Welcome to Splinterlands! Complete the Campaign to earn your first set of Foundations cards!
- Skip to Chapter 12
Prologue (Part I) - Journey to Waur Medge
Begin your journey through the world of the Splinterlands! Defeat an angry bear using Dread Tafarian.
Prologue (Part 2) - Arrival at Waur Medge
When you arrive at the school, battle against Thayko Gol'eavas. Don't worry, you will get another chance to defeat this bully in Chapter 12!
Prologue (Part 3) - Know Thyself
Set up your Avatar and receive a special background as a reward!
Prologue (Part 4) - Welcome to Waur Medge
No battles are required here! Enjoy the introduction to the school from Headmaster Bimbelnok.
Ch. 1 - Card Types
Learn all about archons and units. Archons don’t fight. They determine which elements you can summon on your team. Some also grant your units special benefits, while others handicap your opponent’s team.
Your units, on the other hand, battle the opponent head-on.
The following chapters will provide information about the various stats present on each card. Review Intro to Stats: Anatomy of a Card for additional information.

Ch. 2 - Melee Attacks
The saw blade icon on the left side of the card indicates a melee attack. The number inside indicates attack strength.
These units deal physical attacks that strike armor before health. Damage can be reduced by using Shield and Demoralize.
*Learn more about melee attacks here: Intro to Stats: Anatomy of a Card.
Ch. 3 - Ranged Attacks
Ranged attacks are shown by the red and white target on the left side of the card. Ranged attackers only attack from the first position when the Close Range ability is in play.
Reorder your team to place the ranged attacker at the back to pass this level.
Ch. 4 - Armor
Melee and ranged attacks damage armor first, and until its armor is destroyed, the target’s health is unaffected—even if damage dealt exceeds remaining armor. For example, if a unit has 2 armor and takes 4 damage, its armor will be gone, but the extra damage won’t affect its health.
Remember to place your melee attackers at the front and ranged attackers at the back. Review the battle and note how melee and ranged battles strike the armor first.
*The Repair ability fixes damaged armor.
Ch. 5 - Speed
Speed not only determines which unit takes their turn first, but it also decreases the accuracy of melee and ranged attacks. Each point difference decreases accuracy by 10%.
On the team create screen, you can use the speed filter to sort your cards from fastest to slowest. This filter can be used to sort your cards in a variety of ways, including attack strength (power), mana cost, and health.
Remember to place your melee attackers at the front and your ranged attackers at the back. Review the battle and note which units attack first, as well as how some units miss their attacks completely.
*Review Attack Order & Accuracy for more in-depth information around speed. Counter speed builds with Slow, Impede, and Swiftness.
Ch. 6 - Magic Attacks
Unlike melee and ranged attacks, units can use magic attacks from anywhere. Magic attacks ignore armor and only miss when the Phase ability is in play.
Place your melee unit at the front, magic unit next, and ranged unit last. Remember, magic units can attack from any position, whereas ranged units generally can not attack from the first position.
*Counter magic attacks with Void, Void Armor, Silence, and Phase.
Ch. 7 - Abilities
Abilities are special traits that can turn the tide of almost any battle. They provide your team with unique benefits or inflict harmful effects on your opponent’s team. They are located at the base of unit cards.
Sneak ability icon
Order your team with melee attackers first, then ranged. Reach allows a melee unit to attack from the second position. Sneak, and Opportunity allow your melee units to attack from any position.
*Counter melee attackers with Thorns.
Ch. 8 - Mana
The mana cost for a particular card is shown in the upper left corner of each card. Cards with higher mana costs are generally more powerful than those with lower mana costs, so it’s usually best to use as much available mana as possible. Each battle has a Mana Cap - that is, the maximum amount of mana available for that particular battle.
With only 20 mana available for this battle, ensure that the combined total of your team's mana is at or under the mana cap for the battle.
*Review What is Mana? for more in-depth information about mana.
Ch. 9 - Elements
Element icons are visible in the upper right corner of cards. The background is also consistent with the element color.
While your archon’s element determines which units you can play, the battle rules can further restrict the use of certain elements. Cards without an element are neutral. You can use neutral units regardless of the element of your archon.
|
Fire |
Water |
Earth |
Life |
Death |
Dragon |
Order your team with melee units at the front and ranged at the back. Your non-attack unit can be placed in the middle of your lineup to absorb attacks and give your ranged units more time to deal out damage.
Ch. 10- Modifiers
The battle rules include modifiers that alter gameplay by limiting the cards you can use, modifying abilities, damaging units, and more. They can dramatically influence what cards you should play; you’ll have to adapt your tactics on the fly to pull off a win.

For this battle, the Noxious Fumes modifier is present. All units start the battle poisoned. Use a combination of Cleanse and Heal to outlast your opponent. Be sure to include other damage-dealing units in your lineup!
*Immunity, Rebirth, and Cleanse Rearguard can also be used to counter poison.
Ch. 11.1 - Gon Fizzlebit
This chapter is intended to give players a taste of ranked battles. Fortunately for you, Gon Fizzlebit is very nervous and has not been paying attention in his lessons. Play a team using the lessons you have learned so far.
Ch.11.2 - Maul Bloodgore
The purpose of this chapter is to teach players to review their opponent's previously played teams and make strategic decisions based on the information gained. As Maul prefers armored, melee units, you can counter his strategy by adding armor to your team with the Incessant Sage archon. In addition, Maul also plays units with Sneak, so protecting your backline is essential. Use Spellmonger's Thorns to damage sneaky cards, and target his units with sneak and opportunity.
Ch. 11.3 - Gertrude Chompsbury - Troll
The purpose of this chapter is to emphasize the importance of speed, which is a determining factor in Attack Order & Accuracy. To defeat the troll, buff your speed with the fire archon Barthalamas. On the team create screen, you can use the speed filter to sort your cards from fastest to slowest.
Remember, you get an extra point of speed from your archon. The more the troll misses, the more attacks you can get in!
Ch. 11.4 - Thayko Gol'eavas
The purpose of this chapter is to bring the various things you have learned together in a final showdown with your nemesis from the beginning of the campaign. Reviewing Thayco's recently played teams reveals that he favors magic attacks and relies on high health cards to protect the first and last positions.
Find a counter in the archon Thalgrimore and the Nim Guard Captain with void. As void reduces magic damage, the Captain's placement will buy you time to pick off Thayco's team with opportunity. You can also use magic attacks of your own to defeat his team.


