Duels: how to play
Duels is a card battle against the computer. Build a deck of 30 cards, choose a stance each turn, and bring the other hero down to 0 Health.
Updated for version 1.12.0. Last updated 9 October 2026.
Getting in
- Warriors: tap the shield on your home screen, then View Compendium, then the cards button Play a Duel.
- Solo: tap Cards & Progress, then View Compendium, then Play a Duel.
- Strategists: tap the cards icon, Duels, on your home screen. You play on your own account, with your own collection. The icon shows a number when packs are waiting. If you've switched Play Duels off (Settings → Preferences), the icon is hidden: switch it back on to play.
Duels unlock at level 3 for Warriors and Solo users. Before that you'll see "Duels unlock at level 3." and your current level, with Open your packs if level packs are waiting. Our server checks the level too, so a match played below level 3 isn't recorded. Duels is always open for Strategists while Play Duels is on, even if they have a level in My quests.
Reach level 3 to unlock Duels. Then pick your world and beat the computer!
Duels are always against the computer. You can't play against friends or family.
The Duels lobby
From top to bottom:
- Collection, Packs (with a number when packs from any World are waiting) and Friends (see Friends).
- Your world: choose which of the four Duels worlds you'll play. It starts on your own World if that's one of the four, otherwise on the Vikings.
- Deck: the deck you'll use. Tap Decks to choose or build one.
- Opponent's world: which world the computer plays.
- Difficulty: Easy, Normal (to start with) or Hard.
- Play on the opponent's board: plays on their world's board instead of yours. It only changes the board, not the decks.
- Play, and Settings.
Matches are played with your phone turned sideways.
The four Duels worlds and their heroes
Each world has a hero with a hero power. It costs 2 Command and you can use it once a turn.
| World | Hero | Hero power | Style |
|---|---|---|---|
| Vikings | Jarl Sigrun Stormborn | Stormborn Oath: "Gain 2 Armour." | Raids, berserkers and Armour |
| Ancient Egypt | Pharaoh Kheper-Ra | Ankh of Renewal: "Restore 2 Health." You choose who to heal, on either side. | Curses, bringing minions back, and healing |
| Age of Sail | Captain Isadora Vane | Cannon Shot: "Deal 1 damage to a random enemy." It can hit the hero or any enemy minion, even one in Ambush. | Cannons, plunder (Doubloons) and speed |
| Feudal Japan | Daimyo Kurogane Hayate | Call the Ashigaru: "Summon a 1/1 Ashigaru Recruit." On a full board nothing appears, but the Command is still spent. | Combos, honour duels and precision |
There are also 25 neutral cards, from Ancient Greece, American Frontier, Three Kingdoms and Medieval Knights. Any deck can use them. The other Worlds' cards aren't playable in Duels yet.
Playing a match
Starting a match
- Both heroes start with 30 Health. Heroes can't attack.
- Who goes first is a coin toss.
- Choose your opening hand. If you go first you get 3 cards; if you go second you get 4. Tap any cards you don't want (a red swap icon marks them), then tap Swap, or Keep hand. The column beside your hand shows the full text of the card you last tapped, and View card above it shows that card full size. Holding a card shows its text without marking it to swap. Each swapped card is replaced from your deck, then shuffled back in, so you won't get the same card straight back.
- The player going second also gets Fortune's Coin: a free card that gives 1 extra Command for one turn.
Your turn, step by step
- Your Command goes up by 1 (up to 10) and fills up. Your minions are ready to attack again.
- The board's rule may happen (see living boards), then any "At the start of your turn" effects.
- You draw a card.
- You choose a stance: Martial, Strategy or Honour.
- Play cards, attack, and use your hero power once, in any order.
- Tap End turn. "At the end of your turn" effects happen, then any "this turn" bonuses end.
A match has a limit of 60 turns, counting both players' turns. If it's reached, the match is a draw. There's no turn timer when you play the computer.
Each turn you get 1 more Command, up to 10. Spend it to play cards!
Command
Command is what you spend to play cards and use your hero power. You start with 1 and gain 1 more each turn, up to 10. Unused Command doesn't carry over. Fortune's Coin and Doubloons give 1 extra Command for that turn only, and Command can never go above 10.
