🐼 AniMagica

2026-01-05 15:49:43

Auto-battler strategy card game

© 2025 TBS 🎮 Games. All rights reserved.

🧙‍♂️ AniMagica

Chronicle of the Arcane Beasts

📜 Story

The Beast-borne Prophecy whispers through time:

“Every decade, the Twelve elemental clans summon their fiercest champions to the sacred arena. Power clashes. Legends awaken. And when the moment comes, one will rise—chosen by fate—to restore unity long-lost to war and magic.”

Heroes aren’t born. They’re forged in fire and sacrifice. Will you stand among the legends? Step into the arena. Seize the throne. Join the clash now.

🧭 Vision

AniMagica is an auto-battler strategy card game. It is free to play with no pay-to-win. It intends to offer an accessible yet rich game experience that is fun and challenging to master.

💡 Inspiration

It borrows some proven and successful concepts like

💎 Production value

The game brings some new twists to the genre:

🌀 Metas

Many of the metas can be ignored and the game can be played without any knowledge of these mechanics.

Of course, experienced players will use and stack these mechanics to their advantage.

🎮 Game anatomy

🏆 Winning a game

A player’s game ends when they’re eliminated or become the last one standing.

🪜 In-game ladder

After each turn, players are ranked in the game ladder based on their 💚 Vitality. If 2 players have the same amount of 💚 Vitality, the one with more units is ranked first. If they have the same unit count, then the one with the most total attack power is ranked first. If they have the same attack power, then the one with the most total health points is ranked first.

💰 Monetization

👤 Players will be able to purchase vanities like skin and such. The game will never have pay-to-win features as it usually ruins the experience of many players.


🚩 Locations

⚔️ Battlefield

Each player has its own section of the ⚔️ Battlefield, which is structured into a 3x3 grid. There are 3 Vertical 🛣️ Lanes. Each 🛣️ Lane contains 3 rows: Front, Middle, and Back, giving you a total of 9 positions on your side of the ⚔️ Battlefield, mirrored by 9 on the opponent’s side. You can deploy one unit per position, giving you the possibility to engage up to 9 units per combat. 🛣️ Lane usually confines combats. Each terrain position can have buffs/debuffs applied to the occupying unit. Interactions between units usually happen within a 🛣️ Lane. Certain abilities might cross 🛣️ Lanes like flanking maneuvers, or area-based effects, but they are uncommon.

Left lane Centre lane Right lane
Front row unit 1 unit 2 unit 3
Middle row unit 4 unit 5 unit 6
Back row unit 7 unit 8 unit 9

At the start of the game, the player has limited coins to buy units. For this reason, not all positions are available. The lanes open progressively based on the ⟳️ Turn number. The table below shows the ⟳️ Turn at which a position is open.

Left lane Centre lane Right lane
Front row 2 1 3
Middle row 2 1 3
Back row 4 4 4
⟳️ Turn 🪙 Income Total Earned Max 🐼 bought Cumulative 🐼 lanes X rows Opened positions
1 8 🪙 8 🪙 2 2 1 x 2 2
2 9 🪙 17 🪙 2 4 2 x 2 4
3 10 🪙 27 🪙 2 6 3 x 2 6
4 11 🪙 38 🪙 2 8 3 x 3 9
5 12 🪙 50 🪙 3 11 3 x 3 9
6 13 🪙 63 🪙 3 14 3 x 3 9

🐼 Unit placement

👤 Players group their units by vertical 🛣️ Lanes, with each unit assigned to one of 3 horizontal rows.

Row position name Ideal unit Protection Role
1 Front row 🗡 Melee Tank
2 Middle row 🏹 Shooter Medium DPS
3 Back row 🪄 Spellcaster High Support

1. Front Row

2. Middle Row

3. Back Row


🏡 Refuge

When staying in the refuge,

After staying for 1 ⟳️ Turn,


💤 Fatigue

Case 💥 Damage 💤 Fatigue Close combat 💤 Fatigue 💤 Fatigue total
(1) 0
(2) +1 1
(3) +1 1
(4) +1 +1 2
💀 Death +5 No importance 5

Examples:

🧺 Marketplace

You can perform these actions:

The table below shows the number of cards offered by type.

⭐ Tier 🗡 Melee 🏹 Shooter 🪄 Spellcaster 🐼 Units 🔮 Spells Totals
1 100% 3 1 4
2 70% 30% 4 1 5
3 60% 40% 5 1 6
4 45% 35% 20% 5 1 6
5 40% 35% 25% 5 1 6
6 (max) 35% 35% 30% 5 1 6

The table below shows the cost of upgrading the 🧺 Marketplace.

⭐ Tier Upgrade cost Cumulative Total 🪙 Cost
1 0 🪙 0 🪙
2 7 🪙 7 🪙
3 9 🪙 16 🪙
4 11 🪙 27 🪙
5 13 🪙 40 🪙
6 (max) 15 🪙 55 🪙

🪦️ Graveyard

📦 Shoe


⟳️ Turn

⚙️️ Phase 🏷️ Name Automatic
1 🧹️ Maintenance
2 🧰 Preparation
3 ⚔️ Combat

⚙️️ Phases

1. 🧹️ Maintenance phase

2. 🧰 Preparation phase

You take strategic and tactical decisions to prepare for combat. A limited amount of time is given to this phase. It increases at each turn.

Trading cards

Each card has its own abilities. There are 🐼 Unit cards to fight and 🔮 Spell cards to boost your units.

Deploying units

By strategically placing them on the ⚔️ Battlefield, you create interactions, build traps and advantages.

Using spells

3. ⚔️ Combat phase

After each duel:

🛣️ Lane resolution

⚔️ Combat Flow: Per Round

A combat is a series of Rounds until all lanes are resolved. Per Round

🕛 End of round cleanup


🗿 Clans

☯ Element 🗿 Clan Associated animals Metas Environment
🔥️ Fire 🐓 Rooster Chicken Peacock Ostrich Flamingo Pheasant Guinea Fowl Farmlands, Wetlands, Coasts
🔥️ Fire 🐱 Cat Tiger Lion Hyena Leopard Jaguar Cheetah Puma Lynx Eating units to improve Jungle, forests
🔥️ Fire 🐉 Dragon Griffon Bird of Prey Succubus Harpy Basilisk Hydra Improving on wound Mountain, Volcano
💧 Water 🐍 Cobra Shark Octopus Python Moray Eel Def–, Atk++ Caverns, Mangroves
💧 Water 🐖 Pig Bear Hippo Wild boar Rhino Tapir Capybara Warthog Def++ Grasslands, Swamps
💧 Water 🐸 Frog Rat Toad Salamander Newt Mudskipper Reproduce/Summon Forests, wetlands, Coasts
🌿️ Earth 🐃 Buffalo Elephant Cow Ox Yak Bison Def++ Savannas, scrublands, valleys
🌿️ Earth 🐼 Panda Goat Sheep Ibex Markhor Tahr Chamois Resting boost, Atk–, summon Hillsides, Bamboo forests
🌿️ Earth 🐕 Dog Wolf Fox Dingo Jackal Forest, Tundra, Himalaya
🌪️️ Wind 🐇 Rabbit Mouse Hamster Squirrel Hare Faster XP Farms, Meadows
🌪️️ Wind 🦓 Zebra Horse Donkey Mule Tapir Okapi Elk Camel Saiga Speed, Extra cards, Atk–, Def– Plains, Deserts, Steppes
🌪️️ Wind 🐒 Monkey Gorilla Orangutan Chimpanzee Baboon Gibbon Capuchin Def–, ❤️ Health–, Atk++ Jungles, Tropical Rainforest
🗿 Clan 🔗 Shared 🧬 Traits 🧬 Traits ++ 🧬 Traits 🕯️ Enchantments
🐓 Rooster Egg layer, Dodge Mating, intimidation Lone fragility
🐱 Cat Bloodlust Cannibalism, Bleeding
🐉 Dragon Life steal, Soul reaper Weakness, Doomed
🐍 Cobra Venomous
🐖 Pig Immaturity Hibernation
🐸 Frog Egg layer Curse*, Voodoo Sickness
🐃 Buffalo Social Herding, overflow/collateral dmg, def piercing Regeneration Half-life revival
🐼 Panda Healing touch Weakness, critical exhaustion
🐕 Dog Camouflage Pack instinct
🐇 Rabbit 🎖️ Level/🏁 First strike Immunity Neurotic
🦓 Zebra Social Herding, 🎖️ Level/🏁 First strike, Camouflage, SIM Endurance, Dust kicker
🐒 Monkey Camouflage, Dodge, Deflection, SIM Ricochet Anxiety

🃏 Card distribution

This is a proposed distribution of cards in the game.

