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In Infinity Wars, the Playfield represents the board on which each game is played out and where the action takes place. Around it, are various important elements and other numerous interactive options. 

The Playfield is organized into a series of zones and the Heads Up Display (HUD) that provides a multitude of information.

As many cards reference certain zones on the Playfield, it is vital for the players to understand and identify which zones are being referred to.

Additionally, properly using and understanding the actions and informations provided by the HUD, is also paramount to success.

This page is designed to provide a more effective comprehension of the Playfield, a better understanding of the HUD and other key characteristics involving them.

Overview

Playfield and HUD












Hand

The player’s Hand is composed of cards drawn from the main deck. They are located at the bottom edge of the Playfield and are revealed.

Players begin the game with a hand of 5 (five) cards and draw 1 (one) extra card at the beginning of every subsequent turn.

Players have a maximum hand size of 10 (ten) cards. At  the end of planning phase, if a player has more than 10 cards in hand, he must discard down to 10Discarded cards go the the Graveyard.

Selected cards may be played or deployed from the hand during the match for their Resource Cost.

What else is good to know:

  • The cards at the top edge of the screen (not revealed and with their backs facing you) are your opponent's hand, so, you can always know how many cards he has on his hand;
  • Non-Ability cards are deployed directly into the Support Zone (unless otherwise stated on the card);
  • Deployed cards from the hand are Exhausted, which means that they cannot be moved or activated during the turn they are deployed (there are some exceptions here, for example, cards that have the Keyword Ability Haste);


Zones

Command Zone

At the beginning of the match, the Command Zone contains 3 (three) Character Cards in it. These are the player’s Commanders.

Any Character card can be a Commander, as long as it is compatible with the Purity of the deck in use at the match.

Any abilities or effects Characters cards have can be activated or triggered from the Command Zone, unless otherwise stated on the card.

To move a Character out of the Command Zone, they must be deployed, by paying its Resource Cost.

Unlike when a Character is deployed from the hand, it can be deployed directly into any of the other zones (Support Zone, Assault Zone or Defense Zone) and is not Exhausted upon being deployed. 

What else is good to know:

  • Character cards at the Command Zone are not considered to be deployed, but they are considered to be in play;
  • A few Character cards can leave the Command Zone without needing to pay its Resource Cost (e.g. Gao Han, The Stalwart and the Pilgrimage Monk);
  • Characters can never be moved from another zone on the playfield to the Command Zone.

Assault

  • The Assault Zone is the Zone that Character Cards are put into to target your opponent's Fortress.
  • Characters in the Assault Zone will be blocked by Characters in the opponent's Defense Zone.
  • If there are no Characters Defending, then the Opponent's Fortress will take the rest of the damage directed at it.
  • The Assault Zone is part of both the Deployed Zones and the Battlefield.

Defense

  • The Defense Zone is the line between your opponent's Assault Zone and your Fortress.
  • Characters in the Defense will Defend against opponent's Attackers until one side or the other runs out of Characters.
  • The Defense Zone is a part of both the Deployed Zones and the Battlefield.

Support

  • When Cards are deployed, they will start out exhausted in the Support Zone, unless specified otherwise.
  • Cards that become exhausted also move back to the support zone for a turn.
  • The Support Zone is NOT a part of the Battlefield.
  • The Support Zone IS a part of the Deployed Zone.

Command

  • At the beginning of the match, your Command Zone will usually have 3 Character Cards in it. These are your Commanders.
  • These Cards can be deployed from the Command Zone so long as their resource cost can be afforded.
  • Cards with activated abilities can have their activated abilities used in the command without being deployed.
  • Cards deployed from Command are not exhausted, and can go to the Support Zone, Assault Zone or Defense Zone per the player's choice.

Fortress Health Bar

  • Players Fortress Health starts the game at 100.
  • The objective is to deplete either your opponent's Fortress Health or their Morale.
  • Fortress Health is displayed as a bar below each player's name.
  • Players target the Opponent's fortress with characters in the Assault Zone, or via abilities.
  • Players defend their own Fortresses with their own Characters in their Defense zone.
  • Fortresses can be healed. They can also have their maximum health modified by certain cards.

Morale Bar

  • Displayed as a Morale bar below the Fortress Health bar.
  • If your Morale runs out, you lose the game.
  • Players starts the game with 100 morale.
  • Morale can be lost from the death of your Characters, or through abilities.

Resources

  • They start at 1 at the beginning of the game.
  • They can be influenced by various cards.
  • Each turn, your maximum resources increase by one. Once your resources have reached 10, they will no longer increase automatically, but if reduced below 10, will start increasing again.
  • Resources determine what cards can be played. The combined resource cost of the cards played that turn cannot exceed the max amount of resources you have for the turn.
  • Each turn the resources previously used will be refilled.

Initiative

  • Used to determine which player's abilities resolve first and which characters attack first.
  • The player with the dot beside their name will have the initiative for the turn, meaning that they go first.
  • Each turn, the initiative will alternate between players.

Graveyard

  • Character cards that have died, missions that have completed, artifacts that have been destroyed, abilities that have been used, and cards that have discarded all end up in the graveyard.
  • Graveyards can be targeted by various abilities.
  • You can look through both yours, and your opponents graveyard at any time.

Deck

  • The player's Deck is all the cards they haven't drawn yet, randomly shuffled and stacked.
  • Each turn players will draw one card from it by default, unless some other modifier is in effect.
  • If a player's deck runs out, they will lose 10 Morale per turn.
  • Certain cards allow you to interact with the deck by shuffling cards from your graveyard back in, or searching your deck for specific cards to put into your hand.

Player's Hands

  • When playing the game, the cards that you see at the bottom edge of the screen that are revealed are your hand.
  • The cards at the top edge of the screen with their backs facing you are your opponent's hand.
  • Players will choose cards from their hands to play onto the field during the match.
  • You start with 5 cards in your hand.
  • You can have up to 10 cards in your hand.
  • If your hand reaches 11 or more cards, when you end your turn you will be forced to discard cards until you reach 10 in your hand. This can be useful, especially for factions such as Exiles and Sleepers.

Trading Post

  • Players can use the trading post at the beginning of the match to mulligan their hand if it's not advantageous. When you mulligan, your current hand is shuffled into your deck. You then draw a new hand which is one card smaller than your previous hand. You may mulligan multiple times if you wish.
  • Players can spend their unspent resources at the trading post to take a variety of card drawing options.
  1. Pay 3 Resources: Shuffle one card from your hand into your deck. Draw a Card.
  2. Pay 5 Resources: Draw a Card.
  3. Pay 9 Resources: Increase base resources by 1.

Undo Button

  • So long as players haven't locked in their turns, the undo button can be used to undo cards that they have played or actions they have completed. Making it easier to choose the order you want cards to resolve in.
  • Some actions/cards cannot be undone, and that will be specified.

End Turn Button

  • Each turn, once you've played your desired cards and moved your characters to their zones, clicking this button locks in your choices.
  • Once both players lock in their choices, the turn's decisions play out.
  • If you need more time, there is an extend timer button that can be clicked up to three times to give more time.
  • If you click the end turn button again after you've locked in the choices, you can unlock them so long as the opponent is still in the process of making their decisions.
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