Every fight resolves through the duel mini-game. The stats tune it and never skip it β a bigger sword makes a fight shorter, not optional.
Fight one now
Tap while the pointer crosses the gap and you land a hit. Tap anywhere else and you lose a blow of your guard. Land the hits before the guard runs out.
Choreography, never arithmetic β the same stats deal the same four numbers whatever the tier. What differs between these three enemies is their stats; what differs between the patterns is what you are watching. A patient tap lands in every one of them.
Your team
The gear two allies and a weapon hand over, and the coins a story pays out before its boss.
Lose this fight and it costs up to 5 coins.
Foot Soldier is guarding. Strike through the gap!
Lose this fight and it costs up to 2 vitality and 8 coins.
Monster is guarding. Strike through the gap!
Lose this fight and it knocks you out β 4 vitality and 8 coins.
Boss is guarding. Strike through the gap!
The same duel a player gets at the venue, with the numbers the engine deals a real team. Nothing here is scored or saved.
A ring around the enemy card, a pointer sweeping round it, one gap in the guard. Hit pips above, guard pips below. The stakes line says what a loss costs before the Fight button is pressed, and the outcome line lands the same number after it.
The Boss tier above carries the numbers the demo deck's Tyrannosaurus rex is seeded with β attack 6, defense 3, vitality 2. Against this team it takes 3 clean hits to beat and is lost on miss number 2.
Hits to win: 2 to 5, from the enemy's defense and vitality less your attack. Guard: 2 to 6, from your defense and earned vitality less its attack. The gap: 26Β° to 70Β°, from its defense. The sweep: 0.75 to 2.1 seconds, from its attack.
From the enemy's defense and vitality, less your attack. An enemy's vitality is its health β it is what makes a boss a boss.
From your defense and vitality, less the enemy's attack. Miss that many times and the fight is lost.
From the enemy's defense. A well-armoured enemy leaves a narrower opening to aim at.
From the enemy's attack. A fast enemy comes round faster, which leaves less time to read it.
The readout under the arena prints the four this fight was dealt beside the range the engine can deal at all, so a team sees where its fight sits on the ladder.
Against this team the demo deck's boss deals 3 hits to win, 2 of guard, a 52Β° gap and a 1.26-second sweep.
Vitality: the enemy's attack less your defense, never below zero. Coins: the card's value, capped at a quarter of the purse. At zero vitality: 60 seconds on the bench.
The enemy's attack less your defense, never below zero. Armour genuinely protects.
The card's value, capped at a quarter of what the team is carrying. A seeded boss is worth 42β54% of a story's coins, and uncapped one lost fight erased a child's whole afternoon.
At zero vitality the team is knocked out for a minute, then revives at half the vitality they had earned. Not a game over β a sit-down.
The card states the price of losing before the fight, and quotes the same method that charges it β so a card can never over-promise what a loss will cost.
The stakes line above the Fight button quotes the price in the card's own words, and the sentence that lands after a loss carries the same numbers. A knocked-out team sees the bench and its clock; the card stands where it was.
Lose to the demo deck's boss with this team and it costs 4 vitality and 8 coins β a knockout, which is why the arena opens on it.
The card's points and coins, plus the first-find bonus on a race. Never its stats β an enemy's attack and defense belong to the monster.
The win line names the enemy, the points and the coins, and the board takes the card. The score and the purse rise; the team's own attack, defense and vitality do not move.
Beat the demo deck's boss and the team banks 20 points and 20 coins, and nothing else.
These games never charge. Catch escapes retry freely. Timing offers one optional coin bonus attempt; skipping or missing still collects the normal rewards.
The creature pauses, spots you, then darts to another spot. Catch it during a pause or on the move before the clock runs out. Rarer, tougher cards leave shorter pauses.
Quick β tap Woodland Fox before it escapes!
Tap when the marker reaches the green zone. One shot: land it for extra coins, or miss and collect the ordinary rewards. You can also collect immediately.
Emerald Sword is yours to collect. Take one shot at +5 bonus coins, or collect now.
Only the duel charges for a loss. Catch escapes retry freely. Timing is one optional bonus attempt: skip or miss still collects the ordinary item and rewards.
A creature pauses, notices you, then darts. Tap to catch it. A timing card offers a sweeping marker: tap in the zone for a bonus, or choose Collect now. Both work with the cardβs existing image.
The demos use the same games and difficulty rules as cards at the venue. You can replay a demo without saving rewards.
A card behind a gate is refused before any outcome is applied, and a locked enemy renders no form at all β the card names what is missing instead.
Scan a boss too early and the card says so, by name, with the cards you are missing. There is no Fight button to press and no stage to tap.
The demo deck's Tyrannosaurus rex stays shut until all six gallery cards before it are found; the board draws it dashed until then.