Game Information FAQ

What type of game is "Heralds of Chaos"?

"Heralds of Chaos" is an awesome new social game that is a cataclysmic high fantasy game that combines strategic game play with the creative depth of a trading card game. Players choose Heralds from epic factions and fight for domination as worlds collide and combine.

The game is played in turns, with each phase of a turn resolved for all players simultaneously. You summon units to do battle and cast powerful spells at strategic and tactical levels. Victorious battle leads to resources, control of a particular region, improved abilities, and, ultimately, winning the game!

Can I play this game on my mobile device?

No, you cannot currently play using a mobile device but we are currently looking into making that a reality in the future. Keep an eye on our Facebook wall and the Forums for more information.

What are the PC requirements to play the game?

To play Heralds of Chaos you will need to have at least Flash 10 to play, though it would be best to have Flash 11.

Which browsers work best with the game?

Firefox is ideal. Chrome works pretty well, too.

Is this game on Facebook?

This game is available on Facebook as well as on the Gaia Online website.

Are there benefits of having my friends play this game?

Yes! You can challenge a friend to a PvP match and earn essence bonuses.

Game Play FAQ

How long does one battle match take?

The usual games can take anywhere from ten to thirty minutes.

How do I start playing?

To start a game, go to the Lobby tab. If your friends are online, you can hit the challenge button to challenge them to a match.

Alternatively, you can click on PLAY to see other options. You will find 2 different game modes:

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1) Play a ranked game against a random opponent.

Select this option and you will be entered into our matchmaking pool where you will be paired up with someone of a similar level. Games played in this format will earn you the highest Essence bonuses.

2) Play against the bot/computer.

This is a good way to familiarize yourself with the game. There are different level settings - choose from Intro- Easy- Medium - Nightmare. More difficult level settings will earn you more Essence bonuses.

How do I win?

To win, you need to attune (or simply get to) 6 Victory Portals before your opponent. Each player starts with one Victory Portal in their starting/home region. The other Victory Portals are hidden on the world map and you will need to explore and deploy your units effectively to maximize your chances of getting to them quickly.

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How do I play?

Heralds of Chaos is a round-based strategy game. During each round, both you and your opponent will plan moves simultaneously, hitting the “Done” button to submit all moves for a turn. The round is then resolved and the game moves into the next round.

There are two phases to the game: the strategic phase which is played on the world map and the combat phase which occurs when opposing forces meet in a region.

During the strategic phase, each player can summon units, cast spells or movie units already on the map.

During the combat phase, each player has the option of letting their units attack automatically or manually selecting attack types and targets for each unit.

Capture 6 Victory Portals and you win!

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What types of Units are there?

Your army is a deck of 30 or more cards which can be configured through the Army tab before you enter a game. At the start of the game, 6 cards are drawn into your hand. A new card is drawn each time there is a cataclysm as the game progresses.

Herald: Your herald is the leader of your army and is always the first to appear in the world. He is a good fighter and can attune mana wells. In addition, Heralds can detect if regions adjacent to him will be involved in a cataclysm in the next turn. This is also known as “proximity sense”. Heralds and heroes can be recognized by a special swirling circle at their feet.

Attuner: Attuners are essential to attune mana wells. Attuners need to stay in the region with the mana well to continue harvesting mana each turn. Once they move into a region without mana, they will stop harvesting.

Scout: Scouts are great at exploration. In particular, they are better than other units at detecting un-attuned Victory Portals and mana wells in nearby regions.

Spell: Casting a spell can give you an advantage through a boost in stats or other effects. Strategic spells require Mana to cast and combat spells require Action Points.

Regular: Regulars are generic fighters that are useful during combat. It would be wise to fill your army with lots of them.

Hero: Heroes, like Heralds, are powerful fighters that can also attune mana wells. Heroes also know if any adjacent regions are going to be affected by a cataclysm in the next turn. Heroes and heralds are identified on the map by a swirling circle on the ground beneath them.

What types of Resources are there?

There are two types of resources that are important: Mana Wells and Captured Regions.

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Mana wells exist on the world map and each player starts with one in their home region. Other mana wells are hidden on the world map and you will need to explore regions in order to find them. Only certain unit types - your herald, heroes and attuners - can havest a mana well for additional mana. To harvest a mana well, simply move a herald, hero or attuner into a region with a mana well, and it will happen automatically. The unit needs to stay in the region with the mana well to continue harvesting the additional mana per round. In general, a herald, hero, or attuner will harvest 10 mana per round from a mana well, but some units can harvest more (or less).

