How the deck and a fight work

Game rules

A deck of five cards stands in one row. You set it before the match — the server resolves combat. Here: how to start, where to place cards, what each role does, and how damage and rating are calculated.

You do not take turns. You build a line — then watch the table. FAQ

First evening

How to start playing

The first minutes are not ranked. Build a deck and play one calm fight to see the line in motion.

  1. 1

    Open the starter pack

    In the hall or on the Market, claim the welcome set: 3 creeps, 7 uncommon heroes, and a guaranteed support. That is enough for a first five.

  2. 2

    Pick 5 different cards

    On the arena, tap “Build deck” and place five cards left to right. Autofill can make a five — then you can swap by hand.

  3. 3

    Play a training fight

    Casual or bot: rating does not move. Watch who stands on the left (the front) and who takes the first hits.

  4. 4

    Then ranked

    After 3 training battles, ranked search unlocks. Until then, tweak the line and combos in peace.

Combos on the arena light up before you queue. If a link is active, the stats are already boosted — those numbers walk onto the table.

A line of five cards

All five cards enter at once. There are no three phases and no turn-taking. One shared row until a side has no one left alive.

  • Left is the front: everyone hits that card while it lives.
  • Right is the back: a nuker chips it for half damage.
  • When the front falls, the row shifts: the next card to the right becomes the front.
  • Any card can sit in any seat. A role does not lock a slot.

How to place cards

Order matters more than “a strong card anywhere”. A sturdy front holds the line. A fragile front lets the row collapse.

Put a durable card on the front

A tank, or a card with high HP and armor. It soaks the whole enemy row.

Do not put a carry far left

A carry on the front hits for half. Prefer seats 2–4: full damage to their front, without standing in yours.

A nuker wants their back line

A nuker hits the front like everyone else, then the enemy back for half. It does not need to stand on the right — the back strike works from any seat.

Support heals the wounded

After hits, it heals the most hurt ally, not itself. Seat does not change healing — living as support does.

What each role does

Roles are printed on the card. One card can wear several tags. Combat looks at specific keys: tank, carry, nuker, support.

Tank

Holds the front

Does not change the hit formula. Its power is HP and armor: it stays left longer and keeps the row from sliding. Put tanks on the front or just behind it.

Carry

Hits hard, not from the front

Hits the enemy front like everyone else. If the carry itself is the leftmost living card, its hit is halved (rounded up, at least 1). Do not feed it to the front.

Nuker

Front + back

First it hits the leftmost living enemy. Then the rightmost living enemy, for half of that same math. If only one enemy remains, there is no second hit: front and back are the same card.

Support

Heals after hits

Does not hit differently. After every round of hits, each living support heals the ally with the lowest current HP (not itself, not the dead). Heal does not revive and cannot pass max HP.

Tags like healer or babysitter help deck combos. In combat, only the support role heals. Creeps can be tanks or carries; support exists only on heroes.

Numbers on the card

Combat uses three numbers on the face. HP on the card = HP on the table, with no hidden multiplier.

Damage · ATK

Hit power. Higher means more pain to the front (and the back, if this is a nuker).

Armor · ARM

Cuts incoming damage: half the armor (rounded down) is subtracted from ATK. A hit never fully vanishes — the floor is always 1.

Health · HP

Life pool. At 0 the card leaves and the row shifts. The winner’s score is the remaining HP of their living cards.

Attribute, rarity, and the Counters list currently add no extra hit points. Rarity sets the stat budget on the template, not a free damage pip.

How a hit is calculated

A hit is one-way: a card strikes a target and does not get a reply from the same stat swap. The reply is that card’s own turn.

Formula

damage = max(1, ATK + ramp − ⌊ARM / 2⌋)

The round ATK bonus does not start immediately — see rounds below.

  • Every living card hits the opponent’s leftmost living card.
  • A nuker then hits the rightmost living enemy — half damage, rounded up, at least 1.
  • A carry that is itself the front hits the enemy front for half.
  • Damage is applied at once. A fallen card no longer hits or heals.

