Berserk heroes time of heroes. Domestic

A small announcement: this weekend, November 14 and 15, 2015, there will be another festival of board games " Playeron". The vast majority of our biggest board game publishers will be there and there will be a LOT of board games to play.

One of the new products at the festival is a new card game from Hobby World (you can play it and take part in the tournament), about which I decided to write a couple of lines in this note...



"Berserk" is a collectible card game, which for me and Elman became the starting point that allowed us to become friends and create our own board games. We wanted to create a board game in the spirit of Berserk, but without the collectible component and with more simple rules. And then “Legend” appeared (later “Brotherhood of the Nine: Duel”), which was outwardly similar to the source of inspiration, but did not make it to publication. Later there were variations that resulted in "Brotherhood of the Nine: HexoStrategy" and "Standard Bearer". Well, okay, today is not about us.

The main problem of "Berserk" as a game is the high barrier to entry and serious collection addiction. Personally, I was able to fully understand it only when I played the browser version of this game. I liked it very much. But I didn’t bother seriously with the game.

"Berserk Heroes. Time of Heroes." is likely able to correct the problems of its older brother. Plus, there is now a craze for cross-platform "Hearthstone", which can also affect the consumer...

What is in the box?

For a full gaming party, you will need two starter boxes and one gaming partner. =) There are 5 starter kits in total, one for each game faction (Forests, Steppes, Swamps, Mountains, Dark).

Having opened the release version of the game (first edition), I see two decks of cards. And in them...

Faction deck (41 cards), training deck (21 cards) and 20 gold cards. Rumor has it that in the second edition in each box you can find a booster (a set of additional random cards), but for me these are still rumors.

The main deck is 1 card of the main character (in this case Hrothgar) and 40 cards of creatures, spells, items, etc. All cards except the hero have a price, that is, how much gold must be spent to place the card on the table. The types of cards differ in their symbols; creatures are generally easy to identify - they have damage (green circle) and number of lives (red heart).

Additional inventory.

For a comfortable game, you will need tokens or something else to display the wounds of creatures and the main character. This is not in the game box! Therefore, you need to think about this in advance. I had the following options at hand:

Heart tokens from the game " Dungeon Raiders"(By the way, it will also be possible to play at Igrokon.) Thick cardboard, convenient to use. However, in the case of a hero who may have 28 lives, it becomes a little inconvenient.

Tokens from its older brother, "Berserker". Unlike previous tokens, you can put, for example, one token with the number “5” instead of five. There are also separate poison and accumulation tokens that can be used to mark long-term effects on creatures and heroes. But the cardboard is thin and not very convenient to use. And go get these tokens now (who knows if there are separate sheets of tokens for sale? I think they were before).

Six-sided dice - number one recommendation experienced players. Easy to get, easy to mark wounds, a little difficult except with long-lasting effects. In this regard, I recommend visiting trideviatoe.ru, the coolest selection of gaming dice (they can also be found on Playeron).

How to play?

I’ll say right away that I won’t list all the rules; let’s focus on the general points.

The goal of the game is to destroy the enemy hero.

Each player nominates his hero, shuffles the game deck, deals 4 cards to his hand, and also prepares a deck of 10 gold.

On your turn, you place 1 gold in front of you (now available for spending), which you can spend on recruiting/playing cards from your hand. Each move will be laid out one gold, so after 10 moves the maximum allowed amount of gold will be laid out. That is, gold in the game is a renewable resource.

Also you should take one new map(unless it is the first player's first move).

In our example, the choice for 1 gold is small: we can hire Pith or cast the Cave Echo spell. Since there are no creatures yet against which this echo can be played, we lay out Pifa.

The gold is turned over, "spent". It will not be available until your next turn. Next comes the enemy's turn. A creature that has just appeared on the table cannot act immediately (unless the opposite is written). So we are waiting for our next move.

On the next turn, we lay out a more expensive Poof (we already have 2 gold). We indicate when a creature or hero performs an action by turning the card over 90 degrees; he cannot act any further.

