Learn to Play
A course from your very first point to a whole game. Each chapter is a few short lessons: a quick read with real cards, a question or two, then drills on the same table the trials use. When you're done, pick a Legend and take on its trials.
Chapter 1 The Table
What you're looking at: the goal, how to read a card, card types, zones, and your Legend.
- 1The GoalFirst to 8 points. Your Legend, your Chosen Champion, your base and the battlefields.Start
- 2Reading a CardCost, Power, Domain, Might, type line, tags and rules text: what every part of a card tells you.Start
- 3Card TypesUnits, champions, spells, gear, tokens, runes, battlefields and Legends: what each is and where it goes.Start
- 4ZonesWhere cards live: base, battlefields, hand, decks, trash, banishment and the Champion Zone, and who can see them.Start
- 5Your Legend and Chosen ChampionYour Legend sets your Domains and has an ability. Your Chosen Champion waits in the Champion Zone.Start
- CheckpointRead the BoardEverything in this chapter, on one board.Play
Chapter 2 Runes and Paying for Cards
Channel runes, tap them for Energy, recycle them for Power.
- 1RunesChannel runes each turn. Tap them for Energy, recycle them for Power, and pay for your cards.Start
- 2Power and DomainsPower has a colour. Match the Domain, and learn what the rainbow symbol pays.Start
- 3The Pool EmptiesUnspent Energy and Power are lost. Spend your runes each turn.Start
- 4Spending a Whole TurnCount your runes against your cards, then play the order that wins.Start
- 5Extra ResourcesCards that add Energy or Power, cards that cost less, and costs on top of the cost.Start
- CheckpointDig In at BEverything in this chapter, on one board.Play
Chapter 3 Units and Moving
Play units, ready them, and send them where the points are.
- 1Playing UnitsPlay units to your base or a battlefield you control. They arrive exhausted.Start
- 2MovingSend Ready units to a battlefield or back home. Moving exhausts them.Start
- 3Battlefield to Battlefield[Ganking] units cross from one battlefield straight to the other.Start
- 4Fast UnitsPay a little more to play a unit Ready, so it can move this turn.Start
- 5Holding GroundKeep a unit at a battlefield to control it, and play units straight onto it.Start
- CheckpointThree AbreastEverything in this chapter, on one board.Play
Chapter 4 Combat
Showdowns, damage, and who's left standing.
- 1ShowdownsContest a battlefield and a Showdown starts. Focus, passing, and how it ends.Start
- 2DamageEach side deals its total Might. You choose where yours lands, and a unit needs its full Might in damage to die.Start
- 3Combat Keywords[Assault], [Shield], [Tank] and [Deflect]: the keywords that change a fight.Start
- 4Ties, Wipes and LeftoversWho has the battlefield after a fight: a tie, a wipe, or only one side left.Start
- 5Stun, Kill, BuffsStun a unit to silence it in a fight. Buffs add Might that stays. Some changes last only this turn.Start
- CheckpointThrough the Wall, Then the RestEverything in this chapter, on one board.Play
Chapter 5 Scoring and Winning
Conquer and Hold, once per turn, and the catch on the winning point.
- 1Conquer and HoldThe two ways a battlefield scores you a point: Conquer and Hold.Start
- 2Once per Battlefield per TurnA battlefield scores you at most once each turn, however you get it.Start
- 3The Final PointOne point from winning, a Conquer wins only if you've scored every battlefield this turn.Start
- 4Burn OutWhat happens when your deck runs out, and why it hands your opponent a point.Start
- 5Counting to 8Read both scores, plan two turns ahead, and take away their Hold.Start
- CheckpointSix to EightEverything in this chapter, on one board.Play
Chapter 6 Timing
The order of a turn, and which cards you can play when.
- 1The TurnAwaken, Beginning, Channel, Draw, then your Main Phase, then the End. Everything in order.Start
- 2The ChainSpells wait before they happen, and the newest one happens first.Start
- 3ActionsWhat [Action] means: cards you can play during Showdowns, on either player's turn.Start
- 4ReactionsWhat [Reaction] means: answer a spell before it resolves. Priority and passing.Start
- 5Responding on Their TurnSave your unit, counter their spell, ambush their move.Start
- 6HiddenHide a card for 1 Power. Play it later for free, even on their turn.Start
- 7TriggersAbilities that happen by themselves when something happens.Start
- CheckpointTwo Answers, Two ThreatsEverything in this chapter, on one board.Play
Chapter 7 Abilities, Gear and Keywords
Gear, abilities, tokens and every keyword, one at a time.
- 1Gear and [Equip]Gear stays in your base until you attach it; [Equip] attaches it, and it goes where its unit goes. [Deploy] gear goes straight to a battlefield.Start
- 2Activated Abilities"Cost: effect", used when you choose. Exhausting is a cost, and an exhausted unit can't move.Start
- 3TokensUnits and gear made by an effect: real on the board, gone for good when they leave.Start
- 4Show OffRadiance's new keyword: reveal or point to the right card as you play, and get a bonus.Start
- 5Keyword ReferenceEvery keyword on the cards in one place: its rule, a card that shows it, and a one-move drill.Start
- CheckpointArm the Right HandEverything in this chapter, on one board.Play
Chapter 8 Thinking Like a Player
From a legal move to a good one: tempo, card advantage, reading the board.
- 1Tempo vs ValueSpend it now, or keep it for later?Start
- 2Card AdvantageMake one card cost them two.Start
- 3Reading Open RunesCount their ready runes: what could they still pay for?Start
- 4When to Fight, When to HoldCount the wall, guard what they can reach, and know when not to attack.Start
- 5SequencingSame cards, different order: play first, move first, or let them go first.Start
- 6RacingWhen you get there first, ignore their board and score.Start
- 7Reading Your OpponentPut them on a hand: what could they have, and can they pay for it?Start
- CheckpointPut Him on Punch FirstEverything in this chapter, on one board.Play
Chapter 9 Your First Game
Build a deck, set up, and play a whole game against the AI.
- 1Deckbuilding basicsWhat a legal deck is made of, and how to spot an illegal one.Start
- 2Setting upHow a game starts: Battlefields, who goes first, your 4 cards and the Mulligan.Start
- 3Your first turnsWhat to play on turns 1 to 3 with a starter deck.Start
- 4Coached gameA whole game against the AI, with a coach who points out clear mistakes.Start
- 5GraduationOne more game: no coach, no undo.Start