Stances
At the start of every turn you choose a stance. Each card has a stance symbol in its top-right corner:
- Martial: a sword, red-orange.
- Strategy: a scroll, blue.
- Honour: a sun, gold.
Cards in your hand that match your stance cost 1 less this turn (but never below 0). The stance buttons tell you how many cards get cheaper and how many you can newly afford. Some cards do extra things "if your stance is" a certain one, or "whenever you choose" a stance. Your stance lasts until the end of your turn. The hero power always costs 2, whatever your stance.
Pick a stance. Cards with the same symbol cost 1 less this turn!
Playing cards
- Minions go onto your side of the board and stay there. You choose where: the minion lands in the gap nearest your finger. A minion can't attack on the turn it arrives unless it has Charge.
- Tactics happen straight away and are then gone.
- To play a card, tap it to lift it and tap it again, or drag it onto the table. If it needs a target, tap one of the highlighted targets.
- To cancel, tap the empty table or drop the card back on your hand. Cancelling never plays a card. A tactic can't be taken back once it's played.
- A card you pick up is raised, with its full text and keywords explained in a panel beside it. To read a card without playing it, hold it and let go: it stays raised to read, and nothing is played.
- Tap any minion or hero to see its details. See Reading the table for the View card button.
- A tactic that needs a target can only be played when there's something to target. A minion whose Rally needs a target must pick one if there is one; if there isn't, the Rally doesn't happen.
Attacking
Tap one of your ready minions, then tap a highlighted enemy. A minion can attack once a turn if it has more than 0 Attack and didn't arrive this turn (unless it has Charge).
- You can attack any enemy minion that isn't in Ambush, or the enemy hero.
- If the enemy has a Vanguard (not in Ambush), you must attack a Vanguard first. Tapping another target says "A Vanguard must be attacked first", and your minion stays ready to choose again.
- Both sides hit at the same time: your minion deals its Attack, and a defending minion hits back with its Attack. Heroes don't hit back.
- Damage to a hero comes off its Armour first, then its Health.
Tap your minion, then tap who to attack. If they have a Vanguard, you must hit it first!
Living boards
Every match is played on a living board with one gentle rule. It's your world's board, or the opponent's if you switched that on. A message pops up when the rule happens. Turn numbers count both players' turns.
| World | Board | Rule |
|---|---|---|
| Vikings | Hall of the Fallen | The first minion that dies each turn gives its owner +1 Armour. ("Valhalla remembers") |
| Ancient Egypt | Temple of the Rising Sun | At the start of turns 4, 8, 12 and so on, both heroes get 2 Health back. ("The Sun rises") |
| Age of Sail | Shifting Tides | At the start of turns 3, 6, 9 and so on, the leftmost minion of the player who isn't starting their turn moves to the right-hand end. ("The Tide shifts") |
| Feudal Japan | Garden of Four Seasons | The season changes every 3 turns: spring, summer, autumn, winter, then round again. In spring, minions played from your hand get +1 Health. In autumn they get +1 Attack. Summer and winter do nothing. Summoned or resurrected minions don't get the bonus. |
Painted tables
Each of the four Duels worlds has a painted table, and the tables come alive:
- Light: the Vikings' fire pit, Egypt's oil lamp and the Age of Sail's lantern flicker, and their light moves across the whole table. Embers drift up from the Viking fire. Japan's paper lamp glows and slowly breathes.
- Things to tap: tap the fire or a lamp and it flares. Tap a prop by the mat, such as the Viking shield, the Egyptian cat, the ship's bell or the shrine bell, and it glints, with a sound.
- Reduced effects (in the lobby's Settings): the light stays steady and nothing moves. A lamp or prop you tap still lights up.
- If a painting can't be loaded, for example with no connection, the match is played on the drawn table instead. The table never changes the rules: that's the living board's job.
Limits and running out of cards
- Your hand holds up to 10 cards. A card drawn or created when your hand is full is burned (lost), and both players see it. Watch out for "Draw 2 cards" when your hand is nearly full.
- Your side of the board holds up to 7 minions. You can't play a minion onto a full board, and summons onto a full board don't happen.
- Fatigue: each time you have to draw from an empty deck, your hero takes damage: 1, then 2, then 3, and so on. This counts draws from card effects too, and it can end the game.
