Gameplay: Difference between revisions

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Integrate Mistbound Known Info: gameplay, cards, classes, keywords, commanders
 
Add movement stat; drop caption; cite Reddit post; use hyphens
 
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* Where units may be placed on the board when played.
* Where units may be placed on the board when played.
* Whether each player starts with the full 10 mana.
* Whether each player starts with the full 10 mana.
* The "stall" mechanic how a player can lose without their Commander being killed.
* The "stall" mechanic - how a player can lose without their Commander being killed.
* Whether there is a turn timer, and how long it is.
* Whether there is a turn timer, and how long it is.
* Whether melee units take retaliation damage when attacking ranged units.
* Whether melee units take retaliation damage when attacking ranged units.

Latest revision as of 13:43, 28 June 2026

Mistbound is a grid-based collectible card battler. Two players build decks led by a Commander and battle on a tactical grid until one Commander is defeated.

The battlefield

Matches are fought on a 5×3 grid. Units occupy squares and can be moved between spaces on the grid, making positioning a core part of play.

Objective

The goal is to defeat the opponent's Commander unit. The Commander begins the match already on the board (see Commanders).

Mana

Cards are played by spending mana, shown as a blue diamond in the top-right corner of a card. Players have a maximum of 10 mana per turn.

Playing cards

  • Units are placed onto the grid. A unit cannot move or attack on the turn it is played.
  • Spells resolve their effect once and are sent to the graveyard.
  • Many cards trigger keyword abilities such as Entrance when they enter the battlefield.

Open questions

Several rules are not yet fully documented:

  • Where the Commander is first deployed.
  • Where units may be placed on the board when played.
  • Whether each player starts with the full 10 mana.
  • The "stall" mechanic - how a player can lose without their Commander being killed.
  • Whether there is a turn timer, and how long it is.
  • Whether melee units take retaliation damage when attacking ranged units.
  • Whether a melee unit moves into a tile after eliminating the enemy occupying it.
  • Whether units can attack diagonally.