⭐ Tier 🗡 Melee 🏹 Shooter 🪄 Spellcaster ◯️ Neutral units 🐼 Units total
1 6 0 0 6 12
2 3 2 0 6 23
3 3 2 0 6 34
4 3 2 3 6 48
5 3 2 3 6 62
6 3 2 3 6 76
1 clan 21 10 9 36 76
4 clans 84 40 36 36 196
12 clans 252 120 108 36 516
🗿 Clans units ◯️ Neutral units 🔮 Spells total 🃏 Cards total
516 36 60 612

☯ Elements

A unit is always associated with one of the 5 elements:

  1. ◯️ Neutral
  2. 🌿️ Earth
  3. 💧 Water
  4. 🔥️ Fire
  5. 🌪️️ Wind

Reactivity

The table below shows which element reacts together.

Vs 🌿️ Earth 💧 Water 🔥️ Fire 🌪️️ Wind
🌪️️ Wind 🌪️️ Wind
🌿️ Earth 🌿️ Earth
💧 Water 💧 Water
🔥️ Fire 🔥️ Fire

Neutrality

Boost

The table below shows which element dominates and receives the Boost.

Vs 🌿️ Earth 💧 Water 🔥️ Fire 🌪️️ Wind
🌪️️ Wind 🟢 🌪️️ Wind
🌿️ Earth 🟢 🌿️ Earth
💧 Water 🟢 💧 Water
🔥️ Fire 🟢 🔥️ Fire
  1. ◯️ Neutral element doesn’t affect and is not affected by other elements.
  2. 🌪️️ Wind overpowers the 🌿️ Earth by eroding it.
  3. 🌿️ Earth overpowers the 💧 Water by absorbing it.
  4. 💧 Water overpowers the 🔥️ Fire by extinguishing it.
  5. 🔥️ Fire overpowers the 🌪️️ Wind by consuming its air.

Compatibility

On the ⚔️ Battlefield in the same lane:

lane lane Restrictions
◯️ Neutral None, always allows all elements
🌪️️ Wind Forbids 🌿️ Earth & 🔥️ Fire
💧 Water Forbids 🌿️ Earth & 🔥️ Fire
🌿️ Earth Forbids 🌪️️ Wind & 💧 Water
🔥️ Fire Forbids 🌪️️ Wind & 💧 Water

Vibe

☯ Element Vibe 🧬 Traits
🌿️ Earth Grounded Stability, endurance, nature, strength
🔥️ Fire Passionate Power, transformation, destruction, intensity
💧 Water Fluid Adaptability, healing, mystery, emotional
🌪️️ Wind Free Speed, intellect, invisibility, cerebral

🃏 Cards

🃏 Card types


🐼 Unit types

There are 3 types of 🐼 Unit cards.

🧬 Type 💪 Attack range Selectable attack lane Close combat penalty 🛡️ Defense
🗡 Melee 1 High
🏹 Shooter 2 🔴 Disrupted attack Medium
🪄 Spellcaster 3 🔴 Disrupted attack Low
🔴 Disrupted defense

A unit can only perform one action per round:

All of these actions are carried out automatically and in an optimal manner.

📶 Upgrading units

🧬 Type 💪 Attack ❤️ Health 🛡️ Defense Total
🗡 Melee +2 +1 +1 +4
🏹 Shooter +3 +1 +4
🪄 Spellcaster +4 +4

🚩 Location

A card can only be in one of these locations:

🚩 Location When
📦 Shoe Before purchase
🧺 Marketplace Before purchase
🏡 Refuge After purchase
⚔️ Battlefield After purchase
🪦️ Graveyard After resale

🔮 Spells

🔮 Spell cards

🖼️ Image 🏷️ Name X 🕯️ Enchantment 👥
Twin Deployment 4 0 extra on deploy ⚡On purchase⏳-1
Lottery Fair 3 0 get coins random ⚡On purchase
Delayed Gratification 1 2 get coins ⚡On next turn start
Delayed Gratification+ 2 4 get coins ⚡On next turn start
Delayed Gratification++ 3 6 get coins ⚡On next turn start
Delayed Gratification+++ 4 8 get coins ⚡On next turn start
1 Gold coin 1 1 get coins ⚡On spell use
2 Gold coins 2 2 get coins ⚡On spell use
3 Gold coins 3 3 get coins ⚡On spell use
Awakening of a champion 2 2 get predominant clan unit tier x ⚡On purchase
Awakening of a champion+ 4 4 get predominant clan unit tier x ⚡On purchase
Awakening of a champion++ 6 6 get predominant clan unit tier x ⚡On purchase
Wild 🔮 Spell Invocation 3 0 get random spell tier mp ⚡On purchase
Unbound Mana Gift 2 3 get random spell tier x ⚡On purchase
Unbound Mana Gift+ 4 6 get random spell tier x ⚡On purchase
🌪️️ Wind Summoning 3 0 get random unit in group tier mp ⚡On purchase 🌪️️ Wind
🌿️ Earth Summoning 3 0 get random unit in group tier mp ⚡On purchase 🌿 Earth
💧 Water Summoning 3 0 get random unit in group tier mp ⚡On purchase 💧 Water
🔥️ Fire Summoning 3 0 get random unit in group tier mp ⚡On purchase 🔥️ Fire
Fortune’s Fountain 3 1 income+ ⚡On purchase
Summon of the 🗿 Clan Cycle 5 0 market card replace by clan ⚡On purchase⏳-1
Eternal ☯ Element Rebirth 4 0 market card replace by element ⚡On purchase⏳-1
🔮 Spell Stream Infinity 2 0 market card replace by spell ⚡On purchase⏳-1
Legion of the endless 3 0 market card replace by type ⚡On purchase⏳-1
No mercy for the weak 5 3 market excludes cards below tier ⚡On purchase
Magician’s Gift 2 market refresh with spells ⚡On purchase
Renewal of Power 3 0 market refresh with units next tier ⚡On purchase
Renewal of 🌪️️ Wind 4 market refresh with units ⚡On purchase 🌪️️ Wind
Renewal of 🌿️ Earth 4 market refresh with units ⚡On purchase 🌿 Earth
Renewal of 💧 Water 4 market refresh with units ⚡On purchase 💧 Water
Renewal of 🔥️ Fire 4 market refresh with units ⚡On purchase 🔥️ Fire
Renewal of Neutrality 4 0 market refresh with units ⚡On purchase ◯️ Neutral
Feast on the Frail 6 0 prop eat lvp to group💪 Attack,❤️ Health,🛡️ Defense⚡On purchase
Survival of the Fittest 2 0 prop eat random by mvp💪 Attack,❤️ Health,🛡️ Defense⚡On purchase
Collective Ascension 5 0 prop+ by level to group💪 Attack,❤️ Health⚡On purchase
Lucky Lantern Market 3 0 prop+ by tier mp to group💪 Attack⚡On purchase
Unpredictable Empowerment 1 3 prop+ random💪 Attack,❤️ Health,🛡️ Defense⚡On spell use
Baker’s Bounty 2 1 prop+ to group💪 Attack,❤️ Health⚡On spell use
Strong and Proud 3 4 prop+ to group💪 Attack,❤️ Health⚡On spell use
Chosen by the sword 2 8 prop+ to random in group💪 Attack⚡On purchase
Bloom of Life 1 3 prop+❤️ Health⚡On spell use
Bloom of Life+ 2 5 prop+❤️ Health⚡On spell use
Bloom of Life++ 3 8 prop+❤️ Health⚡On spell use
💤 Fatigue Cleansing 2 3 prop+💤 Fatigue⚡On spell use
💤 Fatigue Cleansing+ 4 6 prop+💤 Fatigue⚡On spell use
Fireside Feast 1 1 prop+💪 Attack,❤️ Health,💤 Fatigue⚡On spell use
Fireside Feast+ 2 2 prop+💪 Attack,❤️ Health,💤 Fatigue⚡On spell use
Celestial Blade 1 2 prop+💪 Attack⚡On spell use
Celestial Blade+ 2 4 prop+💪 Attack⚡On spell use
Celestial Blade++ 3 7 prop+💪 Attack⚡On spell use
Shell of Serenity 2 2 prop+🛡️ Defense⚡On spell use
Shell of Serenity+ 4 4 prop+🛡️ Defense⚡On spell use
Shell of Serenity++ 6 6 prop+🛡️ Defense⚡On spell use
Echoes of 🪖 Experience 2 1 prop+🪖 Experience⚡On spell use
Echoes of 🪖 Experience+ 4 2 prop+🪖 Experience⚡On spell use
Echoes of 🪖 Experience++ 6 3 prop+🪖 Experience⚡On spell use
Protection from 🔥️ Fire 3 traits+ ⚡On purchase
Protection from 🌿️ Earth 3 traits+ ⚡On purchase
Protection from 💧 Water 3 traits+ ⚡On purchase
Protection from 🌪️️ Wind 3 traits+ ⚡On purchase

