📘 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.