This is the point I want to draw your attention to (especially Hearthstone fans). The fact is that “open” creatures (that are not tapped) can be used as defenders and intercept enemy attacks. In this case, the defender takes damage from the attacker, but the attacker also takes damage from the defender.

Example. We order to attack the enemy hero with Pif. But the Master of Shadows comes to his defense, so we exchange blows with him.

The Master of Shadows is defeated, Our Pif is wounded by 2.

The fun part comes when there is more gold available. In one turn you can play more cards and activate more abilities.

In general, this is the essence of the process that you will have if you want to get acquainted with the game. You can figure out the properties of the cards yourself; they are not complicated.

Impression.

The game has become much easier to explain when compared to the original Berserk. This turned out to be possible due to the fact that a lot of “superfluous” mechanics were thrown out. I indicated “extra” in quotation marks, because I’m a little sorry that the main feature of the game was thrown out - the playing field and tactical maneuvers on it. But this also affected the difficulty of the game, so in the general denominator this is rather a plus (maybe not for Elman and me, but still).

The general mechanics are styled after the hit of our days - “Hearthstone”, but “Berserk Heroes” did not become a complete clone. The result is something between Berserk and Hearthstone. The mechanics of defense, for example, remind us of the first, and the method of playing cards reminds us of the second.

Due to the fact that you can sit down and play after 7-10 minutes of explanation, it became easier for me to find an opponent from among the people around me. In fact, even the simplified “Berserk. Legends of Rus'” was difficult to digest. Here, even mere mortals cope well. And if someone plays Hearthstone, then an explanation of the game takes about two minutes. =)

Of course, in order to play more fully, you need to edit your decks, buy boosters, etc., etc. But if you don’t want to bother, then you can simply keep a couple of starters as one of the games for two. Moreover, the cards from the training deck represent a neutral faction and can also be added to your deck. And this is an application for creating an individual deck. =)

In principle, I like the game and I will definitely play it more than the original Berserk. However, I am still a little sad that now I don’t have to think about arranging cards on the field and more. realistic movements creatures

For fans of dueling card games with direct and aggressive interaction, I recommend trying "Berserk Heroes. Time of Heroes." Yes, don't forget about additional equipment.

It's time for heroes in Laar: in the publisher's company stores Hobby World(hobbygames.ru) the first products of the line of collectible card game “Berserk” appeared. Heroes."

The first release of the game, Time of Heroes, comes in the form of booster packs and five different starter sets. The price of one booster pack, which contains 11 common cards, is 3 unusual cards, 1 rare or ultra-rare card costs 150 rubles. Display - 24 boosters - will cost 3,600 rubles. The initial set costs 490 rubles, includes a hero and a deck built around him (41 cards), a training deck with his hero (21 cards), 20 gold coin cards, a booster and rules.

The game takes place on two levels: before the game, players choose heroes and build decks around them. Each hero has an ability and a number of lives, and belongs to one of five elements: steppes, mountains, forest, swamps, darkness. The hero's deck contains 40 or more cards belonging to his element or neutral. Each card can be represented in a deck by a maximum of three copies.

During the game itself, the player plays cards on the table with the goal of killing the opponent’s hero, i.e. reduce his life to zero. To play a card, you need to pay its cost in gold. At the beginning of each turn, the player's gold supply increases by 1 (maximum - 10 coins) and is restored to the current maximum. Cards are divided into heroes, creatures, spells, equipment and events. After being played, the creatures remain on the field to attack the hero and the opponent’s creatures, and to protect their comrades. Equipment strengthens the hero. Spells are one-time effects. Events - fixed effects, apply until the card is replaced or discarded, often affecting both players. (- in the rules of the game.)

  • Laar is the official world of the Berserk TCG.. This collectible card game was developed by Maxim Istomin and Ivan Popov, published since 2003 and has more than 20 card issues. Now produced by Hobby World. Originally produced by the Fantasy World company, before its merger with Smart and transformation into Hobby World. "Berserk" is presented abroad in the form of a tactical card game, i.e. is released there in the form of sets of cards with a fixed composition. The game also has several digital versions. In Berserk, players, acting as Ungar mages, recruit squads of creatures of six elements, place them on the field and fight until the enemy forces are completely destroyed.
  • In the world of Laar, in addition to two TCGs (“Berserk” and “Berserk. Heroes”), events take place next games Hobby World: “BERSERKNAFIELD”, “Vicar”, “Shadow of Intrigue” (Russian edition of the game Templar Intrigue) and “Bastion”.

