Combine packs — tap each to enable. Online guests adopt the host's mix.
HEROES
Six champions. Each player drafts one into their starting deck before the shop opens.
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NOBLES & VILLAGERS
Six nobles and villagers shuffled into the main shop supply.
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CALL TO ARMS
Eight martial cards shuffled into the main shop supply.
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AFFAIRS OF THE LAND
Nine land events shuffle into the shop. They fire when they land face-up, then exile — never bought.
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THE MYTHICAL EXPANSION
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Eighteen myths shuffled into the main shop supply. One Baby Dragon waits off to the side for the Egg to hatch.
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Cards
Challenge posted
room code
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Waiting for opponent
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PASS THE DEVICE
to Player 2
Influence Levels
Everyone starts at Level 1 (0 influence). Your level sets
how many cards you draw and play each turn, and each level pays a bonus the
first time you reach it — once per game. Influence is not a win
condition; it strengthens your engine.
LVL 0−1 & belowdraw 3One fewer card every turn — and you lose 5 health the moment you
drop here. Once per game: falling back in later doesn't hurt twice.
LVL 10 – 5draw 4The baseline — no bonuses, no penalties. Exactly 0 influence counts
as Level 1.
LVL 26 – 13draw 5On reaching: exile 1 extra card — the Forge offers one
FREE extra exile-from-discard, kept until you spend it (even on a
later turn, even after the Forge is used).
LVL 421 & updraw 7On reaching: +5 damage added to that turn's attack, one time.
The most powerful influence state — it often signals late-game domination.
Only the draw count follows you up and down the
ladder — fall from Level 2 and you draw 4 again, climb back and you draw 5
again — but a level's bonus or penalty never fires twice. Watch for
cards that push influence both ways (a Backstabber pays +2 coins but costs
you 2 influence), and for opponents forcing discards — a forced discard
means you draw that many fewer next turn, whatever your level.