Infinity Wars v0.91 General RulesWin ConditionsWinning in Infinity Wars can be done one of three ways.
Reducing the opponent's health to 0 - Any damage done to an opponent's fortress will lower the player's health. When health reaches 0 or lower, that player loses and the other player wins.
Reducing the opponent's morale to 0 - Any character that is destroyed on the field will lower the player's morale value by its' resource cost (unless the card has an effect that changes this). "Decking-Out" also has a Soft-Loss mechanic that will cause 10 morale damage to the player each turn. When morale reaches 0 or lower, that player loses and the other player wins.
Fulfilling the requirements of a card that allows you to win - Any card that has requirements for victory or a loss can be used to win (or lose) the game. When the card's requirements are fulfilled, then the game can end in this way. Currently, the only cards that allows you to instantly win would be
Shrine of Victory and
Ju-Lin, who Rewrites History. There are currently no cards that designate a player to instantly lose (Although winning will result in an opponents' loss).
The game checks for a win or loss at the end of the turn. If one player wins and doesn't lose in the same turn, then they get a victory screen and the opponent gets a defeat screen. If both players win or both players lose then the game ends in a draw. If a player wins AND they lose, the game ends in a draw. For example, a player's health could be reduced to 0 in combat on the same turn they've achieved 100% their
Shrine of Victory.
Currently Released FactionsFactions are cards that share general playstyles and goals unique to their allegiance. Infinity Wars allows you to mix up to 3 different factions in a deck using the Commander system. Or focus deeper on specific factions by making a deck "more pure". (
See "Purity")
Flame Dawn (FD) - This faction displays fast and efficient lethality with a fusion of unexpected utility from their ability cards. Capable of delivering more damage than most factions in the first 5 turns, their mid game is enhanced by the versatility of their ability cards. If you choose more Flame Dawn commanders, their late game becomes enhanced and an opponent will be punished significantly for not defending.
Genesis Industries (GI) - This faction focuses on the unity and synergy that cards have with other cards. Having access to the most Improvised amount of utility can disrupt tempo, given the right timings. Characters are generally improved and strengthed to the point of near-unstoppability. There is a heavy risk-to-reward as you funnel cards, resources and turns into powerful killing machines. But if you protect your investment, you will receive a bountiful return.
The Warpath (WP) - This faction's playstyle focuses on raw power and sheer overwhelming battlefield dominance to produce character-based victories. Warpath utility involves resource acceleration and character based interaction abilities. If you believe the best offense involves trampling their defense so overwhelmingly that the overkill damage caused them to lose their next game, this playstyle is for you.
The Cult of Verore (CV) - This faction has an answer for everything. People attacking you? Kill them. People defending against you? Wipe them out and continue attacking. Characters hanging out in support because they don't want to die? They can't hide. Yobo looked at you the wrong way? Kill him even if he looked at you the right way. Verore has access to the largest amount of removal and damage generating spells in the game. Their characters involve slow but powerful demons which produce a direct threat to their opponent's chances of winning. Then again who's going to stop them when they are all dead?
Descendants of the Dragon (DoD) - This faction believes the best offense is a good defense. They also believe the best defense involves even more defense. How much so? You can win games without this faction attacking due to the morale mechanics of this game. Cards within this faction support each other Synergistically as the Utility cards accessed in this purity increase your staying power long enough to win the day!
Sleepers of Avarrach (SoA) - Zombie. Robots. Everything you could want from a faction like this is here. Recurring characters, graveyard manipulation, fear, death, and assimilation. This faction is not complete in CORE but fills out nicely with the addition of RISE cards.
The Exiles (Ex)- A rather chaotic faction, the Exiles focus on death, sacrifice and anything that disrupts what players feel is "normal" when a game is being played. There are discard effects and synergy that exists with sacrifice mechanics.
Commander SystemEver wanted to stack your deck so games play mostly the way you want them to? This game has it to a certain extent! When you make your deck, you can choose 3 characters are commanders. These cards start in the Command Zone at the start of a game. Commanders can use abilities from the command zone as long as you have the resources and fill the requirements of the ability usage. Commanders can also be deployed to any zone when you have the resource to deploy them (essentially granting the "Haste" attribute to your commanders). These two attributes allow the game (especially the early game) to have more depth.
PurityAdding commanders will unlock faction purity. Allowing you to use cards from that faction as commanders or as cards in your deck. Most cards are 1 purity, more advanced faction tactics are 2 or 3 purity requiring that many commanders from the same faction before you unlock adding them to your deck or command slot position.
The choice is up to you! Have 3 commanders from 3 different factions? You are able to use 1 purity cards from 3 different factions, allowing heavy customization of a deck. Or you could use 2 purity of a faction and 1 purity of another, allowing for advanced strategies of one faction to be combined with the base strengths of another. Or all 3 commanders can share the same faction, unlocking the full potential of a faction with the cost of not being able to use a different faction.
