Units
The body of every deck. Each unit carries one affiliation, and that decides the only section it can be placed in.
How to play
Two players, one deck each. The board is split into three sections, every unit belongs to one of them, and the match is decided by which sections you commit to. Below: the board, the card, and everything the game actually contains.
This is the game's own schematic, from the glossary in the client. Pick a part of the board and the page on the right explains it.
Pick a markerThe board
thirteen parts, marked
Three territories, two players, and one rule that decides everything: a unit goes where its affiliation says and nowhere else.
The illustrations are the game's own. Only the Total Power wording is the game's text; the rest is descriptive placeholder until the glossary strings are pulled from the client. Player rank is left off deliberately, since ranked play is switched off.
The affiliation on the card is not a suggestion. Six rows, three sections, one row each side — and a card can only enter the section it belongs to. Click a card from the hand and watch the other two sections close.
Diagram — click a card to place it
Each section has a row on each side. The dim row is your opponent's, the lit row is yours.
Your hand
Schematic, not a screenshot — the numbers are illustrative. Both players commit to the same three sections, which is why the interesting decision is which one you let go. See the real board.
Three kinds of card, and 242 of them in total.
The body of every deck. Each unit carries one affiliation, and that decides the only section it can be placed in.
One hero per deck, and each of the seven has an ability nobody else has. Choosing the hero is the first decision you make about a deck.
Played for effect rather than for presence on the board.
A card carries everything a placement decision needs: what it is worth, where it is allowed to go, and what it does once it is there. This is a real card from the game — Innkeeper, a Humans card carrying the Strength affiliation, which is the clearest way to see that the two are not the same thing.
The four emblems in the kit
Hero is the fifth tier; its emblem has not been exported yet.
Each tier carries its own emblem across the foot of the card. These are the game's own, four of the five — lowest to highest.
Basic
01 of 05
Rare
02 of 05
Unique
03 of 05
Mythical
04 of 05
The game's own marks. One sits on every unit card, and it is the only thing that decides where the card can go.
Each carries a unique ability, and the hero you pick is the first decision you make about a deck. Four of the seven illustrations are ready for the web.
Build an army with Monsters, use powerful spells with Humans, or control the battlefield with Nature. Mercenaries are a shared pool rather than a faction you commit to.
Three modes, all of them working today.
Single-player, with painted story cutscenes between stages.
Escalating difficulty against the AI. Where you find out whether a deck holds up.
Matches against other players.
Friend battles are built and currently being tested. There is no ranked ladder. It is deliberately switched off until there are enough players for it to mean anything.
What carries over when a match ends.
This page only states what has been verified against the game. The rules below are in the game but are not written down anywhere yet, so they are left blank rather than guessed:
Send the real numbers and this section becomes six more paragraphs instead of a list of holes.