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.
The essentials
| Rule | Value |
|---|---|
| Deck | 8 different cards from your collection, up to 5 decks saved |
| Hand | 4 cards at the start, draw 1 per round from round 2 |
| Rounds | 4, both sides play at the same time and face down |
| Embers | Round 1: 2, then 3, 4 and 5. Leftovers expire |
| Cost | 1 to 4 embers per card, never based on rarity |
| Playing | at most 1 card per path and round, at most 2 cards per path and side |
| Victory | 2 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
- Terrain: above each path lies one of 9 terrains (Forest, River, Ember field, Ice slope, Rock, Wind heights, Clearing, Mist, Bog). The matching element gets +2, an element beaten by the terrain -1.
- Element circle: fire beats plant and ice, water beats fire and earth, plant beats water, ice beats plant and air, earth beats fire, air beats plant, light and shadow beat each other. Element edge against an opposing card on the same path: +1.
- Synergies: an element pair on a neighbouring path (fire and air, water and plant, earth and ice, light and shadow) +1, the same family on the same or a neighbouring path +1. Together at most +2 per card.
More in the guide: elements and terrain
Abilities
| Ability | Effect |
|---|---|
| Head start | Triggers first: the strongest opposing card on her path -2 |
| Guard circle | Each of your neighbouring paths +2 |
| Impact | If her path wins, the surplus (up to 3) jumps to the path on the right |
| Toughness | Survives being pushed off once and stays |
| Wildness | +3 while your side is behind on paths |
| Home advantage | Double 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
- AI in three levels: easy, medium, hard. The AI never sees your hand.
- Matchmaking: a person with a similar rating, live with 30 seconds per round. If nobody is around, you play turn-based against a real person, 24 hours per round.
- Friends: challenge them directly, live or turn-based.
- League and tournaments: a weekly league in five tiers, the after-work tournament on Wednesday and the weekend tournament. League and tournaments explained
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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