A STEM card duel. Pick a discipline, build a board, outsmart the machine.
1 Β· Your discipline
2 Β· Opponent
3 Β· Difficulty
How to play
Each hero starts with 30 Health. Bring the enemy hero to 0 to win.
You gain one Energy crystal each turn, up to 10. Cards cost Energy.
Minions stay on the board and attack. They must wait a turn before attacking, unless they have Charge or Rush.
Spells happen once. Your hero power costs 2 and works once per turn.
When minions fight, both deal damage to each other. Enemies with Guard must be attacked first.
Click a card to play it. Click a glowing minion, then a target, to attack. With only one possible target, it goes there at once. When you have no moves left, your turn ends by itself. Right-click or Esc cancels.
The player who goes second gets a Spare Battery: one extra Energy, once.
Hover any card to read what it does and a real fact about the science behind it.