Captured regions will generate 2 additional Mana per turn. To capture a region, move any of your units and it will be captured automatically. Your captured regions are represented by a green border and your opponent’s are represented by a red border. White borders represent un-captured regions. Unlike mana wells, units do not need to stay in the region to get 2 Mana each turn. Regions will stay captured until an opponent moves in.

Finally, every time one of your units is destroyed, you receive a small portion of the mana back. For example, if you lose a 12 mana unit, then you'll receive 4 mana back to use in the next turn. This is a one-time grant and must be used that turn, or it will be lost.

Only one player can capture a region at a time - if an opponent’s herald, hero or attuner moves into your captured region, the region will then be captured by your opponent.

Mana is important as it allows you to summon units to the map and cast spells during the strategic phase. Manage your Mana carefully!

What are the phases of play?

Strategic Phase: Summoning, Casting Spells and Movement

During the strategic phase, each player is allowed to do 3 things:

1) Summon units to the map

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2) Cast spells from their hand

3) Move units already on the map. Each unit is allowed one move per turn. When a player moves a unit over his captured region, that unit gets to travel one region further. Available areas for movement are highlighted when a unit is selected.

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Summoning

Units can be summoned only to captured regions that contain a Victory Portal. Only one unit can be summoned to each portal per turn and two units can be summoned to your home region. To summon a unit to the map, click on the unit in the “Cards in Your Hand” area at the bottom of the screen. Then click on a highlighted Victory Portal region. You will see a preview of your unit and the unit will be added to the map in your next turn.

Summoning costs Mana - manage your Mana resources carefully in order to choose the units that will best serve you. Mana works on a use-it-or-lose-it basis - it will not transfer to the next turn.

Casting spells: Similar to summoning, spells are cast from your hand by clicking on the spell and then clicking on available targets (where applicable - certain spells don’t require a target).

Undo

Clicking the “Undo” button will reset your last action (typically a move or a summon) and allow you to do it over. Clicking on this repeatedly will undo your recent moves in order of latest first.

Cataclysm

The world you're fighting in is shrinking and collapsing into itself. A series of unstoppable Cataclysms is making entire regions of the world vanish. Surrounding areas are shifting inward to take their place. Units caught in one of these cataclysms will move along with it, but won't be harmed.

Heralds and heroes have proximity sense and are able to detect if regions adjacent to them will be affected by a cataclysm in the next turn.

Each round will generate 1 or 2 Cataclysms. The number of Cataclysms will determine the number of cards drawn into your hand that turn.

Pinning

Your units may sometimes be pinned or be unable to execute their planned move. This happens when enemy units move into your region before your units move out. The rules for movement order are:
- All regions are randomly sorted
- All movements are then done by region, in sort order
- The number of units involved in the move does not matter.

Tip: to maximize your chances of pinning your enemy, try to surround them and move units into their region from more than one region.

Combat Phase - Battle Selection

The combat phase occurs when opposing forces meet in a region. When this happens, players will see a Battle Selection screen which shows the regions where the battle(s) is happening. Players can focus only on one battle per turn - this battle will be selected for you based on its strategic importance to the game.

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Other battles will be automatically played out for you. However you can choose to retreat from these battles if you find yourself outnumbered.

Combat Phase - Attack, Specials and Spells

During combat, each player has the option of letting their units attack automatically or manually selecting attack types and targets for each unit. In automatic attack mode, units will always target the weakest available unit on the opposing side with their standard attack.

To manually select an attack type, click on one of your units. You will see a few options:

1) Standard attack
2) Special

Hover over the Special button to see the details of each unit’s special attack. Specials can be played in place of the standard attack. Most Specials have cooldowns and so may not be available each turn. A special notification will appear above each unit that has a Special available to play.

After selecting the attack, you will choose a target.

In addition to configuring attacks, you may choose to cast a combat spell. Each spell is unique.

Note: Each special attack or spell requires a certain amount of Action Points to perform. The more powerful the special or spell, the higher it’s cost. You get 10 Action Points in the first round of battle, 20 in the second round and so on. Action Points, like Mana, work on a use-it-or-lose-it basis - you cannot carry them over to the next round.

Combat Phase - Retreat

Instead of attacking, you may choose to retreat from battle. To do this, select the “Retreat” button and then hit “OK” on the confirmation dialog. Retreat are only successful 50% of the time. If retreat is unsuccessful, units will stay in battle and only do half their damage that turn. You may choose to try to retreat again on the next turn.

Combat Phase - Resolution

Combat Phase is over when one side is dead or has retreated successfully. You will then see results from all battles - which units were killed or survived - along with the Essence that you earned from the battle.

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Are there other ways to win besides getting 6 victory portals?