Factionless CardsThese cards do not have Purity. This means they can go into any deck. If a factionless character is used as a commander, they do not contribute to your total purity. So be aware of this when making a deck.
Turn OrderTurns in Infinity Wars are taken Simultaneously. Turns also resolve at the same time. Although, the order in which a turn resolves is based on the player who has initiative. Initiative is given out to a random player at the start of the game and passes to the other player at the start of the next turn.
1 --> Turn StartBoth players draw a card and gain 1 max resource. You can only get a maximum of 10 resources from the turn start.
Any "At the start of turn" effects of characters and abilities will trigger at this phase. Such as
Shikana, who Demands Tribute would ask for a sacrifice.
2 --> Planning PhaseAt this point, either player is able to play out their turn. Resources can be spent, abilities can be activated, characters can move to different zones, cards can be played, characters can be deployed and the trading post can be used. The Trading Post can be accessed from the "Scales of Justice" icon in the lower right corner of the UI.
Mulligan (Turn 1 Only) - Trade your hand for a different one, minus 1 card.
Cycle - Pay 3: Shuffle a card from your hand into your deck to draw a card.
Draw - Pay 5: Draw a card.
Power-Up - Pay 9: Increase your base resource by 1.
Increasing your resource from the trading post or from a character in play (ex. Wealthy Noble or Brings Life from Passing) do not count towards the 10 resource cap. Trading post actions will resolve immediately, then be broadcasted to you and your opponent during the resolve phase. Turns are timed to a certain extent and if you need extra time during a turn you can click the "Extend" timer near the clock for added time. Each click gives progressively lower amounts of time.
3 --> Resolve PhaseAfter both players have submitted their turn, all planned actions will play out. The order is as follows...1. Any characters deployed will resolve first. Any change in zones that characters have made will also resolve.
2. Passive effects of characters are applied. (Ex. This means any buffing that a
Pack Leader or
Conscripted Militia would do or any protection that
Martyr Golem would provide.)
3. Any "comes into play" effects will trigger in order of Initiative. (Keep in mind that "Comes into Play" is now faster than abilities).
4. Trading Post actions are broadcasted to both players, although the benefit triggered during the planning phase.
5. Initiative Player's Preemptive Abilities and card effects trigger and resolve in the order they were planned.
6. Non-Initiative Player's Preemptive Abilities and card effects trigger and resolve in the order they were planned.
7. Initiative Player's Character Actions and Ability card plays resolve in the order they were planned.
8. Non-Initiative Player's Character Actions and Ability card plays resolve in the order they were planned.
9. Initiative Player's Combat Phase resolves from left to right per Combat rules.
10. Non-Initiative Player's Combat Phase resolves from left to right per Combat rules.
4 --> End of TurnAfter the turn has resolved, all characters and abilities that "End of turn" effects will trigger. (Ex.
Glorious Warrior reduces the opponent's morale by 4 at the end of turn if they are on the battlefield.)
The game checks for a Win or Loss by looking at the health and morale values of both players as well as victory/loss conditions of cards such as
Shrine of Victory.
The turn is then advanced by 1 and reset to the Start of Turn rules.
The Field
Yellow - Options in the Upper Left Corner, Ending your Turn in the Upper Right Corner , Undo in the Lower Left and the Trading Post in the Lower Right Corner.
Blue - Defense Zone.
Red - Assault Zone (The Supply Depot battlefield labels it "Attack Zone")
White - These are the support zones, where characters and locations are normally deployed.
Blue +
Red - Combining the Assault and Defense zones form the Combat zone.
Blue +
Red + White - Combining the Combat Zones and Support zones forms the "Battlefield". Characters are normally deployed to the Support Zone. Locations are deployed to the Support Zone. Characters with "Charge" are deployed and moved to the Assault zone. Characters with "Vigilance" are deployed and moved to the defense zone. Characters with "Haste" or Deployed Commanders can be moved to Assault, Defense or Support.
Orange - This is the command zone. The three commanders you chose when building the deck start here. These commanders can also use abilities here without being deployed. When a commander is deployed, they can move to the Assault, Defense or Support zones and are not exhausted in doing so.
Pink - Your health. This value starts at 100 in regular games and 200 on epic. Either player reaching 0 or less health loses the game.
Teal - Morale Values. This value starts at 100 in regular games and 200 on epic. Either player reaching 0 or less morale loses the game.
Green - The cards that make up your deck are randomly stacked and drawn here.
Dark Blue - The graveyard (or discard pile) is where cards go when they are destroyed, killed, sacrificed, discarded or milled from the hand, deck or in play.
