📘 Game Rules

This page covers the official gameplay rules of Tsugi Arena — how to win, how turns work, and how to master your champions and cards.

🎯 Objective

To win a match, you must defeat all three of your opponent’s champions by reducing their HP to 0.

  • Each player starts with 3 champions
  • Only one can be active at a time
  • You lose if all your champions are defeated
  • You can also lose by running out of time or surrendering

🔄 Rounds & Turns

The game is structured around Rounds, each containing multiple Turns.

  • Each player takes actions during their turn
  • After using a skill or card, the turn usually passes to the opponent
  • Turns continue until both players choose to pass
  • Once both players pass, the round ends

At the start of each round:

  • Both players refill their Energy to full (7 orbs)
  • Cards are drawn based on hand size (max 7)

Energy System

Each player has an energy pool used to play cards and activate champion skills.

  • At the start of every round, both players gain 7 energy orbs
  • Energy is spent on:
    • Champion skills
    • Active or pending cards
  • Unused energy does not carry over between rounds
  • Managing energy is key to strategy and pacing

🃏 Card Types

Each player’s deck contains 33 cards from the tribes of their selected champions. Cards fall into two main categories:

  • Active Cards: These are played directly from your hand using energy. They take effect immediately (e.g., damage, buffs, heals) and are then discarded.
  • Pending Cards: These are placed face-up on your board and trigger automatically when specific conditions are met. You can only have one pending card active at a time.

Cards can target your own champions, enemy champions, or specific game states depending on their effect text.

Note: You can only play cards from your hand that belong to your active champion or are neutral cards (white tribe color).

🧙 Champion Rules

Champions are the core of your deck — each player selects 3 unique champions to bring into battle.

  • Each champion belongs to a tribe and has its own set of skills, HP, and energy cost
  • Only one champion is active at a time per player
  • If a champion is defeated (HP reaches 0), another one must be rotated in
  • You can also manually switch your active champion at any time for 1 energy orb
  • When all 3 champions are defeated, the player loses the match
  • Each champion's tribe determines what cards can be included in your deck

Timebank System

Each player is given a 12-minute timebank at the start of the match. This is the total time you have to make your decisions throughout the game.

  • The timer only counts down during your turn
  • In rare cases, your time may tick while responding to an opponent’s effect (e.g., discarding, selecting a target)
  • If your timebank reaches 0, you automatically lose the match
  • Strategic time management is crucial — play fast when you can, and slow down when it matters

Edge Cases & FAQ

  • What if both players pass without using energy?
    The round ends and energy is refreshed as usual. This can be used tactically.
  • Can I play cards from any tribe?
    No. You can only include cards that match the tribe of one of your 3 selected champions.
  • Can I act during my opponent's turn?
    No, but some cards or skills may require you to respond (e.g., select a card to discard).
  • How many cards can I have in hand?
    Maximum 7 cards. You draw up to that limit at the start of each round.