Crown Tournament
The full description of rules, cards and economy. Everything here is built from the same numbers the game itself runs on, so this page cannot drift away from the table.
Rules
| Rule | How it works |
|---|---|
| Deck | From 25 to 50 cards: exactly 4 generals, plus units, specials and orders. |
| Copies | Up to 3 of a unit; generals, orders and specials one each. Grade does not add a copy. |
| Hand | 10 cards at the start, 2 mulligan swaps. |
| Rounds | First to two. At the start of rounds two and three each draws 2 cards. |
| Lines | Three lines, 6 slots per side. |
| Drawn match | If rounds are level, the higher total score across the match wins. |
| Turn clock | 90 seconds in games against people. Three missed turns is a loss. |
How to play
Players take turns placing one card on their half of the table. A unit goes to its line, a special card resolves immediately. The power of all your cards is summed and both players see it.
On your turn you may pass instead: you stop playing this round but spend no more cards. When both have passed, the higher total takes the round. The table is then cleared completely.
Weather hits both sides: Blizzard flattens melee, Frost Fog the ranged line, Hail the siege line. Stacking all your power on one line is therefore dangerous.
Measured over thousands of games: calculated play beats greedy play 64 to 36. But blindly conceding the first round gains nothing, it plays level against greed. Passing works as a decision about the position, not as a memorised rule.
Cards
Heroes of Crownville
| Card | Line | Power | Copies | Effect |
|---|---|---|---|---|
| Crown Warden | melee | 8 | 1 | While on the board, all Footmen on his line get +1. |
| Forest Warden | ranged | 7 | 1 | All Archers on his line get +1. Immune to Frost Fog. |
| Grand Steward | any | 6 | 1 | At the end of the round you draw a card. Works even if you lost the round. |
| Supreme Commander | siege | 9 | 1 | On play, doubles one of your siege machines. Never doubles itself. |
| Card | Line | 1 | Copies | Effect |
|---|---|---|---|---|
| Footman | melee | 5 | 3 | The common line. Backbone of the crown shield. |
| Man-at-Arms | melee | 5 | 2 | Takes the first blow: while he holds the line, enemy Cavalry hits 1 weaker. |
| Spearman | melee | 4 | 3 | +2 if another Spearman stands on the same line. |
| Archer | ranged | 3 | 3 | Cheap and numerous. |
| Crossbowman | ranged | 5 | 2 | On play, removes 1 power from the strongest enemy in the ranged line. |
| Cavalry | melee | 6 | 2 | On play, removes 2 power from a random enemy unit. |
| Catapult | siege | 7 | 2 | Heavy, but vulnerable to Hail. |
| Trebuchet | siege | 8 | 1 | The strongest machine. Loses 2 under Hail. |
Horde of Surmag
| Card | Line | Power | Copies | Effect |
|---|---|---|---|---|
| Eye of Surmag | ranged | 7 | 1 | On play, looks at the top three cards of your deck and puts one back on top. |
| Lord of the Graveyard | melee | 9 | 1 | All Skeletons on his line get +2. |
| Necromancer | any | 6 | 1 | Returns one fallen Skeleton to the board. |
| Basilisk | siege | 8 | 1 | On play, casts one weather card from your hand for free. |
| Card | Line | 1 | Copies | Effect |
|---|---|---|---|---|
| Skeleton | melee | 2 | 6 | +1 for every Skeleton of yours on the board and for every Skeleton already fallen. |
| Glowing Wolf | melee | 5 | 3 | Does not weaken in a Blizzard. |
| Lumin | ranged | 4 | 3 | On play, removes 1 power from every enemy on his line. |
| Naft | siege | 7 | 3 | Grows: +1 for every round already played in the match. |
| Morak | siege | 7 | 2 | Immune to weather. |
| Woodlouse | ranged | 6 | 2 | On death, gives +1 to all your Skeletons. |
Special cards and orders
| Card | Line | Power | Copies | Effect |
|---|---|---|---|---|
| Blizzard | — | 0 | 1 | Melee line on both sides: every unit power becomes 1. |
| Frost Fog | — | 0 | 1 | Ranged line on both sides: every unit power becomes 1. |
| Hail | — | 0 | 1 | Siege line on both sides: every unit power becomes 1. |
| Clear Skies | — | 0 | 1 | Removes all weather from the board. |
| Rally Horn | — | 0 | 1 | Doubles the power of all your units on a chosen line. |
| Pyre of Orders | — | 0 | 1 | Destroys the strongest unit on the board. If several are tied, all of them. |
| Banner of Crownville | — | 0 | 1 | Your line gets +1 to every unit until the end of the match. |
| Heart of Hydra-10 | — | 0 | 1 | Once per match, returns any of your fallen cards to your hand. |
| Card | Line | Power | Copies | Effect |
|---|---|---|---|---|
| Order: Close Ranks | — | 0 | 1 | All your Footmen get +2 until the end of the match. |
| Order: Volley | — | 0 | 1 | All your Archers and Crossbowmen get +2 until the end of the match. |
| Order: Siege Camp | — | 0 | 1 | Your siege machines do not lose power to Hail. |
| Order: Call of the Graveyard | — | 0 | 1 | Each of your Skeletons gets +1 for every fallen Skeleton. |
| Order: Darkness of Surmag | — | 0 | 1 | Your own weather does not affect your units. |
| Order: Oath to the Crown | — | 0 | 1 | Your leader regains a spent ability. |
Collection, packs, dust and fusion
Everyone starts with a full starter set: two ready decks in grey, one per side. You can play immediately, packs are not needed to start but to grow.
