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

RuleHow it works
DeckFrom 25 to 50 cards: exactly 4 generals, plus units, specials and orders.
CopiesUp to 3 of a unit; generals, orders and specials one each. Grade does not add a copy.
Hand10 cards at the start, 2 mulligan swaps.
RoundsFirst to two. At the start of rounds two and three each draws 2 cards.
LinesThree lines, 6 slots per side.
Drawn matchIf rounds are level, the higher total score across the match wins.
Turn clock90 seconds in games against people. Three missed turns is a loss.
The rule everything hangs on. Cards are not replenished between rounds. So passing is not surrender, it is thrift: a round won expensively often loses the match.

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

CardLinePowerCopiesEffect
Crown Wardenmelee81While on the board, all Footmen on his line get +1.
Forest Wardenranged71All Archers on his line get +1. Immune to Frost Fog.
Grand Stewardany61At the end of the round you draw a card. Works even if you lost the round.
Supreme Commandersiege91On play, doubles one of your siege machines. Never doubles itself.
CardLine1CopiesEffect
Footmanmelee53The common line. Backbone of the crown shield.
Man-at-Armsmelee52Takes the first blow: while he holds the line, enemy Cavalry hits 1 weaker.
Spearmanmelee43+2 if another Spearman stands on the same line.
Archerranged33Cheap and numerous.
Crossbowmanranged52On play, removes 1 power from the strongest enemy in the ranged line.
Cavalrymelee62On play, removes 2 power from a random enemy unit.
Catapultsiege72Heavy, but vulnerable to Hail.
Trebuchetsiege81The strongest machine. Loses 2 under Hail.

Horde of Surmag

CardLinePowerCopiesEffect
Eye of Surmagranged71On play, looks at the top three cards of your deck and puts one back on top.
Lord of the Graveyardmelee91All Skeletons on his line get +2.
Necromancerany61Returns one fallen Skeleton to the board.
Basilisksiege81On play, casts one weather card from your hand for free.
CardLine1CopiesEffect
Skeletonmelee26+1 for every Skeleton of yours on the board and for every Skeleton already fallen.
Glowing Wolfmelee53Does not weaken in a Blizzard.
Luminranged43On play, removes 1 power from every enemy on his line.
Naftsiege73Grows: +1 for every round already played in the match.
Moraksiege72Immune to weather.
Woodlouseranged62On death, gives +1 to all your Skeletons.

Special cards and orders

CardLinePowerCopiesEffect
Blizzard—01Melee line on both sides: every unit power becomes 1.
Frost Fog—01Ranged line on both sides: every unit power becomes 1.
Hail—01Siege line on both sides: every unit power becomes 1.
Clear Skies—01Removes all weather from the board.
Rally Horn—01Doubles the power of all your units on a chosen line.
Pyre of Orders—01Destroys the strongest unit on the board. If several are tied, all of them.
Banner of Crownville—01Your line gets +1 to every unit until the end of the match.
Heart of Hydra-10—01Once per match, returns any of your fallen cards to your hand.
CardLinePowerCopiesEffect
Order: Close Ranks—01All your Footmen get +2 until the end of the match.
Order: Volley—01All your Archers and Crossbowmen get +2 until the end of the match.
Order: Siege Camp—01Your siege machines do not lose power to Hail.
Order: Call of the Graveyard—01Each of your Skeletons gets +1 for every fallen Skeleton.
Order: Darkness of Surmag—01Your own weather does not affect your units.
Order: Oath to the Crown—01Your 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

PackGuaranteedPriceOdds for the rest
Freegreyonce a daygrey 92%, green 8%
Wayfarergreen0.5 GRAMgrey 70%, green 27%, blue 3%
Armoryblue1.5 GRAMgreen 72%, blue 25%, purple 3%
Royalpurple5.0 GRAMblue 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

GradePowerCosts greysDust to fuse
grey+01—
green+1310
blue+2930
purple+32790
orange+581270

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

CardGives dustBuy for dust
grey120
green460
blue14180
purple45540
orange140fusion 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.

LeagueWho is inHow it works
Openeveryone without HydrasNFT bonuses are fully off, even for owners.
NFT leagueone Hydra or moreBonuses work for both sides, matchmaking stays inside.
Play by codeanyoneUnranked. 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.

HydrasWhat it gives
1+1 to your first three units each round, and a third mulligan swap.
2Plus +2 to one general per round (cap +5) and immunity to a chosen weather.
3Leader 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.

Prizes are paid by hand. The game holds no wallet keys and never will, so at the end of a season the owner receives a ready list: who, how much, and to which address. Promising an automatic payout would be dishonest.

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.

There is deliberately no "I have paid" button. The server grants a purchase only when it has seen the transfer itself, and every transaction counts exactly once. A transfer without the comment cannot be identified, which is why the comment is required.

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.