Complete Guide
Work in Progress and Event List
Card Packs: Plants, Stone People, Volcanic People, Tiny Folk, Female Warriors, Dragon People
A large number of monster cards.
Another game map (Royal Island) available from level 40.
Events:
Easter Event: - until April 20, 2025
Witch Event: April 21, 2025 - until May 20, 2025
Basic Game Description
This is a TCG (trading card game), a collectible card game. The goal is to collect as many cards as possible, especially the rarest ones. However, this game has many other objectives, such as ranking in various leaderboards, acquiring your own castle, or conquering an entire island and collecting in-game currency from its inhabitants through taxes.
Cards are divided into two main types: monster cards and hero cards. Players can craft hero cards in the forge. Most game battles are fought using them. Monster cards are obtained by defeating them in specific missions (to acquire them, you must use only hero cards you own, and no bonus game fields must be active).
Hero cards also have classes, which can be Warrior, Mage, or Shooter. Cards come in different colors based on their quality. The following distinctions are made:
Quality | Monsters | Heroes |
---|---|---|
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YES | YES |
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YES | YES |
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YES | YES |
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YES | YES |
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YES | NO |
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YES | NO |
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YES | NO |
You can build a deck from hero cards, which you can then use in battle. In most battles, you can rebuild your deck at any time and deploy different cards. Some missions have a maximum quality restriction, so higher-quality cards will not appear in those missions as they cannot be used in battle.
To participate in battles, you need game energy. You gain 1 point every 2 minutes. A standard battle costs 5 points, while more expensive battles cost 25 points. To fight against AI opponents or human players, you will need a different type of energy. Each of these battles costs 30 energy points, with a regeneration rate of 1 point every 2 minutes.
Combat System
Battle Progression
The battle continues until one side is completely defeated or the maximum number of rounds is reached: 200
Combat is divided into rounds. Each round consists of the following actions:
Summoning
If a character successfully used a special summoning ability in the previous round, it will be activated at the beginning of this round. From that point on, the summoned monster will fight until its death, which can only occur at the end of a round.
Determining Battle Distance
A battle can only start in one of two initial positions, simulating the starting distance between enemies.
Icon | Position | Description |
---|---|---|
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Long Range | This position simulates open areas: fields, meadows, mountains, swamps. |
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Close Range | This position simulates environments such as cities, forests, caves, or dungeons. |
If one of the players used a special fear ability in the previous round, the battle shifts to long range (if it started there), and both players lose one fatigue point (but not a tag).
If a player has no ranged attack but is fighting at long range, they suffer the following penalties:
- They cannot use the special ability of their attack.
- They receive a damage modifier of -100%, meaning their current attack deals no damage.
Determining Primary or Secondary Attack
The primary attack is usually the stronger one, so a fighter will aim to use it. However, specific conditions must be met for it to be used:
Condition | Description |
---|---|
Long Range Position | This condition is met only when fighting at long range. |
Health > 75% | This condition is met only when the player has at least 75% of their health. |
Health > 50% | This condition is met only when the player has at least 50% of their health. |
Health > 25% | This condition is met only when the player has at least 25% of their health. |
Attack Strength Calculation
After determining which attack will be used, we find out the default position for a special attack. Then, we calculate the base strength.
Base Vitality + Attack Flow Strength = Attack Strength
This base attack flow strength is then multiplied if the conditions in the following points are met.
