Argentum Age - Hold Light

Guide

Your guide to understanding Argentum Age

Argentum Age - Anatomy of Card

Guide

Overview

Argentum Age is a digital card game in which you build a fifty card deck using cards from your collection and battle against another player on a tiled battlefield. Each player begins the game with forty life, the winner being the first player to reduce their opponent’s life to zero.

Each player starts the game with a mana pool of three mana. This pool grows by one and replenishes at the start of their turn. Each player also has a hand size of four cards, and their hand replenishes at the start of their turn.

A player may play as many cards as they have mana to pay for on their turn. A player may choose to hold onto cards they feel may be useful in future, but may also discard cards they don’t want, in order to draw more cards when they replenish their hand at the start of their next turn.

The Board

Lanes and Seals

BOARD
The Argentum Age board is divided into five lanes of different lengths. Lanes 1 and 5 are 3 tiles long, lanes 2 and 4 are 4 tiles long, and lane 3 is 5 tiles long.

The shape of the board makes Argentum Age a game of intense strategy. Do you summon a creature on lane 3 to capture the Village there and get more cards, or do you go for the more aggressive lane 1? Or perhaps you put a creature on one of the lanes without villages, seeing if your opponent is willing to divert resources to defend them or is willing to let you take some seals early.

SEALS
At each end of a lane is a *Seal*. When a creature reaches the end of the lane it breaks the seal. This does damage to the opponent equal to the value of the seal, then the creature will also do damage equal to its attack power before leaving the board. Subsequent creatures to reach the end of a lane whose Seal is already destroyed will only do damage equal to their attack power.

Lands

LANDS
Each tile may also have a *Land* on it. The game begins with three Village lands on the board. They begin neutral but are captured when one of your creatures enter them. Then they remain under your control until an opponent captures them.

Lands give benefit to the player who controls them. For instance, Villages give you extra cards. You may play additional *Land* cards which can give a variety of benefits to the player who controls them. Be careful though, don’t let your opponent capture your lands, because then they get the benefit from them!

Cards

Creatures

CREATURES
Players may play Creature cards, choosing a lane to place the creature into. The creature will appear in that lane, in the tile nearest to the player. There may only be one creature in each tile and that tile must be vacant to play a creature.

Creatures move automatically, moving one space toward the opponent’s side of the board each turn. Creatures that try to move into a tile occupied by an enemy creature become engaged in combat with them. When the player whose turn it is is ready, they may press the Battle button to resolve combat. Battling creatures deal damage to each other equal to their attack power.

Many creatures have special abilities that alter them in some way. Here are examples of some common abilities:

First Strike — These creatures deal damage first in combat. Their opponent will only strike back if they survive this damage.
Swift — These creatures move two spaces each turn instead of one.
Life Drain — These creatures gain life equal to the amount of damage they deal.
Revenant — When these creatures die, they immediately come back to life.
Cover — These creatures cannot be targeted by enemy spells.

FORTIFICATIONS
Fortifications are similar to creatures, except they don’t move and are not affected by many effects that effect creatures. Fortifications are usually built for defensive purposes.

HERO CARDS
Hero cards are special types of creatures. They are usually very powerful and have unique effects. You may only have one copy of a given hero in play at a time.

Cards

Spells and Responses

SPELLS
Players may play *Spell* cards which have a one-time effect before being discarded. Spells may have a diverse range of effects such as damaging enemy creatures or buffing your own.

RESPONSES
Argentum Age allows you to play certain cards during your opponent’s turn. Any cards that are labeled as *Response* cards can be played during an opponent’s turn. Every time a player plays a card, their opponent gets the chance to play a Response card in response. There is also the opportunity to respond immediately before combat begins — thus being able to cast spells that might influence the combat in some way.

Most spells are targeted at one or more creatures depending on the effects of the spell. When a spell targets a creature, the targeting is locked to that tile. If the opponent plays a response which relocates the creature to another tile, the spell will be left targeting a vacant tile. This causes the spell to *fizzle* failing to have any effect.

A player might even be able to switch the locations of two creatures causing a different creature to be in the tile than when the spell was cast. By doing this it is possible to trick your opponent into killing their own creature or buffing yours!

Five Orders

Devotion and Mana Benefits

FIVE ORDERS
Cards in Argentum Age are divided into five magical orders. These orders are:

Materia, Aether, Gaea, Entropia, and Minerva.

A deck may be built out of any mix of the five orders. However, there are rewards for being devoted to certain orders. Your *Devotion* to an order is given by the number of lands, creatures, and fortifications you have in play of that order.

Spells, Heros, and some other creature cards have a minimum mana cost listed. These cards have their mana cost reduced by your devotion to the order that the card is a member of. The cost may go as low as the minimum cost. Many spells have very low minimum costs — of only one or even zero. Being devoted to a single school can have big rewards, but so can the diversity of including several schools in your deck!