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How to play Hearthstone Legends

I. Rules of the game:

1. Profession selection

Each player chooses one of the heroes representing each of the nine professions: Mafario Raging Wind (Druid), Rexxar (Hunter), Gianna Prodmore (Mage), Uther, the Lightbringer (Paladin), Anduin Urynn (Cleric), Valira Sangunar (Stalker), Sal ( Shaman), Gul'dan (Warlock), and Galrush Hellroar (Warrior).

Each hero has a series of exclusive cards, as well as non-exclusive cards available for each profession. Each hero has a Heroic Might that costs 2 mana crystals and can be used at any point during his or her turn, but can only be used once a turn.

2. Card Costs

Each card has an indication of how much mana crystals it costs to use the card. The cost is reflected by the number in the blue crystal in the upper left corner of the card. Players start the game with 0 points of crystal energy and gain 1 point of mana crystals at the start of their side's turn.

Players may only place cards from their hand onto the battlefield during their turn, not during their opponent's turn.

3. Starting the Game

Each player's hero starts the game with 30 life points. The game ends when a Hero's Life Points drop to 0. Heroes can never have more than 30 life points, no matter what cards are used.

The total number of cards per player at the start of the game is 30, no more, no less. Players cannot have more than 10 cards in their hand at the same time, and when your hand count is 10, any new cards you draw go straight to the graveyard.

You can see in the picture that the life value is reduced to 21 points

When a player's 30-card hand is drawn, the player will take 1 point of fatigue damage for each card-drawing attempt until the end of the game. This is true even when you have a hand of 10 cards and are unable to add any newbie cards, as you still make a card draw attempt. Each time you make a card draw attempt, the fatigue damage is incremented.

For example: at the start of your turn you have 0 cards left in your deck, you make a card draw attempt, trigger fatigue damage, and take 1 point of damage. On your next turn, you will make another card draw attempt and still have no cards to draw, the fatigue damage you take is incremented to 2, and you take 2 points of damage.

If a player dies from fatigue damage from a card-drawing attempt after dealing lethal damage to an opponent that reduces their life to 0, the game will end in a draw.

Players flip a coin before the start of the game, the winner gets first dibs and draws 3 cards and has the option to draw cards from the deck in place of those 3 cards, with the initially drawn cards being placed back in the deck.

Once the winner of the coin toss has configured his or her hand, the loser will draw 4 cards. The loser of the coin toss may choose chip cards to replace the 4 cards originally drawn, and the cards initially drawn will be placed back in the deck.

The loser of the coin toss also receives a bonus card, "Coin", which allows the player to gain 1 additional mana crystal for one turn.

Once both players have configured their hands and returned the replaced cards to their decks, the game begins. Each player has 90 seconds to complete their turn.

The winner of the coin toss attacks first, gains 1 mana crystal and draws a card, after which he or she may play any cards and use card effects that can be activated. Once the coin flip winner finishes placing cards and taking actions, his turn ends.

The loser of the coin toss begins his first turn, gains 1 mana crystal and draws a card, and at the end of his turn, it is the winner of the coin toss's turn to take the next turn. This will be repeated rounds until a hero's life value becomes 0.

Opponent's life value becomes zero, win!

No matter what cards are used to increase mana crystals, you can never have more than 10 mana crystals total, even with activations.

4. Settlement of card effects/combat damage

Unlike other games where combat and spells are settled by phase. In Hearthstone Legends, every action taken by a player resolves immediately so that the player can consider what to do next.

For example, if you want to attack with three minions on the field, you can only choose one of them to attack in a single action, and the damage dealt is resolved immediately before the next one is chosen.

The player who declares an attack always chooses the target. Friendly minions/heroes cannot attack other friendly minions (but heroes can always use Heroic Might on friendly minions).

It's not just combat that uses real-time settlements. You can use spells, Heroic Powers, use cards from your hand, and attack using your minions/heroes in any order you want depending on how many mana crystals you have.

Your strategy may change throughout the turn phase due to the effects of certain cards.

Effects depicted by cards are generally resolved in the order in which they are used, with the effects of cards already on the battlefield resolving in a better order than those of cards that have just been placed on the battlefield.

Example: With Flying Daggerhand (card effect: after you summon a minion, deal 1 damage to a random enemy) on the field, the player summons Leeroy Jenkins (card effects: Charge; Battlecry: Summon 2 1/1 Daisies for your opponent).

The 1 point of damage dealt by Scimitarist resolves before Leeroy Jenkins' Hatchling is summoned to the field, so Scimitarist's card effect cannot treat the Hatchling summoned by Leeroy Jenkins as a damage target.

