THE CROWD IS WATCHINGCLASHBOUND

THREE CHAMPIONS. TWO WAYS TO WIN.

Claim the arena.

Break their defenses. Turn the crowd. Build your board and
play the decisive card before your rival does.

01Win the crowdMore board attack earns contest points.
First to 8 wins. Guards do not contest.
02Finish the fightReduce your rival’s hero to zero health.
Guard their blows. Pierce their defenses.

Solo vs AI · Three ready-to-play decks · Original art and card designs · No account required

THE CONTEST OF CHAMPIONS

RIVAL’S FIELD

CONTEST · FIRST TO EIGHT

YOUR FIELD

YOUR HAND Cost in the top left · Tap to play

Rules & keywords

Contest At each turn end, the greater non-Guard board ATK scores a point. If the scoring side trails by two or more points, it steals a point. First to eight wins.

Guard Must be attacked first. Does not contribute contest ATK. Pierce Can bypass Guard and sends excess damage to the hero.

Blitz Can attack immediately. Ward Absorbs the first damage each turn. Warcry / Deathcry Triggers on summon / defeat.

Clash Save mana for a reaction on your rival’s turn. You can play one Clash spell per attack. Surge Gain one temporary mana when three contest points behind.

Five minions per side. Mana refills each turn, up to ten. Drawing from an empty deck loses the game. Select highlighted targets for attacks, spells, and powers; Escape cancels selection.

Match chronicle