> 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/5.-game-modes.md).

# 5. Game Modes

Hero Arena Play offers a range of game modes designed to serve different play styles and skill levels. Some are live today on BSC testnet; others are on the Roadmap.

### 5.1 Tutorial 🎓 (LIVE — No Wallet Required)

**Status: Live on** [**hero-arena.com**](https://hero-arena.com)

The Tutorial is Hero Arena Play's onboarding experience. It runs entirely in the browser without requiring a wallet connection, allowing prospective players to learn the game's mechanics, the Humans faction, and the AP system before committing to anything.

This wallet-free entry point is core to Hero Arena Play's player acquisition strategy. Web3 onboarding friction has historically been one of the largest barriers to GameFi adoption — Hero Arena Play removes it entirely from the first experience.

### 5.2 Challenges (PvE) 🏰 (LIVE)

**Status: First campaign — "Meet The Council" — live on BSC testnet**

Challenges are curated PvE encounters that introduce players to advanced mechanics and reward exploration. Each challenge has:

* A unique scenario with custom enemy AI
* Specific win conditions (some require unconventional strategies)
* First-time-completion rewards
* Repeatable but diminishing rewards on subsequent completions

**Meet The Council** is the first Challenges campaign, currently live and playable. It introduces players to the core Humans faction mechanics through a series of progressively difficult AI encounters. Future campaigns will accompany each new faction release.

### 5.3 PvP — Ranked & Unranked ⚔️ (LIVE)

**Status: Live on BSC testnet**

The competitive heart of Hero Arena Play.

* **Unranked PvP** — casual matches for practice, deck testing, and learning. No ranking impact, modest $HAP rewards.
* **Ranked PvP** — competitive ladder with seasonal resets. Win-rate-based MMR (matchmaking rating). Top-rank rewards in $HAP, NFTs, and exclusive cosmetic titles.

Each ranked season runs for approximately 8 weeks. Top players on the leaderboard at season end receive title NFTs that are non-transferable and serve as proof of achievement.

### 5.4 Dungeons (Coming Soon)

**Status: Planned for Phase 2 (see Roadmap)**

A high-risk, high-reward solo PvE mode. Players enter a dungeon with their deck and progress through a series of increasingly difficult encounters. The longer they survive, the larger their reward.

* **Permadeath rule.** A loss inside the dungeon ends the run with no rewards. Players must voluntarily exit to bank their progress.
* **Scaling rewards.** Reward multipliers grow with depth, creating a "press your luck" dynamic.
* **Energy gating.** Dungeon attempts consume energy (refilled over time or via $HAP) to prevent farm botting.

### 5.5 Campaign (Coming Soon)

**Status: Planned for Phase 2 (see Roadmap)**

A long-form, story-driven PvE experience. Each faction will receive its own campaign of 20+ chapters, introducing lore, characters, and unique gameplay mechanics. Campaign progression unlocks exclusive faction-specific cards and cosmetics.

### 5.6 Arena Tournaments (Coming Soon)

**Status: Planned for Phase 3 (see Roadmap)**

Scheduled bracket-format tournaments with entry fees and large prize pools. Tournaments run on a regular cadence (weekly minor / monthly major) and include automated on-chain prize distribution. A portion of every tournament fee pool feeds back into the $HAP buyback mechanism (see Tokenomics).

### 5.7 Future Modes

Modes under design but not yet scheduled:

* **2v2 Battles** — paired team play with shared resources
* **Raid Battles** — multi-player groups vs. a single high-HP boss
* **Draft Mode** — limited card pool selection at match start, similar to Hearthstone Arena
* **Guild Wars** — guild-vs-guild persistent territory control
