In what order is damage calculated?
Determine incoming damage first, then add and subtract, and multiply or divide last. Division is always rounded up.
Short answers for the running match: search, read, keep playing.
Rules oracle
Answered from the stored rules and character data – short and table-ready.
Common at the table
The most common rules questions first – type above to search everything.
Determine incoming damage first, then add and subtract, and multiply or divide last. Division is always rounded up.
Undefendable damage does not allow a defensive roll, but it may still be avoidable and modifiable by attack modifiers.
After targeting and announcing the attack, the defender may roll their defensive ability when the damage is defendable.
Only up to the stack limit shown on the token. You cannot collect additional tokens of the same type beyond that limit.
Upkeep, income, main phase 1, offensive roll, main phase 2 and discard phase.
Up to three rolls per offensive roll phase: one initial roll and up to two rerolls with any number of dice.
Everyone plays against everyone, starts with 35 health and may choose any target. The last player standing wins.
When instant actions conflict, the player whose turn it is has priority.
At the end of your turn, discard down to six cards in hand.
Two heroes face each other directly. The player who defeats the opposing hero wins.
Teammates sit next to each other, share 50 health and have separate combat points. A team loses when both heroes are defeated.
Only when you have more than one opponent. In 1 vs 1, the targeting phase is skipped entirely.
Normal damage is defendable, avoidable and modifiable by attack modifiers.
Pure damage is not defendable, but it can be avoided or prevented; attack modifiers cannot change it.
Collateral damage has no target, is not defendable or modifiable, but is avoidable. It does not count as an attack.
Ultimate damage is not defendable or avoidable. Opponents cannot intervene while the ultimate ability resolves.
Attack modifiers belong to an attack and generally may only be played during your turn on your own attack.
Persistent effects remain until removed; spendable effects remain until you spend them for their benefit.
Only the card, ability or rule that allows removal can remove the token; spendable tokens are spent.
For playing cards from hand and upgrading abilities. You generally gain one combat point per turn unless you are at the maximum.
In official 2 vs 2, both teammates share one health dial starting at 50 health.
In 2 vs 2, the targeting die determines the target; in King of the Hill variants you choose freely.
Only when the card or ability explicitly allows a chosen player or teammate; general intervention is not allowed.
The characters page shows play style, strengths, weaknesses and common mistakes so you can choose by preferred play style.
Heroes are not equally strong in every context: mode, opponent, team and play style change the best choice. The rankings separate these contexts.
You record matches in the league area; a shared table for your group is generated automatically.
Sign in and use an invitation code from your group. Without signing in you only see the public overview.
A hero at zero health is defeated. If all remaining players reach zero at the same time, the game is a draw.
Play main phase cards during a main phase; roll phase action and instant action cards only in their stated timing window.
Each Poison token deals 1 damage during your upkeep phase. It is persistent, stack limit 3.
Spend it when damage is incoming and roll one die: on 1–2 you take no damage. Stack limit 3.
Pay 2 combat points before your offensive roll phase – otherwise you skip that phase and then remove the token.
When the afflicted player is attacked, the attacker increases damage by 1 and gains 1 combat point. Persistent, stack limit 1.
Spend it to roll a defensive ability against an undefendable attack. Stack limit 1, cannot be transferred.
The next incoming attack with normal damage becomes undefendable damage; the token is removed immediately after. Stack limit 1.
Spells have a prepare and a cast effect: preparing places the spell on the Book of Vishanti, casting lets you choose any card from the Book.
The afflicted player may not play any cards during their entire roll phase – until the defensive roll phase has fully concluded.
At any time during your offensive roll phase before activating an ability – even after opponents altered your dice or you used all roll attempts.
Scarlet Witch's borrowed die counts as the opponent's die: its number counts, its symbol does not.
When concluding an attack – not on pure damage, because pure damage cannot be changed by attack modifiers.