Please refer to our Step By Step guide for more information
Player
God
Each player can choose a God to play as. Different gods have different exclusive cards to use in your deck.
God Power
A god power is a special ability displayed to the right of each god portrait. God powers can be used once per turn. You can choose from 4 god powers at the start of the game.
God power is considered active when at least one use is still left.
God Health
The health of the player. Creatures can attack or heal a player and will change this value. The game ends when either player lost all of its life points.
Mana Gems
Each player has 9 mana gems. At the start of the game, their mana gems are covered by mana locks. At the start of each turn 1 mana lock is removed and all their mana gems are refreshed, giving them 1 mana to spend for each gem that is fully unlocked.
Mana Locks
Mana locks are placed on mana at the start of the game. You cannot spend your mana if it has a mana lock on it. If a mana has no locks on it, it is considered unlocked. Each turn one mana lock is removed from your next mana. The below table represents the amount of locks on each mana:
Mana Gem Number |
Number of Lock Tokens |
---|---|
1 - 5 |
1 |
6 - 7 |
2 |
8 |
3 |
9 |
4 |
What this table means is that your mana gems from 1 to 5 will unlock once a turn. From the 6th gem on, mana begins to unlock progressively slower, as a result, higher mana cards can be extremely powerful as you won't be able to cast them for a very long time
Depletion
When the player tries to draw a card from an empty deck, they gain 4 mana locks. If a player ever has all their mana gems locked and they try to draw a card from an empty deck they lose the game.
Core Game Functionality
Target Interaction Matrix
Character attacking character
|
A creature using Roar or Ability targeting friendly character
|
Creature using Roar or Ability targeting enemy character
|
A spell or God Power targeting friendly character
|
A spell or God Power targeting enemy character
|
|
---|---|---|---|---|---|
Blocked by Frontline | Yes | No | No | No | No |
Blocked on Backline | Yes | No | No | No | No |
Triggers Ward | No | No | No | No | Yes |
Triggers Protected* |
Yes* |
Yes* | Yes* |
Yes* |
Yes* |
Blocked by Hidden | Yes | No | Yes | No | Yes |
*Damage from any source triggers protected and reduces damage to 0. Non-damage effects are not blocked.
Cards
Mana Cost
The mana cost is shown in the top left corner of each card. This is the amount of mana that is reduced from your pool of mana when you play the card.
Health
Health is the amount of damage something can take before it dies and is indicated on the bottom right of a creature card.
Relics (on the right) have Durability which is mostly the same, but is the amount of times they can attack or be used.
Strength
Amount of damage this card can cause if it attacks or is attacked and is indicated on the bottom left of a creature card.
Relics and creatures both have Strength, which is the damage they deal, the icon on relics is different due to their nature as a slightly different card.
Stats
This refers to either the health, strength or the combined total. For instance "this creature has 5 stats" means that the creatures "strength + health = 5".
Game design likes to refer to cards in balancing as 3/3 or 5/1 as this is more descriptive than '5 stats' that could mean anything.
Rarity
There are 5 types of Rarity
- Common
- Rare
- Epic
- Legendary
- Mythic (Mythics are one of a kind collectible card that isn't valid for tournament play, there is only ever 1 of each Mythic).
Rarity is 'how likely' a card is to drop from a pack. Rarer cards can have more interesting or powerful effects.
The colour of the gems that encase the title plaque signal the cards rarity. Legendaries also have a wreath. Mythics have full custom card fronts that also overwrite Quality.
Common → Rare → Epic → Legendary → Mythic
Quality
Collectible
Cards that can be collected in the game and therefore can be placed in a deck.
Noncollectable
Cards that can’t be obtained and viewed in your collection. A good example of a noncollectable card would be the 2/2 creatures that can be summoned with a number of the God Powers.
Cards and God Powers that summon these 2/2 creatures can be obtained and added to your deck, but the actual 2/2's themselves cant be added to your deck.
