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Arena Set-Up

Sanctuary.png

Return

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Let's Learn the basics by setting up the Arena

You'll need a champion. The champion is placed in the Champion Zone

0000000008 Esgares.png

S3CCG is played in turns and rounds.

Players will alternate controlling champions for a turn until each champion has acted, ending a round.

Once a round has ended, a new round will start.

Only the last champion acting during the 1st round can conduct their Action Phase. After the first round, every champion can complete an action phase. 

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Turns are organized into 5 Phases:

  1. Prep Phase

  2. Draw Phase

  3. Planning Phase

  4. Action Phase

  5. Conclusion Phase

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1) Prep Phase: Complete the following steps

Refresh Will- Move all Will from the Used Will Zone to Will Zone
 

Cooldown (if it is your party leader's turn)- From right to left, move cards in each cooldown Zone to the right by 1 space
 

Upkeep- Attach 1 Will card from the Will Zone to a card you'd like to remain on the field this turn. This is called charging.  You can only charge Skills, Spells, and Will cards

Wipe- Move any card that did not receive a charge this turn from the Activity Zone to the Cooldown or Used Card Zone

2) Draw Phase

Draw cards from the Main Deck until your hand has 5 cards, or draw 1 card if your hand already equals 5. 

3) Planning Phase

Activate Will and/or Strategy cards from your hand and choose to access your inventory.

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In the first round, you cannot attack unless you are the last acting champion, so let's use this time to equip a weapon!

Weapons can only be equipped to champions if:

  1. The weapon is of the same prestige or lower than the champion

  2. The champion's class or sub-class is listed on the weapon's class restriction

 

0000000043 Battle Long Sword.png
0000000043 Battle Long Sword.png
0000000043 Battle Long Sword.png
0000000008 Esgares.png

Equipped weapons add markers to the champion's skill tree and add their stats to the champion's stats. Place the weapon under the champion to equip the weapon. 

Remember, you can only access your inventory once per turn, and if you do, you must skip your Action Phase.

Broken weapons, like any activated inventory card, are sent to the Used Inventory Zone. 

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4) Action Phase

During this phase, you can activate any card from your hand, field, or Library, however, if you've used any Inventory cards or it is the first round, then this phase is skipped.

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You can place a card face up to activate it or face down to store it. 

If you activate a card that has a WC or Will Cost requirement, you'll need to consume Will.

0000000013 Power Slash - J copy.png
0000000013 Power Slash - JK copy.png
0000000000 Will of the Universe copy.png
0000000000 Will of the Universe copy.png
0000000000 Will of the Universe copy.png
0000000000 Will of the Universe copy.png
ConsumeWill.png

To consume Will, move the Will from the Will Zone to the Used Will Zone. 

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When a card is activated that would prompt a reaction, then your opponent can activate a card in response. Let's look at a defensive skill. 

0000000016 Block - 4 copy.png
0000000016 Block - 4 copy.png
0000000000 Will of the Universe copy.png
0000000000 Will of the Universe copy.png
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To calculate damage you'll take the base ATK or SDG of the attacking champion and add the ATK or SDG of the actionable card. 

Next, subtract the DEF, if attacked by ATK, or INT, if attacked by SDG, of the defending champion from the attack.

Then, deduct the difference from the defending champion's HP.

0000000008 Esgares.png
0000000013 Power Slash - J copy.png

19 + 65 = 84

0000000006 Avigail.png
0000000016 Block - 4 copy.png

12 + 45 = 57

84 - 57 = 27, Avigail takes 27 Damage

Subtract 27 from Avigail's current HP.

If the defending champion still receives damage after activating a defensive skill or spell, then the skill or spell is shattered during the conclusion phase and sent to the Used Card Zone. 

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If you'd like to combo, you can activate as many cards as you have free zones in your Activity Zone. You cannot activate cards in zones that are occupied by another card.

 

You may combo by the name of the card or by the rank of the card. 

Strategy cards and Will cards exist outside of the combo.

Combo by Name Example

Discounting Will and Strategy cards, every card in the combo is named 'Power Slash'.

0000000013 Power Slash - J copy.png
0000000000 Will of the Universe copy.png
0000000013 Power Slash - Q copy.png
0000000113 Knighting copy.png
0000000013 Power Slash - K copy.png

Combo by Rank Example

Discounting Will and Strategy cards, every card in the combo is rank 'King'.

0000000000 Will of the Universe copy.png
0000000013 Power Slash - K copy.png
0000000013 Power Slash - K copy.png
0000000054 Vine Whip - K.png
0000000000 Will of the Universe copy.png

Joker Combo by Rank Example

Discounting Will, every card in the combo is rank 'King'. The Joker has been substituted for the 'King' rank.

0000000054 Vine Whip - K.png
0000000054 Vine Whip - K.png
0000000000 Will of the Universe copy.png
0000000013 Power Slash - JK copy.png
0000000054 Vine Whip - K.png

NOT an acceptable Combo by Rank Example

Vine Whip 'King' cannot be activated in this combo. 

0000000013 Power Slash - JK copy.png
0000000013 Power Slash - Q copy.png
0000000000 Will of the Universe copy.png
0000000013 Power Slash - Q copy.png
0000000054 Vine Whip - K.png

5) Conclusion Phase

Move any Will from the Activity Zone to the Will Zone and any activated cards to cooldown. 

Strategy cards and 1TU cards are moved to the Used Card Zone.

Lingering cards remain on the field outside of the activity zone. 

If your hand size is greater than 5, then discard 1 card to the Used Card Zone. 

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Once the turn ends, your opponent will walk through the same steps until only 1 player controls champions with HP greater than 0. 

At any point, feel free to look over the rulebook to learn more and check out our extended cut of the tutorial match.

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'How to Play' Blog Posts

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