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==Special Abilities==
==Special Abilities==
* Aerial: Can only be attacked by cards with aim.
* Aerial: Can only be attacked by cards with Aim.
* Aim: Can attack aerial cards.
* Aim: Can attack Aerial cards.
* Aquatic: Double its attack if it is closest to the bridge.
* Aquatic: Double its attack if it is closest to the bridge.
* Aura: Apply the effect to its left/right card.
* Aura: Apply the effect to cards immediately to its right and left (but not to itself).
* Berserk: Attack again if it destroys a card.
* Berserk: Attack again if it destroys a card. (It cannot attack the bastion/fort on the turn it enters play, even if it has Rage.)
* Catalyst: Gain 2 extra mana during the gaining phase.
* Catalyst: Gain 2 extra mana at the beginning of the turn.
* Focus: Insert it to the space directly behind a bridge.
* Focus: When played, insert it in the space directly behind a bridge.
* Indestructible: Immune to incantations.
* Indestructible: Immune to incantations.
* Perforation: Attack both the target and the card behind the target.
* Perforation: Attack both the target and the card behind the target.
* Protection: Nulify the first attack applied to the card.
* Protection: Nullify the first source of (nonzero) damage applied to the card.
* Rage: Can attack (not the bastion/ford) at the round when it enters play.
* Rage: Can attack cards (not the bastion/fort) on the turn it enters play.
* Splash: Attack both the target and the card adjacent to (not behind) the target.
* Splash: Attack both the target and the card in the other lane adjacent to the target.
* Sprint: Move it until it is adjacent to the bridge each time it attacks.
* Sprint: When it attacks, move it until it is adjacent to the bridge.  Until the end of the turn, its attack damage is increased by the number of spaces it moved.
* Wrecker: Can attack buildings (including the bastion/ford) but not creatures.
* Wrecker: Can attack buildings (including the bastion/fort) but not creatures.

Revision as of 15:20, 9 November 2021

Gameplay

  • Place 2 bridges in the center of the board, one above the other, to form two lanes. Each player controls one side of the bridges.
  • Each player receives a bastion/fort.
  • The game starts with drafting: Shuffle the remaining cards and draw 4. The first player picks 1, the second player picks 2, and the first player receives the last card. Repeat with the second player becoming the first player. Repeat until each player has 8 cards.
  • Shuffle the 8 cards you drafted to form your hand, together with the bastion/fort in the leftmost space, bastion side up.
  • Players alternate taking turns, beginning with the player who received the last card in the draft.
  • On your turn, first gain mana equal to the number of cards in your hand (including the bastion). Exception: the first player gains only 6 mana on the first turn.
  • Mana is spent to play cards during your turn. A card can be played only if it is one of the 4 leftmost cards (excluding the bastion/fort) in your hand. (The leftmost cards change as cards are played.) Unused mana is discarded at the end of the turn.
  • To play a creature, pay its cost, and choose a lane. It is placed at the end of that lane (furthest from the bridge).
  • To play an incantation, pay its cost, select a target card on the board, apply its effects to that creature. Then place the card in the rightmost space in your hand.
  • Next, begin your assault. All cards on the board belonging to you (except creatures that entered play this turn) attack, from the farthest card of the upper lane to the nearest card of the lower lane. Apply their attacks one by one to the nearest card on the opposite side of the lane.
  • If a card suffers damage equal to or exceeding its health points, it is destroyed and returned to the rightmost space of its owner's hand. (Excess damage is lost.)
  • If the opposite side of the lane is empty, apply the damage to the bastion/fort. Move it right a number of spaces equal to the damage. (Again, excess damage is lost.)
  • If your bastion is ever in the rightmost space of your hand, it is destroyed. Flip it to the fort side and move it to the leftmost space. If the fort is ever in the rightmost space of your hand, you lose immediately.
  • Incantations can also be played during your assault (if they are among the leftmost 4 cards in your hand), before or after any attack.

End of the Game

When a player's fort reaches the rightmost space, it is destroyed. That player loses and their opponent wins.

Special Abilities

  • Aerial: Can only be attacked by cards with Aim.
  • Aim: Can attack Aerial cards.
  • Aquatic: Double its attack if it is closest to the bridge.
  • Aura: Apply the effect to cards immediately to its right and left (but not to itself).
  • Berserk: Attack again if it destroys a card. (It cannot attack the bastion/fort on the turn it enters play, even if it has Rage.)
  • Catalyst: Gain 2 extra mana at the beginning of the turn.
  • Focus: When played, insert it in the space directly behind a bridge.
  • Indestructible: Immune to incantations.
  • Perforation: Attack both the target and the card behind the target.
  • Protection: Nullify the first source of (nonzero) damage applied to the card.
  • Rage: Can attack cards (not the bastion/fort) on the turn it enters play.
  • Splash: Attack both the target and the card in the other lane adjacent to the target.
  • Sprint: When it attacks, move it until it is adjacent to the bridge. Until the end of the turn, its attack damage is increased by the number of spaces it moved.
  • Wrecker: Can attack buildings (including the bastion/fort) but not creatures.