Noncollectable cards can be any other type of card (creature, spell, relic) and are functionally identical to collectible cards, apart from being noncollectable.
These are almost always 'spawned' or 'summoned' cards that come into play due to the effects of other Collectible cards or God Powers.
Bag Of Tricks
Start a game mechanic that costs 0 Mana. The Large & Small Bag of Tricks is a tool used to balance the advantage that a player inherently gets when they go first. They temporarily unlock a mana lock and refresh 1 mana. The Large Bag has more uses goes to the second player as they are at a bigger disadvantage.
Importantly the Bag of Tricks does not count as a card for the purposes of your hand size or any other card which references 'cards'. For example, the hand size limit is 9 + bag of tricks or 9 without the bag of tricks. Another example is the card "Quicksilver Dragon" which states "Roar: If you have 6 or more cards in hand after this enters the board, gain blitz." - the Bag of Tricks will not count toward the 6 cards here.
Card Types
Creature
Creature cards can be identified by their strength and health values on the bottom left and right of the card.
When played they summon to the board.
They can not be played if your board has 6 creatures on it.
Spell
A spell card is different than a creature card in that it doesn't have strength or health. However, some spells might summon creatures, for instance, the card Mugging is a spell that summons 3 creatures.
Relic
When played a Relic equips to the left of your god. It has durability and strength values. When durability hits 0, the Relic is destroyed and goes to the void.
When a Relic is played, it can’t attack until the next turn, unless it has text that allows it to attack the turn it’s played such as Godblitz or Blitz.
They can be identified by their spiked octagonal frame with relic specific gemstones on the bottom for their strength and Durability.
All Collectible relics are God Specific though there are Neutral relics that can be summoned.
Generic Terms
Deck
The starting collection of cards to play with. A valid deck is exactly 30 cards and can be made up of 2 copies of each non legendary card or 1 copy of a legendary card. Decks may only contain collectible cards.
Hand
Current cards are in your hand.
Your hand can be a maximum of 9 cards.
If you attempt to draw a card while you have 9 cards in hand, the card is instead not drawn and nothing happens.
Board
When you summon a creature, it enters the board. Each players board can have a maximum of 6 creatures on it.
Void
The graveyard of destroyed cards. Some cards and spells can bring cards back from the void onto the board, deck or your hand. Some things should not go into the void - for instance things that happen from 'Pick one', 'Ability' or the 'Bag of Tricks'.
Both players have a void and you can click on either to view what's in there.
Viewing the void.
God Power
This is the zone where God Powers are placed.
Choosing a god Power.
End Turn Button
This is the end turn button located on the right hand side of the board.. When you press this your turn will end and be passed to your opponent.
Mulligan
The Mulligan is a common card game term that refers to the part of the game that allows the player to redraw some of their opening hand.
Character
Character refers to both creatures and gods.
The card "Dart Maniac" deals 1 damage to a random enemy character.
Say your opponent had 2 creatures on their side of the board, then Dart Maniac would pick a target out of the 2 creatures and the god.
Tribes
Similar to Named Sets below, Tribes are simply a way to categorize certain cards in a way other cards can reference them. They have no functionality by themselves, they are merely tags. The current Tribes are:
- Viking
- Amazon
- Aether
- Atlantean
- Olympian
- Nether
- Anubian
- Dragon
Card text may reference a tribe. For instance, Battlebard states "Roar: Give a friendly Viking strength +2."
Aether
Amazon
Anubian
Atlantean
Dragon
Nether
Olympian
Viking
Keywords
Keywords are effects of the game that are seen on cards. Typically a keyword is a shortened version of something that will happen.
Ability
Creatures or relics with an ability are unable to attack. Instead, the player can click on a creature on the board as if it attack and see its ability as a card (similar to how pick one has multiple cards that show up). The player can then click the ability card to activate the ability.
Note that blitz does not allow a creature with ability to attack the turn its played as blitz only affects attacks.
