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Combat in Shardbound is resolved in alternating turns, on a battlefield divided into hexes.
Beginning[edit | edit source]
- Both sides start the engagement with only their heroes on the battlefield.
- The players draw three cards from their decks. The cards can be kept or replaced.
Battle[edit | edit source]
- Players draw a card from their deck at the beginning of each subsequent turn.
- Players can act during their turn and play cards to deploy minions, cast spells, or wait.
Movement[edit | edit source]
- Each and card has a base movement of 3 unless they are Flying or stated otherwise.
- Artifacts have 0 movement with the exception of Lifelike Statue
- Minions with Charge can move the turn they are deployed.
- Charm of Fear ignore summoning fatigue.
Tactics[edit | edit source]
- Positioning is important. Every unit has a set amount of movement points and special abilities that affect either its deployment zone or movement range. For example, units with Deep Strike can be deployed anywhere on the battlefield, while units with Flying ignore blockers and obstacles. A good player takes these into consideration. A wise one uses these advantages to exploit the enemy's vulnerabilities.
- Artifact minions are a special case, since they have no movement points and remain where they are deployed, affecting units in the vicinity. They can be moved around by using the Canal spell.
Resolution[edit | edit source]
- Combat ends when the enemy Hero falls. This makes cards like the Penumbran Assassin ideal for delivering the coup de grace on wounded enemy leaders.