- When lots happens at once, effects are sorted out one at a time, and dead minions are removed before the heroes are checked.
Winning, losing and draws
- Bring the enemy hero to 0 Health to win. Heroes are only checked once every effect has finished, so if both heroes reach 0, it's a draw.
- Reaching the 60-turn limit is a draw.
- To give up, open the menu (the round brass button, top left) and tap Leave match. You're asked first: leaving a match that's still going counts as a loss. Then you go straight back. There's no separate Concede any more.
- Android's Back button does the same, once anything open over the table is closed.
- At the end you'll see Victory!, Defeat or Draw, with Play again and Leave.
Bring the other hero down to 0 Health to win!
Reading the table
The table always shows what you can do and why. Green only ever means "you can play this or use it now", and nothing is shown by colour alone.
Seeing a card full size: View card
The View card button (a magnifier and the words "View card") opens a card full size. It's the only way to open the full-size view: holding a card never does. You'll find it:
- beside a raised card in your hand, once your finger is off it (after you tap it, or hold it and let go);
- under the details that open when you tap a minion or a hero (a hero shows its portrait and its details);
- above the card text beside your hand while you choose your opening hand.
Close the view and the table is just as you left it.
Cards in your hand
- A card you can play now has a green glow.
- A card you can't play on your turn is dimmed, with no glow, and has a barred-circle mark under its cost. Its cost turns red if it costs more Command than you have.
- Raise it and its panel says why, for example "Needs 3 Command, you have 2", "Your side is full (7 minions)" or "Nothing it can target right now". A card you can play says "You can play this now".
- Tap or drag a card you can't play and it gives a little shake and says why.
- When a card costs something other than its printed cost, a small arrow chip shows the printed cost struck through, and the panel says why, for example "Your Honour stance makes it cost 1 less (4 → 3)."
Minions, your hero power and End turn
- "Zz" on a minion means it was just played and can attack next turn (unless it has Charge).
- Tap one of your minions and its details say whether it can attack: "Ready to attack: choose its target", "Just played: it can attack next turn", "Already attacked this turn" or "It has no Attack, so it can't attack".
- Stat changes show an up or down arrow beside the number.
- While you choose a target, only the targets are marked, with a red glow and a crosshair. A card you're aiming says "Choose a target" above it. Tapping something that isn't a target says what to choose instead, such as "Choose an enemy minion", and you can still choose.
- Your hero power shows a tick once you've used it this turn, and a red cost when you're short of Command. Tap it when it can't be used and it says why.
- End turn says "No moves left" under it when there's nothing more you can do.
- Extra Command from Fortune's Coin or a Doubloon shows as gold crystals with a plus.
Grey card? You can't play it yet. Tap it to find out why!
Keyword glossary
Keywords are in bold on cards. In a match, tap a card to see its keywords explained in the panel beside it. The first sentence of each description below is the explanation the app shows, where it has one.
| Keyword | What it means | For example |
|---|---|---|
| Vanguard | Enemies must attack this first. While your opponent has a Vanguard that isn't in Ambush, attacks must go at a Vanguard. It doesn't stop tactics, hero powers or card effects. On the board, a Vanguard has a stone shield wall behind it. | Longhouse Builder, Temple Guard, Shabti |
| Charge | Can attack the turn it is played. A minion that gets Charge later can attack straight away. It still only attacks once a turn. | Longship Raider. Sweyn Forkbeard gives Charge. |
| Ambush | Can't be attacked or targeted by the enemy until it attacks. You can still target your own. Random effects and effects that hit "all" minions still hit it. An Ambushed Vanguard doesn't force attacks. Its picture is darkened on the board. | Piet Heyn, Shinobi Scout, Yagyu Munenori, Jim Beckwourth. Fog Bank and Smoke and Shadow give Ambush. |
| Shield | The first damage it would take is blocked. Any amount of damage is blocked once, then the Shield is gone. It also stops Venom. Shown as a golden ring. | Shield-Maiden Warrior. Rune of Warding gives a Shield; Honda Tadakatsu gets his back. |