Bonus Against Tag
Each card has a so-called racial tag, which can be countered with a special anti-tag. If you have it, you gain a bonus +25%, i.e., Attack Strength * 1.25
Below is a list of tags:
Icon | Anti-Icon | Description | Icon | Anti-Icon | Description | Icon | Anti-Icon | Description | Icon | Anti-Icon | Description |
---|---|---|---|---|---|---|---|---|---|---|---|
![]() | ![]() | Dragon People | ![]() | ![]() | Black Rock People | ![]() | ![]() | Hobbits | ![]() | ![]() | Humans |
![]() | ![]() | Dwarves | ![]() | ![]() | Elves | ![]() | ![]() | Stone People | ![]() | ![]() | Female Warriors |
Icon | Anti-Icon | Description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
![]() | ![]() | Animals | ![]() | ![]() | Demons | ![]() | ![]() | Dragons | ![]() | ![]() | Giants |
Bonus Tag
At level 30, you gain access to the skill tree. These are bonus tags that apply at the beginning of the battle. Depending on the level, they apply with varying strength to different numbers of your characters. Currently, these are: ,
, and
Synergy Bonus
Synergy can only be activated for heroes. Each hero belongs to one of three basic classes: Warrior, Mage, and Shooter. Each synergy requires a specific combination of heroes with these classes. This combination must be exact but does not depend on order.
Then, you just need to have the correct attack type on your card in the currently used attack. A given synergy bonus is applied to the overall attack strength: +X%, i.e., Attack Strength * (X / 100)
Below is a list of all attack types:
Icon | Description |
---|---|
![]() | Slashing – usually damage caused by swords or claws |
![]() | Bludgeoning – usually damage caused by hammers or clubs |
![]() | Piercing – usually damage caused by daggers or bows |
![]() | Force – damage caused by pressure or massive strength |
![]() | Fire – damage caused by fire or fire magic |
![]() | Ice – damage caused by frost or ice magic |
![]() | Electric – damage caused by electricity or lightning |
![]() | Light – damage caused by nature or white magic |
![]() | Dark – damage caused by dark or black magic |
![]() | Poison – damage caused by toxins |
![]() | Virus – damage caused by viral infections |
Bonus for God's Hand
A special bonus available from level 20 for the first-position card, which varies depending on the card's rarity. The bonus is shown in the following table:
Card Rarity | Bonus and Description | Bonus in the Arena of Chance |
---|---|---|
![]() | + 100% + Level / 2 | + 20% + Level / 2 |
![]() | + 60% + Level / 2 | + 20% + Level / 2 |
![]() | + 30% + Level / 2 | + 20% + Level / 2 |
![]() | + 10% + Level / 2 | + 20% + Level / 2 |
Battle Position Bonus
Each battle position, except for the first one reserved for God's Hand, may have a bonus for a specific attack type. The same rules apply as if you had synergy, but it applies only to the card in that specific position.
The bonus is +50%
Power Index Calculation
To determine the power index, divide the higher power by the lower power (A / B) and assign an index according to the following table:
Ratio | Damage A / B | Power Bonus for A / B |
---|---|---|
<= 1.2 | 25% / 25% | 0 / 0 |
<= 1.5 | 40% / 20% | 1 / -1 |
<= 1.9 | 55% / 15% | 2 / -2 |
<= 2.4 | 70% / 10% | 3 / -3 |
<= 3 | 85% / 5% | 4 / -4 |
> 3 | 100% / 0% | 5 / -5 |
Special Attack
A special attack has a usage condition that must be met in order to be activated:
Requirement | Description |
---|---|
None | Very rarely, a special attack may have no condition |
Minimum Power Index | The power index from the previous formula. You usually need a certain advantage over the enemy to use it |
Maximum Power Index | The power index from the previous formula. The enemy must be stronger than you to use it |
Accuracy Difference | Your accuracy minus the enemy's agility. The requirement specifies the minimum value that must be met |
No Defense | The special attack defines an attack type against which the enemy must have no defense to meet the requirement |
No Fatigue | You must not have an active fatigue tag |
A special attack can have two types: Tag and Damage
Tag
Each tag has a certain usability restriction, as follows: No limit, once, once per battle, every second turn, every third turn
List of All Tags
Below is a list of all tags:
Icon | Name | Activation | Expiration | Description | |||||||||||||||||||||||
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Accuracy | In battle, during the current round | Accuracy 5 -> Accuracy 4 -> Accuracy 3 -> Accuracy 2 -> Accuracy 1 -> nothing |
Accuracy increases the chance to hit the enemy or deal critical damage.
