Phases of Gameplay
So how do you actually play the game of Mayhem? Even though we use NFT's as cards you can still play it like any other trading card game. Well the following are the different phases that take you though one players turn. Each player takes turns going back and forth through the phases until someone wins. However, we know it is hard reading rules and then doing it, so for the first couple of times you play we recommend that you keep this page handy for reference. If you are still confused check to bottom of the page for common questions as well as suggestions.
Power Points Increase
At the start of the match, the meter starts at five and increases overall by one at the beginning of each turn. Subsequent turns reset the counter to the previous amount and adds one to it. There is no limit to how high it can go. The counter only indicates each players starting amount at the beginning of the turn and may be affected by spells and traps. They can draw on the total amount through their turn but it will not reset till their next turn
Players now place unit cards in their area and subtract from their points count based on the rank of the set card. Cards can be summoned in two ways: attack and defense as denoted by orientation of a card (see below). Parallel to board orientation indicates attack position and perpendicular indicates defense. If summoned in the attack position, the attack value of the card will be used. If summoned in defense position, the defense value will be used. At this point players my also set spells and traps in appropriate spots face down utilizing the set level to determine the power or points needed to place them.
Opponents may use this time to activate abilities or spells/traps that can impede the adversary in summoning units so long as their reaming points allow activation of card abilities or effects.
Any units already summoned may move one space in any direction. Spells, traps, and ability’s may be used to alter the amount a unit can move. Units controlled by the player can swap positions but this uses their allotted movement for both. If a players unit is in their area, they may use their allotted movement to change their position from attack to defense or vice versa.
Opponents may use this time to activate abilities or spells/traps that can impede the player in moving units so long as their reaming points allow activation of card abilities or effects.
If a card was moved over an opponent’s face down spell or trap that card is revealed and considered active. If the effect results in the destruction of a unit, said unit is removed from the field at that time and the spell trap is as well. If it only results in partial damage, both cards remain on the field for battle resolution calculation.
Players may use this time to activate abilities of unit cards on the field or spells from their hands that are caused by the activation of preset opponent spells and traps, so long as their remaining points allow activation of card abilities or effects.
Player designates which unit cards will attack the opponents unit cards. So long as opponent unit is in an adjacent spot, a unit card can attack it. However, each unit can only attack one target per turn. Thus, multiple player units can attack a singular opponent unit, but the same unit cannot attack multiple opponent units. Be aware, attacks can be declared from any side of an opponent’s unit card. In a perfect situation, a player can have eight units attack a singular opponent unit if it is completely surrounded.
Stand-by Final Defense
Both players and opponents can use this time to activate unit abilities from cards on the field and spells from their hand to allow for multiple attacks, canceling of attacks, or any other form of alteration. It still applies that both players must have sufficient points to activate abilities. In the event of conflicting card effects, the opponent/defender gets priority. This is the last chance to activate spells or abilities before battle calculation and turn conclusion.
If a unit is in attack position, the attack value is used. If a unit is in defense position, the defense value is used. Ability, spell, and trap effects affect the respective values based on card position unless specifically stated that it affects attack or defense value. If the term “damage” is used, it affects only the card's specified value (attack/defense). To determine a victor, in individual battles all card values of attack or defense (whatever is applicable) are summed on both sides (opponent and player). The side with the higher values wins. If attacking monsters are using summed attack values and attacking a defense position unit, then you compare the summed attack vs. the summed defense. If a player has the higher value unit targeted, then that unit is destroyed and removed from the field and the player can elect which attacking unit may take its place. If the players value is lower, it depends on if they were attacking an attack or defense position unit. Attacking another attack position unit, player units are destroyed and removed. If attacking a defense position unit, all units remain on the field.