| Venom | Destroys any minion it damages. This works in attacks and Duels, attacking or defending. It doesn't affect heroes, can't get through a Shield, and doesn't apply to damage from the card's own text. | Sobekneferu, Scarab, Sacred Crocodile, Yagyu Munenori, Jia Xu |
| Words | What it means | For example |
|---|---|---|
| Rally | Happens when you play it from your hand. Not when it's summoned or brought back by another card. | Many cards |
| Legacy | Happens when it dies. That includes being destroyed, but not if it was silenced or returned to the hand. Minions summoned by a Legacy appear in its space. | Longship Builder, Horemheb |
| Inspire | Happens after you use your hero power. Not your opponent's. | Oracle Attendant, Gunner's Mate, Sohei Warrior-Monk |
| Combo | Stronger if you already played another card this turn. Fortune's Coin and Doubloons count as cards; your hero power doesn't. | Charcoal Burner, Ashigaru Archer, Blossom Storm, Castle Siege |
| After this attacks and survives | Happens after it attacks, but only if it's still alive. | Styrbjörn the Strong, Amanirenas, Honda Tadakatsu |
| Whenever this takes damage | Happens after it takes damage and survives. A hit blocked by a Shield doesn't count. | Skarphedin Njalsson |
| Whenever another friendly minion dies | Happens each time one of your other minions dies. | Sviatoslav I |
| Whenever you cast a tactic | Happens after you play a tactic. | Sen no Rikyu |
| At the start of your turn | Happens before you draw and before you choose a stance, so it can never check your stance. | Benjamin Hornigold |
| At the end of your turn | Happens when you end your turn, before "this turn" bonuses run out. | Djoser, Hippocrates |
| If your stance is… | Only happens if you chose that stance this turn. | Village Seeress, Wandering Rhapsode, Jim Beckwourth, Artemisia I, Brian Boru |
| Whenever you choose… stance | Happens when you pick that stance at the start of your turn. | Jia Xu |
| Word | What it means | For example |
|---|---|---|
| Duel | It and the target hit each other. Both hit at once, with their current Attack. Venom and Shield work as normal. It isn't an attack, so it doesn't use up the minion's attack, doesn't remove Ambush and doesn't set off "after this attacks". (Not to be confused with Duels, the name of the game.) | Shima Sakon, Akechi Mitsuhide, Miyamoto Musashi, Duel at Dawn |
| Curse | Lowers a minion's Attack. It lasts for good, and Attack never goes below 0. | Market Trader, Rekhmire, Ay |
| Resurrect | Brings back friendly minions that died this match. They're picked at random from minions that died on your side, come back fresh, and can't attack that turn unless they have Charge. A card never brings itself back. | Herihor (cost 3 or less), Horemheb, Ramesses II, Rite of the Afterlife |
| Silence | Removes a minion's keywords and card text (stat changes stay). It lasts for good. A silenced minion is tinted grey. | Pharaoh's Decree |
| Armour | Extra protection for your hero. Damage comes off Armour before Health. There's no limit to how much you can have. | Vikings cards and the Vikings hero power |
| Restore (heal) | Gives back Health, but never above the maximum. | Beer Brewer, Imhotep |
| Return to hand | The minion goes back to its owner's hand as a fresh card, losing any bonuses, damage and cost changes. If that hand is full, it's lost, and its Legacy doesn't happen. | Bosun, Woodes Rogers, Divine Wind |
| Destroy | The minion dies. A Shield doesn't save it. Its Legacy still happens. | Ahmose I, Sun Barque, Castle Siege |
| "this turn" | An Attack bonus that ends when the turn ends. | Berserker Fury |
| Fortune's Coin and Doubloon | Free (0-cost) tactics: "Gain 1 Command this turn." Command still can't go above 10. They can't go in a deck. | Fisherman (Age of Sail), Piet Heyn, Buried Treasure |
| Adjacent | The minions directly to the left and right. | Pelopidas |
| Strongest | The minion with the highest Attack. If there's a tie, the one furthest left. | Akechi Mitsuhide, Duel at Dawn |
| Word | What it means |
|---|---|
| Command | What you spend to play cards. You get 1 more each turn, up to 10. |
| Stance | Martial, Strategy or Honour, chosen at the start of each turn. Matching cards cost 1 less. |
| Minion | A card that goes onto the board, with Attack and Health. |
| Tactic | A card that does something once and is then gone. |
| Hero power | Your hero's special ability. It costs 2 Command and can be used once a turn. |
| Summon | Put a minion on the board without playing it from your hand. Summoned minions don't get their Rally. |
| Token | A card created during a match, such as the Ashigaru Recruit. Tokens can't go in a deck. |
| Shiny | A special foil version of a card. It plays exactly the same. |
Decks
Deck rules
- A deck has exactly 30 cards.
