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Rules

One turn, four resources and two rows. You learn the rest by playing.

Goal and turn

Bring down the enemy hero. Each turn you play cards, attack with the Frontline and use the hero Power.

In 1v1, each hero starts with 30 health and each deck has 30 cards.

Faith

Faith pays for cards, hero Powers and moves. It grows by 1 each turn, up to a maximum of 10.

Moving a unit from the Backline to the Frontline costs 1 Faith.

Devotion

Faith left at the end of the turn becomes Devotion, up to 3. Devotion pays for Reactions on the enemy's turn.

Saved 2 Faith? You have 2 Devotion to react.

Momentum

Rises by 1 for each card played in the turn. Cards and Powers with Combo use Momentum.

With 2 Momentum, the Kitsune draws a card when it enters.

Glory

Playing a card of your pantheon earns 1 Glory, defeating a unit earns 1 and hitting the enemy hero earns 2.

At 8 Glory the hero levels up; at 20, it reaches level 3.

Frontline · Backline

Only the Frontline attacks. The Backline protects the units and the hero, but does not attack. Flying and Ranged ignore protection. Moving a unit costs 1 Faith.

A Guardian on the enemy Frontline must be attacked before other targets.

Reaction

A Reaction answers the enemy's action. The 3-second window opens when the enemy attacks or uses the hero Power, and the defender with Devotion always sees it, so nobody can read your hand.

Did the enemy attack? Spend Devotion and play the Reaction on the attacking unit.

Combo

Some cards have a bonus that only applies with enough Momentum, like “Combo 3”.

Thor, Lord of Thunder deals 2 damage to the enemy Frontline and, with Combo 3, to the Backline too.

Sanctuary

The Sanctuary sits in a column on your side for a few turns and acts at the end of your turn.

Mimir's Spring lasts 3 turns and heals 2 of your units in the column.

Ascension

At 8 and at 20 Glory the hero levels up: the Power improves and you pick one of two Talents.

The Power has three levels, and Talents are picked at level 2 and 3.