As for battle damage settlement. The Attack Power value of the Minion/Hero that initiates the attack is subtracted directly from the attacked party's Life Value. If the attacked party's life value drops to 0, the card will be destroyed.

At the same time, the attacked party's Attack Power value is subtracted directly from the life value of the party that initiated the attack, which is called Counter Damage.

If the attacking party's life value is reduced to 0, the card is likewise destroyed. Damage dealt by a spell or skill is likewise subtracted directly from the target's life value, but the target does not deal counter damage to the caster.

Three key points

1. Survive

Do whatever you can to stay alive. Whether it's switching, clearing, or triggering a mystery, as long as it allows you to survive 1 more game, then boldly go for it. If you die, you lose, and there's no point in keeping more cards in your hand.

For example - if you're a Thief, there are all sorts of ways you can wipe out your opponent's low-cost follower in the opening game. Backstab, Stabbing Bone. MI7 Agent's combo effect.

While Spiked Bone can do 4 points of damage, that crucial 2 points are also very important for survival. Don't think it's not cost effective, ensuring survival is more important than anything else.

2. Basic Build

Basic (Build) has two interpretations, which are:

Hand Advantage - Ensuring that you have more cards in your hand than your opponent.

Control - Ensures that you have more followers on your side than your opponent.

Basic Constructed is the hardest skill for new players to master, though it is a relatively basic concept for players with some experience with TCG decks. To master Basic Deck Building, you need to know when you should play your cards, and when to keep them.

Example : Your mage has no 1-cost attachments to play. Your Hunter coins a 3/2 Blood Swamp Velociraptor on turn 1. Now you have a Flying Dagger Juggler in your hand that requires 2 mana to play. Now, while you can play Flying Dagger Juggler, it's clear that typically after this you'll run into the following scenario:

Flying Dagger's effect doesn't take effect (Hunter switches out with Blood Swamp Velociraptor)

Instead of switching out your Flying Dagger Juggler, the Hunter goes straight to the face for 3 damage, and your Flying Dagger survives as a result

The Hunter uses Arcane Shot or other skill to tap out the Flying Dagger Juggler, the raptor is full blooded, and you still take 3 damage

The above lists the best to worst case scenarios you face after playing the Flying Dagger Juggler on turn 2. By all means, playing Flying Knife Juggler eases the round, but it's hard to really make this card work for you.

So, would it be better for you to leave this card unplayed and use Flamestrike to get Blood Swamp Velociraptor down to 1 blood? In that case, you could use 1 more Flame Shock to finish off the Blood Swamp Velociraptor next turn.

While you still take 3 points of damage, you have one more hand than your opponent at this point.

In the example above, I would absolutely leave the Flying Dagger Juggler untapped, thus setting the stage for hand advantage (Build). Your hero has 30 points of blood, and the Blood Restoration or Armor skills increase that number.

So don't rush your followers to their deaths, what you're doing is building a good foundation (hand advantage or field control)

3. Attack

Following the first two steps gives you the chance to fend off your opponent's attacks, avoid wasting followers, and gain hand advantage or field control. The real fun starts now - attack!

If you have hand advantage and your opponent has nothing to play with, it's time to use that hand advantage to strike hard. You can use the attachments you kept in front of you to crush your opponent!

If you control the field and your opponent still has so many cards in hand, then now you should continue to control the field. As long as you control the field, your opponent will have to #1 utilize everything to survive. At this point, as long as you continue to attack and secure a certain hand. Controlling the field + building hand advantage will lead you to victory.

Warning: the biggest threat to field control is AOE. you must be aware of the AOE skills of each profession, and reduce the number of attachments you have on the field accordingly.

In Versus mode, the maximum number of cards you can have is 2. Remember how many times your opponent has played AOEs; memorize your opponent's spells and those that are important. Keep the tempo of offense and defense in mind, and don't waste any of your attachments.

Expanded:

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Hearthstone Legend: Legend of Warcraft Heroes is a card strategy game set in the World of Warcraft that everyone can easily pick up and have fun with.

Players can choose to take on the role of one of the nine heroes from the Warcraft series, and then take turns playing cards from the sets they've assembled. In battle, both players can cast powerful spells, use the hero's weapons or abilities, or summon powerful followers to destroy their foes.

Game features:

Nine Warcraft legendary heroes fight for you, Warcraft background to enjoy a different kind of battle.

Game rules:

The goal is clear and easy to understand, five minutes to start ten minutes a game.

Card introduction:

Hundreds of cards of various colors, construct the key to victory.

Card Purchase:

Collect cards, heroes and dragons to fight.

Blizzard Games Official Website_Hearthstone Legends Game Description