🐼 Units

🗡 Melees cards

🖼️ Image 🏷️ Name 🗿 Clan 💪 ❤️ 🛡️ 🧬 Traits X 🕯️ Enchantment 👥
Trade Oasis Keeper ◯️ null 1 1 3 0 lifesteal 0
The Golden Gladiator ◯️ null 1 3 1 0 camouflage 0
Skarn the Oasis Raider ◯️ null 1 2 4 0 💧protection 0
Sand Sentinel ◯️ null 2 5 3 0 level strike 0
Al Zarah The Caravaner ◯️ null 2 5 5 0 dodge 0
The Blackscale Warlord ◯️ null 3 8 8 0 level strike 0
Crok Hellscale ◯️ null 4 9 11 0 defense piercing 0
Simian Scout 🌪️️ 🐒 Monkey 1 3 3 0 0
Dozing Slacker 🌪️️ 🐒 Monkey 1 2 2 0 anxiety 2 prop+💪 Attack,❤️ Health⚡On fatigue recovery⏳-1
Sirocco Striker 🌪️️ 🐒 Monkey 1 1 1 1 first strike 2
Hoopoe ravager 🌪️️ 🐒 Monkey 1 4 2 0 anxiety 2
Pyrojack The Reluctant 🌪️️ 🐒 Monkey 1 3 1 0 🔥️protection 2
Banana Brute 🌪️️ 🐒 Monkey 2 6 1 2 0
Knucklegrunt 🌪️️ 🐒 Monkey 2 5 3 1 0
Bullseye Gunner 🌪️️ 🐒 Monkey 2 9 1 0 0
Simian Smogsmash 🌪️️ 🐒 Monkey 2 5 4 0 camouflage 0
Tribal Martyr 🌪️️ 🐒 Monkey 3 25 10 0 sacrifice 6
Brutus The Butcher 🌪️️ 🐒 Monkey 3 10 5 0 defense piercing 0
Rusher King 🌪️️ 🐒 Monkey 4 10 8 0 first strike 5
Ballrog Brawler 🌪️️ 🐒 Monkey 4 8 10 4 anxiety 1
Bonker Basher 🌪️️ 🐒 Monkey 4 10 10 0 overflow damage 0
Orangoon Twins 🌪️️ 🐒 Monkey 4 9 9 0 0 summon ⚡On death🃏Simian Smogsmash
Gormilla The Unshaken 🌪️️ 🐒 Monkey 5 5 25 0 camouflage 0
Endless Screamers 🌪️️ 🐒 Monkey 6 33 3 0 0 summon ⚡On death🃏Orangoon Twins
Ivory Impaler 🌱️ 🐃 Buffalo 1 1 2 1 1 prop+ to random in group🛡️ Defense⚡On purchase UnitElement
Karrak the Watcher 🌱️ 🐃 Buffalo 1 1 2 1 0
Blacknok 🌱️ 🐃 Buffalo 1 2 2 social herding 1
Tharok the Stomper 🌱️ 🐃 Buffalo 2 1 3 4 collateral damage 4
Gaj’Kar Kragspike 🌱️ 🐃 Buffalo 2 4 5 0 defense piercing 2 prop+ to random in group🛡️ Defense⚡On purchase,On sale
Saffran Solwane 🌱️ 🐃 Buffalo 2 2 3 2 0
Thamur Hammer Tusk 🌱️ 🐃 Buffalo 3 11 2 3 overflow damage 0
Clubadon Mastokar 🌱️ 🐃 Buffalo 3 4 4 3 overflow damage 0
Kravok the Piercer 🌱️ 🐃 Buffalo 3 5 2 4 defense piercing 0
Khan Whitehorn 🌱️ 🐃 Buffalo 4 9 6 2 social herding 2
Klotch the Cleaver 🌱️ 🐃 Buffalo 4 12 2 4 social herding 3
Cragmilker 🌱️ 🐃 Buffalo 4 11 5 2 regeneration 2
Black Spire 🌱️ 🐃 Buffalo 5 10 15 0 collateral damage 6
Arbitrator Proxacutor 🌱️ 🐃 Buffalo 5 8 8 8 social herding 3
Merciless Golden Mane 🌱️ 🐃 Buffalo 6 10 14 6 half-life revival 4 prop+ to units in row❤️ Health⚡On hit⏳-1
Kumar The Nightcleaver 🌱️ 🐃 Buffalo 6 19 6 4 defense piercing 4 prop+💪 Attack⚡On kill by ally⏳-1
Vireya the Sylvan Riftwolf 🌱️ 🐕 Dog 1 2 2 0 pack instinct 1
Tenebris Fang 🌱️ 🐕 Dog 1 3 1 0 camouflage 0
Azurecoil Ambusher 💧 🐍 Cobra 1 1 1 0 0 prop transfer to random💪 Attack⚡On death
Scorchcoil venom 💧 🐍 Cobra 1 1 1 0 venomous 0
Ripple Channeler 💧 🐍 Cobra 2 1 2 2 deflection 0
Orichal Wyrm 💧 🐍 Cobra 2 7 3 0 1 get random spell tier x ⚡On combat surviving⏳-1
Twisty Tempest Tongue 💧 🐍 Cobra 3 9 4 0 venomous 0
Shallow Scourge Predator 💧 🐍 Cobra 3 5 10 0 0
Cavecoil Immortal 💧 🐍 Cobra 4 6 12 0 venomous 0
Cluckopatra 🔥️ 🐓 Rooster 1 2 2 mating 1
🏁 First Feather 🔥️ 🐓 Rooster 1 1 1 1 get card ⚡On purchase🃏1 Gold coin
Dormant egg 🔥️ 🐓 Rooster 1 0 3 hatchable 0
Developing egg 🔥️ 🐓 Rooster 1 0 2 hatchable 0
Hatching egg 🔥️ 🐓 Rooster 1 0 1 hatchable 0
Hatchling prodigy 🔥️ 🐓 Rooster 1 1 1 0 prop+ by level💪 Attack,❤️ Health⚡On level up
Fluffcano McBoom 🔥️ 🐓 Rooster 2 6 3 egg layer
Sir Squawkalot 🔥️ 🐓 Rooster 2 2 8 2 lone fragility
Bulwark Brisker 🔥️ 🐓 Rooster 3 8 3 2 mating 3 prop+❤️ Health⚡On attack boost⏳-1
Spiky Bantami 🔥️ 🐓 Rooster 3 11 2 2 lone fragility 0
Golden order veteran 🔥️ 🐓 Rooster 3 4 3 2 0 prop+ by level to random in group in refuge💪 Attack⚡On combat end 🔥️ Fire
Embercluck 🔥️ 🐓 Rooster 4 13 6 2 dodge 0
Brackenwood Guardian 🔥️ 🐓 Rooster 4 14 4 0 get card ⚡On purchase🃏Protection from 🌿️ Earth
Terrorcock 🔥️ 🐓 Rooster 5 10 10 4 territorial intimidation 0
Talon The Cleaver 🔥️ 🐓 Rooster 6 20 5 3 dodge