- It uses one of the four Duels worlds, plus any neutral cards. The world sets your hero and hero power.
- You can have up to 2 copies of a card, but only 1 of a mythic.
- You can only use cards you own, and no more copies than you own.
- Tokens, Fortune's Coin and Doubloons can't go in a deck.
- You can keep up to 9 decks. Names can be up to 30 characters.
Two pairs of different cards share a name: the Fisherman (a neutral one and an Age of Sail one) and the Village Baker (a neutral one and an Ancient Egypt one). Check the world when you add them.
A deck has 30 cards from one world, plus neutral cards. You can have 2 of a card, but only 1 of a mythic.
Starter decks
Everyone gets a free starter deck for each of the four worlds. Each has 30 cards, made of that world's common and uncommon cards plus some neutral commons. You can't change a starter deck, but you can tap Copy and change the copy. The computer always plays its world's starter deck.
Building a deck
- In the lobby, tap Decks. You'll see Your decks and the starter decks.
- Tap New deck and choose a world, or Copy an existing deck.
- On the Cards tab, tap a card to add it. Use search, and Owned only (on to start with) to show just your cards. Each card shows how many are in the deck and how many you can use.
- On the Deck tab, name the deck, check the count and the cost curve, and use Take one out to remove cards. Any problems are shown in red.
- Tap Save. Then tap Play with this deck.
Play with this deck is greyed out while a deck breaks a rule. Changing Your world in the lobby switches you to that world's starter deck.
Your collection
Tap Collection in the lobby to see every card that can be played in Duels (145 in all: 30 for each of the four worlds and 25 neutral cards) and how many copies you own.
- You own: your starter deck cards, cards you unlocked from chores before Chore Scape 1.6.8 that can be played in Duels, and copies from packs and crafting.
- Search by name or rules text, pick a world, or use Filters for rarity, owned, missing or shiny.
- Tap a card for details, how many you own and how many a deck can hold.
- Cards you own that aren't Duels cards yet appear under Not playable yet, with how many copies you have and how many are spare. That's most paintings, including 76 of the 100 in each Duels world: Duels cards are 24 paintings and 6 tactics per Duels world, plus 25 neutral cards. Every copy is kept. Tap one to see it full size.
- Your collection is private. Your Strategist and your friends can't see it.
Difficulty
The computer can't see your hand. It always plays its world's free starter deck.
- Easy: makes random moves that are allowed, keeps its opening hand, picks a random stance, and sometimes ends its turn early.
- Normal: swaps away expensive cards at the start, picks the stance that lets it play the most, and looks one move ahead.
- Hard: plans its whole turn under each stance, looks for a winning attack, trades carefully, chooses the best cards for its Command, and looks two moves ahead.
Difficulty doesn't change rewards.
Start on Easy, then try Hard when you're ready!
Rewards: XP and packs
- XP: Warriors and Solo users get 10 XP for each of their first 3 wins a day, so at most 30 XP a day. A chore is worth 100 XP, so chores are still the best way to level up. Strategists don't get XP for wins, even with My quests.
- If a win takes you up a level, that level brings a pack, just as with chores.
- Daily pack: your first win each day earns a pack. This includes Strategists.
- Level packs: Warriors and Solo users get a welcome pack and then a pack for every level up to 100, however they levelled up. Strategists get a pack each time a linked Warrior reaches a new level, and with My quests, a welcome pack and a pack for each level they reach there too. See Packs.
- Losses and draws earn nothing.
- "A day" is your own local day.
- Results are counted at most once a minute, and 20 a day. A match that finishes within a minute of your last one isn't counted, so it won't earn anything.
After a win, the result screen shows what you earned. Once you've had your 3 rewarded wins, it says to come back tomorrow.
Win your first Duel each day to earn a pack!
Packs: odds and opening
Each pack has 5 cards. The cards are chosen when the pack is given to you; opening it just shows them.
