Your hand for the entire Set. The same 10 cards are available across all 3 Clashes.
3
Start with 1,500 Mana
Your budget for the whole Set. Mana spent does not reset between Clashes.
After every Clash, all cards return to your hand.
Card availability never shrinks — only your mana pool does. Manage mana across the whole Set, not just one Clash.
3
The Clash — Blitz
①
PREP
Deploy hidden
→
②
REVEAL
Flip face-up
→
③
ACTIVATE
Abilities & traps
→
④
RESOLVE
Combat + score
① Prep — Simultaneous Hidden Deployment
Both players deploy at the same time behind a screen. Place creatures into any of the 3 lanes in Attack or Guard mode — mode is locked at placement. Up to 3 creatures per lane. Traps set face-down for free. Relics and Settings go face-up.
You can leave lanes empty to conserve mana — but an undefended lane is a free breakthrough for your opponent.
② Reveal
Screens removed. All creatures flip face-up. Traps remain hidden until triggered.
③ Activation Sequence
Player 1 activates any number of abilities, flips traps, or activates relics. Then Player 2. Then Player 1 gets one final activation. Each activation costs mana.
P1 Activates
unlimited
→
P2 Activates
unlimited
→
P1 Final
one action
④ Resolve & Reset
All 3 lanes resolve simultaneously. Points tallied. Most points wins the Clash. All cards return to hand.
4
Combat Resolution
Point Matrix
Quick reference — how every outcome scores
Rank Values
Novice
1
pts
Proven
2
pts
Veteran
3
pts
Elite
4
pts
Champion
5
pts
Legendary
6
pts
Single Creature Outcomes
Outcome
Attacker Scores
Defender Scores
Kill a creature
Killed creature's rank pts
—
Damage without killing
1 pt (flat)
—
Full deflect (DEF >= OFF)
0 pts
Highest attacker rank pts
Break through guard
1 pt per creature damaged
0 pts
Breakthrough (empty lane)
Attacker's rank pts
—
Guard vs Guard
0 pts
0 pts
Empty vs Empty
—
—
Squad Outcomes (2+ creatures in lane)
Scenario
How It Works
Points Scored
Squad attacks squad
All OFF pooled into one strike, hits enemy HP front-to-back. Both sides attack simultaneously.
Rank pts per kill + 1 pt per wounded creature
Squad attacks guard(s)
Combined OFF minus stacked DEF. If net > 0, excess damage hits guard HP front-to-back.
Rank pts per killed guard + 1 pt if damaged only
Squad fully deflected
Combined OFF <= stacked DEF. Zero damage dealt.
Defender scores highest attacker rank only
Squad kills some, damages rest
Overflow damage carries to next creature in line. Stops when damage runs out.
Rank pts per kill + 1 pt per wounded survivor
Squad vs empty lane
No opposition. Every creature in the squad scores breakthrough.
Each attacker scores their own rank pts
Combined strike: Squad creatures pool all offense into a single hit. Damage overflows front-to-back through enemy creatures.
Deflect rule: A successful full block scores the highest single attacker rank — not the sum of all attackers.
Simultaneous: In Attack vs Attack, both sides deal damage at the same time using original HP. Kills are mutual — a creature can die and still deal its full offense.
Win the clash: Sum points across all 3 lanes. Highest total wins. Win 2 of 3 clashes to take the set.
Worked Examples
Reference
Not required before your first game — expand as needed during play