How to play - basic mechanics

*Notice: This page is not final, it will be updated together with the games updates (players order, mulligan of the cards to the starting hand, etc). Also the images will be updated as soon as the game gets its final form.*

*Hint: Set the "Turn limit" to high value for your first game(s) to be able to get familiar with the game and controls mechanics.*

As soon as the game is started from the lobby, the first player starts his first round.

The target of the game is to destroy enemy portal. The current round is shown in the upper central part of the screen. The available resources for the current round are shown in the upper left part of the screen. The actual player is highlighted in the right side of the screen and his portal has the flash of light from above.

The cards in the hand have the resource cost displayed in the upper left corner. The energy is needed for playing the card from the hand to the board. As soon as the card is played, its energy cost is decreased from the available energy for the current round. As soon as the card from the hand is chosen, the available spawn places are highlighted at the map.

The unit can not be activated in round it enters the battleground (unless it has "Rush" ability). As you can see in the image below, the speed of the unit is set to 0 in the round in which it was played.

Additional crystal costs (displayed also in the upper left part of the card) are needed for unit control at the battleground.

1) The crystals are primarily gained from the mines - such resources are global and can be used for the control of all units.

2) If the player does not have enough crystals to control some unit, he can exchange the energy for the crystals for the given unit in ratio 2 energy for 1 crystal for the actual round (this is currently done by selecting the unit and clicking on it again).

**Actions of the units**

The units, which still have some speed in the current round and can perform any actions, are highligted at the battleground.

As soon as the available unit is chosen, it full movement range is displayed and available actions are displayed in the right part of the screen.

a**) Movement**

Each step decreases speed of the unit by one. As soon as it reaches zero, the unit can not perform any active actions (attack, usage of active abilities, building the mine).

**b) Build mine**

Each resource at the battleground has its type and can provide 1, 2 or 3 resources of the given type, if the mine in built over it. As soon as the unit is at the place adjacent to the resource, it can start mine construction, if the unit has at least 1 speed available.

The construction of the mine takes one round and the "builder" has to survive.

As soon as the mine is built, it becomes "Protected" (absorbs the first source of damage of any strength) and has 1 health.

**c) Attack**

As soon as the unit is at the place adjacent to the enemy mine, enemy unit or enemy portal, it can attack it.

    There is always one attacker and one defender.

The attacker is priorized and gets +1 to his strength. The defender **always** performs his counterattack with the strength decreased by 1.

The chosen passive abilities are applied both at attack and counterattack.

Both attack and counterattack have chance for:

- standard damage (+0 modifier with 50% chance)

- exceptional damage (+1 modifier with 25% chance)

- weak damage (-1 modifier with 25% chance).

The result of the combat from the image above is displayed below. The attacker (Tanmir) attacked with strength 3 (2 base strength + 1 attack modifier) to the enemy with 2 heath. This unit was destroyed (even if Tanmir's attack was weak). The defender counterattacks with strength 0 (1 base strength - 1 attack modifier) and did not have luck for exceptional damage, so no damage was done to Tanmir. Also the mine, which was under the construction by the defender, was destroyed.

**d) Usage of active ability**

Each active ability costs 1 speed and their effects are described in Abilities page.