The quiet rustling of leaves equally means a light wind and elven arrows.

Here is the first release of decks for a new generation of collectible card games - “Berserk. Heroes." It is a strategic duel between two players leading their armies. You will be able to create your own decks, recruit creatures in battle, use spells and weapons, play out various events on the field - everything to gain an advantage over the enemy, everything to win!

The gameplay is now built around unique heroes. The game still takes place in the fantasy world of Laar, where the action took place original game series. The game has become more dynamic, easier to learn and with less luck in the game.

About the original "Berserk"

The Russian tabletop CCG "Berserk" appeared in 2003 and since then has earned recognition not only from domestic players, but also from foreign ones, when it was presented at English language. In Berserk, players, acting as Ungar mages, recruit squads of creatures of six elements, place them on the field and fight until the enemy forces are completely destroyed. Nick Perumov himself worked on the fantasy world of the game; several novels have been written based on the setting. At the moment, there are more than 2,000 cards in the game, tournaments of various levels are regularly held, and there are also digital versions of the game and popular games with excellent mechanics, but set in the same world.

How to play

All game process, as you already understood, is built on maps. In your deck you must have one hero card, which is your alter ego in the game, has a certain life reserve, ability and element. There are five elements in total: steppes, mountains, forest, swamps, darkness. Cards without an element are neutral. In addition to the hero card, in your deck you can have at least 40 cards of the element to which your hero belongs, but no more than three copies of the same card.

Cards have different values ​​and powers. The cost is expressed in the amount of gold that will have to be given away from your reserve. Each turn, players expand their gold pool by 1 to a maximum of 10 coins, and restore it to the maximum at the start of each of their turns.

There are also five types of cards: heroes, creatures, spells, equipment and events. The creatures play pranks and come to the defense of their master. Equipment cards three types can be played to strengthen your hero. Spells have a one-time effect and have different effects. Events most often affect both players and spread their effect until the event is replaced or reset.

In addition, cards, as is customary in CCGs, have a rarity: Common, Uncommon, Rare and Ultra Rare.

Having received four cards in their hands, players decide whether they will discard any cards and draw new ones or whether they are satisfied with everything. After this mulligan, the game begins, consisting of three phases:

  • start of the move - hole cards are restored, the player receives a new gold marker and one card in his hand;
  • the main stage - cards are played and paid for, attacks are made with creatures and cards, and various features of the cards are used;
  • end of turn - various effects end and the turn is transferred to another player.

Played creature cards, as a rule, cannot attack immediately and appear on the battlefield rotated 90 degrees. On your turn, you can choose a target for a creature - another creature or an enemy hero, and the second player, accordingly, if there is an open creature, can put it on defense. An attack against a closed creature or hero causes damage only to the enemy, and when attacking an open creature, both sides will suffer losses expressed in wounds. When the number of wounds is greater than or equal to the creature's health, it is considered dead.

The game goes on like this until a winner is determined.

Who has won

The winner is the player who is the first to reduce the enemy's health to zero or below. A player also loses if the player's deck runs out and they are unable to draw a card for the third time at the start of their turn.

About Trading Card Games

CCG is the most popular format of card games around the world, for example, it includes such games that need no introduction, such as “Magic: The Gathering” and “Berserk”. By building your decks and expanding your collection of cards, you gain new gaming opportunities and combinations within the game. Having taken possession of a rare card, you will experience incomparable pleasure!

Representatives of this category are dynamic, interesting and rich games, but at the same time they have enormous space for the manifestation of imagination and their strategic skill. The CCG format allows you to constantly update the metagame, make decks more diverse and respond to fan demands through new sets and boosters - special expansions with a random set of cards. By purchasing them, you expand your personal collection and gain access to new combinations, strategies and tricks.