Armageddon

Sometimes players may achieve a tie with both sides getting to 6 victory portals during the same turn. When this happens, Armageddon is triggered. Each player is allowed to summon units during a final strategic phase turn and then all units on the map are thrown into a massive final battle where the winner will be determined.

If both players reach 5-5 and during the the same turn Player 1 attunes one victory portal while Player 2 attunes two, Armageddon is not triggered. Player 2 wins with the final score being 6-7.

Obliteration

When a player destroys all enemy units on the map and it is impossible for the enemy to summon any more units either because he has not enough mana or no available summon locations, that player wins.


What is the currency in Heralds of Chaos?

Essence is the earn-based virtual currency for Heralds of Chaos. You will earn Essence as you complete games. The amount of Essence you earn is determined by three things:

1) The units you killed in battle - the more you kill, the more you earn
2) Whether you win or lose - a victory bonus goes to the winner of a game
3) The game format - a bonus multiplier is applied depending on the game format. This is indicated next to each game.

Customizing Your Army

Your army is a deck of cards that is drawn into your hand during the game. You start off each match with 6 cards and a new card is drawn with each Cataclysm as the game progresses.

To customize your army, go to the Army tab. Here you can create new armies and edit existing armies. Simply select the army you wish to edit or select “Create New Army” to begin. Then add or remove cards from your collection to the army.

The top row of cards shows all the cards in your collection (or your inventory). Those marked with a green check mark are the ones that are already in your army army. To add a card to your army, simply click on the card you want and it should have a green check mark and be added to your army.

To remove a card from your army, simply click on the card in your army and it will be removed.

Hit “Save” when you are done.

Click here for a quick video tutorial on editing your army.

There are a few rules to note as you customize your army:

1) Each army can have 60 cards at a maximum. There is no minimum enforced, but we strongly recommend having at least 30 to avoid running out of cards during a game.
2) You need a starter herald for each army. Any herald card can play the starter herald role and there can only be one starter herald. If you put another herald into your deck, it will function as a hero.
3) Your starter herald will determine the primary faction for that army. Any out-of-faction units will incur an additional cost to summon. For example, if Sir Corwin is selected for the starter herald, the primary faction for that army will be Kingdom. This is important as any non-Kingdom unit in that army will cost the greater of 20%+1 or 4 extra mana.

Unit Information

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Each unit comes with its own attributes and properties. Here are some of the things you’d want to know:

Name: The unit’s name is displayed on the top of the card

Stars: Indicates the rarity of that unit. 1 star: Common; 2 stars: Uncommon; 3 stars: Rare; 4 stars: Epic; 5 stars: Legendary

Type: Shows the unit type, e.g., Herald, Regular, Attuner or Scout.

Property: Describes any special bonuses a unit may have. For example, Flight 2 means a unit can move 2 regions instead of one. Damage Aura 15 means a unit will inflict damage when damage is caused to it.

HP: Shows current health over maximum health. When health reaches 0, the unit is dead.

Mana cost: Indicates the summoning cost of the unit or spell during the strategic phase.
or Action Point cost: Indicates the casting cost for a combat spell.

Accuracy: Describes the probability with which a standard attack will be successfully executed

Damage: This is the amount by which the opponent’s health will be reduced when hit.

Speed: Determines the order in which attacks are executed during battle. Units with higher speed will attack first.

Row: 1 describes a front row unit; 2 is a back row unit. Units in the back row cannot be attacked until front row units are dead unless the attacker is ranged.

Special(s): Certain units have special attacks that can be used during combat. These are described here along with their Action Point cost and cooldown (i.e., how many rounds before it can be used).

How do I get more cards?

Every time you finish a PvP game without forfeiting, you'll get a bonus card. Every time you finish a game against the computer, you'll get a Chaos Key which entitles you to a chance of winning either a card or essence.

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You can also visit the Shop to buy booster packs with essence or Cash. There are three booster packs available for essence and two for Cash.

Essence packs:
1) Bronze (1000 essence): Your most basic pack that contains commons with a chance of an uncommon and a tiny chance at a rare or higher.
2) Silver (5000 essence): Your midrange pack that contains commons, uncommons and a small chance of a rare or higher.
3) Gold (15000 essence): Your best pack for essence that contains commons, uncommons and a good chance at a rare or higher.

Cash packs:
1) Iona's Reserves (300 Chaos Cash) - Contains a common, three uncommons and one guaranteed rare or better.
2) Iona's Elite Reserves (1000 Chaos Cash) - Contains a common, three uncommons, two rares and one epic or better.

Additional User Interface Tips

Double-clicking on a region: When you have more than one unit in a region, double-clicking on the region will move all your units at once.

Unit information: Moving your cursor over any unit (friendly or hostile) will bring up that unit’s information in the Information area.