Coached game
Time to play a real game. Pick a deck: Master Yi or Ahri. The AI plays the other one. First to 8 points wins.
- The Master Yi deck (Calm/Body). Its Legend, Wuju Bladesman: a unit of yours defending alone gets +2 Might. Plain, sturdy units.

- The Ahri deck (Calm/Mind). Its Legend, Nine-Tailed Fox: enemy units attacking your battlefields get -1 Might.

A coach watches your moves. Right after a clear mistake, it tells you what went wrong and what would have been better. It speaks up when:
- You could have won this turn, and that move gives the win away.
- You end your turn leaving them a battlefield that wins them the game on their next turn.
- You send units into a fight you can't win, when another move would have won it.
- You end your turn with runes unused and a unit you could have played.
Each time, you choose: Undo that move, or keep it. The coach stays quiet when a move is a fair choice. If you're stuck, Hint shows what the AI would do in your place.
Before the game you pick the AI's level: Easy plays its cards and fights but never answers yours; Normal answers with Reactions and looks for a winning turn. The AI doesn't see your hand, like a real opponent — you can let it if you want a harder game.
When you've done everything you want, press End your turn. You can only end your turn when nothing is waiting — finish any fight first. Then the AI plays its turn, one move at a time; we pause when you can respond.
The coach says you left them a battlefield that wins them the game. What can you do?
Play a whole game, with a coach
Pick Master Yi or Ahri; the AI plays the other. The coach speaks up after a clear mistake, and you can take the move back. Your game is saved on this device.
Start the gameWords from this lesson
- Coach
- A helper in the coached game that points out a clear mistake right after you make it.
From the Core Rules (2026-10-09): ~316-317 — ending your turn (the Main Phase, then the Ending Phase) · 469–474 — Scoring: Conquer and Hold · 194.2, 323.1 — winning at the Victory Score