The Player Status Window
Player Names, Resource Minimum/Maximum Values, Hand Sizes are located here.
If a player's name is highlighted in
Green, then that player has initiative for the turn.
If a player's Avatar is highlighted in
Green, then that player has finished planning their turn.
When both players have finished planning, the turn will resolve.
The Hand
Your hand is made up of the cards you draw. One card is drawn at the start of every turn. Two cards are drawn at the start of every turn played on Hyper Mode. Certain abilities of spells or characters also allow you to draw cards or search your deck for cards to add to your hand. Some cards may even allow you to move cards from your graveyard to your hand.
Your hand now has a limit of 8 cards (v.086) and any additional cards are discarded when you submit your turn.
The Action Log and the Undo ButtonThe action log tracks any moderate game changing actions made by either player during the phases of a turn. This can be accessed next to the chat pop-out on the right side of the field.
The Undo button is located in the lower left portion of the screen, this option allows you to undo any action during the planning phase that does not grant an instant effect during the planning phase. This means you cannot cycle or draw a card from the trading post and then "Undo" the action. This should apply to most any character or ability effects that grant an effect during the planning phase and not the resolve phase.
The Deck and the Graveyard
The Red highlighted section is your Deck. This consists of the cards you built from the commanders you chose. You will see how many cards are left in your deck and this is generally the source of cards you will use to defeat your opponent. When you have no cards left in your deck to draw from, you will take 10 morale damage a turn until you lose.
The Green highlighted section is your Graveyard. This consists of abilities that have been played, characters or locations that have been destroyed on the field, or cards discarded from your hand. There are cards that interact with the graveyard in many ways. Tokens will interact with the graveyard by triggering effects such as "Goes to the graveyard", "Dies or Destroy" or "Morale Loss" and will remain in the graveyard as a regular card would.
The Card
Green - The Name of the Card:
Martyr GolemDark Blue - The Resource Cost of the Card: 5, you must have at least 5 minimum resources to deploy this card.
Blue - The Morale Cost of the Card: 10, whenever this card is destroyed or killed the controller loses 10 morale.
Red - The Power of the card (Fist), this card can do 6 damage in combat.
Pink - The health of the card (Cross), this card has 14 health. When this value reaches 0, the character dies.
Black - The card's type (Character, Ability, Location, Artifact) and rule (Unique, Unlimited) and Subtype (This card's subtype is Artificial)
White Upper Left - The Card's Purity Cost. Cards have 1-3 purity. In order to have a card as a commander or in your deck you must have an equal or greater number of commanders of that faction. Factionless cards do not have a purity.
White Lower Right - The Set Name (IW 2013) and the Set Number.
Yellow - The artist that drew the card.
Orange - The Rarity. Common is Grey, Uncommon is Bronze, Rare is Silver, Epic is Gold, Legendary is the Standard Logo Color Scheme.
Character CardsThese cards are the base of your army. Three Characters must be set as commanders and you can only attack a player or defend an attack with other characters.
A character has Power and Health. Their Power value determines the amount of damage they can inflict onto another character or a player's fortress. The Health value determines the amount of damage they can absorb before being destroyed. When a card has been reduced to 0 or lower health, it is destroyed and moved to the graveyard. The player will then lose morale equal to the card's resource cost (Unless a card says otherwise, like
Beast of Burden).
A character's type allows it to interact or be discluded from the effects of other cards.
There are currently two character rules - Unique and Unlimited.
Unique Character - You cannot Deploy a unique character on your side while a unique character is in play on your side.
Unlimited Character - You are not limited to the number of these characters you are allowed to have in a deck or in play.
TokensSome cards or abilities produce new cards as an effect (usually characters). An example would be
Call of the Crusade, which creates three 2/1 characters in the assault zone. Since this is a digital game, cards generated by other cards have their own visual card in play. Also, since these "created cards" are digitally kept track of, there is no need to remove them from the game when they leave play. At this current time, generated "token cards" will function like regular cards.
Tokens have a separate resource cost and morale value like normal cards. When token cards are returned to the hand, they can be redeployed at this resource cost. When token cards go to the graveyard from anywhere, they trigger any "goes to the graveyard", "dies or destroy" or "morale loss" effects and stays in the graveyard like a normal card.
A token character follows the same rules that a normal character does. The same would apply for any released token cards that are not characters.
Ability CardsThese cards provide powerful effects that turn the tide of battle. The effect varies per card and these cards are played in the planning phase but trigger in the resolve phase of a turn. When an ability is played, it is moved to the graveyard. There is no morale cost associated with abilities unless it is listed on the card.
There is currently one ability type, Magic, which will have synergy with other cards.
There are currently no Unlimited or Unique Abilities right now.