🏹 Shooters cards

🖼️ Image 🏷️ Name 🗿 Clan 💪 ❤️ 🛡️ 🧬 Traits X 🕯️ Enchantment 👥
Redscale Dunehunter ◯️ null 2 4 2 2 0
Sunslinger ◯️ null 2 7 3 0 🔥️protection 0
Dust Strangler ◯️ null 3 9 7 🌪️️protection 0
Burning Sands Hunter ◯️ null 4 13 6 0
Sneaky Skirmisher 🌪️️ 🐒 Monkey 2 9 1 0 level strike 0
Billy Bomber 🌪️️ 🐒 Monkey 2 6 2 0 ricochet 0
🌪️️ Wind Overseer 🌪️️ 🐒 Monkey 2 4 4 0 first strike 4
BlueBack Bombardier 🌪️️ 🐒 Monkey 2 7 3 0 5 prop+ to random in group💪 Attack⚡On deploy UnitElement
Fast Slinger 🌪️️ 🐒 Monkey 3 7 3 0 overflow damage 0
Crow’s Nest Calamity 🌪️️ 🐒 Monkey 3 12 2 0 ricochet 3 prop+ to random in group💪 Attack⚡On hit⏳-1
Captain Double Guns 🌪️️ 🐒 Monkey 3 7 7 0 camouflage 0
Sneaky Sniper 🌪️️ 🐒 Monkey 4 12 1 0 first strike 2
Bomboon Grenadoon 🌪️️ 🐒 Monkey 4 15 5 0 deflection 0
Gorok 🌪️️ 🐒 Monkey 4 16 6 0 12 prop+ to random in group💪 Attack⚡On deploy UnitElement
Simian Sapper 🌪️️ 🐒 Monkey 5 13 9 0 dodge 0
Zirfail Darksnout 🌱️ 🐃 Buffalo 2 4 3 1 social herding 1
Arokh the Ivory Fang 🌱️ 🐃 Buffalo 3 5 8 2 social herding 1
Hornshot Twinbolt 🌱️ 🐃 Buffalo 4 7 9 2 half-life revival 0
Lagoon Shade Medic 💧 🐍 Cobra 2 8 1 0 2 prop+ to units in lane❤️ Health⚡On kill⏳-1
HydroSpire Healer 💧 🐍 Cobra 3 10 4 0 4 prop+❤️ Health⚡On round end⏳-1
Gravedigger Guardian 💧 🐍 Cobra 4 8 8 0 venomous 0
Thunder Viper 💧 🐍 Cobra 5 16 8 0 0 get random spell tier mp ⚡On lane won⏳-1
Ruddy Biscuit 🔥️ 🐓 Rooster 2 5 3 lone fragility
Youngshot Fatwing 🔥️ 🐓 Rooster 2 3 4 0 prop+ by level💪 Attack⚡On kill
Galliard 🔥️ 🐓 Rooster 3 7 3 territorial intimidation 0
Luckywood Ranger 🔥️ 🐓 Rooster 3 6 4 lone fragility 0 get card ⚡On purchase🃏1 Gold coin
Sir Boltfeather 🔥️ 🐓 Rooster 4 8 12 2 0 get card ⚡On purchase🃏Renewal of 🔥️ Fire
MacFeather Swiftshot 🔥️ 🐓 Rooster 5 20 8

🪄 Spellcasters cards

🖼️ Image 🏷️ Name 🗿 Clan 💪 ❤️ 🛡️ 🧬 Traits X 🕯️ Enchantment 👥
Instructor Magilysk ◯️ null 4 8 4 2 get random unit in group tier x ⚡On purchase UnitElement
Mojo Kong 🌪️️ 🐒 Monkey 5 8 18 0 overflow damage 4 prop+ to group💪 Attack⚡On spell use by ally⏳-1 UnitElement
Koko Rokai 🌪️️ 🐒 Monkey 6 18 10 0 ricochet 3 prop+ to group in refuge❤️ Health⚡On combat surviving⏳-1
Elemantor The Protector 🌪️️ 🐒 Monkey 6 6 24 0 0 traits+ random to random in group ⚡On turn end,On purchase🧬🌪️️protection,💧protection,🔥️protection,🌿protection⏳-1 UnitElement
Krag’Ar The Protector 🌱️ 🐃 Buffalo 4 8 5 2 1 prop+ to random in group in refuge🛡️ Defense⚡On hit⏳-1 🌿 Earth
Barzok Bustabull 🌱️ 🐃 Buffalo 4 3 7 0 1 prop+ to random in group in refuge❤️ Health⚡On hit by ally⏳-1
Hornseer of Fury 🌱️ 🐃 Buffalo 4 6 7 0 2 prop+ to units in lane💪 Attack⚡On hit⏳-1
Lorzok ThunderHoof 🌱️ 🐃 Buffalo 5 5 5 5 3 prop+💪 Attack,❤️ Health,🛡️ Defense⚡On attack boost⏳-1
Tuskwalker, living soil 🌱️ 🐃 Buffalo 6 6 12 6 5 prop+ random to group in refuge💪 Attack,❤️ Health,🛡️ Defense⚡On combat surviving⏳-1 🌿 Earth
Thalassaryn 💧 🐍 Cobra 4 12 8 2 prop+ to random in group💪 Attack⚡On kill by ally⏳-1 💧 Water
Venombra 💧 🐍 Cobra 5 20 4 0 venomous 0
Shadowmend Broodmother 💧 🐍 Cobra 6 24 12 0 💧protection 8 prop+ to group❤️ Health⚡On round end⏳-1 💧 Water
Magmingo Ignisquawk 🔥️ 🐓 Rooster 4 16 4 5 prop+💪 Attack⚡On attack boost of ally⏳-1 UnitElement
Magus Plumpheus 🔥️ 🐓 Rooster 4 12 5 2 territorial intimidation 0
Brackenwood Druid 🔥️ 🐓 Rooster 4 9 7 🌿protection 8 prop+ to units in lane❤️ Health⚡On kill by ally 🔥️ Fire
Flaminar Cindravius 🔥️ 🐓 Rooster 5 16 6 🔥️protection 0
Marquise Aquina 🔥️ 🐓 Rooster 5 9 5 0 traits+ to random in group ⚡On purchase,On kill by ally🧬💧protection⏳-1 UnitElement
Magister Krotum 🔥️ 🐓 Rooster 6 20 12 territorial intimidation 2 prop+ to group in refuge💪 Attack,❤️ Health⚡On kill⏳-1 UnitElement

🕯️ Enchantments

The huge diversity of possible enchantments gives a significant depth to the game. Powerful strategies emerge when combining enchantments from different units.

