> For the complete documentation index, see [llms.txt](https://heroarenagame.gitbook.io/docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://heroarenagame.gitbook.io/docs/2.-gameplay.md).

# 2. Gameplay

### 2.1 Core Loop

A Hero Arena Play match takes place on a tactical grid between two players (or a player and an AI in PvE). Each side controls a set of crystals — destroying the opponent's crystals or eliminating all enemy units (both on board and in deck) wins the match.

### 2.2 The Five-Action System

Each turn, every player receives **5 Action Points (AP)**. AP can be spent on any combination of the following actions:

* **Summon a unit** from the deck onto the board
* **Move a unit** across the grid
* **Attack** with a unit
* **Cast a spell** (single-use card with an immediate effect)
* **Equip a unit** (apply equipment to modify stats or grant abilities)

The AP cost of each action depends on the card and unit type. The 5 AP cap forces players to make hard tradeoffs every turn — there is no "do everything" turn. This is the core of Hero Arena Play's strategic depth.

#### 2.3 Decks and Composition

Each player builds a deck before a match using cards from a single faction. A deck consists of:

* **Units** — combat creatures that occupy the board
* **Equipment** — gear that attaches to units to modify stats and abilities
* **Spells** — single-use effects (damage, healing, buffs, debuffs)

These cards are part of Hero Arena Play's free, balanced card pool — every player has access to the same competitive deck-building options. The cards themselves are not NFTs; they are unlocked through gameplay progression and equally available to all players, ensuring that competitive matches are decided by skill rather than by spending.

What players do own as NFTs are visual and tactical customization items: Avatars, BattleFields, Weapons, and Armors (see NFT System). These NFTs change how a player looks and adds limited tactical variety, but never change a unit's underlying combat statistics.

A starter set of cosmetic NFTs is granted to every new player on first wallet connection, ensuring a complete free entry point.

### 2.4 Win Conditions

A match ends when one of the following occurs:

1. **Crystal destruction** — all of one side's crystals are destroyed
2. **Unit elimination** — one side has no remaining units on the board and no remaining units to summon from the deck
3. **Surrender** — a player concedes
4. **Turn timeout** — automated loss for the player who fails to act within the turn timer

### 2.5 Why Turn-Based

Hero Arena Play is deliberately turn-based for three reasons:

**Strategic depth over reflexes.** Turn-based combat rewards planning, prediction, and resource management — the qualities that make a game replayable for thousands of hours.

**On-chain compatibility.** Real-time games cannot reliably settle on chain due to block time and network latency. Turn-based pacing makes on-chain action feasible without compromising experience.

**Fair competition.** No player has an advantage from low ping, fast reflexes, or expensive hardware. Skill is purely strategic.

### 2.6 Comparison to Adjacent Games

Hero Arena Play is most often compared to **Hearthstone** (card-based combat), **Clash Royale** (lane control and crystals), and **chess** (turn-based depth with simple rules). The closest design influences are tactical TCGs with board positioning. Hero Arena Play's distinguishing features are full faction asymmetry (each faction has its own resource and combat mechanics, not just different cards) and on-chain settlement.
