How to play MegaForce Arena?
Get a quick overview of MegaForce Arena's gameplay mechanics and rules. Find out how to dive into the action and start dominating the battlefield.
Last updated
Get a quick overview of MegaForce Arena's gameplay mechanics and rules. Find out how to dive into the action and start dominating the battlefield.
Last updated
Overview
MegaForce Arena is a PvP card game in which two players battle one another round by round, using a five (5) card hand that they draw from a customized, shuffled deck.
In every round, each player chooses one card to be played from their hand along with any cards they may wish to discard.
Both cards are revealed, then each player chooses the amount of mental energy they want to bid for the opportunity to pick which one of the two cards they will receive. The card the winner does not select automatically goes to the other player.
After both bids have been placed, the winner is announced and they make their selection.
IMPORTANT: In each game of MegaForce Arena, if a player’s card is acquired by their opponent, the acquisition is only applicable within that singular game. Digital ownership is not affected!
The cards are then deployed into the battlefield and each player attacks the other with the cards in play. The bid winner for each round is the player who will attack first.
Following the attack, each player receives a replenishment of mental energy and, if a victor has not yet emerged, play continues to the next round.
In order to play MegaForce Arena, a player must have an Ethereum wallet and hold at least one MegaForce Sentinel.
Connect your wallet to appliedprimate.com/megaforcearena. We support wallet delegation through delegate.xyz.
Auto-pairing is coming soon. During the early playtesting, players need to generate a game link and find a player to pair with. There is a dedicated channel in the AppliedPrimate Discord to find a willing opponent.
Within MegaForce HQ, navigate to Arena and select “Start Game.” This will provide you with a link to share with your opponent to start the game. Upon starting a game, each player will see a roster of Sentinels that are affiliated with or have been delegated to the wallet. Each player can select up to 10 Sentinels to bring into the game.
After both players have confirmed their Sentinel selection, the game will begin. Best of luck! Doc Gibbons is counting on you. For All Apekind!
Each player begins the game with 50 health points, 10 mental energy points, and their own customized deck of cards, 5 of which are automatically dealt to each player. One player is randomly assigned “priority.”
Health points are the life points for each player. When a player reaches 0 health, the game is over and their opponent is declared victorious. There is no limit on health points and they can at times exceed 50 points.
Each player begins with 10 mental energy points and the power to summon those points to overcome their opponent. During the bidding phase of each round, each player determines how many points they wish to utilize to influence the course of battle. Whoever bids the most points – or in the event of a tie, whoever has priority – wins the bid and can select which card they want for themselves.
When mental energy points have been used in the bidding phase, they are consumed, whether a player has won or lost the bid.
Mental energy points are refreshed at the end of each round according to the mental energy income listed as “+X” on the status bar.
Each player begins the game with +1 mental energy income. At the end of each round after mental energy has been replenished according to the current income level, the mental energy income amount increases by 1.
The attack points in the status bar will calculate the sum of each player’s Sentinel power from the Sentinels that have been deployed. This amount does not take into account any Sentinel effects or mechanics such as, “Your most powerful Sentinel attacks twice.”
Priority is randomly assigned to one player at the beginning of the game. In the event of a tie during each bid, the player with priority wins the bid.
Following each bid, priority is transferred to (or will remain with) the player who lost that bid.
All MegaForce Arena players must bring between 1 and 10 Sentinels into the game in order to play. The game will apply a formula that creates a personalized pool of cards generated by the Sentinels brought in, shuffles that pool with a supply of standard trait cards, and, after shuffling, will deal the player a deck of 60 cards. Each deck is customized and randomized for each player and their selected Sentinels.
63 of the traits in the collection are considered standard and shuffled into every player’s individual deck.
The 70 rarest traits in the collection can only be included in a player’s deck if a Sentinel possessing these traits is selected for the game. These include base armor traits, Azul & Holo traits, 1 of 1s, and others.
The number at the top left corner of each Sentinel card is that Sentinel’s power. During the attack phase of each round, unless stunned or otherwise incapacitated, each Sentinel card will attack the opponent and deal damage equal to their power against the opponent's health.
During deck generation, each individual Sentinel trait card is assigned a random power between 2 and 5. If a Sentinel randomly receives a power of 5, there is a rare chance it can upgrade to 6 and an even more ultra-rare chance it can upgrade to 7.
When the game begins, each player is dealt 5 cards from their deck.
At the start of each round, when selecting the card they want to play, each player can also elect to discard any of their other cards, including their entire hand.
When both players have submitted their card in for bidding and selected any cards to discard, the cards are discarded and each player’s hand is dealt additional cards from their respective deck to bring them to five (5) total cards in their hand.
At no time will any player have more or less than five (5) cards in their hand.
Arrival Effect cards have a green background.
Following the bid, when the cards “arrive” into play, the Arrival Effect triggers and activates.
The order of operations is important: i.e. if the bid winner plays a card with an Arrival Effect, it will not impact the card the other player plays because that card is not yet in play when the bid winner’s Arrival Effect is triggered.
Attack Effect cards have an orange background.
During each attack round when it is its turn to attack, every card with an Attack Effect will have the effect trigger and activate.
Conditional Effect cards have a blue background.
Conditional Effects will trigger whenever the conditions are met each turn.
There is a fourth type of card: the Drone.
Drones are not Sentinel cards. Sentinel cards are not Drones.
Some Sentinel cards are able to summon Drones. A Drone is a card with power 1 and no effects or abilities. The cards that summon a Drone often have abilities that buff all of your Drones.
If an effect impacts one or more Sentinel cards, it does not impact a Drone.
A round consists of the following steps:
Select card to play and select any cards to discard
Draw cards to bring hand back up to 5 cards
Review cards played by player and opponent and place nonrefundable mental energy bid for right to choose
Bids are revealed; bid winner picks card, bid loser gets the other card
Bid winner’s card enters game and activates Arrival Effect (if applicable)
Bid loser’s card enters game and activates Arrival Effect (if applicable)
Bid winner’s Sentinels/Drones attack in left to right order. Ahead of each Sentinel’s attack, Attack Effect is activated (if applicable)
Bid loser’s Sentinels/Drones attack in left to right order. Ahead of each Sentinel’s attack, Attack Effect is activated (if applicable)
Gain mental energy based on current player income amount
Increase income by +1 for both players at the start of the next round
** Deployed cards with Conditional Effects activate at various points in the round when the conditions are met
When a Sentinel is poisoned, it will turn green with an animation. During the attack round, before any attack or effect can be launched by the Sentinel, its power will reduce by one (1) point. If the Sentinel’s power becomes zero (0), it is destroyed before it is able to attack or launch an effect.
When poisoned, this will occur each round until the Sentinel is destroyed or the game is over – whichever comes first.
There is currently no known cure for this type of poison.
When a Sentinel is stunned, it will “fritz out” and become muted. While stunned, a Sentinel cannot attack or deploy any of its effects. A Sentinel will remain stunned until its turn to attack and it will skip that round. After it has been skipped it will no longer be stunned and can attack in the next round.
Order of operations and positioning are extremely important when considering each mechanic and how the game is played.
Effects only impact cards that are in play at the moment the effect is triggered.
In the event that an effect would only affect one card but there are multiple cards that meet the qualifications, the leftmost card will be the recipient of the effect.