Gameplay
How to Play
Your goal is to reduce the opposing hero from 30 Health to 0. The game is turn-based: you spend mana, play cards, attack, and choose when to end your turn.
Match setup
- The player to go first is chosen randomly when the game starts.
- That player draws three cards. The other draws four and then receives The Spark, a free one-use card that grants one temporary Mana Crystal for that turn.
- Then both players "Mulligan", one chance to replace an opening card with a different one. The Spark cannot be replaced.
Your turn
At the start of your turn:
- Your maximum mana increases by one, to a maximum of 10.
- Your mana refills.
- Start-of-turn rules resolve.
- You draw one card.
During your turn you may take actions in any order. You may play cards, attack with ready characters, and use your Hero Power. When you are finished, end your turn by activating the royal stamp of approval on the right side of the board.

End-of-turn effects then resolve and play passes to your opponent.
Mana
You gain one Mana Crystal at the start of each turn until you have 10, and your crystals refill every turn. Ten is the most mana you can ever have. No card takes you past it.
Some cards change your mana along the way:
- Extra mana this turn. A temporary crystal that is gone when the turn ends.
- A crystal ahead of schedule. A permanent crystal now, so you reach 10 sooner.
- Locked crystals. Some strong cards lock part of your mana on your next turn.
Playing cards
- Minions occupy the board and can attack. A minion normally cannot attack on the turn it enters play.
- Spells resolve their effects and then leave play.
- Weapons let your hero attack. Each attack spends one durability; when it's gone the weapon breaks.
Each player may control up to seven minions and hold up to ten cards. A summon beyond the board limit fails. A card drawn into a full hand is revealed as burned and does not enter your hand.
See Cards and Decks for deck construction and Keyword Glossary for named abilities.
Combat
Choose a ready attacker, then a legal enemy target. In minion combat, both sides deal their Attack as damage at the same time unless an ability changes the order. A hero attacking a minion with a weapon also takes that minion's retaliation damage.
Minions at 0 Health die. Death effects resolve after combat damage, in board order. Protective and targeting abilities such as Bulwark, Aegis, and Shroud may change which attacks are legal or how damage resolves.
Running out of cards
If your deck is empty when you would draw, your hero takes fatigue damage instead. The first missed draw deals 1 damage, the next deals 2, then 3, and so on for the rest of the match.
Winning, drawing, and conceding
- You win when the opposing hero reaches 0 Health.
- You lose when your hero reaches 0 Health or when you concede.
- If both heroes reach 0 or less from the same resolution, the hero with the lower final Health loses. The match is a draw only when their final Health totals are equal.
Timers, disconnects, and voided matches are covered in Timers, Reconnection, and Match Outcomes.
