How combat works: turns, Crystals and your hand

Combat in Zarhold is a card duel: 6 cards in hand, 1 to 10 Crystals, a coin for whoever goes second, a minute per turn — and what if the deck runs out.

Combat in Zarhold is a turn-based card duel. You play cards from your hand, pay for them with Crystals, and win when your opponent's Health — or that of every enemy — drops to zero.

How a fight starts

  • You start with 6 cards in hand.
  • Before the first turn you can swap the cards you don't want: mark any of the six, even all of them, and new ones come from your deck. "To Battle!" starts the fight. Live duels have no swap.
  • Against creatures you always go first.
  • Whoever goes first doesn't draw on their first turn — the opening hand is enough. After that, everyone draws 1 card at the start of their turn.

There's no hand limit, and you can play as many cards per turn as you like — as long as your Crystals last.

Crystals

How many Crystals per turn

  1. On your first turn you have 1 Crystal.
  2. Each of your following turns gives one more, up to 10.
  3. Your pool refills completely at the start of your turn.
  4. Whatever you don't spend is lost — you can't save Crystals.

Classes call their resource differently — Rage, Mana, Energy, Focus — but it works the same way: the same Crystals from 1 to 10.

The coin

Whoever goes second gets a one-time "coin" — an extra Crystal on their first turn. That keeps both sides on the same curve and the odds even.

Cards aren't the only thing Crystals pay for: your Class Power costs 1 Crystal, your Racial ability 1–3. More in Class Power and Racial ability.

Time per turn

Turn timer

You have 60 seconds per turn; to finish early, press "End Turn" or Space. If time runs out and you did nothing, the turn ends on its own and the next one is shorter: 45 seconds, then 30. A fourth such turn in a row is a defeat. Any action — playing a card or pressing "End Turn" — gives you the full minute back.

In a live duel against another player you also get 60 seconds per turn, and three skipped turns in a row lose the duel. More in Duels.

When your deck runs out

  • Against creatures, the cards you've played are shuffled back into your deck and you keep drawing as usual.
  • In PvP your deck isn't refilled: every card you can't draw deals you fatigue damage — 1, then 2, 3 and so on.

FAQ

Can I save Crystals for the next turn?

No. Unspent Crystals don't carry over: at the start of your next turn the pool simply refills — one bigger than before.

How many cards can I play per turn?

As many as your Crystals allow. There's no separate limit on cards played or on hand size.

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