A 40-minute introduction to EtU gameplay from RogueRaashk
This is a MUST WATCH if you are building a deck!!
Spirit Cost
All Creature and Spell cards have an associated Spirit Cost, which is the ‘cost’ to play the card.
You will start with 0 Spirit, then you will gain 1 Spirit for each round of the game up to 10 Spirit.
Players will aim to balance their deck so that cards with lower Spirit are available to begin the game and higher Spirit cards will be usable towards the later stages of the game.
Health
Citizens will start with 30 health and this is reduced when attacked by opposition forces.
The objective of the game is to deal sufficient damage to reduce your opponent Citizen to zero health.
Creatures
Creatures are the backbone of the game and will form the majority of cards within a deck. Creatures are deployed using Spirit and can then deal out damage to opposition cards. They stay on the game board until their health is depleted, then they go to the graveyard.
Learn more about Creatures here
Spells
Spells are deployed using Spirit and will be used to apply unique effects to the game. Players who understand how and when to use Spells are sure to benefit from their impact.
Learn more about Spells here
Weapons
Weapons are selected before starting the game and are activated using Spirit Cost.
Attack is the amount of damage the weapon inflicts
Durability reduces by 1 per turn when used for attacking (or other)
Lockout is how many turns you need to wait before re-using the Weapon
If you don’t have a Weapon NFT card, then you will get the default weapon for your faction
Faction | Weapon | Attack | Durability | Lockout | Effect |
---|---|---|---|---|---|
Custodians | Conductor’s Wand (default) | 2 | 1 | 4 | Enter a song of your choosing |
Custodians | Tuning Fork (Rare) | 2 | 2 | If this attacks and kills a creature while you control a Artist, complete a measure. | |
Custodians | G.M.W. (Grand) | X | 1 | Gain attack for each unique creature type in all graveyards. | |
Imperators | Spotter’s Lens (default) | 0 | 3 | 3 | Put a contract on any combatant attacked |
Imperators | The Cleanser (Rare) | 3 | 3 | Deal double damage to non-human creatures. | |
Imperators | Warmonger’s Recompense (Grand) | 3 | 2 | Whenever you kill a creature with this weapon, clear a Leverage lockout. | |
Solar Barbarians | The Sunshield (default) | 2 | 4 | 3 | +1 Radiant for your Citizen +1 Sunshard per attack |
Solar Barbarians | Cardanium Knuckles (Rare) | 1 | 6 | Can attack twice each turn. Can only attack creatures. | |
Solar Barbarians | Slammunition Hammer (Grand) | 4 | 3 | When you damage a creature with this weapon, deal overkill damage to adjacent creatures. | |
Spacers | Pocket Blaster (default) | 2 | 1 | 2 | TBC |
Spacers | Sparkle Grenade Satchel (Rare) | 1 | 2 | Deal damage, evenly split among all creatures, equal to your ship’s current battery charge. | |
Spacers | The Deadbeat Stick (Grand) | X | 2 | Attack is equal to your leveraged spirit. | |
Technomages | Charged Crushers (default) | 0 | 3 | 2 | +1 Channeler -1 Durability per spell |
Technomages | Re-Router (Rare) | 0 | 6 | Whenever you destroy max spirit for either player, give a creature with Neural Link +1/+1 and lose one durability. | |
Technomages | Helm of Control (Grand) | 2 | 3 | Your citizen gains Neural Link – Bombardier 1 | |
The Fungus | Shaman’s Grace (default) | 0 | 2 | 3 | +1 Enlightenment -1 Durability per spell |
The Fungus | Grasping Vines (Rare) | 3 | 2 | If you deal damage to an enemy combatant, Entangle it. | |
The Fungus | Mycelial Mace (Grand) | 2 | 4 | Whenever you kill a creature with this weapon, consume it. Add its attack to damage, health heals your citizen. | |
Void Priests | Sack of Wurms (default) | 1 | 3 | 3 | Whenever you attack, summon a lesser Wurm |
Void Priests | Void Tome (Rare) | 2 | 3 | When you deal damage to an enemy citizen, Deplete 2 When you kill a creature with this weapon, quantum rupture its slot. | |
Void Priests | Redeemer’s Dagger (Grand) | 1 | 1 | Whenever you kill a creature with this weapon, resurrect the top creature in your graveyard. |
Ship
You can select a ship to provide ancillary support for your deck.
Element | Usage | Effect |
---|---|---|
Chassis | Battery capacity | Stores charge for Engines + Weapons Provides a passive effect |
Engines | Charges battery | Heal target |
Weapons | Expends battery | Damage enemy |
Examples:
Element | Item | Charge | Effect |
---|---|---|---|
Chassis | Specimen Collector | 12 (max) | +1 charge when a creature dies (non-token) |
Engine | Whisper Engine | +2 | Heal target for 3 |
Weapon | Strafers | -12 | Deal 3 damage to all enemies |
Land
Affects the game in small ways that helps synergize with a faction