🕯️ Enchantments parameterize an ✴️ Effect with

🕯️ Enchantments are further parameterized by the 🐼 Unit or 🔮 Spell with

🕯️ Enchantment list

🏷️ Name ✴️ Effect 📝 Description
cast random spell tier mp Cast on itself a random spell at the current market tier
extra on death ⏳-1 Your future ‘’ effects will trigger an extra time
extra on deploy ⚡On purchase⏳-1 Your future ‘’ effects will trigger an extra time
extra on turn end ⏳-1 Your future ‘’ effects will trigger an extra time
extra on turn start ⏳-1 Your future ‘’ effects will trigger an extra time
get card ⚡On purchase🃏1 Gold coin Get 🃏 Card
get card ⚡On purchase🃏2 Gold coins Get 🃏 Card
get card ⚡On purchase🃏3 Gold coins Get 🃏 Card
get card ⚡On purchase🃏Protection from 🌿️ Earth Get 🃏 Card
get card ⚡On purchase🃏Renewal of 🌿️ Earth Get 🃏 Card
get card ⚡On purchase🃏Renewal of 🔥️ Fire Get 🃏 Card
get card ⚡On purchase🃏Renewal of 💧 Water Get 🃏 Card
get card ⚡On purchase🃏Renewal of 🌪️️ Wind Get 🃏 Card
get coins random ⚡On purchase Get a random amount of 🪙 between 2 to 6
get coins ⚡On next turn start Get 🔢 Value 🪙
get coins ⚡On purchase Get 🔢 Value 🪙
get coins ⚡On spell use Get 🔢 Value 🪙
get predominant clan unit tier x Get a random unit from tier 🔢 Value of your predominant clan
get predominant clan unit tier x ⚡On purchase Get a random unit from tier 🔢 Value of your predominant clan
get random spell tier mp ⚡On lane won⏳-1 Get a random spell at the current market tier
get random spell tier mp ⚡On purchase Get a random spell at the current market tier
get random spell tier x ⚡On combat surviving⏳-1 Get a random spell from tier 🔢 Value
get random spell tier x ⚡On purchase Get a random spell from tier 🔢 Value
get random unit in group tier mp ⚡On purchase Get a random 👥 Group unit at the current market tier
get random unit in group tier x ⚡On purchase Get a random 👥 Group unit from tier 🔢 Value
income+ ⚡On purchase Increase your income by 🔢 Value 🪙
market card replace by clan ⚡On purchase⏳-1 Whenever you purchase a unit, place a card into the market
market card replace by element ⚡On purchase⏳-1 Whenever you purchase a unit, place a card into the market
market card replace by spell ⚡On purchase⏳-1 Whenever you purchase a card, place a card into the market
market card replace by type ⚡On purchase⏳-1 Whenever you purchase a unit, place a card into the market
market excludes cards below tier ⚡On purchase Market does not offer cards below ⭐ Tier 🔢 Value
market free upgrade Upgrade the marketplace for free
market reduce upgrade Reduce cost by 🔢 Value of your next marketplace upgrade
market refresh with spells ⚡On purchase Refresh the marketplace with spells
market refresh with units next tier ⚡On purchase Refresh the marketplace with 👥 Group units of the next tier
market refresh with units ⚡On purchase Refresh the marketplace with 👥 Group units
prop amplify spell❤️ Health Your 📊 Properties spells increases by 🔢 Value
prop amplify spell💪 Attack Your 📊 Properties spells increases by 🔢 Value
prop amplify spell💪 Attack,❤️ Health Your 📊 Properties spells increases by 🔢 Value
prop amplify spell🛡️ Defense Your 📊 Properties spells increases by 🔢 Value
prop eat lvp to group💪 Attack,❤️ Health,🛡️ Defense⚡On purchase Your 👥 Group units eat your lowest health unit to gain its 📊 Properties
prop eat random by mvp💪 Attack,❤️ Health,🛡️ Defense⚡On purchase Your highest 💪 Attack unit eats one of your unit randomly to gain its 📊 Properties
prop eat random in mp❤️ Health Eat random unit from the marketplace to gain its 📊 Properties
prop eat random in mp💪 Attack Eat random unit from the marketplace to gain its 📊 Properties
prop eat random in mp💪 Attack,❤️ Health Eat random unit from the marketplace to gain its 📊 Properties
prop eat random in mp🛡️ Defense Eat random unit from the marketplace to gain its 📊 Properties
prop eat random❤️ Health Eat one of your unit randomly to gain its 📊 Properties
prop eat random💪 Attack Eat one of your unit randomly to gain its 📊 Properties
prop eat random💪 Attack,❤️ Health Eat one of your unit randomly to gain its 📊 Properties
prop eat random💪 Attack,❤️ Health Eat one of your unit randomly to gain its 📊 Properties
prop eat random🛡️ Defense Eat one of your unit randomly to gain its 📊 Properties
prop eat target❤️ Health ($TARGET?Choose a unit:)Eat unit and Gain its 📊 Properties
prop eat target💪 Attack ($TARGET?Choose a unit:)Eat unit and Gain its 📊 Properties
prop eat target💪 Attack,❤️ Health ($TARGET?Choose a unit:)Eat unit and Gain its 📊 Properties
prop eat target🛡️ Defense ($TARGET?Choose a unit:)Eat unit and Gain its 📊 Properties
prop equalize attack health Set 💪 Attack and ❤️ Health to the highest value of both
prop give to random in group❤️ Health Give its 📊 Properties to 🔢 Value random 👥 Group unit(s)
prop give to random in group💪 Attack Give its 📊 Properties to 🔢 Value random 👥 Group unit(s)
prop give to random in group💪 Attack,❤️ Health Give its 📊 Properties to 🔢 Value random 👥 Group unit(s)
prop give to random in group🛡️ Defense⚡On purchase,On sale Give its 📊 Properties to 🔢 Value random 👥 Group unit(s)
prop transfer to random❤️ Health Transfer its 📊 Properties to a random 👥 Group unit
prop transfer to random💪 Attack,❤️ Health Transfer its 📊 Properties to a random 👥 Group unit
prop transfer to random💪 Attack⚡On death Transfer its 📊 Properties to a random 👥 Group unit
prop transfer to random🛡️ Defense Transfer its 📊 Properties to a random 👥 Group unit
prop+ by level to group💪 Attack,❤️ Health⚡On purchase Give 📊 Properties +${LEVEL} (current unit level) to your 👥 Group units
prop+ by level to random in group in refuge💪 Attack⚡On combat end Give 📊 Properties +${LEVEL} (current unit level) to a random 👥 Group unit in the refuge
prop+ by level❤️ Health ($TARGET?Choose a unit:) 📊 Properties +${LEVEL} (current unit level)
prop+ by level💪 Attack,❤️ Health⚡On level up ($TARGET?Choose a unit:) 📊 Properties +${LEVEL} (current unit level)
prop+ by level💪 Attack⚡On kill ($TARGET?Choose a unit:) 📊 Properties +${LEVEL} (current unit level)
prop+ by level🛡️ Defense ($TARGET?Choose a unit:) 📊 Properties +${LEVEL} (current unit level)
prop+ by tier mp to group💪 Attack⚡On purchase Give 📊 Properties +${TIER} (current market tier) to your 👥 Group units
prop+ by tier mp❤️ Health ($TARGET?Choose a unit:) 📊 Properties +${TIER} (current market tier)
prop+ by tier mp💪 Attack,❤️ Health⚡On combat surviving ($TARGET?Choose a unit:) 📊 Properties +${TIER} (current market tier)
prop+ by tier mp💪 Attack⚡On purchase ($TARGET?Choose a unit:) 📊 Properties +${TIER} (current market tier)
prop+ by tier mp🛡️ Defense ($TARGET?Choose a unit:) 📊 Properties +${TIER} (current market tier)
prop+ random to group in refuge💪 Attack,❤️ Health,🛡️ Defense⚡On combat surviving⏳-1 Give one of 📊 Properties + 🔢 Value to 👥 Group units in the refuge
prop+ random💪 Attack,❤️ Health,🛡️ Defense⚡On spell use ($TARGET?Choose a unit:)one of 📊 Properties + 🔢 Value
prop+ to group in refuge❤️ Health⚡On combat surviving⏳-1 Give 📊 Properties + 🔢 Value to 👥 Group units in the refuge
prop+ to group in refuge💪 Attack Give 📊 Properties + 🔢 Value to 👥 Group units in the refuge
prop+ to group in refuge💪 Attack,❤️ Health⚡On kill⏳-1 Give 📊 Properties + 🔢 Value to 👥 Group units in the refuge
prop+ to group in refuge💪 Attack,❤️ Health⚡On purchase Give 📊 Properties + 🔢 Value to 👥 Group units in the refuge
prop+ to group in refuge🛡️ Defense Give 📊 Properties + 🔢 Value to 👥 Group units in the refuge
prop+ to group❤️ Health⚡On round end⏳-1 Give 📊 Properties + 🔢 Value to your 👥 Group units
prop+ to group💪 Attack,❤️ Health⚡On purchase Give 📊 Properties + 🔢 Value to your 👥 Group units
prop+ to group💪 Attack,❤️ Health⚡On spell use Give 📊 Properties + 🔢 Value to your 👥 Group units
prop+ to group💪 Attack⚡On spell use by ally⏳-1 Give 📊 Properties + 🔢 Value to your 👥 Group units
prop+ to group🛡️ Defense Give 📊 Properties + 🔢 Value to your 👥 Group units
prop+ to random in group in refuge❤️ Health⚡On hit by ally⏳-1 Give 📊 Properties + 🔢 Value to a random 👥 Group unit in the refuge
prop+ to random in group in refuge💪 Attack Give 📊 Properties + 🔢 Value to a random 👥 Group unit in the refuge
prop+ to random in group in refuge💪 Attack,❤️ Health Give 📊 Properties + 🔢 Value to a random 👥 Group unit in the refuge
prop+ to random in group in refuge🛡️ Defense Give 📊 Properties + 🔢 Value to a random 👥 Group unit in the refuge
prop+ to random in group in refuge🛡️ Defense⚡On hit⏳-1 Give 📊 Properties + 🔢 Value to a random 👥 Group unit in the refuge
prop+ to random in group❤️ Health Give 📊 Properties + 🔢 Value to a random 👥 Group unit
prop+ to random in group💪 Attack,❤️ Health Give 📊 Properties + 🔢 Value to a random 👥 Group unit
prop+ to random in group💪 Attack⚡On deploy Give 📊 Properties + 🔢 Value to a random 👥 Group unit
prop+ to random in group💪 Attack⚡On hit⏳-1 Give 📊 Properties + 🔢 Value to a random 👥 Group unit
prop+ to random in group💪 Attack⚡On kill by ally⏳-1 Give 📊 Properties + 🔢 Value to a random 👥 Group unit
prop+ to random in group💪 Attack⚡On purchase Give 📊 Properties + 🔢 Value to a random 👥 Group unit
prop+ to random in group🛡️ Defense⚡On purchase Give 📊 Properties + 🔢 Value to a random 👥 Group unit
prop+ to random in group🛡️ Defense⚡On purchase,On sale Give 📊 Properties + 🔢 Value to a random 👥 Group unit
prop+ to target in group❤️ Health ($TARGET?Choose a 👥 Group unit:) 📊 Properties + 🔢 Value
prop+ to target in group💪 Attack ($TARGET?Choose a 👥 Group unit:) 📊 Properties + 🔢 Value
prop+ to target in group💪 Attack,❤️ Health ($TARGET?Choose a 👥 Group unit:) 📊 Properties + 🔢 Value
prop+ to target in group🛡️ Defense ($TARGET?Choose a 👥 Group unit:) 📊 Properties + 🔢 Value
prop+ to units in lane❤️ Health⚡On kill by ally Give 📊 Properties + 🔢 Value to your units in the same vertical lane
prop+ to units in lane❤️ Health⚡On kill⏳-1 Give 📊 Properties + 🔢 Value to your units in the same vertical lane
prop+ to units in lane💪 Attack,❤️ Health Give 📊 Properties + 🔢 Value to your units in the same vertical lane
prop+ to units in lane💪 Attack⚡On hit⏳-1 Give 📊 Properties + 🔢 Value to your units in the same vertical lane
prop+ to units in lane🛡️ Defense Give 📊 Properties + 🔢 Value to your units in the same vertical lane
prop+ to units in row❤️ Health⚡On hit⏳-1 Give 📊 Properties + 🔢 Value to your units in the same horizontal row
prop+ to units in row💪 Attack,❤️ Health Give 📊 Properties + 🔢 Value to your units in the same horizontal row
prop+ to units in row💪 Attack⚡On hit⏳-1 Give 📊 Properties + 🔢 Value to your units in the same horizontal row
prop+ to units in row🛡️ Defense Give 📊 Properties + 🔢 Value to your units in the same horizontal row
prop+❤️ Health⚡On attack boost⏳-1 ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value
prop+❤️ Health⚡On purchase ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value
prop+❤️ Health⚡On round end⏳-1 ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value
prop+❤️ Health⚡On spell use ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value
prop+💤 Fatigue⚡On purchase ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value
prop+💤 Fatigue⚡On spell use ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value
prop+💪 Attack,❤️ Health,💤 Fatigue⚡On purchase ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value
prop+💪 Attack,❤️ Health,💤 Fatigue⚡On spell use ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value
prop+💪 Attack,❤️ Health,🛡️ Defense⚡On attack boost⏳-1 ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value
prop+💪 Attack,❤️ Health,🛡️ Defense⚡On purchase ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value
prop+💪 Attack,❤️ Health⚡On fatigue recovery⏳-1 ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value
prop+💪 Attack,❤️ Health⚡On purchase ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value
prop+💪 Attack,❤️ Health⚡On spell use ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value
prop+💪 Attack⚡On attack boost of ally⏳-1 ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value
prop+💪 Attack⚡On kill by ally⏳-1 ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value
prop+💪 Attack⚡On purchase ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value
prop+💪 Attack⚡On spell use ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value
prop+🛡️ Defense⚡On purchase ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value
prop+🛡️ Defense⚡On spell use ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value
prop+🪖 Experience⚡On purchase ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value
prop+🪖 Experience⚡On spell use ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value
summon ⚡On death🃏Orangoon Twins Summon 🃏 Card to replace this
summon ⚡On death🃏Simian Smogsmash Summon 🃏 Card to replace this
traits+ random to random in group ⚡On turn end,On purchase🧬🌪️️protection,💧protection,🔥️protection,🌿protection⏳-1 Give one of 🧬 Traits to a random 👥 Group unit
traits+ to random in group ⚡On purchase,On kill by ally🧬💧protection⏳-1 Give 🧬 Traits to a random 👥 Group unit
traits+ to random in group ⚡On turn end🧬🌿protection,🔥️protection,💧protection,🌪️️protection⏳-1 Give 🧬 Traits to a random 👥 Group unit
traits+ ⚡On purchase ($TARGET?Choose a unit:)Gain 🧬 Traits
traits+ ⚡On spell use ($TARGET?Choose a unit:)Gain 🧬 Traits