A worked example

Say the attacker has ATK 6 and the target has ARM 5, first round.

Attack 6 ATK
Target 5 ARM
  • Into the front: max(1, 6 − 2) = 4
  • Nuker into the back: half of 4, rounded up = 2
  • The same hit if the attacker is a carry on the front: half of 4, rounded up = 2

Rounds, heal, and the ramp

A round: all living cards hit in turn (yours and theirs alternate), then supports heal. Then the next round.

Support heal

Base heal is 2 HP. Rounds 1–5 are full. Then every 5 rounds the heal drops by 1. At 0, healing stops — only hits remain.

ATK ramp

From round 11, every 10 rounds all hits gain +1 ATK before armor. Long fights get meaner.

Cap

No more than 40 rounds. If the row freezes and nobody loses HP, combat stops and a tie-break runs.

Support does not spend its own HP to heal. It simply restores an ally after the hits.

Who won

The side with living cards wins when the opponent has none. Winner points are the sum of current HP on their living cards. The loser scores 0.

  1. If both lines fall in the same round — a line draw, then a tie-break.
  2. Tie-break checks, in order: more living cards, higher living ATK, current HP, armor.
  3. If that still ties — a technical tie-break with a stable side order.

MMR rating

MMR moves only in ranked PvP. Bot, casual, and draws do not touch it. You start at 1000.

+2

Win

+2 MMR. Plus shards and account XP. Opponent cards are not taken.

1500 shards

−1

Loss

−1 MMR. Fewer shards than a win. After a loss streak, extra shards as a consolation.

200 shards · streak 3

0

Draw

0 MMR, no match currency.

A win weighs more than a loss, so the pool slowly grows. Arena rank and bracelet travel with MMR. Collection rating is a separate table and is not tied to the fight.

Modes

Hit rules are the same. Stakes and rewards change.

Bot training

No MMR and no card transfer. Use it to see the line. A win grants arena XP.

Casual

PvP with no rating. Arena XP to the winner, 1500 shards for a win. You can queue once the 5-card deck is ready.

Ranked

The same fight, but MMR is written. Unlocks after 3 training battles. A win is +2 and 1500 shards, a loss −1 and 200. Cards do not change hands — a “play for a card” mode comes later.

Tournament

A separate 10-card entry, a bracket, and place rewards. The table still uses the same line combat.

Deck combos

Links read the roles in your five. Several can be active at once — bonuses stack. Inside one link the best tier is taken, not the sum of steps. The effect is already baked into stats before you queue.

Role links

They light from tags in your five. Several at once is fine.

Якорь

In the deck: support / healer

All schemes Entire deck Entire deck from the start

Саппорт в колоде бронирует всю команду

  • ×1 all +1 Armor

Классика

In the deck: tank / initiator + In the deck: carry / nuker + In the deck: support / healer

All schemes Entire deck Entire deck from the start

Танк, керри и саппорт в одной колоде — базовая живучесть

  • ×1 all +1 HP

Сеть контроля

In the deck: disabler / initiator

All schemes Entire deck Entire deck lvl 10

Дизейблеры и инициаторы по колоде укрепляют всех

  • ×2 all +1 Armor
  • ×3 all +1 Armor · all +1 HP

Хор нукеров

In the deck: nuker

All schemes Entire deck Entire deck from the start

Два нукера в любой позиции — общий урон

  • ×2 all +1 damage

Скользкие

In the deck: escape

All schemes Group Combo members lvl 10

Карты с escape усиливают только себя (не всю команду)

  • ×2 participants +1 Armor

Special links

Rare mixes on this line.

Пуш-состав

In the deck: pusher

Deck Attack Group Carry Tanks lvl 20

Пушеры усиливают керри, но фронт теряет броню

  • ×2 carry +1 damage · tanks -1 Armor