⚔ Pollux Arena

How to Play

Everything you need to know before you step onto the sand.

The goal

Pollux Arena is a duel between two players. Each of you has a Core with 30 health. Bring the enemy Core to 0 and the arena is yours.

You build your force from three kinds of cards: minions that fight on the board, spells with a one-time effect, and structures that stay on the board and have armor instead of health.

Your turn

Both players start with 5 cards in hand. Every card costs mana. At the start of each of your turns your mana pool grows by one and refills, up to a maximum of 10.

  1. Draw — you draw a card.
  2. Main — play minions, spells and structures, use abilities and hero skills.
  3. Attack — send your front-line minions into battle.
  4. End — end-of-turn effects resolve and play passes to your opponent.

Turns are timed, so keep an eye on the clock.

The board

Each side of the arena has two rows: the front line and the back line. You can have up to 8 minions on the board.

  • New minions arrive in the back line. They can't attack yet.
  • At the start of your next turn they advance to the front line, ready to fight.
  • Only minions in the front line can attack, and only front-line minions can be attacked.
  • Minions with DASH skip the wait: they enter the front line and can attack right away.

Wounds don't last: at the start of your turn your minions heal back to full health, unless they are burning or infested. If you want something dead, finish the job in one turn.

Combat & blocking

In the attack phase, pick a front-line minion and choose a target: an enemy minion in their front line, or the enemy Core.

When you go for the Core, your opponent gets a moment to block with their own front-line minions. A blocked attacker fights the blocker instead. Unblocked attackers hit the Core.

When two minions fight, both deal their attack as damage to each other at the same time. A minion with FIRST_STRIKE hits first, and if it kills its opponent it takes no damage back. AIRBORNE minions can only be blocked by other flyers or by minions with REACH, and STEALTH minions only by a DETECTOR.

A minion that is stunned can't attack or block until it recovers.

Ranged minions

Minions with RANGE fight from a distance and play by their own rules:

  • When a ranged minion attacks, it never takes damage back.
  • It can't target minions in the enemy back line.
  • From your back line it can't attack at all, but when the enemy charges your Core it fires at the attacker first. If the shot kills, the attack is over. If not, the wounded attacker carries on toward your Core.
  • A ranged minion that blocks or is attacked in the front line shoots first. If the attacker survives, it strikes back and the archer doesn't get a second shot.

The graveyard

Minions that die go to their owner's graveyard. The fallen aren't gone for good: you can play a minion from your graveyard by paying life from your Core instead of mana.

Minions with RESURRECT come back cheaper — they can be replayed from the graveyard for their normal mana cost. Some effects, like DEVOUR, make minions vanish so they never reach the graveyard at all.

Hero skills

Every faction comes with its own hero skills: three basic skills and one powerful ultimate. Each skill can only be used a limited number of times per match, so pick your moment.

Wasteland

  • Knuckle Strike — Deal 2 damage to an enemy.
  • Plating — Give an ally +0/+2.
  • Rally — Your units get +1 attack this turn.
  • SandstormUltimate — Deal 1 damage to every enemy unit.

The Blue

  • Ice Shard — Deal 2 damage to a target.
  • Freeze — An enemy can't attack next turn.
  • Focus — Draw an extra card.
  • Lightning StormUltimate — Deal 3 damage split among all enemies.

Dark

  • Life Drain — Steal 2 health from an enemy.
  • Recall — Return a creature from the graveyard.
  • Curse — An enemy gets -2 attack.
  • Grave VoiceUltimate — Deal damage equal to the number of cards in the graveyard.

Forest

  • Mend — Restore 3 health to an ally.
  • Overgrowth — Give an ally +2/+2.
  • Camouflage — An ally gains STEALTH until your next turn.
  • Nature's WrathUltimate — Deal 2 damage to all enemies and heal your units by 1.

Ranked Draft

In Ranked Draft you build a fresh deck every run:

  1. Choose a class — Wasteland, The Blue, Dark or Forest.
  2. Choose your skills — pick your basic hero skills. Your ultimate is always included.
  3. Draft your deck — you are offered four cards at a time from your class and the neutral pool. Pick one, and its cost is taken from your 1000-point budget.

Basic

25

Superior

40

Supreme

60

Legendary

100

Keep drafting until the budget runs out or you're happy with your deck. Many cheap cards or a few legends — the choice is yours.

Keywords

Keywords are printed on the cards. A number after a keyword (like Iron Skin 2) is its strength. See them all in action in the Codex.

Airborne
Flies over the battle. Can only be blocked by AIRBORNE or REACH minions.
Reach
Can block AIRBORNE minions.
Range
Shoots from a distance and never takes damage back when it attacks. Can't target minions in the back line. From your back line it fires at enemies charging your Core.
Dash
Enters straight into the front line and can attack the turn it is played.
Stealth
Can only be blocked by minions with DETECTOR.
Detector
Can spot and block STEALTH minions.
Iron Skin
Reduces all damage it takes by X.
Parry
X% chance to dodge an incoming hit.
Clumsy
X% chance that its own attack misses.
Ambush
Deals +X damage to targets that are already damaged.
Poison
Any damage it deals to a minion destroys it.
Fire Attack
Sets its targets alight. The first hit scorches, the second ignites. A burning minion takes damage every turn and doesn't heal.
Stun
Minions it damages are stunned: they can't attack or block for a while.
Scare
Scares the minion it fights. A scared minion is pushed to the back line and stays there.
Consume
When it kills a minion, it absorbs that minion's strength.
Devour
Minions it kills vanish for good instead of going to the graveyard.
Double Strike
Strikes twice in combat.
Twinstrike
Can attack twice each turn.
Mana Leech
Gain a temporary mana crystal when it damages the enemy Core.
Spell Discount
Your spells cost X less.
Recover
Heals X at the end of your turn if it is damaged.
Resurrect
Can be replayed from your graveyard for its mana cost instead of your life.
Enthrall
If it damages a minion with X or less attack that survives, you take control of it.
Possess
If both minions survive its attack, they swap owners.
Infest
Infects the minions it damages. An infested minion can't heal and costs its owner 1 Core health at the start of each of their turns.
Transform
Takes on a different form during your opponent's turn.
Cant Attack
Can never attack.
Cant Block
Can never block.
Dies After Attack
Dies after it attacks.