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Healing | At the end of the round | Healing 40 -> Healing 20 -> Healing 10 -> Healing 5 -> nothing |
Healing occurs at the end of the round, meaning after you have taken damage for that round.
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Fatigue | At the end of the round | Fatigue 4 -> Fatigue 3 -> Fatigue 2 -> Fatigue 1 -> nothing |
Fatigue points are gained or lost based on various events.
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Fear | Activated when used (earliest at the beginning of the next round) | Fear -> nothing | Fear can only be used if the starting position is ranged and the current position is melee. The enemy in fear retreats to a ranged position, and the one causing fear loses one fatigue point. Otherwise, they "lock up" and fight despite the fear, as there's nowhere to run. | |||||||||||||||||||||||
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Fury | At the end of the round | Fury -> nothing | Doubles the damage you deal in the current round. | |||||||||||||||||||||||
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Invincibility | In battle, during the current round | Invincibility X -> nothing | Invincibility makes you immune to any damage in the current round. | |||||||||||||||||||||||
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Life Steal | At the end of the round | Life Steal 100 -> Life Steal 50 -> Life Steal 25 -> nothing |
Life Steal restores health at the end of the round based on the percentage of damage dealt to the enemy.
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Flu Virus | At the end of the round | Flu Virus 1 -> Flu Virus 2 -> Flu Virus 4 -> Flu Virus 8 -> Flu Virus 12 -> Flu Virus 16 -> nothing |
Viruses work the opposite way of poisons. They start weak and grow stronger over time. Causes immediate damage in percentage of base vitality, reduced by virus resistance.
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Damage
A type of attack with a value that will be added to the current attack strength.
Bonuses for Special Attack
If the special attack type is damage and this attack is active, the following bonuses apply:
- Bonus against tag
- Synergy
- God's Hand
- Position bonus in battle
Obtaining Strength Index
The attack strength used before determining the special attack is increased by the special attack bonus, if it is of the damage type. Just like before, the strength index is calculated along with the final damage the player will receive. Before calculating the actual damage, we determine the damage modifier based on your accuracy and the enemy's agility, i.e., whether the enemy was hit at all. We start with a **100% modifier**, meaning damage will be dealt at full potential. The comparison has the following effects:
Difference between your accuracy and enemy's agility | Effect on modifier |
---|---|
>= 10 | Critical attack |
>= 0 | No effect |
>= -2 | -25 |
>= -4 | -50 |
>= -6 | -75 |
< -6 | -100 |
Obtaining Damage
First, the base damage is calculated as **Base Vitality * Damage Modifier / 100**.
Damage is determined for all attack types according to the following weight distribution:
Attack Type | Weight |
---|---|
Current Attack - 1st Type | 100 |
Current Attack - 2nd Type | 50 |
Current Attack - 3rd Type | 25 |
Current Special Attack - 1st Type | 100 |
Defense Against Type | Effect on Modifier |
---|---|
100% | -100 |
50% | -50 |
25% | -25 |
End of Round
At the end of the round, most tags are applied, and fatigue along with fatigue points is added.
Card Strength
The game often uses a point-based evaluation of card strength. It is determined by the card's rarity and its subcategory, which is written on the back of each card in the top right corner. The specific strength is described in the following table.
Rarity | Subcategory | Strength (points) |
---|---|---|
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B | 100 ![]() |
A | 200 ![]() |
|
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B | 300 ![]() |
A | 450 ![]() |
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B | 600 ![]() |
A | 800 ![]() |
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S | 1000 ![]() |
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B | 1200 ![]() |
A | 1600 ![]() |
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S | 2000 ![]() |
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B | 2400 ![]() |
A | 3200 ![]() |
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S | 4000 ![]() |
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A | 4800 ![]() |
S | 7200 ![]() |
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A | 9600 ![]() |
S | 14400 ![]() |