Where packs come from
The Packs screen has up to two choices. Changing either only affects packs you get afterwards.
- Level-up packs come from: My World (Strategists: Each Warrior's World) or any of the nine Worlds. Level, welcome and Strategist packs hold cards of that one World, drawn from all 100 of its paintings (plus its 6 tactics for a Duels world), so most of their cards land in Not playable yet.
- Duels win packs come from (once Duels are unlocked): one of the four Duels worlds, plus neutral cards. It starts on your own World if that's one of the four, otherwise Vikings. If your level-up packs come from one of the four Duels worlds, win packs come from it too, and this second choice is hidden.
| Rarity | Cards 1 to 4 | Card 5 | Any one card |
|---|---|---|---|
| Common | 60% | 0% | 48% |
| Uncommon | 28% | 0% | 22.4% |
| Rare | 8% | 75% | 21.4% |
| Epic | 3% | 20% | 6.4% |
| Mythic | 1% | 5% | 1.8% |
- The fifth card is always rare or better.
- Every card has a 5% chance of being shiny.
- On average, that's about 1 mythic every 11 packs and 1 epic every 3 packs.
- Within a rarity, a level-up pack gives you a card of its World that you don't have yet whenever there is one; otherwise every card of that World is equally likely. In a win pack, every Duels card of that world and every neutral card is equally likely.
- These are the same odds the app uses, and you can see them on the Packs screen.
Opening a pack
- In the Duels lobby, tap Packs (or tap the gift icon in the Compendium), then Open on a pack. You can also tap Open your pack when you level up.
- Tap the pack, or swipe across its top to tear it open.
- Five cards are dealt face down. Each one glows in its rarity's colour: grey, green, blue, purple or orange.
- Tap each card to turn it over, or tap Reveal all. The best card is always last.
- Tap a card that's face up to see it full size, with its text (a "Tap to view" hint shows until you've done this once since you opened the app). Close it to go back to the pack.
- Labels show which cards are NEW, SHINY or MYTHIC. The summary shows your new cards and how much Dust any extras are worth. Below level 3, it says spare copies become Dust once Duels unlock.
When you open several packs in a row from Open your pack, every pack but the last ends with Open next pack and Later.
Every pack has 5 cards, and the last one is always rare or better!
Dust, crafting and shiny cards
Dust turns spare cards into the cards you want.
- Disenchant extras: turns every copy from packs or crafting beyond what a deck can hold (2, or 1 for a mythic) into Dust. You can do it for all cards at once, or one card. Shiny copies are kept first. It only happens when you tap the button, and it asks first.
- Craft: makes a copy of any Duels card, up to what a deck can hold.
- Make shiny: turns one copy of a card you own shiny. You can do this once per card, if you don't already have a shiny one.
- Cards unlocked by chores and starter deck cards never turn into Dust.
- Spare copies of cards that can't be played in Duels can be disenchanted too: tap the card under Not playable yet, then Disenchant. You keep as many as a deck can hold.
| Rarity | Disenchant (plain / shiny) | Craft | Make shiny |
|---|---|---|---|
| Common | 5 / 20 | 40 | 40 |
| Uncommon | 10 / 40 | 80 | 80 |
| Rare | 20 / 80 | 160 | 160 |
| Epic | 100 / 200 | 400 | 400 |
| Mythic | 400 / 800 | 1,600 | 1,600 |
Your Dust total is at the top of the Collection screen. Tap a card in your collection to see Craft, Make shiny and Disenchant buttons with their costs. Each asks you to confirm.
Spare cards can turn into Dust. Use Dust to make the cards you want!
Settings and emotes
Scroll to Settings at the bottom of the lobby. These are saved on your phone:
- Music: on or off. You can also change it from the menu during a match.
- Reduced effects: a still board with steady light on the painted tables, fewer particles, no foil shimmer or camera shake, and faster animations. Good if motion bothers you.
- Card text size: Normal, Large or Extra large. This is on top of your phone's own text size.
During a match, the menu (the round brass button, top left) has How to play, which pauses the match while you read, Music and Leave match.
In a match, tap your own hero to send an emote: "Well met!", "Well played.", "Oops." or "Prepare yourself!". There's no typed chat.