All cards have their own rarity; the rarer the card, the more valuable it is for collectors and players, and, as a rule, the stronger or more original the effect of the card itself.

As part of our review competition, Comrade. AtsukawaToshiro prepared a comparative review of games Berserk And Berserk. Heroes. The author goes through in detail various aspects of these board games and notes that they are very different, but both are good.

I started playing “Berserk” (hereinafter referred to as bers) in the kitchen from set 6 “Wrath of the Gods”. It's quite complex rules We more or less mastered it only after a few games, because for the first time we dealt with CCG, and with normal board game in general... In fact, they began to play bersa voraciously - an abundance of tactics, a bunch different cards and properties, gorgeous art, and the famous dice for determining the outcome of the battle. All this simply fascinated us. In our town (Kasli) little was known about tabletops at all, so for us bers became a sip fresh air(by the way, we managed to get it only in Chelyabinsk).

The middle of the batch of the Legends of Rus' training set. The Knights finally brought out the filthy Idol, but at a very high price. And they were unlucky - many times they got ragged in return.

And now, after so many years, I came across the announcement of a new bers with the bizarre name “Berserk.Heroes” (hereinafter referred to as heroes). At that time, I was already deep into board games, and my card experience was marked by MTG, Pokemon, War, as well as various electronic CCGs, including Hearthstone. To be honest, I was very surprised... After all, they decided to cover up the old bers, and in return they put in a completely different game, but with the same art and universe. I still don’t understand the reasons for such a radical policy, because... The bers was mechanically original and unique (the MX even managed to take it over the hill - and there it was very well received). Of course, over the 12 years of its existence, the ideas have dried up, there have been a lot of reprints (reprints of old cards), the art has become worse, but just like that and cover it up? They even cleaned up the entire site. It's a shame.

Okay, enough whining - now we'll look at the bers and the heroes together.

Mechanics. Both games have completely different engines. Bers is a card wargame on the field with completely open information about the cards (the deck is used only at the stage of recruiting a squad, during the battle it lies stupidly in 98% of cases). In heroes, the deck plays a key role, because... Each turn the player takes a card from it. The engine itself is more like computer games like “Demiurges” and “Hearthstone” (or MTG, but with lands outside the deck).

Fourth move. None of the heroes have received any wounds yet. Piranha swims to attack.

Deck building. In berse there is a deck of 30 cards, and to recruit a squad we take 15 cards (=50%). The heroes have a deck of 40 cards, but usually about 15 cards come out per game (=37%). Consequently, the role of chance in heroes increases significantly. Of course, this can all be done by adding the necessary cards to search in the deck, but this will require additional investments of both money and brains. To be honest, I have already played a couple of dozen games of heroes, but my opponents very often did not get the cards they needed (at the same time, we changed decks).

The limit on duplicates in both games is a maximum of 3 copies of the card (or 5 if there is a "horde" property). But in the elemental sense, the bers had no prohibitions - you can combine any elements (however, you lose 1 crystal for each additional element when recruited into a squad). Heroes are only allowed to use one element + neutrals - this means that if you are used to playing mountains, then you can give the rest of the cards to someone (you still won’t be able to use them).

Of course, there is an exception hero, “Higarth,” who allows you to put in any number of elements (although all spells become 1 coin more expensive), but this guy can only be obtained by winning the tournament. In general, because of this, deck building in heroes is sharply limited (although it may be corrected in the future), but its role is significant.

You can play Bersa without a deck at all - you draft cards and assemble a squad (in fact, that’s how we play).

Cubes. In bers, dice are rolled to determine the results of the battle - there are three options (according to the new rules):

a) the warrior successfully attacked with a weak/medium/strong blow (the strength of the blow is determined randomly);

b) the warrior missed (the attack was unsuccessful, he may have slipped);

c) missed, but gets punched in the face by the enemy (those who screamed got punched in the face).

In the old rules (when the dice were without pictograms) there was another option, when sometimes the player was faced with a choice - to strike and be hit back, or to strike a weaker blow but remain unharmed. This choice made the tactical options deeper, but the rules more complex. I personally recommend playing the old fashioned way (once you get comfortable with the game).