✴️ Effects

Parameter Data type Model 📝 Description
PROPERTIES set of 📌 enum IEnchantment set of PropertyType: 💪 Attack, ❤️ Health, 🛡️ Defense, 💤 Fatigue, 🪖 Experience
PROPERTY 📌 enum IEnchantment PropertyType: 💪 Attack, ❤️ Health, 🛡️ Defense, 💤 Fatigue, 🪖 Experience
TRAITS set of 📌 enum IEnchantment TraitType
CARD 🃏 ICard IEnchantment a card
GROUP 📌 enum 🃏 ICard GroupType: null, UnitElement, 5 elements, UnitType, 3 unit types
VALUE number 🃏 ICard any number

✴️ Effect list

🏷️ Name 🎯 Target 📝 Description
cast random spell tier mp Cast on itself a random spell at the current market tier
cast random spell tier x Cast on itself a random spell from tier ${VALUE}
cast spell Cast ${CARD} on itself
cast spell on group Cast ${CARD} on each of your ${GROUP} units
cast spell on random in group Cast ${CARD} on a random ${GROUP} unit
cast spell on target ($TARGET?Choose a unit:)Cast ${CARD}
extra on death Your future ‘’ effects will trigger an extra time
extra on deploy Your future ‘’ effects will trigger an extra time
extra on turn end Your future ‘’ effects will trigger an extra time
extra on turn start Your future ‘’ effects will trigger an extra time
get card Get ${CARD}
get coins Get ${VALUE} 🪙
get coins random Get a random amount of 🪙 between 2 to 6
get predominant clan unit tier x Get a random unit from tier ${VALUE} of your predominant clan
get random spell tier mp Get a random spell at the current market tier
get random spell tier x Get a random spell from tier ${VALUE}
get random unit in group tier mp Get a random ${GROUP} unit at the current market tier
get random unit in group tier x Get a random ${GROUP} unit from tier ${VALUE}
income+ Increase your income by ${VALUE} 🪙
market card replace by clan Whenever you purchase a unit, place a card into the market
market card replace by element Whenever you purchase a unit, place a card into the market
market card replace by spell Whenever you purchase a card, place a card into the market
market card replace by type Whenever you purchase a unit, place a card into the market
market excludes cards below tier Market does not offer cards below ⭐ Tier ${VALUE}
market free upgrade Upgrade the marketplace for free
market reduce next spell cost Reduce cost by ${VALUE} of your next spell
market reduce next unit cost Reduce cost by ${VALUE} of your next unit
market reduce upgrade Reduce cost by ${VALUE} of your next marketplace upgrade
market refresh with spells Refresh the marketplace with spells
market refresh with units Refresh the marketplace with ${GROUP} units
market refresh with units next tier Refresh the marketplace with ${GROUP} units of the next tier
prop amplify spell Your ${PROPERTIES} spells increases by ${VALUE}
prop eat lvp to group Your ${GROUP} units eat your lowest health unit to gain its ${PROPERTIES}
prop eat random Eat one of your unit randomly to gain its ${PROPERTIES}
prop eat random by mvp Your highest 💪 Attack unit eats one of your unit randomly to gain its ${PROPERTIES}
prop eat random in mp Eat random unit from the marketplace to gain its ${PROPERTIES}
prop eat target ($TARGET?Choose a unit:)Eat unit and Gain its ${PROPERTIES}
prop equalize attack health Set 💪 Attack and ❤️ Health to the highest value of both
prop give to random in group Give its ${PROPERTIES} to ${VALUE} random ${GROUP} unit(s)
prop transfer to random Transfer its ${PROPERTIES} to a random ${GROUP} unit
prop+ ($TARGET?Choose a unit:)${PROPERTIES} +${VALUE}
prop+ by level ($TARGET?Choose a unit:)${PROPERTIES} +${LEVEL} (current unit level)
prop+ by level to group Give ${PROPERTIES} +${LEVEL} (current unit level) to your ${GROUP} units
prop+ by level to group in refuge Give ${PROPERTIES} +${LEVEL} (current unit level) to ${GROUP} units in the refuge
prop+ by level to random in group Give ${PROPERTIES} +${LEVEL} (current unit level) to a random ${GROUP} unit
prop+ by level to random in group in refuge Give ${PROPERTIES} +${LEVEL} (current unit level) to a random ${GROUP} unit in the refuge
prop+ by level to target in group ($TARGET?Choose a ${GROUP} unit:)${PROPERTIES} +${LEVEL} (current unit level)
prop+ by level to units in lane Give ${PROPERTIES} +${LEVEL} (current unit level) to your units in the same vertical lane
prop+ by level to units in row Give ${PROPERTIES} +${LEVEL} (current unit level) to your units in the same horizontal row
prop+ by tier mp ($TARGET?Choose a unit:)${PROPERTIES} +${TIER} (current market tier)
prop+ by tier mp to group Give ${PROPERTIES} +${TIER} (current market tier) to your ${GROUP} units
prop+ by tier mp to group in refuge Give ${PROPERTIES} +${TIER} (current market tier)to ${GROUP} units in the refuge
prop+ by tier mp to random in group Give ${PROPERTIES} +${TIER} (current market tier) to a random ${GROUP} unit
prop+ by tier mp to random in group in refuge Give ${PROPERTIES} +${TIER} (current market tier) to a random ${GROUP} unit in the refuge
prop+ by tier mp to target in group ($TARGET?Choose a ${GROUP} unit:)${PROPERTIES} +${TIER} (current market tier)
prop+ by tier mp to units in lane Give ${PROPERTIES} +${TIER} (current market tier) to your units in the same vertical lane
prop+ by tier mp to units in row Give ${PROPERTIES} +${TIER} (current market tier) to your units in the same horizontal row
prop+ random ($TARGET?Choose a unit:)one of ${PROPERTIES} +${VALUE}
prop+ random by level ($TARGET?Choose a unit:)one of ${PROPERTIES} +${LEVEL} (current unit level)
prop+ random by tier mp ($TARGET?Choose a unit:)one of ${PROPERTIES} +${TIER} (current market tier)
prop+ random to group Give one of ${PROPERTIES} +${VALUE} to your ${GROUP} units
prop+ random to group in refuge Give one of ${PROPERTIES} +${VALUE} to ${GROUP} units in the refuge
prop+ random to random in group Give one of ${PROPERTIES} +${VALUE} to a random ${GROUP} unit
prop+ random to random in group in refuge Give one of ${PROPERTIES} +${VALUE} to a random ${GROUP} unit in the refuge
prop+ random to target in group ($TARGET?Choose a ${GROUP} unit:)one of ${PROPERTIES} +${VALUE}
prop+ random to units in lane Give one of ${PROPERTIES} +${VALUE} to your units in the same vertical lane
prop+ random to units in row Give one of ${PROPERTIES} +${VALUE} to your units in the same horizontal row
prop+ to group Give ${PROPERTIES} +${VALUE} to your ${GROUP} units
prop+ to group in refuge Give ${PROPERTIES} +${VALUE} to ${GROUP} units in the refuge
prop+ to random in group Give ${PROPERTIES} +${VALUE} to a random ${GROUP} unit
prop+ to random in group in refuge Give ${PROPERTIES} +${VALUE} to a random ${GROUP} unit in the refuge
prop+ to target in group ($TARGET?Choose a ${GROUP} unit:)${PROPERTIES} +${VALUE}
prop+ to units in lane Give ${PROPERTIES} +${VALUE} to your units in the same vertical lane
prop+ to units in row Give ${PROPERTIES} +${VALUE} to your units in the same horizontal row
prop- to mvp attack unit Inflict ${VALUE} damage to the highest 💪 Attack enemy
prop- to mvp health unit Inflict ${VALUE} damage to the highest ❤️ Health enemy
summon Summon ${CARD} to replace this
traits+ ($TARGET?Choose a unit:)Gain ${TRAITS}
traits+ random ($TARGET?Choose a unit:)Gain one of ${TRAITS}
traits+ random to group Give one of ${TRAITS} to your ${GROUP} units
traits+ random to group in refuge Give one of ${TRAITS} to your ${GROUP} units in the refuge
traits+ random to random in group Give one of ${TRAITS} to a random ${GROUP} unit
traits+ random to random in group in refuge Give one of ${TRAITS} to a random ${GROUP} unit in the refuge
traits+ random to target in group ($TARGET?Choose a ${GROUP} unit:)Gain one of ${TRAITS}
traits+ random to units in lane Give one of ${TRAITS} to your units in the same vertical lane
traits+ random to units in row Give one of ${TRAITS} to your units in the same horizontal row
traits+ to group Give ${TRAITS} to your ${GROUP} units
traits+ to group in refuge Give ${TRAITS} to your ${GROUP} units in the refuge
traits+ to random in group Give ${TRAITS} to a random ${GROUP} unit
traits+ to random in group in refuge Give ${TRAITS} to a random ${GROUP} unit in the refuge
traits+ to target in group ($TARGET?Choose a ${GROUP} unit:)Gain ${TRAITS}
traits+ to units in lane Give ${TRAITS} to your units in the same vertical lane
traits+ to units in row Give ${TRAITS} to your units in the same horizontal row

