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Game Rules

Game Structure

Each player begins with a deck consisting of 25 cards and a Captain Card, which is selected and played at the start of the game. The main components of the game are:

  • Captain Card: Has 20 life points and special abilities that can influence soldiers on the field, favoring specific strategies.
  • Soldier Cards: Represent the combat units that players can deploy on the field.
  • Resource Cards: These cards are used to gain Power Spheres, essential for playing other cards, and provide enhancements and advantages to soldiers
  • Event Cards: Represent special actions that players can use to boost their soldiers, damage the opponent, or alter the dynamics of the game.

Additionally, the game may include:

  • Ascension Cards: Powerful soldiers that can only be summoned from the extra deck using Ascension Spheres. Each player gains 1 Ascension Sphere every time an opponent's soldier is destroyed.

Game Objective

The objective is to reduce the opponent's Captain's life points to 0 (each Captain starts with 20 life points).

Main Elements

Battlefield "Holo-Grid":

  • The play area is divided into a virtual grid (8x4), where players can position their cards.
  • The grid consists of 8 columns and 4 rows.
  • One player controls the upper half (the first two rows), while the other player controls the lower half (the last two rows).
  • Resource-type cards can be played in the lower section, known as the Resource Zone, while Event, Soldier, or Ascension cards can be used in the upper row, called the Battle Zone, which is directly above the Resource Zone.

Soldiers

Soldiers require Power Spheres to be played and are the core of combat. They are defined by two main attributes: Attack and Life Points, along with any abilities. Specifically:

  • Attack: Indicates how much damage a Soldier can inflict when attacking another Soldier. The higher the Attack value, the more powerful the attack.
  • Life Points: Represent the amount of damage a Soldier can take before being destroyed. If Life Points reach 0, the Soldier is removed from the field.
  • Resource Cost: Indicates how many Power Spheres must be spent to play the Soldier from the player's hand onto the grid. Some more powerful Soldiers have higher costs, balancing their strength and abilities.
  • Abilities: Soldier cards may feature free or special abilities that require resources. These abilities can inflict additional damage, provide protection to the Soldier, or generate other strategic effects. They can also only be activated once during the turn.

Resources

  • Resource cards are played in the cells of the Resource Zone.
  • Resource cards in play add Power Spheres at the start of each turn.
  • At the end of each turn, the total Power Spheres reset to zero, so it's important to utilize available resources before the end of the turn.
  • They can only be played once during the player's turn.
  • Power Spheres are not cumulative but are regenerated at the beginning of each turn due to the resource cards in play.

Event Cards

  • Event cards can only be played during the player's turn and offer powerful strategic tools that can influence the course of the game.
  • They are not Soldiers but provide unique effects that can enhance your Soldiers, deal direct damage to opponents, or alter game conditions.
  • Many of these cards require the use of Power Spheres to activate their effects. The costs vary depending on the power of the effect, requiring careful planning to maximize impact during the turn.
  • Once played, they are removed from the field.

Captain

  • Each player starts the game with a Captain card that is not part of the main deck and has 20 life points.
  • The Captain is positioned outside the grid, centrally located concerning all 8 columns, in the Captain Zone.
  • The Captain provides bonuses to their units or other advantages, which can vary depending on the chosen Captain.
  • Soldiers can attack the opposing Captain only if there are no opposing Soldiers on the field.

Turn Examples

  • The active player, if they already have resource cards in play, accumulates a number of resources proportional to the effects of these cards present in their play area from the previous turn.
  • The player draws a card from their deck (if starting the game, they do not draw a card in the first turn).
  • The player plays a resource card, increasing their resource pool.
  • The player may play Soldiers from their hand, spending the indicated resource cost for each Soldier.
  • The player can play Event cards or activate abilities of the Soldiers in play.
  • The player's Soldiers may attack the opponent's Soldiers. They can also attack the opponent's Captain, but only if there are no opposing Soldiers to defend. Each Soldier can make one attack per turn.
  • At the end of the turn, all accumulated resources are reset to zero.
  • The turn passes to the opponent.

General Rules

  • Card Drawing: Each player draws 7 cards at the beginning of the game. The player who goes first is chosen randomly and has the option to decide whether to play first or allow the opponent to start. The starting player does not draw a card in their first turn, while the opponent does. From then on, each player draws a card at the beginning of their turn. If a player has more than 7 cards in hand, they must discard a card until they return to a maximum of 7 cards.

Soldier Combat

  • Each Soldier can attack only once per turn, choosing from the enemies present on the grid.
  • When two Soldiers engage in combat, each Soldier's Attack value is subtracted from the other's life points. If a Soldier's life points reach 0, it is destroyed and removed from the grid. For example: If a Soldier with an Attack of 2 and 3 life points attacks a Soldier with an Attack of 1 and 2 life points, the second Soldier is destroyed, and the first Soldier remains with 2 life points.
  • If, at the end of the turn, a Soldier is damaged but not destroyed, it does not regenerate its life points at the beginning of the next turn.

Extra Elements

  • Ascension Cards: Ascension cards represent powerful Soldiers that can be summoned from the extra deck. They have special effects that significantly influence the battlefield, making them strategically important. Each Ascension card has an Ascension cost that must be paid with accumulated Ascension Spheres. Ascension Spheres are earned by destroying opponent's cards or achieving specific objectives. Unlike Power Spheres, Ascension Spheres do not reset at the end of each turn. Once used, they are permanently subtracted from your total. To regain additional Ascension Spheres, you must defeat more enemy units. In your extra deck, you may include a maximum of 4 Ascension cards.