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.
- Draw — you draw a card.
- Main — play minions, spells and structures, use abilities and hero skills.
- Attack — send your front-line minions into battle.
- 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:
- Choose a class — Wasteland, The Blue, Dark or Forest.
- Choose your skills — pick your basic hero skills. Your ultimate is always included.
- 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.