How to Play

Each game of Hexal tells the story of a battle between two witches, drawing on the power of the elements to cast powerful spells and summon creatures to protect themselves.

Deck Construction

A witch's deck represents the total amount of magical power available to them. Every card represents a fraction of their power, linking them to a kind of magic, a place, or an ally who may help them. Follow the following rules when constructing your deck: Other than those rules, decks can contain any combination of elements or card types. The cards remaining in a player's deck represent the magical power they have left. If a player runs out of cards in their deck, that player loses.

The Field

The playing field is divided into the following areas:

Card Anatomy

Gameplay

Start of Game

Turn Structure

Play alternates between players (the "active" player). Each turn is composed of phases that cannot be skipped or re-ordered.

Battling

When a creature attacks, choose a target – either a creature your opponent controls, or your opponent themself if they control no creatures to protect them. Each battling creature takes damage equal to the Attack of the other creature; an attacked player takes damage equal to the attacker's Attack. After a creature takes damage or its Health changes, check if the total damage it's taken equals or exceeds its Health; if it does, the creature is destroyed.

Triggered Effects

Playing Cards

When you play a card, reveal it from your hand and place it into Limbo. You can only play normal cards during the Main phases on your turn. "Reaction" speed cards can be played at any time, as long as their triggering event (if any) has occurred. When in Limbo, you must pay a card's mana cost by channelling (exiling) cards from your Mana. For example, if you play a card with a cost of [Fire][Fire][Neutral], you could exile two Fire element cards and one Water element card from your Mana to pay its cost. These cards are exiled one at a time, and you can't channel a card if the Mana it produces doesn't contribute to the card you're playing. If you can't (or choose not to) pay a card's entire mana cost when you play it, it is exiled. Cards with no cost require no Mana; you can't choose not to pay their cost. When a card's cost is paid, it is summoned (if it's a Creature), fabricated (if it's an Item), called (if it's a Hero), or cast (if it's a Spell). These terms are all equivalent. Some card effects may say "put into play"; this is a generic term for summon, fabricate, call, or cast. If a card effect allows you to "put into play" a card, you don't need to pay that card's mana cost and it never enters Limbo.
Summon Creature
When a creature is summoned, place it on the field. If it has an "enter field" effect, that effect occurs. Creatures are all permanent, meaning that they stay on the field after being summoned.
Fabricate Item
When an item is fabricated, place it on the field. If it's permanent, it stays on the field. Otherwise, it is destroyed once its effect has occurred. If it's equipped, it must be equipped to a creature when it enters the field – otherwise, exile it.
Cast Spell
When a spell is cast, place it on the field. If it's permanent, it stays on the field. Otherwise, it is destroyed once its effect has occurred. If it's equipped, it must be equipped to a creature when it enters the field – otherwise, exile it.
Call Ally
When an Ally is called, place it in the Ally area of the field. It stays on the field and cannot be removed by any means. If you call another Ally while already controlling one, place the new Ally on top of the first. The effect of any Ally covered in this way no longer applies.

Winning and Losing

When a player is dealt damage, they exile cards from the top of their deck equal to the damage taken. If a player must ever take a card from their deck (due to damage, a card effect, or the Draw phase) but cannot because it is empty, they lose the game. Either player may concede the game at any time by placing their hand of cards down and saying "I concede". If both players lose the game at the same time (e.g. due to an effect that says "both players draw a card"), the game is a draw. The game also ends in a draw if both players agree to end it as such, or if something outside the battle forces the game to stop.

Glossary of Card Keywords