Below are some simple explanations of the basic game mechanics as well as some useful
tips and tactical advice to consider when plotting your moves. This page will be continually expanded upon so check back regularly for the latest greatest tips.
One Shot Kills
Every creature in Chaos Reborn can be killed in one shot, including the wizard. There is no health, only life or death.
If your wizard dies, everything dies. Your wizard can be your most dangerous attacking unit but if it dies then you’re out of the game so protecting it is very important.
If your wizard is mounted then the mount has to be killed before your wizard can be attacked. A magic shield is also a very effective way of adding protection, consider boosting these to make sure they succeed.
You win the game if you are last wizard standing. If you run out of turns then the game is either a draw or it is settled by Victory Points
Victory Points can be turned on before the game begins. These can be earned for successful casts and kills, if the game runs out of turns then the winner is decided by victory points. You can see how many victory points a unit is worth by clicking it then clicking on the "i" in the information panel in the top right corner the Victory Points awarded are equal to the mana earnt for killing the creature. Each wizard's Victory Points are displayed below their wizard's picture in the top left corner.
You can gain mana through either successful kills, failed casts, burning cards, collecting mana sprites or activating mana binding talismans.
Mana can be used either to boost the cast chance of spells, to activate a staff's mega spell or activate talismans. Clicking on your staff will display the type of creatures that can be double boosted by mana (meaning the cast chance increases by 2% for every 1 mana spent). It will also show you how much mana is required to activate the mega spell and what that mega spell is.
Mana sprites can only be collected by an unmounted wizard so the distance and attack strength of any potential threats needs to be considered carefully before moving in for them. They provide +25 mana on collection.
You can burn spells in exchange for mana by dragging them on to your staff (bottom right corner). +10 mana for the first, +9 for the second, +8 for the third and so on. When you burn a spell it is replaced by another spell from your deck. This can be useful near the start of the game if you have a strong spell that you want to boost. But be careful burning cards too aggressively can leave you short of options late game. In certain situations some spells may appear of little value, for example a hydra, with a base cast chance of 20%, when the game alignment is towards law may seem like a long shot as a real cast, casting as an illusion may be too obvious, so burning it for mana to boost the chance of getting another creature out may be a good choice.
Failing a cast is another way to gain mana. If you have already burned several spells the reward for failing a difficult cast such as a Hydra or Dragon may be more than if you burned them. Although this requires using a casting turn where burning does not, it may of course succeed too.
All creatures can be cast as illusions, these behave in exactly the same way as a 'real' creature except an enemy wizard can cast disbelieve on them and they will disappear in a puff of smoke. Illusions always have a 100% of casting successfully. If you successfully cast disbelieve on an enemy unit it does not take up your spell turn, you can cast again.
The alignment is shown by an indicator at the top of the screen. Successfully casting Chaos spells will swing it towards Chaos, casting Law will swing it towards Law, casting neutral spells has no effect. Having the alignment shifted towards either side will make spells of that type easier to cast. For example if the alignment is +25 Chaos, then a Chaos spell such as a manticore, that has a base cast chance of 40%, will have cast chance of 65%. A spell will never have a cast chance lower than it’s initial value, +25 Chaos does not make Law spells more difficult to cast.
Some spells such as Chaos Shift, and Law Shift provide a significant boost to their respective alignments.
Units can only move to adjacent hexes that have a height difference of 1 or less to the current hex, except for flying units which can move to any unblocked hex within range.
All units receive an attack advantage when they are at a greater height than the unit they are attacking and a defence advantage when a unit at a lower height is attacking them. Melee units can only attack when there is a height different of 1 or less though. This should always be taken into consideration when planning moves.
Know Your Enemy
By clicking on an enemy wizard and then clicking the information button in the corner you can find out what staff and mega spell an enemy unit has. The staff type increases the likelihood of spells of that type appearing in your opponents deck so this should be taken into consideration. If they have Staff of Growths it is likely they will have at least 1 Gooey Blob, Staff of Weapons they will likely have a sword/shield and bow at some point in the game and so on.
If they have Staff of Law (which will give a deck of mostly law spells) and you have a mixture of spells it might be wise to try and push Chaos first to avoid the alignment swinging too far towards Law, making it easy for them to get their more difficult spells out potential use far less mana doing so.
Knowing the strengths and weakenesses of your opponents can play an important role in giving you the edge when planning attack strategies.