And the cube is the real highlight of the bers, because... options are implemented up to the opposite, when the attacker, on the contrary, rake (we had a case when the entire first row of the attacker missed and rake back). Many people criticize this cube (they say it breaks the whole game), but from my own experience I can say that it’s all bullshit. The blow is NOT clear only if you hit open map(if closed, it is automatically successful) - calculate the outcome of the battle and distract the defenders - it is much easier than it seems. In addition, you have archers and magicians who will definitely shoot.

In heroes, dice are not used at all - all randomness is determined by the deck. This is also good, because... the speed of the game becomes higher (after all, the heroes themselves were initially designed to be faster).

Cards. As for the art, I already talked about it at the beginning. But I’ll still add that for many hero cards the art was chosen by G. And this despite the fact that they have more than 1000 illustrations.


for example, bang, poof and bang squad - casual stuff that doesn’t fit into the style

But I like the design of the cards in Berce better - it is very clear (whether it’s the old design or the new one). In the heroes, the symbol of gold would be better replaced with a more familiar crystal (even according to legend, warriors were recruited for magic crystals, and not for money), and throw the circle away from your heart (it looks disgusting). It’s also a shame that they stopped using icons for directed strike, protection from magic, and other things - they are less cumbersome than text.


Compared to traditional bers design


Compared to the updated bers design

The rarity of cards in Bersa was initially common/rare/ultra + promo (then they added numerous, super-rare, legendary). In heroes, it is still common/unusual/rare/ultra (greetings from MTG). The only thing that bothers me here is that rarity in heroes is now designated by color (without duplicating the letter). Moreover, all the colors are quite dark - it is more difficult to distinguish.


No comments... You have to see this live

The thickness of the cards themselves is the same, but the bers cardboard is denser (and previously it was even varnished).



This is what I call epic :)

Starter kits. In bers, the starter supplied absolutely everything that was needed for the game: rules, wound chips, dice, deck (which could be played even by two people, since 15 cards were of one element, and 15 of another) + booster in the latest releases add (and then 2). In the heroes for some reason they completely forgot about the wound chips, although in other respects everything is fine (there is even an additional training deck, so one starter is enough for a small battle for two).


This is wealth starter kit(booster has already been opened, rules are in the box). Why weren't the wound tokens placed? Well, at least from the old bers

Separately, it is worth noting the breakthrough of the heroes in terms of the box - it is cool, durable and compact. Thick cardboard + plenty of room to store a second stack of cards. So you don't need to buy a special box for the deck. In Bers, only duel sets and elemental storms had travel cardboard boxes, but they were large and square (lots of air) - it’s not convenient to go anywhere with one like that. For starters, the box is nothing at all = disposable, and the cardboard is thin.


Yes, it's a nice box. The cards fit well even in the protectors. All that remains is to make a separator in the middle

Rules. It is much more difficult to master the rules in bers than in heroes. This is understandable, because the impact table alone is worth a lot (but with the introduction of special dice, this problem partially disappeared). Nevertheless, in order to simplify training, special sets were even released: “Legends of Rus'”, “Berserk junior” and a beginner set without a name (4 decks). In such sets, cards contain a minimum of properties (and without sudden actions), which allows you to get used to the mechanics of battle. However, heroes for beginners are still more friendly.


And here is the last educational mini-set “Legends of Rus'”. I'm very glad I bought it

Duration of the game. For Bers, the game takes about 40-60 minutes, because... you need to recruit a squad, deploy it, and then it’s time for battle. In heroes, the game takes a maximum of half an hour (with calm game). In general, you can find for both games free time easy enough.

By the way, in berserk we sometimes cut the cost of units by 2 times (and the field is no longer 5x6, but 3x6) - it turns out to be a mini-berserker. This changes the gameplay a lot, but it’s fun to play, and the game time is reduced to 15-20 minutes.

