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Path duel: the quick card duel

Two sides, three paths, four rounds. You both play at the same time and face down. Whoever holds two of three paths at the end wins. A game takes just a few minutes.

Diagram of the path duel with three paths
Three paths, each with its own terrain.

The essentials

RuleValue
Deck8 different cards from your collection, up to 5 decks saved
Hand4 cards at the start, draw 1 per round from round 2
Rounds4, both sides play at the same time and face down
EmbersRound 1: 2, then 3, 4 and 5. Leftovers expire
Cost1 to 4 embers per card, never based on rarity
Playingat most 1 card per path and round, at most 2 cards per path and side
Victory2 of 3 paths with the higher total after round 4

Might and hold

Every card has might (its strength on the path, from power and speed, 3 to 8) and hold (from life, 3 to 5). Hold only counts when pushing off. This is the only place where rarity matters: rare cards have up to 3 more life. Might and ember cost never depend on rarity.

Terrain, elements, synergies

More in the guide: elements and terrain

Abilities

AbilityEffect
Head startTriggers first: the strongest opposing card on her path -2
Guard circleEach of your neighbouring paths +2
ImpactIf her path wins, the surplus (up to 3) jumps to the path on the right
ToughnessSurvives being pushed off once and stays
Wildness+3 while your side is behind on paths
Home advantageDouble terrain bonus on a matching element

Reveal and push off

Once both have played, everything is revealed. In rounds 1 to 3: if one side leads a path by at least the hold of the opponent's weakest card there, that card has to leave the path. It is only out of this game, never out of your collection. After round 4 the paths are scored. Tie on a path: more speed, then the draw.

Who you play against

Your rating starts at 1000; only matchmaking games count. The first time, a practice game with three guided rounds walks you through the rules.

Rewards and fairness

Wins earn a few sparks (at most 20 a day) and 5 wins in a week earn a booster. There is no stake. No chat, only fixed quick reactions; report and block in the game menu. If time runs out, the AI plays for the missing side and the game is marked. Abandoning often costs rating.

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