Battle!

  1. Play rock-paper-scissors; The winner decides who goes first.

  2. All players obtain 6 crystals from their pool. At least 3 Servants will be presented in

    the starting hands.

  3. The player whose turn is second will gain a bonus of 20 Mana for their Summoner.

    When the bonus Mana is used the maximum Mana of the Summoner is returned to normal.

Turn Structure

1. Pull phase

The pull phase is the first of five phases. It begins when the player's turn starts by drawing one Crystal from their pool. A player with no more Crystals in their Crystal pool must pay 1 Hit Box and 50 Mana from its Summoner to re-shuffle all Crystals in the Higher Plane back into their Crystal Pool. If the player is not able to meet these requirements the player automatically forfeits.

2. Recharge phase

The second phase is the Recharge Phase. During this phase, the Summoner regains its Recharge value back in MP. During this phase, other effects such as Rest will be activated.

3. Main phase

This is the Phase where most of the game takes place. In no specific order a player is able to:

  • Summon or Sacrifice 1 Servant;

  • Use Spell Crystals (No maximum usage if MP is sufficient);

  • Move every unit one adjacent tile;

  • Activate a Summoner’s effect (No maximum usage if MP is sufficient);

  • Activate multiple Servant effects (one effect per turn);

  • Promote a Servant through promotion slots;

  • Attack the opposing player with a Servant.

Summoning Servants using either Spells or Summoner effects, will consume MP. This will then be subtracted from the Summoner’s Mana Pool. However, if there is insufficient MP, the action cannot be carried out. When casting a Spell Crystal, all effects listed on the crystal are always carried out in that specific order. When trigger spells are cast the spell order goes from last to first. This is imperative to keep in mind when casting a Spell Crystal.

In order to attack an opponent’s unit, a Servant must be within attack range. The attacking unit strikes first, consequently deducting the ATK from the HP of the defending unit. If the unit’s HP is reduced to 0, it is sent to the Higher Plane. When the Summoners’ hitbox is reduced to 0 the game is over.

After an attack, a Servant is fatigued until the end of the turn, thus it cannot move, attack, or use effects.

If a defending unit is a Servant and still has HP left after an attack it may counterattack. During the counterattack, the ATK of the counterattacking unit, in this case, the Servant, is now deducted from the HP of the original attacking unit.

When Servants are in the Higher Plane, they can produce Promotion Slots. These slots can be used to promote a Servant, ignoring the promotion requirements and can be done during the same turn in which the slot is created. These slots can also be used to randomly select a servant from a player's Pool or regain MP equal to the Summoner's MPR. A Promotion slot is produced when a player has 2, 4 and 7 Servants in the Higher Plane. Every player has only 3 promotion slots per match.

4. End phase

When there are no more actions left to make or the player wants to end their turn, the players enter the fourth phase, called the End phase. The effects that last until the end of the turn come to an end during this phase. If a player holds more than 9 Crystals, they have to move Crystals to the Higher Plane until they are left with 9 in total.

5. Promotion Phase

Lastly, there is the promotion phase. During this phase, Servants that have their promotion requirements fulfilled can be promoted. Promoted Servants regain their HP, usually becoming stronger and possibly gaining new abilities.

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