Attack
When you select a creature on the board and drag it on to an enemy creature, that is an "attack". Cards may also read "Start of your turn: attack a random enemy creature." This would use up the attack the creature has for the turn and it will not be able to attack normally without being granted an extra attack, for example, through twin-strike.
Afterlife
Afterlife is an effect that triggers when the creature dies & before it is moved to the void. Note that when a creature is obliterated, it does not trigger its afterlife.
Backline
Creatures with backline can only be targeted by attacks when all other non-backline friendly creatures are removed from the board (see targeting matrix).
Blitz
A creature with blitz can attack creatures the turn its played. However, blitz creatures cannot attack gods the turn they are played.
Godblitz
Godblitz functions exactly the same as blitz except they can also attack gods.
Cant Attack
This card or creature isn't allowed to attack anything. There may be specific instances of 'can't attack' that are applied. For instance Aquatic Torturer reads 'Can't attack gods.' - this means Aquatic Torturer is allowed to attack creatures but not gods.
Cant Attack Gods
This card is allowed to attack creatures but not gods
Confused
A creature with confused has a 50% chance to instead of attacking the players chosen target, to instead attack a random valid enemy target instead. Picking a valid target includes anything that the creature could normally attack.
Deadly
Deadly creatures automatically kill other creatures if they deal damage to them from any source. This can be combat damage or ability damage.
Frontline + Deadly
Delve
Delve is an ability that presents the player with a choice of three different randomly selected cards. The player then chooses one of the cards and card text continues. If you delve a card from somewhere a copy is not created - the actual card is taken. For instance if you have a Beam and a Ratify in your void and then you delve the Beam into your hand, you will just have Ratify left in your void.
Regen
Creatures with regen X heal for X at the end its controller's turn.
Short for regenerate.
Flank
Flanking creatures can ignore frontline if something else has attacked that turn.
Shown with the winged sandal.
Frontline
Enemies must attack creatures with frontline before any non-frontline characters (see targeting matrix). With the exception of flank, which allows frontline to be ignored after the first attack of a turn.
Hidden
Creatures with hidden may not be the targeted directly by their opponent, they can still be the target of random effects (see targeting matrix). When a creature with hidden attacks, hidden is removed.
Shown with the dark shadows across the card art.
Leech
A creature with leech heals its controlling god for health equal to damage dealt. If an attacking creature with leech has more attack than a defending creature has health, the attacking creature will only heal its god for the defending creatures lost health.
For example: A 4 strength leech creature hitting a creature with 3 health remaining would only heal the god for 3.
Ward
Cards with ward are protected from 1 enemy spell or god power effect.
- If the source of an effect is a spell or god power, it does nothing to the card with ward.
- If the source on an effect is from a creature or relic, it is effected as normal.
- When a creature with ward is impacted by an enemy god, the spell or god power will successfully fire, but no effect that impacts the creature will occur for the duration of the spell resolving.
Once the spell or god power has resolved, ward is removed from the creature.
If a spell has two simultaneous effects on the target, ward will block both of them.
Ward will only protect a unit when it is on the board; it will not protect card in your void, deck or hand.
Ward will not protect your units from your own spells or effects.
For example, a spell with "Deal 2 damage to a creature, the destroy everything on the board." if all creatures on both sides of the board had ward. All enemy creatures would be unaffected and all friendly creatures would be destroyed, no matter the target.
A creature cannot have more than one instance of ward on it at a time.
If a spell resolves in multiple stages (eg, umber arrow steals a creature, stage 1 and then sends it back, stage 2), ward will block all stages after the creature gains ward. for example, target a creature with umber arrow, if the creature gains ward after umber arrow is targeted and before it returns to the opponents side of the board, being returned to your opponents side of the board will be blocked by ward.
Overkill
Overkill is a keyword. When a card with overkill deals damage from an attack, any excess damage is distributed randomly among any enemy characters.
