Preparation phase
The preparation phase is all about analysing the information provided by the game and putting together the best tactical formation in conjunction with your deck cards and strategy.
Formations: Choose your formation. Formations are an essential part of the strategy. They determine the placement of the cards on the field and influence both attack and defence.
Arrow
Turtle
Cross
Available gaming cards: All available cards that you can use in this round are displayed here. Initially, 8 random cards are drawn from your deck each round, which you can use as you wish. After winning rounds, only 6 random cards are drawn. If your cards do not suit the round or your strategy, you can redraw individual cards. The selected card is returned to your deck and a new, random card appears in its place. But be careful: you can only redraw a maximum of three cards per round. To prevent certain cards from being redrawn in the next round, you can lock them. To do this, activate the lock on the card so that it remains untouched for the next round.
Available item cards: The same principle applies here as with the gaming cards, but only two random cards are made available to you in your deck. Please also note the charges that each item card has.
Each item slot can be charged exactly once per gaming card with an item charge of the corresponding item type (attack, defence or healing). Holo cards are an exception to this rule: the charges can be placed here regardless of the item type. When a charge is used, it merges with the Gaming -card and can then no longer be deleted or replaced.
Unlike gaming cards, item cards cannot be redrawn. When selecting item cards for your deck, make sure that there is a good distribution of item types.
Points system
Willpower
Start Game: The preparation phase is completed by cancelling the cards used. The search for a suitable opponent image then begins.
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