Gameplay. In bers there is a feeling that you are in control of a combat detachment - tusks, defenders and rear support (magicians, shooters). During the battle, you really see how the system breaks down and what it all leads to. The outcome of the battle really depends on your skillful use of the fighters' properties. Even maneuvers play a huge role. Yes, the atmosphere of battle here is at its best. And it's because of her that I like to play again and again.

In heroes, combat is no longer so exciting. I played a creature and cast a spell into battle. There are no maneuvers here anymore. And without defenders, your shooters are taken out at once. And the distinction between tusks and rear support is implemented very poorly here. The battle is more like two heroes throwing stones at each other. In general, the scale is sharply narrowed, and the release of new creatures fits poorly here. Another drawback is that the hero can NOT even stand up to defend key creatures.

As for the goals of the game, in bers - to completely destroy the enemy squad, and in heroes - to overwhelm the enemy hero.

"Berserk. Heroes"- card strategy game.
This is a battle between two heroes who lead their armies. During the game you will hire creatures in combat units, use spells and weapons, and play event cards to ensure your dominance on the battlefield. The winner is the player who reduces the enemy hero's life total to zero or lower.

TYPES OF CARDS

In "Berserk" Heroes" 5 main types of cards: heroes, creatures, spells, equipment and events.

Hero- This is the personification of the player. The hero always lies open in his owner's play area while the game continues. A player loses when his hero suffers a total number of wounds equal to (or greater than) his life total.

Creatures stand up for their hero and participate in battles. When playing a creature, a player places it on the table in his playing area. The creature stays there until it goes to the graveyard, back into the deck, or into a player's hand.

Equipment divided into several types: weapons, armor, amulet. When playing equipment, the player places the card on the table next to the hero card. The equipment remains there until it is sent to the cemetery. When new equipment enters the game, all other equipment of the same type are sent to the graveyard under the control of the player who played this equipment.

Spells help the player strengthen his own squad or weaken the enemy. Unlike creatures, spells have a one-time effect. When casting a spell, the player sends that card to the graveyard and immediately uses the spell's features.

Events often affect both players' units. When resolving an event, a player places a card on the table next to the hero card. The event remains there until it is sent to the graveyard. When a new event comes into play, all other events under the control of the player who played the event are sent to the graveyard.

ELEMENTS

In the game “Berserk. Heroes" five opposing elements: steppes, mountains, forest, swamps, darkness. Most cards belong to one of these elements; cards that do not belong to any element are considered neutral. The elemental identity of a card is determined by its overall color scheme, as well as the color of the circle in the upper right corner.

For full-size (with an enlarged picture) and multi-elemental (with several elements) cards, the designation of elements is made in the form of separate icons in the upper right corner:

RARITY

The color in the bottom right corner of a card indicates how common that card is in booster packs.


RULES FOR DECK COMPILATION

Before the game starts, you have to create your battle deck. It includes one hero card and 40 or more other types of cards. The hero determines the element of the deck: the player's deck can only contain cards of the same element, as his hero, as well as neutral cards. In the case of multi-element cards, at least one of the card's elements must match the Hero's element.
Important: There can be no more than three copies of cards with the same name in the deck (exception: cards with the “Horde” feature).
Note: If desired, opponents can choose the same element and even the same hero.

PREPARATION FOR THE GAME

Players place their heroes face up on the table. Randomly determine the first player (for example, by rolling a die). This player chooses who will go first. Each player thoroughly shuffles their deck, places it face down in front of them, and takes the top 4 cards. If a player is not satisfied with the cards in the hand, he can discard some of the cards (or all) once. The discarded cards are placed at the bottom of the deck, and the player takes as many cards as he discarded.

COIN MARKERS

At the beginning of each of his turns, the player receives a new coin marker and places it on the table along with the markers he already has. A player cannot have more than 10 coin markers. To play cards from your hand, the player pays for each card with coin markers according to its value. When using a coin marker, the player closes it - rotates it 90 degrees to the right. A player will not be able to use a closed coin marker to pay for playing cards until it is revealed again - usually at the beginning of the player's turn.

