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How to play

The goal

Each god starts with 30 Health and a deck of 30 cards. Reduce the other god to 0 Health to win.

A match is a draw if both gods reach 0 Health together or after 90 turns in total.

Rather learn by playing? Play the tutorial, a short guided battle as Zeus.

Setting up

The starting player is chosen at random and draws 3 cards. The other draws 4 and gets Charon's Obol, which grants 1 extra mana for the turn you play it.

Before play begins, keep your starting hand or swap any cards for replacements.

Your turn

At the start of your turn, gain a mana crystal up to 10, refill your mana, and draw a card.

Spend mana to play cards, attack with your followers and your god, use your boon once, and press End turn. A turn lasts 75 seconds; a burning rope shows the last 20.

Your hand holds 10 cards; further draws are discarded. Drawing from an empty deck deals 1 damage to your god, then 2, then 3, and so on.

Reading a card

Followers stay on the table and fight, with up to 7 on each side. Spells take effect when played. Weapons equip your god with Attack and Durability.

The gem under the name shows rarity: white common, blue rare, purple epic, orange mythic.

Fighting

Followers normally attack once per turn, starting on your next turn. Drag a follower onto an enemy, or tap it and then tap the target. Attacking a follower makes both deal their Attack to each other. At 0 Health, a follower dies. A god being attacked does not hit back.

Your attacks must target enemy followers with Shield first. Shield does not block spells or boons.

Weapons

Playing a weapon equips your god. The bottom-left stat is Attack; bottom-right is Durability, or attacks remaining. Each attack uses 1 Durability. At 0, the weapon breaks.

Your god can attack once per turn, including the turn you equip a weapon. Followers deal damage back to your god. Equipping a new weapon breaks the old one.

Boons

Every god has a boon: a power of their own that costs 2 mana and can be used once per turn.

  • Odin, Shield Wall: Gain 2 Armor.
  • Zeus, Thunderbolt: Deal 1 damage.
  • Sun Wukong, Hair Clones: Summon a 1/1 Monkey Clone.

Armor absorbs damage before Health and carries over between turns.

Keywords

Shield.
Enemies must attack followers with Shield before other targets.
Swift.
Can attack immediately.
Skirmish.
Can attack followers immediately.
Aegis.
The first time this takes damage, ignore it.
Flurry.
Can attack twice each turn.
Veiled.
Enemies can't attack or target this until it attacks.
Venom.
Destroy any follower damaged by this.
Drain.
Damage dealt also heals your god.
Undying.
Comes back with 1 Health the first time it dies.
War Cry.
Does something when you play it from your hand.
Last Rites.
Takes effect when this follower dies or this weapon breaks.
Foresee.
Choose one of three cards to add to your hand.
Freeze.
Can't attack while frozen.
Spellcraft.
Your spells deal extra damage.
Immune.
Can't be damaged.
Offering.
When you play this from your hand, you may sacrifice another friendly follower for the listed reward. Last Rites and Undying resolve before the reward. Requires an open board slot.
Oath.
Complete the listed objective while this follower is in play to earn its reward once. Progress is public and resets if it leaves play or transforms.
Challenge.
When played, mark an enemy follower. Attack and kill it with this follower, surviving combat and its resulting effects, to earn the listed reward once. No enemy target means no Challenge.
Patience.
At the end of your turn, earn the listed reward if this follower had a legal attack available and never attacked that turn. Frozen or sleeping followers don't qualify.

Your run

Choose a god and draft 30 cards, picking one of three each time. Win as many matches as you can. There is no win limit; your run ends after 3 losses. A draw counts as a loss.

Once a run with at least one win ends, your best one appears on the Roll of Honour. Ties favor fewer losses, then whoever reached the record first.

You're matched with players on similar win counts. If no suitable player is found, an AI opponent joins. Matches against AI count toward your record.

Conceding loses the current match. Retiring from the run screen permanently ends the run so you can draft a new deck.

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