepen
1
Vernieuwingen
+1 mijn voor alle spelers, je krijgt 4 mana
2
Gewone muur
+3 muur
2
Overwerk
+5 muur, je verliest 6 mana
2
Grote muur
+4 muur
3
Fundering
Heb je geen muur, +5 muur, anders +3
3
Mijnwerkers
+1 mijn
3
Rijke ader
Heb je minder mijnen dan de vijand, +2 mijnen, anders +1
4
Instorting
−1 vijandelijke mijn
4
Technologiediefstal
Heb je minder mijnen dan de vijand, dan krijg je er evenveel
5
Versterkte muur
+6 muur
5
Grondwater
De speler met de laagste muur verliest 1 kazerne en 2 toren
6
Nieuwe uitrusting
+2 mijnen
6
Dwergmijnwerkers
+4 muur, +1 mijn
7
Dwangarbeid
+9 muur, je verliest 5 troepen
7
Schokken
Alle muren krijgen 5 schade. Speel opnieuw
7
Machtige muur
+8 muur
8
Geheime grot
+1 klooster. Speel opnieuw
8
Gangen
+5 muur, +1 kazerne
9
Magische berg
+7 muur, +7 mana
9
Kazernes
+6 troepen, +6 muur. Heb je minder kazernes dan de vijand, +1 kazerne
10
Zingende kolen
+6 muur, +3 toren
11
Bastion
+12 muur
13
Versterkingen
+7 muur, 6 schade aan de vijand
14
Nieuwe hoogten
+8 muur, +5 toren
15
Grootste muur
+15 muur
16
Verschuiving
Jouw muur en die van de vijand wisselen om
17
Stenenwerper
+6 muur, 10 schade aan de vijand
18
Drakenhart
+20 muur, +8 toren
24

Blauw — mana · 34

Snuisterijen
Is je toren lager dan die van de vijand, +2 toren, anders +1
0
Regenboog
+1 toren voor alle spelers, je krijgt 3 mana
0
Kwarts
+1 toren. Speel opnieuw
1
Amethist
+3 toren
2
Rookkwarts
1 schade aan de vijandelijke toren. Speel opnieuw
2
Prisma
Trek een kaart, leg een kaart af. Speel opnieuw
2
Scheur
3 schade aan de vijandelijke toren
2
Krachtuitbarsting
5 schade aan je eigen toren, +2 kloosters
3
Robijn
+5 toren
3
Spreukenwevers
+1 klooster
3
Eclips
+2 toren, 2 schade aan de vijandelijke toren
4
Speer
5 schade aan de vijandelijke toren
4
Werkhulp
+7 toren, je verliest 10 erts
4
Voorspel
+4 toren, je verliest 3 troepen, 2 schade aan de vijandelijke toren
5
Tweedracht
7 schade aan alle torens, −1 klooster voor alle spelers
5
Ertsader
+8 toren
5
Matrix
+1 klooster, +3 toren, +1 voor de vijandelijke toren
6
Smaragd
+8 toren
6
Harmonie
+1 klooster, +3 toren, +3 muur
7
Zachte steen
+5 toren, de vijand verliest 6 erts
7
Pariteit
De kloosters van beide spelers worden gelijk aan het hoogste aantal
7
Versplintering
−1 klooster, 9 schade aan de vijandelijke toren
8
Verharding
+11 toren, −6 muur
8
Parel der wijsheid
+5 toren, +1 klooster
9
Saffier
+11 toren
10
Bliksem
Is je toren hoger dan de vijandelijke muur, 8 schade aan de vijandelijke toren, anders 8 schade aan iedereen
11
Kristallen schild
+8 toren, +3 muur
12
Vuurrobijn
+6 toren, 4 schade aan de vijandelijke toren
13
Empathie
+8 toren, +1 kazerne
14
Klooster
+10 toren, +5 muur, +5 troepen
15
Diamant
+15 toren
16
Stralende steen
+12 toren, 6 schade aan de vijand
17
Meditatie
+13 toren, +6 troepen, +6 erts
18
Drakenoog
+20 toren
21

