Game Rules

Game purpose

One plays Moonga with a deck of five cards chosen beforehand. During rounds your cards are situated at the bottom of the screen, your opponent’s on top. You and your opponent both begin with 20 (health points) and 8 (power points).

Your purpose is to finish the 4 rounds of the game with more than your opponent.

Attack spells

Your deck holds 4 attack spells. It is not possible to have twice the same attack spell in one deck. These attack spells can only be played once during a round. You can see your opponent’s attack spells and vice versa.

1. Card game
2. Clan
3. Expansion (shape) and rarity (color)
4. Illustrator's name
5. Group
6. Element
7. Attack points
8. Defense points
9. Damage points
10. Cast cost
11. Capacity

Support spell

Your deck holds one support spell. This support spell is combined to an attack spell and can only be played once per round. You can only see your opponent’s support spell once he chooses to use it and vice versa.

1. Card name
2. Clan
3. Expansion (shape) and rarity (color)
4. Illustrator's name
5. Group
6. Element
7. Capacity




Power points

You have 8 (power points) for a whole game. These have two particular purpose:

Enhance your attack spell
For each invested during a round, your (attack points) and (defense points) go up one point. You cannot invest more than 4 per round.

Play cards that have a cast cost
If you don’t have enough left to pay the cost of that card, your spell fails. That means that your spell capacity points will be reduced to 0 and the ability of your attack spell will be cancelled. The spent for the launch are not taken into account within the limits of the 4 you can invest during a round.

Round progress

During a round, each player plays in turns the attack spell of his choice. Choose the attack spell you want to play and decide the number of (power points) you want to invest. Once during the game, you can choose to combine your attack spell with your support spell.

You have 1min 30sec to choose your attack spell, and your possible support spell.Once the time is up, you lose. When you and your opponent have made your choice, the cards confront each other and see the outcome live.

In order to impose damage to your opponent and reduce his (health points), your (attack points) have to be strictly superior to the (defense points) of the opposite attack. If this is the case you impose the (damage points) written on your card. During the resolution of a round it is also necessary to take into account the capacity of your attack spell as well as the spell of the opposite attack. This last one is different for each card.

You obviously also need to consider the capacity of the support spell if you choose to use it. Once the round ends, you begin a new one and so on until every player dealt his 4 attack spells.

End of the game

The game ends once the 4 rounds are completed. The winner is established according to the number of (health points).

The player with the highest wins, the other one loses. If both players have the same number of , the game ends in a tie. If one of the players manages to reduce the of his opponent to 0 he wins the round and the game ends immediately. We then say the game ends by K-O.

Here are the gains during a game:

Win: 5 experience points, 3 copper coins. You also win classification points according to the ranking of your opponent.
Tie in competition: 3 experience points, 1 copper coins. You also win or lose classification points according to the ranking of your opponent.
Defeat: 1 experience point, 0 copper coin. You also win or lose classification points according to the ranking of your opponent.

If you give up or exceed the time limit you lose 5 experience points and don’t win anything.

Elemental affinity

The capacity displayed after the symbol (elemental affinity) activates if you hold one or several attack spells of the same element as the card with the elemental affinity in your deck. The support spell is not taken into account.

During a capacity exchange, the elemental affinity depends on the element of the attack spell whose capacity has been exchanged.

Switch & Boost

With the switch ability, the attack spell owns two capacities of choice. The attack spell uses by default the basic capacity. If you choose to use switch, the attack spell will use the optional capacity, which follows this logo: (switch).

With the boost capacity, the attack spell owns two accumulative capacities. The attack spell uses by default the basic capacity. If you choose to engage the boost, the attack spell will accumulate the basic capacity and the one that follows this logo: (boost).

This optional ability has a cost, it is written next to the logo: (boost).

Seasonal affinity

The Seasonal capacity activates if you hold, in your deck, at least one attack spell matching the element required by the seasonal affinity's symbol. The support spell is not considered.

Here are the different seasonal affinities:

[Card element]-->[Required element]

Spring
Summer
Autumn
Winter

Example: (Spring). The card's element is (water), the other element required in your deck to activate the capacity is (earth).

In case of a capacity exchange, the seasonal affinity adapts itself to the element of the attack spell receiving the capacity.

Example: Suppose that the element of the attack spell receiving the capacity is (fire), then the seasonal affinity becomes the one of (Summer). So the required element to activate the affinity will be (water).

If the element of the card receiving the capacity is (ether), (darkness) or (light), the seasonal capacity won't be activated.

In case of a capacity exchange involving some or all of the following affinities: (Ether-Earth), (Ether-Water), (Ether-Fire), (Ether-Ice), the capacity is activated if your deck holds at least one attack spell of the required element, not taking into account the card involved in the capacity exchange.

Group affinity

The capacity displayed after the symbol (group affinity) activates as many times as you have cards in your deck with at least one group in common with this card. The card you play and the support spell are not taken into account.

During a capacity exchange, the group affinity depends on the groups of the attack spell which receive the capacity.

Evolving cards

Cards with the symbol at the bottom of the capacity are Evolving Cards.

Each card has two evolutions in addition to the Original Card.

You can only add the Original Card to your deck.

To play an Evolution you need to have evolved versions of the Original Card in your collection.

When you play your Evolving Card (Original Card), you choose if you want to evolve it to level 2, 3 or not.
Each evolution has a cost that can be in or (costs do not stack).
These costs are included in the symbol at the bottom of the capacity, next to the corresponding level of evolution.

If the cost of evolution is in and you do not have enough points, you cannot play the evolution.

In order to play a Evolution 3 card, you also need the Evolution 2 card in your collection.

During a capacity exchange, your opponent gets the ability of the evolution you have chosen.

Guilds

Players can create guilds and invite their friends to join and play Moonga matches for a common goal. Additionally, players can support their guild by donating copper coins. Furthermore the guilds can dispute territories in the area where the payers are located. The battles between guilds are geolocated, so the warriors have to be positioned in the area of the battle in order to participate.

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