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Tactics of Reverie

Duel Magister Vael on the grid. Spend mana to summon sigil monsters beside your Summoner, move and strike, and defeat the enemy Summoner to win. Your Summoner is your king: if it falls, you lose. Elements: Fire › Wind › Earth › Water › Fire. Light and Dark are strong against each other. Advantage deals 1.5× damage; disadvantage 0.75×. Fusion: two untouched allies standing side by side that match a recipe can merge into a stronger monster (no mana cost, uses both their turns). Select one, press Fuse, then tap the partner. Combat: Melee (M) units hit adjacent foes. Ranged (R) units strike from 2 or more tiles away but can’t hit adjacent foes. A survivor counters for half damage only if its attacker is inside its own range, so melee units can’t answer archers’ shots, and ranged units can’t answer a foe that has closed in. Tile auras: White tiles are Radiant ground and black tiles are Umbral ground. Every unit feels the ground: on white tiles all units gain +1 ATK, and on black tiles all units take 1 less damage (soft golden or violet glow). Light and Dark are special: a Light unit on white or a Dark unit on black gains both auras plus a bonus (+2 ATK, −1 damage taken). On the opposite color they lose 1 ATK and get no tile benefit (red glow), so each can drive the other off its home ground. Tap a unit to select it, tap a blue tile to move, tap a red target to preview the attack, then tap it again (or press Confirm) to strike. Tap any enemy to see its stats and threat range. Tap a card, then a glowing tile, to summon.

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