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Games are played through either 1vs1 or 2vs2. When both players are ready, the game starts. Game screen is divided in 3 sections: battle area in which the battle takes place, info area where you can check the opponent's status and yours, and the chat area. Players take their turns(or phases), to summon their cards in order to prepare for Battle Phase. In order to summon any cards, players must have enough souls to summon, which can be acquired mainly by Land cards on player's backfield. Most Land cards do not require souls to play them. All Spells and Units on the front field engage in combat in the Battle Phase, and remaining cards come back to the preparation phase, and repeat until one of them wins the game. First player to deplete the opponent's Life or Deck by 0 wins the game. If both player's Life or Deck have reached 0 at the same time, offending player takes the win.
Playing the game is entirely free.
Coins
One unique aspects of the game is the coin system. For every battle between units, each player flips up to 5 coins. Depending on how many heads are flipped, a unit's stats (AP/DP/HP) changes accordingly, which can drastically changes the outcome of the battle.
The characteristics of Fantasy Masters
Fantasy Masters consists of 7 different characteristics. They are: Dark, Fire, Water, Green, Metal, Earth, and Light. Event and Legend cards are considered as Light.
* Dark: They use their own blood to amplify the damage they give to the enemy. Zombies, Skeletons, Ghosts, Spirits, Deaths, Cursed, and Vampires are the recurring theme of Dark. Most Dark units have negative coins on their HP that is offset by stronger AP or higher HP than other characteristics. Many Dark spells can affect both players' units with favors on Dark side when used at the right moment. A lot of Dark spells associate with Graveyard. They are the color of black.
* Fire: The most aggressive army but relatively weak in defense. Demons, Devils, Evildoers, Goblins, Blood, Hell, and Fanatics are the recurring theme of Fire. Most Fire units have negative coins on their DP that is offset by the strongest AP in all characteristics. Fire spells generally do either amplifying friendly units' AP, or direct damage to opponent's units. They are the color of red.
* Water: Defense oriented army which is still dreadful with its illusion, confusion, maneuvering skills. Ice, Sea Monsters, Mermaids, Lizard men, Penguins, and Pirates are the recurring theme of Water. Water units generally have higher DP than others while have much weaker AP. Water spells consists of manipulating and weakening opponent's units into demise. They are the color of blue.
* Green: They get stronger and fearless when they pack. Elves, Fairies, Druids, Wolves, Treants, Frogs, and Insects are the recurring theme of Green. Many green units and spells heavily favor Beastly type units while Magical and Armed units support them. They are the color of green.
* Metal: They represent human empire always ready to conquer, with the help of their advanced weapons and chariots. Humans, Iron, Soldiers, and altered beasts are the recurring theme of Metal. They are the only faction to have high level items that can ridiculously strengthen even the weakest units. Metal spells heavily favor Armed units and Item-equipped units. They are the color of silver.
* Earth: The rugged fighters of this army are generally strong. Their strength is reinforced by spells and items. Sand, Giants, Dwarfs, Ettins, Desert, and Stones are the recurring theme of Earth. Earth units are well balanced that greatly depend on coins. Many Earth spells associate with Time. They are the color of brown.
* Light: Heavenly beings gathered up for earthly combat. They can bless and protect their own units. Gods, Bless, Thunders, Unicorns, Saints, Punishment, Justice, and Angels are the recurring theme of Light. Light spells are volatile and generally favors friendly units and punishes opponents. They are the color of white.
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