God Hero
Your main piece. God heroes move, attack, and place skills on the board.

Tutorial
Start with the board, then practice the three actions that matter most: move, attack, and skill placement. Every example below uses real in-game screenshots from the live battle shell.
Your main piece. God heroes move, attack, and place skills on the board.
Your stronghold. It can move, but it cannot initiate attacks. If the enemy destroys it, the round ends right away.
Each side starts at the current configured HP value. A fallen god can cost 1 HP unless a blessing protects you.
The series length. Win enough rounds first and you take the match.
A special board objective that can bless a god hero after a full safe channel.
A short power-up from a shrine. The exact effect depends on the shrine you claimed.
A placed skill that stays on the board and changes how both sides can move through that space.
A late-game safety system. Tied HP triggers Chaordic I, II, and III over time, while repetitive MOVE or SKILL loops can trigger Chaordic X.
These examples use real in-game screenshots to show how the arena contracts through Chaordic I and II, then rotates through the 1st, 2nd, and 3rd Chaordic III void patterns.
During Chaordic III, tiles that will become void on the next rotation now gain a very light Raksha-grey warning that darkens slightly as the shift gets closer.
The first collapse trims the battlefield down to a centered 7x7 arena.

The second collapse squeezes the battle into an even tighter 5x5 core.

The first rotating void pattern opens side lanes and a split midline pressure point.

The second rotation shifts the void lanes and changes which center entries stay safe.

The third rotation tightens the center spine before the loop returns to the 1st pattern.

Start by learning which pieces belong to you and which side you are trying to break.

Every turn is one meaningful action: move, attack, or place a skill.



Movement is your safest action and the fastest way to fix a weak position.

Attacks use the same drag flow, but the target square belongs to an enemy.


Skills are placed with a tap, not a drag, and the board will show the legal landing squares.

The board is only half the story. The side panels tell you who is safe, pressured, or ready to swing a turn.

Winning small trades matters, but altar pressure is what closes the round.

Shrines can swing a close battle, but only if you can hold the lane safely.

Raksha rewards good trades over time, not just one lucky turn.

Most early losses come from a few repeated habits, and they are all fixable.


Use the practice modes to build clean habits before you jump into tougher matches.

Open a practice match, repeat the early steps, then come back once the board feels natural.