Once I choose which units are going to attack, my opponent is only able to respond by choosing where – or if – the units that are already in their back row will be positioned to block, and/or by responding with Burst or Fast spells.Īgain, this is all about predicting what my opponent might do. I might do this if I have a full back row (the area between my hand and the battlefield, which is where units go when played) that could trade favourably with the units my opponent has. If a round starts and I have the attack token, I can choose to “open attack,” or start my turn by attacking. As the name suggests, whoever has this is able to initiate an attack and can do so at any point during a round. Between each round, an attack token is passed from one player to the other. Of course, once I pass, my opponent could also pass, ending the round entirely before I get a chance to do anything.Īttacking with units adds another layer to all this. I could have gambled, for instance, by not lining up the spell initially and simply passed the turn back, in the hope that my opponent might spend enough mana doing something else that I could then cast my spell later, preventing them from being able to answer it. This action-and-reaction gameplay opens up a lot of strategy that other games in the genre don’t have. When both players have run out of options or passed, the spell (or spells) finally casts and the results become clear. My spell still doesn’t cast, though I then have another opportunity to cast an additional spell to increase my damage output and take out the unit. He or she may then play a Burst spell to instantly buff the unit’s health out of mortal range. Instead, control goes back to my opponent and offers a chance to respond. That spell, however, isn’t a Burst spell, so doesn’t instantly cast. I decide I want to kill it, so I target it with a spell that deals just enough damage to be lethal. Doing that takes up an action and passes control over to me. To give you an idea of how this works in practice, let’s say my opponent plays a unit late in a match. Control can go back and forth many times within a single round as each player gets the chance to counter their opponent’s actions. The ability to respond immediately is foundational in Legends of Runeterra its gameplay is intended to be like a conversation between the players, full of exchanges and interjections, as opposed to a debate of dueling speeches. Unlike Hearthstone, however – and like Magic – you’re able to choose how your units will block enemy attackers, creating an entirely different style of gameplay that sits between the two. Like Hearthstone, your mana reserve – which dictates the cards you’re able to play – increases by one each round, as opposed to using a Land-style system similar to Magic. The match is won or lost when one combatant reduces the health of their opponent’s Nexus from 20 down to zero. Initiative is passed back and forth, allowing each person to play units to the board, cast spells, and choose how to attack or defend. The overall goal of a match, however, is much the same each player brings a deck of 40 pre-selected cards and faces off against an opponent, to the death.
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