Packs
| Pack | Guaranteed | Price | Odds for the rest |
|---|---|---|---|
| Free | grey | once a day | grey 92%, green 8% |
| Wayfarer | green | 0.5 GRAM | grey 70%, green 27%, blue 3% |
| Armory | blue | 1.5 GRAM | green 72%, blue 25%, purple 3% |
| Royal | purple | 5.0 GRAM | blue 75%, purple 22%, orange 3% |
A bought or claimed pack goes into your chest and is opened whenever you like, so a purchase is never lost to a dropped connection.
Grades and fusion
| Grade | Power | Costs greys | Dust to fuse |
|---|---|---|---|
| grey | +0 | 1 | — |
| green | +1 | 3 | 10 |
| blue | +2 | 9 | 30 |
| purple | +3 | 27 | 90 |
| orange | +5 | 81 | 270 |
Three identical cards of one grade fuse into one card of the next. The new card inherits the best print number of the three, so collecting low numbers is worth something.
Dust
| Card | Gives dust | Buy for dust |
|---|---|---|
| grey | 1 | 20 |
| green | 4 | 60 |
| blue | 14 | 180 |
| purple | 45 | 540 |
| orange | 140 | fusion only |
The rate is deliberately unfair: twenty unwanted cards turn into one you want. Dust also pays for fusion, so it is spent rather than hoarded forever.
Print number
Every card carries its own print number. It has no effect on power at all, but a low number is prized by collectors. It is value that costs the balance nothing.
Trading between players
You may only trade an equal number of cards of the same grade. Trading neither creates nor destroys cards, so it cannot break the economy, yet it solves the core pain of any collection: you need this exact card and it never drops.
An offer lives for a day and you may keep three at a time. If the author has already spent those cards, the offer withdraws itself.
Leagues and Hydra NFT
Leagues are split deliberately: while Hydra owners are few, a single ranking would simply be won by whoever owns an NFT.
| League | Who is in | How it works |
|---|---|---|
| Open | everyone without Hydras | NFT bonuses are fully off, even for owners. |
| NFT league | one Hydra or more | Bonuses work for both sides, matchmaking stays inside. |
| Play by code | anyone | Unranked. Bonuses apply only if both players hold Hydras. |
Ownership is verified by wallet, the same way the city does it. One NFT counts for one account: if it is already bound to another player, it will not count here. Sold NFTs are released on the next check.
| Hydras | What it gives |
|---|---|
| 1 | +1 to your first three units each round, and a third mulligan swap. |
| 2 | Plus +2 to one general per round (cap +5) and immunity to a chosen weather. |
| 3 | Leader ability twice per match, and one random card in the opponent hand is visible. |
Tournament
A season runs 7 days. Entry costs 0.1 GRAM, of which 80 per cent goes to the prize pool. A win gives 3 points, a game played gives 1. Points are only earned in games between tournament entrants.
The pool is split between the top three as 50 / 30 / 20 per cent.
Payments
Until the token is listed, packs and tournament entry are paid directly in GRAM. The game issues an invoice with a short code, you transfer the amount with that code in the comment, and the goods are granted on the fact of the transfer appearing on chain.
Friends and quests
Someone joining by your link earns you dust, and their first purchase earns you a pack. Rewards are in-game: the game cannot pay real money because it holds no wallet keys.
Daily quests are short and close through ordinary play: play a game, win one, open a pack, play against a live opponent.