PRAYER TOKENS

In addition to coins, the player can have another resource - prayers. They can be obtained for various features of the hero and other cards. Having received a prayer token, the player places it on his hero card or places it on a “totem pole”. Prayers are used to pay for certain hero traits or other cards. In this case, remove the required number of prayer tokens from the hero card or remove them from the “totem pole”. At the start of the game, players have no prayer tokens.

PROGRESS OF THE GAME

Each player's turn consists of three stages:
1. Start of the turn
2. Main stage
3. End of turn

Start of turn stage
Recovery phase

◆ If there are face-down cards (including a hero) and/or face-up coin markers in the player's play area, they are all revealed.
◆ All "X times per turn" features can be used again X times.

Accumulation phase

◆ The player receives a new coin marker. Important: if a player already has 10 markers, he does not receive a new marker.
◆ The player draws a card from his deck (except for the first player's first turn). If there are no cards left in the deck, then the player simply does not take a card. Important: if a player was unable to take a card from the deck for the third time during the game for this reason, he loses.
◆ The player simultaneously reveals all of his hidden cards that he wants to reveal.
◆ Features are performed “at the beginning of the turn”.

Main stage

The player chooses any of the actions listed below and performs them in any order until the end of the turn is announced. Possible actions at the main stage:

◆ Play a card from your hand, paying its cost with coin markers (by paying the cost of playing cards, the player covers his markers).
◆ Attack an enemy card by hitting your card. One creature can only attack once per turn, unless otherwise noted.
◆ Use the feature of your card (including the hero), if possible. Each feature is used once per turn unless otherwise noted.

Important: a creature card played from your hand cannot attack during the current turn, and you cannot use its requiring features (exception: cards with the “Dash” feature). The spell card's ability is used instantly after it is played. The features of Event, Hero, and Equipment cards are used at any time during a turn, including the same turn that those cards are played. On many maps, you can see the symbol in the text of features. This symbol means that after using the feature the card is closed - rotated 90 degrees to the right.

On his turn, a player can attack with any of his cards and/or use their various features. When a card acts (i.e. attacks or uses features with a cover symbol), it is covered and can no longer attack or use features with a cover symbol that turn.

End of turn stage

◆ “At the end of the turn” features are performed.
◆ The features of cards with the text “until the end of the turn” expire.
◆ Having finished the turn, the player passes the turn to his opponent.

IMPORTANT RULES

Punch attack

Any creature has a strike and can attack a hero or enemy creature with it.

◆ If you attack open enemy creature and no one came to the defense, then both creatures (yours and the enemy) inflict damage on each other equal to the values ​​of their attacks.
◆ If you attack closed enemy creature and no one comes to the defense, your creature deals damage to the attacked creature equal to the value of its blow.
◆ If you attack an enemy hero and no one comes to defend, your creature deals damage to the hero equal to the value of his hit.

Important: After a card has attacked with a punch and survived, it closes.

Appointment of a defender

If your card (creature or hero) is attacked by an enemy creature and you have your own open creature in the play area, you can designate this creature as a defender. In this case, instead of the original target, the enemy creature will fight the defender and they will deal damage to each other equal to the values ​​of their hits. After the battle, if your defender survives, he closes in the same way as the attacker. Each creature can act as a defender only once per turn.

Wounds

By attacking with a strike or using card features, you often deal damage to enemy creatures, and they receive wounds based on the amount of damage dealt. These wounds accumulate. Players can count runs in any way they choose (for example, using coins or chips). If the number of wounds on a card equals or exceeds the number of life, that card dies and is put into its owner's graveyard.

Golden Rule

If a card's text conflicts with the rules, the card's text takes precedence.

Simultaneous execution of features

If several features are triggered at the same moment (for example, “at the beginning of the turn”), then these features of the inactive player (not whose turn it is) are executed first in the order chosen by him. Then the features of the active player (whose turn is in progress) are performed in the order chosen by him.

WINNING CONDITIONS

The winner is the player who reduces the enemy hero's life total to zero or lower. A player also wins if their opponent fails to draw a card from their deck for the third time during the game (see Accumulation Phase).

Full rules

Full game rules (recommended for experienced players) can be downloaded from
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