⚡ Triggers

The table below shows the different triggers and which condition is required to activate them.

⚡ Trigger list

🏷️ Name 📝 Condition Manual
On combat surviving when it survives a combat
On first hit when it deals damage, once per combat
On first kill when it kills its first enemy per combat
On first wound when it takes damage, once per combat
On next turn start when the next turn starts
On round 2 when the 2nd round starts
On deploy when it enters the ⚔️ Battlefield
On deploy of ally when another ${GROUP} unit enters the ⚔️ Battlefield
On purchase when you buy a card
On purchase of ally when you buy a ${GROUP} card
On retirement when it leaves the ⚔️ Battlefield with some fatigue
On sale when you sell it
On sale of ally when you sell a ${GROUP} unit
On spell use when you consume a spell
On spell use by ally when a spell is cast
On attack boost when it increases its 💪 Attack
On attack boost of ally when another ${GROUP} unit increases its 💪 Attack
On combat end when a combat ends
On combat lost if you lost your last combat
On combat start when a combat starts
On death when it dies
On death of ally when another ${GROUP} unit dies
On defense boost when it increases its 🛡️ Defense
On defense boost of ally when another ${GROUP} unit increases its 🛡️ Defense
On fatigue increase when it increases its 💤 Fatigue
On fatigue recovery when it removes some 💤 Fatigue
On forward when it moves forward
On healing when it recovers some lost ❤️ Health
On healing of ally when another ${GROUP} unit recovers some lost ❤️ Health
On health boost when it increases its ❤️ Health
On health boost of ally when another ${GROUP} unit increases its ❤️ Health
On hit when it deals damage
On hit by ally when another ${GROUP} unit deals damage
On kill when it kills an enemy
On kill by ally when another ${GROUP} unit kills an enemy
On kill of melee when it kills an enemy 🗡 Melee
On kill of shooter when it kills an enemy 🏹 Shooter
On kill of spellcaster when it kills an enemy 🪄 Spellcaster
On lane lost when you lose a 🛣️ Lane
On lane won when you win a 🛣️ Lane
On level up when it increases its 🎖️ Level
On marketplace upgrade when you upgrade the 🧺 Marketplace
On refuge mating when it spends a turn in the 🏡 Refuge with a mate
On refuge staying when it spends a turn in the 🏡 Refuge
On retreat when it moves backward
On round end when a round ends
On round start when a round starts
On turn end when a turn ends
On turn start when a turn starts
On wound when it takes damage
On wound of ally when another ${GROUP} unit takes damage

🧬 Traits

🧬 Traits list

🏷️ Name 👁 ± 📝 Description ⚡ Triggers
attack boost 🟢 Increases its 💪 by its ❤️ On round start
bloodlust 🟢 💪<+${VALUE}> On hit
camouflage 🟢 Avoid damage from first attack On first wound
collateral damage 🟢 Inflict to itself and to the closest enemy ${VALUE} damage On round start
curse exhaustion 🟢 Give «Critical exhaustion» to the enemy with the highest 💤 On combat start
curse firstborn 🟢 «Curse» the enemy with the highest 🎖️ Level On combat start
curse frailty 🟢 «Curse» the enemy with the lowest ❤️ On combat start
damage redistribution 🟢 Redirect damage evenly split to left and right units if available On wound
defense piercing 🟢 💪 Attack ignores the defense On hit
deflection 🟢 Redirect damage to the unit behind if it is available On wound
dodge 🟢 💥 Damage received in combat is reduced by 50% On wound
dust kicker 🟢 Nearest enemy suffers 💪<-25%> On combat start
egg layer 🟢 Give sometimes a card On refuge staying
endurance 🟢 💤<-${VALUE}> On combat end
first strike 🟢 Inflict ${VALUE} damage to the closest enemy On combat start
gifted learner 🟢 🪖<+1> On combat surviving
hatchable 🟢 Can hatch after several turns On turn start
healing touch 🟢 Remove negative effects from an allied unit On round start
immunity 🟢 Unaffected by enemies spells
level strike 🟢 Inflict damage equals to its level to the closest enemy On combat start
lifesteal 🟢 Restore 25% of inflicted damage to its ❤️ On hit
mating 🟢 Give sometimes a card On refuge mating
overflow damage 🟢 Unabsorbed damage goes to the next enemy On hit
pack instinct 🟢 💪<+${VALUE}> for each other member of the pack On combat start
pain absorption 🟢 Increase 💪 by the damage taken On wound
pain equalizer 🟢 Set 💪 to the highest attack value that is inflicting you damage On hit
regeneration 🟢 Restore ❤️<+${VALUE}> On round end
ricochet 🟢 💪 Attack also hits the next enemy with 50% of attack On hit
social herding 🟢 ❤️<+${VALUE}> for each other member of the clan On combat start
soul reaper 🟢 💪<+25%> of the first killed unit On first kill
strike in motion 🟢 Can move and attack in the same round
territorial intimidation 🟢 Nearest enemy suffers 🛡️<-50%> On combat start
venomous 🟢 Poison any unit it damages, once per combat On first hit
voodoo link 🟢 Nearest enemy suffers 50% of this unit damage On first wound
🌪️️protection 🟢 Negate 🌪️️damage once per combat On first wound
🌿protection 🟢 Negate 🌿damage once per combat On first wound
💧protection 🟢 Negate 💧damage once per combat On first wound
🔥️protection 🟢 Negate 🔥️damage once per combat On first wound
anxiety 🔴 💤<+${VALUE}> On combat end
bleeding 🔴 💥<+${VALUE}> On round start
cannibalism 🔴 Eat the lowest health ally or lose half of its 💪, ❤️ On turn start
critical exhaustion 🔴 Must rest in the 🏡 Refuge because too tired to fight
cursed 🔴 💥 Damage received is increased by 25% On hit
doomed 🔴 🐼 Unit goes to the graveyard On death
half-life revival 🔴 if died last turn, resurrect with only half of its ❤️ Health On turn start
hibernation 🔴 Must stay ${VALUE} ⟳️ Turn(s) in refuge before deploying
immaturity 🔴 🎖️ Level ${VALUE} required to deploy On deploy
lone fragility 🔴 ❤️<-25%> unless has adjacent clan member On combat start
neurotic 🔴 💪<-25%> On round 2
poisoned 🔴 ❤️<-50%> On round end
sacrifice 🔴 Dies On round end
sickness 🔴 ❤️<-${VALUE}> On turn start
turnlock 🔴 Deployment forbidden until ⟳️ Turn ${VALUE}
weakness 🔴 💪<-${VALUE}> On turn start
elemental surge 🟢 Increase 💪💪 Attack by its level On hit
scalable 🟢 🕯️ Enchantment upgrades On turn start
disrupted attack 🔴 💪 Attack is reduced by 50% in close combat On hit
disrupted defense 🔴 💥 Damage received in close combat is doubled On wound