Groen — troepen · 34

Gekkekoeienziekte
Alle spelers verliezen 6 troepen
0
Volle maan
+1 kazerne voor alle spelers, je krijgt 3 troepen
0
Goblins
4 schade, je verliest 3 mana
1
Fee
2 schade. Speel opnieuw
1
Dwerg
3 schade, +1 mana
2
Speerdrager
Is je muur hoger dan die van de vijand, 3 schade, anders 2
2
Elfenverkenners
Trek een kaart, leg een kaart af. Speel opnieuw
2
Goblinleger
6 schade aan de vijand, 3 schade aan jou
3
Minotaurus
+1 kazerne
3
Ork
5 schade
3
Berserker
8 schade, 3 schade aan je toren
4
Goblinboogschutters
3 schade aan de vijandelijke toren, 1 schade aan jou
4
Dwergen
4 schade, +3 muur
5
Verpletteraar
6 schade
5
Duiveltje
6 schade, alle spelers verliezen 5 erts, mana en troepen
5
Dol schaap
6 schade, de vijand verliest 3 troepen
6
Slangetjes
4 schade aan de vijandelijke toren
6
Boeman
7 schade
6
Spookfee
2 schade aan de vijandelijke toren. Speel opnieuw
6
Trollentrainer
+2 kazernes
7
Torengremlin
2 schade, +4 muur, +2 toren
8
Reuzenkever
Heeft de vijand geen muur, 10 schade, anders 6
8
Eenhoorn
Heb je meer kloosters dan de vijand, 12 schade, anders 8
9
Weerwolf
9 schade
9
Elfenboogschutters
Is je muur hoger dan die van de vijand, 6 schade aan de vijandelijke toren, anders 6 schade
10
Giftige wolk
Is de vijandelijke muur hoger dan 10, 10 schade, anders 7
11
Rotsvreters
8 schade, −1 vijandelijke mijn
11
Dief
De vijand verliest 10 mana en 5 erts, jij krijgt de helft
12
Krijgsheer
13 schade, je verliest 3 mana
13
Succubussen
5 schade aan de vijandelijke toren, de vijand verliest 6 troepen
14
Steenreus
10 schade, +4 muur
15
Vampier
10 schade, de vijand verliest 5 troepen en 1 kazerne
17
Pegasusruiter
12 schade aan de vijandelijke toren
18
Draak
20 schade, de vijand verliest 10 mana en 1 kazerne
25

Blader de rijen opzij om alle kaarten te zien. Wijs een kaart aan of tik erop — het effect staat onderaan de kaart.

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.

SlagveldStart: toren / muurMijnen / kloosters / kazernesWinnende torenWinnende grondstofLengte van de partij
Citadel van de Aartsmagiër20 / 52 / 2 / 250150kort
Kristallen Tuin20 / 103 / 3 / 375200gemiddeld
Kustvesting20 / 105 / 5 / 5150400lang
Azuurvallei20 / 501 / 1 / 5100300gemiddeld
Mistige Haven50 / 505 / 3 / 5100300gemiddeld
Plein der Winden20 / 103 / 1 / 2125350gemiddeld
Vrije Steppe20 / 101 / 1 / 1200500lang
Spiegellabyrint30 / 154 / 4 / 4100300gemiddeld

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.

ToernooiSpelersInleg in goudPrijs voor de kampioenStart (Moskou)
Maandek641 000 goud21 007 goudelk uur zonder een groter toernooi
Zilveren kaart1282 500 goud90 740 goud00:00, 03:00, 06:00, 09:00, 12:00, 15:00, 18:00, 21:00
Beker van de Aartsmagiër2565 000 goud318 750 goud12:00, 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:

Hoogstens 10 adepten per speler
KenmerkAdeptAdept IQ
Prijs bij de Magiër100 000 goud250 000 goud
Krachtwillekeurig, van 0 tot 100%bij de start 0–10%
Groeigroeit niet+1% per 100 overwinningen
Traininggeen+1% voor 10 000 goud tot 50%
Budget van de dienstgoudhetzelfde
Doorverkoopaan spelers, commissie 10%hetzelfde
  • 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:

StatusPer keer (elke 6 u)Per etmaal (×4)Per week
Beginner100 goud400 goud2 800 goud
Leerling1 000 goud4 000 goud28 000 goud
Magiër1 000 goud4 000 goud28 000 goud
Aartsmagiër1 000 goud4 000 goud28 000 goud

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.

PrijsSectorenKans
Leeg420.7%
1 000 goud318.9%
5 000 goud315.5%
10 000 goud312.1%
20 000 goud38.6%
5 maankaarten13.4%
Willekeurig cadeau13.4%
10 maankaarten12.9%
Prioriteit van de magiër voor 1 dag12.9%
+3 draaien12.3%
Mantel voor 30 dagen11.7%
50 000 goud11.4%
25 maankaarten11.4%
Prioriteit van de magiër voor 7 dagen10.92%
Cadeau naar keuze10.92%
Premium voor 30 dagen10.69%
Adept10.69%
100 000 goud10.57%
Prioriteit van de magiër voor 14 dagen10.46%
100 maankaarten10.34%
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.