Obliterate
This means to remove from the game, the obliterated card is moved outside the game rather than to the void. Obliterated creatures or spells can’t be returned to the game, unless explicitly stated.
Cards can be obliterated from your hand and are similarly removed from the game rather than into your void.
Afterlife will not trigger if a creature is obliterated.
Pick One
Gives the controlling player the ability to choose between two or more effects stated on the card.
Protected
Protected absorbs the first instance of damage taken by protected creature or god as long is it is greater than zero.
Once damage over zero has been taken, protected is removed.
A creature cannot have more than one instance of ward on it at a time.
Scenarios:
A protected creature is attacked by a creature with 4 strength. The protected creature takes 0 damage and protected is removed.
A protected creature is attacked by a creature with 0 strength. The protected creature takes 0 damage and protected stays on.
A protected creature is attacked by a creature with 1 strength and deadly. The protected creature takes 0 damage and protected is removed.
Protected + Twinstrike
Roar
Roar effects are activated when a creature is cast from your hand.
A creature cannot target itself with roar.
Summoning a creature from the void will not activate its roar because it was not cast from your hand.
Refresh Mana
Refills X mana gems up to your maximum number of unlocked mana gems. It does not unlock or creature new mana gems.
Sleep
A sleeping creature or god cannot attack until sleep wears off. Sleep wears off at the beginning of the end of the creature that has sleeps turn. This means that if a creature is given sleep during the end of a turn it won't wear off until the end of its next turn.
Scenario: Memory charm is played on one of your creatures. Your creature is given sleep at the end of your turn. You pass the turn to your opponent. Your opponent passes back to you. Your creature still has sleep and cannot attack as sleep was given to it during the end of your turn.
Soulless
Soulless creatures do not go into the void on death but are instead removed from the game. Their afterlife is still triggered.
Spell Boost
Creatures with Spell Boost X give a bonus of X damage to spells cast by their controlling player. Healing and number of times effects are not effected, only damage.
Transform
Transform turns a creature into something else. This notably does not trigger afterlife effects but does send the creature that was transformed to the void.
Twin Strike
Twin Strike lets creatures perform a second attack, but one of their attacks must target a creature. This means that a creature cannot attack a god twice with twin strike.
Foresee
Look at the top X cards of your deck and you can decide to send any number of them of them to the bottom of the your deck. The cards you did not send to the bottom are returned to your deck in the same order.
This should just be a screenshot of a card with the effect, there is no icon or vfx.
Burn
Characters with burn X take X damage at the end of their controllers turn. eg; a creature with burn 3 takes 3 damage at the end of its owners turn.
The Chosen One
When a Chosen One effect is played and you do not already control a creature with Chosen One in your hand, board or deck then a random creature in your deck becomes the Chosen One.
If an effect were to be played and there is already a chosen one then it will target the Chosen One.
A creature loses “The Chosen One” when they are destroyed or obliterated, as destroying a creature resets a card to its default state.
Named Subsets
Similar to tribes above, named subsets are simply a way to categorize certain cards in a way other cards can reference them. They have no functionality by themselves, they are merely tags. The current Named subsets are:
Enchanted Weapon
Enchanted weapons are 4 specific noncollectable neutral relics that are created by other cards. These are: Sterling Spear, Glassblade Gladius, Curative Cudgel and Destructive Dagger.
Anim
Anims are a group of 4 noncollectable neutral creatures that are created by other cards and are characterised by having the word Anim in their name. These are: Iron Anim, Protected Anim, Heavy Anim and Concealed Anim.
Rune
Runes are a group of 4 noncollectable neutral spells that are created by other cards and are characterized by having the word "Rune of" in their name. These are: Rune of Fire, Rune of Life, Rune of Strength, Rune of Sight.
Miscellaneous
Mulligan
The Mulligan is a common card game term that refers to the part of the game that allows the player to redraw some of their opening hand.
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