🃏 Card data models

🃏 Card template

🏷️ Name Used by Data type Attributes 📝 Description
🗝 Id both 🧾 string unique internal name (only UPPERCASE and ’_’ characters). It is used as the primary key for the DB.
🏷️ Name both 🧾 string non-null name of the card displayed in the game.
🧬 Type both 📌 enum non-null CardType defines if its a 🔮 Spell or which UnitType
📝 Comment both 🧾 string nullable internal notes for discussions
🖼️ Image both 🧮 integer nullable image illustrating the card
⭐ Tier both 🧮 integer 1-6 tier at which the card becomes available in the 🧺 Marketplace
🪙 Cost both 🧮 integer default=4 price of the card in coins.
🕯️ Enchantment both IEnchantment nullable enchantment to apply
🔢 Fx Value both 🧮 integer nullable Used by effect
👥 Fx Group both 📌 enum nullable UnitGroupType: ELEMENT, CLAN, TYPE or null. Used by effect & trigger.
🧬 Traits both set of 📌 enum nullable if card is a unit, traits that the unit has unless its enchantment gives traits.
🗿 Clan both 📌 enum nullable ClanType, null for neutral units. A spell can use the clan to extract its element
💪 Attack unit 🧮 integer default=1 damage inflicted to a unit when attacking.
❤️ Health unit 🧮 integer default=1 each 💥 Damage point removes one health point, ❤️ Health points are fully restored after a combat.
🛡️ Defense unit 🧮 integer default=0 blocks 💥 Damage until depleted, 🛡️ Defense points are permanently lost and not restored at the end of a combat.

🃏 Card instance

🏷️ Name Used by Data type Attributes 📝 Description
🗝 Id both 🧾 string unique
⟳️ Turn both 🧮 integer non-null turn at which the card has been bought
🃏 Card both 🃏 ICard non-null reference to the immutable template
🎮 Game both 🧮 integer non-null index of the game
👤 Owner both 🧮 integer non-null index of the game player (0-7)
🚩 Zone both 📌 enum non-null
🔢️ Order both 🧮 integer non-null ordered position in zone
💪 Cur Attack unit 🧮 integer default=0 current value
❤️ Cur Health unit 🧮 integer default=0 current value
🛡️ Cur Defense unit 🧮 integer default=0 current value
💪 Max Attack unit 🧮 integer default=0 maximum value
❤️ Max Health unit 🧮 integer default=0 maximum value
🛡️ Max Defense unit 🧮 integer default=0 maximum value
💤 Fatigue unit 🧮 integer default=0 decides if unit can be deployed in combat or not
🪖 Experience unit 🧮 integer default=0 allows upgrading the unit level
Range unit 🧮 integer default=1 defines the range of the unit when attacking
🎖️ Level unit 🧮 integer non-null defines the 💪 Attack boost applied when fighting a weaker ☯ Element
🕯️ Enchantments unit list of MEnchantment list of 🕯️ Enchantments applied to the unit
🔮 Spells unit list of 🃏 MCard list of 🔮 Spells cast on the unit

🕯️ Enchantment template

🏷️ Name Data type Attributes 📝 Description
🗝 Id 🧾 string unique internal name (only UPPERCASE and ’_’ characters). It is used as the primary key for the DB.
🏷️ Name 🧾 string non-null name of the card displayed in the game.
✴️ Effect 📌 enum non-null EffectType applied
⚡ Triggers set of 📌 enum nullable decides when to trigger the effect. If none, it is applied instantly when used.
📊 Properties set of 📌 enum nullable define which properties from PropertyType to modify
⏳ Duration 🧮 integer default=1 optional, for how many turns the effect repeats (-1=infinite, 0=never, 1=default)
⏰ Delay 🧮 integer default=0 optional, number of times the triggers must activate (usually in turns) before the effect applies.
⏳ Cooldown 🧮 integer default=0 (CURRENTLY UNUSED) number of rounds to wait before the next usage.
🃏 Card 🃏 ICard nullable optional when the effect uses card
🧬 Traits set of 📌 enum nullable optional when the effect grants traits
📝 Comment 🧾 string nullable internal notes for discussions

🕯️ Enchantment instance

🏷️ Name Data type Attributes 📝 Description
🗝 Id 🧾 string unique
⟳️ Turn 🧮 integer non-null turn at which the card has been bought
🕯️ Enchantment IEnchantment non-null reference to the immutable template
🎮 Game 🧮 integer non-null index of the game
👤 Owner 🧮 integer non-null index of the game player (0-7)
🔢️ Order 🧮 integer non-null ordered position at the unit
🐼 Unit nullable tells on which game unit it has been cast
🏁 First Use 🔘 boolean default=true tells if it is the first use in combat or not.
⏳ Duration 🧮 integer default=0 duration counter for the rounds already affected.
⏰ Delay 🧮 integer default=0 delay and cooldown Counter.

✴️ Effect

📊 Property Data type Attributes 📝 Description
🗝 Id 🧾 string unique database id
Label 🧾 string unique EffectType name
🏷️ Name 🧾 string unique name displayed
🧠 Logic 🧾 string nullable describe code to execute. (use PROPERTY with iterator)
📝 Description 🧾 string nullable description shown to the user. (use PROPERTIES)

⚡ Trigger

📊 Property Data type Attributes 📝 Description
🗝 Id 🧾 string unique database id
Label 🧾 string unique TriggerType name
🏷️ Name 🧾 string non-null name displayed
📝 Condition 🧾 string non-null explains the card
Manual 🔘 boolean default=false when true, the event results directly from a player’s action

🧬 Trait

📊 Property Data type Attributes 📝 Description
🗝 Id 🧾 string unique database id
Label 🧾 string unique TraitType name
🏷️ Name 🧾 string non-null name displayed
Visible 🔘 boolean default=false when true, shown to the player otherwise hidden/internal use
Positive 🔘 boolean default=true when true, it benefits the player otherwise it harms it
📝 Description 🧾 string nullable description shown to the user. (use PROPERTIES)
⚡ Triggers set of 📌 enum nullable decides when to trigger the effect

🧩 Board setup

The game screen or board is composed of different “UI elements” that can be shown or hidden depending on the turn phase.

Design principles

Due to the high number of graphics to create, the goal is to leverage the help of generative AI. It is now possible to generate high-quality images in high resolution that do adhere to the prompt requirement.

Rules

The following rules are based on experience using different generative tools.

⚠️ ️Mandatory

❌ To avoid

🗿 Clan

🎵 Audio

All animals will have anthropomorphic sounds where a human mimics the animal sound in different languages (like Cocorico, …). We will favor the most ridiculous ones for fun.